Every setting explained
What each setting does
The recompilation app has over a hundred settings, across the launcher and three menus. This page lists every one of them, what it changes, and what to set it to. Nothing here is written by hand: the rows and their options are read from the recompilation app's own source each time the site is built, so this page cannot drift out of step with the version you are running.
- Settings in total
- 121
- That change the picture
- 27
- For development only
- 15
- Read from version
- 0.5.0
Choose a starting point
Two ways to play
Two columns run through this page. Original is what to set to play the game as the cartridge played it, with nothing added. Ray traced is my own configuration, as it sits on my machine right now, and it is what the lighting work was built to look like. The four settings that depend on your screen and graphics card are left for you to choose. You can switch between them at the top of each list and set everything in one pass, or read down and decide row by row. To see the two side by side first, the gallery has the same frames before and after.
Four settings have no single right answer
Depends on your machine
Resolution, downsampling, aspect ratio and texture detail depend on your screen and your graphics card, so this page recommends no value for them. Set everything else as recommended, then choose these four to suit your machine: the aspect ratio to your screen's own shape, and the rest until the frame rate is comfortable, rather than leaving them high and concluding the recompilation app is slow. What the lighting needs from a graphics card is in the FAQ.
- Resolution
- Downsampling
- Aspect ratio
- Texture detail
Before the game starts
The launcher
The launcher opens first, with your ROM, Play and Quit. It finds the ROM, checks it, and remembers where it is. The menu, with every row on this page, opens with F1 once the game is running.
The first menu
Picture, camera and program
-
Window
Whether the program runs in a window or fills the screen. It changes nothing about how the game is drawn.
Original Your own preference; it does not change how the game looksRay traced Fullscreen -
Resolution
Depends on your machineHow many pixels the game is drawn at. Original is the console's own 320 by 240, which is what the art was drawn for. Every step above it renders the same scene at more detail. This is the setting that costs the most performance, so the right answer depends on your graphics card.
Original OriginalRay traced Set to suit your screen and graphics card -
Downsampling
Depends on your machineRenders the picture larger than it is shown and shrinks it down, which removes jagged edges more thoroughly than antialiasing does. 4x means drawing sixteen times the pixels, so it is expensive. It works at every resolution, Match the window included, and never draws more than half of your graphics card's memory can hold: a setting that would not fit steps down by itself, and each option says the size it will actually draw.
Original OffRay traced Set to suit your screen and graphics card -
Aspect ratio
Depends on your machineThe shape of the picture. Original 4:3 is the console's. The wider settings genuinely widen the view rather than stretching it, so you see more of the world at the sides. The right one is your screen's own shape.
Original Original 4:3Ray traced Set to suit your screen and graphics card -
Antialiasing
Smooths the jagged steps along the edges of shapes. The console had nothing of the kind. Higher settings cost more.
Original OffRay traced 8x -
Render distance
How far into the distance the game keeps drawing things. The console dropped anything past a short distance to keep up, which is why scenery appears as you approach it. Raising this keeps it drawn, at a cost.
Original OriginalRay traced 8x -
Frame rate
How many times a second the picture is presented. The game's own logic always runs at 20 steps a second, exactly as it did on the console; anything above Original fills the gaps between those steps with interpolated frames, so movement is smooth without the game running faster.
Original OriginalRay traced 60 -
Frame rate counter
Shows the number of frames being presented each second, on a small plate in the corner.
Original OffRay traced Off -
Check for updates
Whether the program asks the release page once, each time it opens, whether a newer version exists. It is the only network connection the program ever makes, and nothing about you or your copy of the game is sent.
Original Your own preference; it does not change how the game looksRay traced On -
Autosave
Saves a moment by itself on a timer, into its own slots, never over one you made. The five most recent are kept.
Original Your own preference; it does not change how the game looksRay traced Every 5 minutes -
Save on quit
Saves a moment when you close the program, so you can pick up where you stopped.
Original Your own preference; it does not change how the game looksRay traced On -
Resume on start
Loads the most recent saved moment when the program opens.
Original Your own preference; it does not change how the game looksRay traced On -
Free camera
Lets the right stick turn the camera freely, wherever the game's own camera is able to turn. Off leaves the camera exactly as the game moves it.
Original OffRay traced Right stick -
Camera axes
Which way the free camera moves when you push the stick. Only has an effect when the free camera is on.
Original As the stick movesRay traced As the stick moves -
Aiming, right stick
Which way aiming moves when you push the right stick, when using a bow, a slingshot or first person view.
Original As the stick movesRay traced Invert up and down -
Aiming, left stick
The same for the left stick, which is the one the game itself uses for aiming.
Original As the stick movesRay traced Invert up and down -
Camera distance
How far the camera sits from Link, for every camera the game uses, not only the free one. Original is the console's own distance; each step above it pulls the camera back a little further.
Original OriginalRay traced Further -
Camera drift
Whether the camera drifts further away as Link runs and back in as he stops.
On is the console's behavior. The game's own camera eases outward as he runs and back in as he stops.
Original OnRay traced On -
Menu placement
Whether this program's own menus sit over the picture or beside it in a panel, with the game still visible.
Original Your own preference; it does not change how the game looksRay traced Panel on the right -
Volume
How loud the game is, as a percentage of its own volume.
Original Your own preference; it does not change how the game looksRay traced 100% -
Texture pack
Replaces the game's own textures with a texture pack, a set of higher resolution images made by other people. The program comes with none and downloads none, but a pack can be downloaded: the one below is made for this renderer, and its rt64 version comes in parts, the first of which opens with 7-Zip. Put the .rtz file inside it in the Texture packs folder (Your files opens it), and it appears on this row by name. Off is the game's own textures.
Download OoT Reloaded, by GhostlyDark, from its author's releases page (the rt64 version)
Original OffRay traced Off -
Texture detail
Depends on your machineHow much of a texture pack's own detail is used: Quarter, Half or Full of its width and height. Which one depends on your graphics card, since the lower steps take less video memory. It starts on Quarter, so a pack loads light on any machine; raise it once the game runs well. Shown only while a pack is chosen.
Original Not used: the original picture has no texture packRay traced Set to suit your screen and graphics card -
Text speed
How fast a message's text types into its box. Fast and Faster are two and four times the original pace; Instant shows each box whole at once. A box still waits at its end for you to go on.
Original OriginalRay traced Faster -
Skip text
As the game, B shows the rest of a message where the game allows it. Always lets A show the rest of the box you are reading and B skip on through the message in every message, and either button ends a box's timed wait.
Original As the gameRay traced A or B, always -
Low health beep
Whether the alarm sounds while your health is low. The heart still beats and turns red either way.
Original OnRay traced Off -
Screenshots
Lets the Screenshot control (F12, or any key or controller button you bind on the controls screen) save a picture of exactly what is on screen, at the window's size, to the folder your recordings go to.
Original Your own preference; it does not change how the game looksRay traced On -
Video recording
Lets the Record video control (F7, or any key or controller button you bind on the controls screen) record what you play to an MP4 video with its sound, ready to upload, into your Videos folder. The Pause video control (F8) pauses and resumes the same video, so a run of chosen moments ends up in one file. The program's own menus are never in the video.
Original Your own preference; it does not change how the game looksRay traced On -
Video size
The video's height, at the shape of your window: the window's own size, or 720p, 1080p, 1440p or 4K. It can be larger than your screen; for a sharp large video, set Resolution at least as high, since the video is drawn from what the game renders.
Original Your own preference; it does not change how the game looksRay traced 1080p -
Video quality
How much detail the video keeps, which sets the file's size: Small file, Standard (about what video sites recommend), High, or Best for a video you will edit again.
Original Your own preference; it does not change how the game looksRay traced Standard -
Video sound
Whether the game's sound is recorded with the video. Off leaves the game's sound out and spends no time on it; your voice is still recorded if the Microphone row is on.
Original Your own preference; it does not change how the game looksRay traced Off -
Video mode
How the video is written. Reliable saves it as it records, so a crash or a forced close keeps the video up to its last moments, and makes it an ordinary MP4 when you stop, which takes a few seconds longer and needs room for a second copy while it finishes. Compatible writes an ordinary MP4 from the first second and stops instantly, but a crash or a forced close before you stop loses the whole video.
Original Your own preference; it does not change how the game looksRay traced Reliable -
Photo mode
Lets the Photo mode control (F10, or any key or controller button you bind on the controls screen) freeze the game where it stands and pause its sound, so you can change any setting and see it on the same frame, move the camera around the frozen scene, hide the game's HUD for a clean picture, and take the same picture at every setting. Press the control again to carry on.
Original Your own preference; it does not change how the game looksRay traced On -
Video shows
What a video records: the game alone, without any of this program's menus, or the whole window, the game with every menu, toast and plate over it, so using photo mode or the settings can be shown. Video size sets the video's size either way.
Original Your own preference; it does not change how the game looksRay traced The game alone -
Screenshots show
What a screenshot shows: the game alone, at the window's size and without any of this program's menus, toasts or plate, even with the settings panel open (so photo mode can take the same picture at every setting with the menu still up), or the whole window exactly as you see it.
Original Your own preference; it does not change how the game looksRay traced The game alone -
Microphone
Whether your voice from a microphone is mixed into a video with the game's sound. The microphone is listened to only while a video records, and goes only into that video; nothing is sent anywhere.
Original Your own preference; it does not change how the game looksRay traced Off -
Microphone device
Which microphone to record: the system's default, or any microphone your computer has, listed by name. One plugged in later shows up the next time the settings open.
Original Your own preference; it does not change how the game looksRay traced System default -
Microphone level
How loud your voice is in the video, against the game's sound.
Original Your own preference; it does not change how the game looksRay traced 100%
The second menu
Lighting
Every row here needs a graphics card that supports DirectX Raytracing. On a card without it these rows change nothing, the game lights itself as the console did, and the lighting screen in the recompilation app says so rather than leaving you guessing.
-
Ray traced lighting
The master switch for traced lighting. With it on, light is followed through the scene rather than painted on by the game, so shadows and bounced light are worked out from where the lights actually are. It needs a graphics card that supports DirectX Raytracing; on one that does not, these rows do nothing and the lighting screen says so.
Off is the original picture. With it off the game lights itself exactly as the console did, and draws its own shadows under the characters.
Original OffRay traced On -
Shadows
Whether traced shadows are cast at all. With this off the traced lighting still lights the scene but nothing blocks it.
Original Your own preference; it does not change how the game looksRay traced On -
Shadow softness
How sharp the edge of a shadow is. The sun casts a nearly hard edge in life; the higher settings spread it as though the light came from a wider source.
Original Your own preference; it does not change how the game looksRay traced Very soft -
Shadow rays
How many rays each lit pixel spends working out whether it is in shadow. More rays cost frame rate and buy a cleaner shadow edge; fewer leave visible grain, especially on anything that moves.
Original Your own preference; it does not change how the game looksRay traced 8 -
Shadow casters
How much of the world behind and beside the camera is kept in the traced scene so its shadow can still reach the picture. The console's own culling threw away anything off screen, which is why a shadow can vanish as the camera turns.
Original Your own preference; it does not change how the game looksRay traced Everything -
Indoor light
How dark a character's shadow goes indoors, where there is no sun to cast it. Rooms whose own settings carry no directional light get one supplied overhead so there is something to cast with.
Original Your own preference; it does not change how the game looksRay traced 50% -
Darkness
How much of the game's own background lighting is taken away where no traced light reaches. Raising it means a room is genuinely dark except where a torch or a fairy lights it, which is what makes those lights read as real lights.
Original Your own preference; it does not change how the game looksRay traced Off -
Light brightness
How far a traced light can lift a surface above the game's own lighting. On Normal a light mostly gives back what a shadow took; the higher settings let a torch, a fairy or daylight through a window light the ground brighter than the game ever drew it, up to a harsh, bright pool.
Original Your own preference; it does not change how the game looksRay traced Normal -
Ambient occlusion
Darkens the creases where surfaces meet, the way dust and shadow gather in a corner. It is subtle and it is what stops objects looking as though they are floating.
Original Your own preference; it does not change how the game looksRay traced Full -
Occlusion radius
How far from a surface the program looks for something that would shade it. Small values catch only tight corners; large ones darken under whole objects.
Original Your own preference; it does not change how the game looksRay traced 160 units -
Occlusion rays
How many rays the shading in corners is worked out from. More is cleaner and costs more.
Original Your own preference; it does not change how the game looksRay traced 16 -
Local lights
Whether the game's own lights, such as torches and fairies, are traced. With this on they light the room around them and cast real shadows from whatever stands in the way.
Original Your own preference; it does not change how the game looksRay traced On -
Light reach
How far a torch or a fairy's light carries, as a percentage of the radius the game itself gives it. 100% is the game's own.
Original Your own preference; it does not change how the game looksRay traced 200% -
Light strength
How bright those lights are, as a percentage of the game's own.
Original Your own preference; it does not change how the game looksRay traced 100% -
Bounced light
Light that has already hit one surface and carried its color onto another. It is what makes a red wall tint the floor beside it.
Original Your own preference; it does not change how the game looksRay traced Original -
Bounce range
How far bounced light is followed before the program stops looking.
Original Your own preference; it does not change how the game looksRay traced 1500 units -
Glow density
The haze in the air immediately around a light, as though dust were catching it.
Original Your own preference; it does not change how the game looksRay traced Faint -
Glow size
How large that halo is, relative to the light's own radius.
Original Your own preference; it does not change how the game looksRay traced Half -
Indoor dust
How much dust hangs in the air indoors, in temples, caverns and houses. The motes show only where light actually reaches them, in a window's light, a sunbeam or the glow of a torch, and never in shadow, and anything that moves through them pushes them aside.
Original Your own preference; it does not change how the game looksRay traced Very thick -
Indoor dust visibility
How bright an indoor mote is where light reaches it. Faint keeps the dust barely there; Bright makes the light in a room read as something you could put your hand into.
Original Your own preference; it does not change how the game looksRay traced Light -
Indoor dust size
The typical size of an indoor mote. Every mote is its own size around this, and its own opacity and brightness too, so the dust reads as many faint specks with a few brighter ones rather than a grid of identical dots.
Original Your own preference; it does not change how the game looksRay traced Tiny -
Indoor dust drift
How the indoor dust moves when nothing disturbs it: hanging still, drifting slowly, or wandering about. Indoors there is no wind.
Original Your own preference; it does not change how the game looksRay traced Slow -
Outdoor dust
How much dust is carried in the air outdoors. Like the indoor dust it shows only in the light, and it travels with the wind.
Original Your own preference; it does not change how the game looksRay traced Some -
Outdoor dust visibility
How bright an outdoor mote is in the sun.
Original Your own preference; it does not change how the game looksRay traced Light -
Outdoor dust size
The typical size of an outdoor mote, each one varying around it.
Original Your own preference; it does not change how the game looksRay traced Tiny -
Wind
How fast the wind carries the outdoor dust. It never reaches indoors.
Original Your own preference; it does not change how the game looksRay traced Breeze -
Wind gusts
Gusts that rise, hold and die away, with calm air between them in which the dust floats. With the wind Varied, each gust comes from its own direction, a little up or down as well as across.
Original Your own preference; it does not change how the game looksRay traced Strong -
Wind from
Which way the wind comes from, by the world's own compass. Varied lets it wander round the compass on its own, rising to gusts and falling to lulls.
Original Your own preference; it does not change how the game looksRay traced Varied -
Indoor ambience distance
How far away the indoor dust can still be seen. It always thins gradually with distance rather than stopping at a line; this sets where it is finally gone.
Original Your own preference; it does not change how the game looksRay traced Far -
Outdoor ambience distance
How far away the outdoor dust can still be seen, the same way.
Original Your own preference; it does not change how the game looksRay traced Near -
Sun haze
Shafts of sunlight in the air outdoors.
Original Your own preference; it does not change how the game looksRay traced Faint -
Haze range
How far those shafts are drawn into the distance.
Original Your own preference; it does not change how the game looksRay traced 2500 units -
Fade with the fog
Whether traced lighting fades into the game's own fog, so a lit surface far away does not stand out of the haze in front of it.
Original Your own preference; it does not change how the game looksRay traced On -
Fade with distance
Fades traced lighting out with distance, which saves performance on things too far away to be looked at closely.
Original Your own preference; it does not change how the game looksRay traced Middle -
Smoothing
How much each frame's lighting is averaged with the frames before it. Tracing a scene with a limited number of rays leaves grain; averaging across frames removes it, at the cost of a faint trail behind fast movement.
Original Your own preference; it does not change how the game looksRay traced Heavy -
Filter
A final blur across the traced lighting, which removes what is left of the grain.
Original Your own preference; it does not change how the game looksRay traced Two steps -
Window shafts
Shafts of daylight in the air below a window, brightest at the glass and fading as the light falls, lit by the window's own traced light so a pillar standing in one cuts a gap through it. Only in places whose windows give light, such as the Temple of Time, where they take the place of the original game's painted rays.
Original Your own preference; it does not change how the game looksRay traced Your own preference -
Shaft length
How far down toward the floor a window's shaft of light carries before it fades away, measured on each window's own fall, so a high window's shaft reaches as far down as a low one's.
Original Your own preference; it does not change how the game looksRay traced Your own preference
The third menu
HUD
How the HUD fades, how large each part of it is, and where it sits. It can fade when nothing needs it, always, or at the press of a button, either to a dimmer, grayer HUD or out of sight, and you tick what brings it back. Each part can fade or stay shown and take its own size, from half to twice the original, and the whole HUD can sit in the console's own 4:3, within 16:9, at the window's edges, or at distances you choose.
-
HUD fades
Whether the game's HUD fades: never, once it has not been needed for a while, always, or at the press of the HUD button (Tab or the right stick's click by default).
Original NeverRay traced Never -
Fades to
Whether the HUD fades to dim, still there but quieter, or away entirely.
Original Your own preference; it does not change how the game looksRay traced Dim -
Dim opacity
How much of the HUD shows while it is dimmed.
Original Your own preference; it does not change how the game looksRay traced 35% -
Dim color
How much of its color the HUD keeps while it is dimmed, down to gray. Item icons keep their own colors.
Original Your own preference; it does not change how the game looksRay traced Full -
Idle delay
How long the HUD waits, unused, before it fades.
Original Your own preference; it does not change how the game looksRay traced 12 seconds -
Fade speed
How quickly the HUD fades out and back in.
Original Your own preference; it does not change how the game looksRay traced Smooth -
Z targeting
Whether targeting with Z brings the HUD back while it fades when idle. Each thing that can bring it back is its own box to tick.
Original Your own preference; it does not change how the game looksRay traced On -
C buttons
Whether using a C button brings the HUD back.
Original Your own preference; it does not change how the game looksRay traced On -
Talking
Whether talking, or any message on screen, brings the HUD back.
Original Your own preference; it does not change how the game looksRay traced On -
Health or magic changing
Whether your health or magic changing brings the HUD back.
Original Your own preference; it does not change how the game looksRay traced On -
Hearts at low health
Whether the hearts stay shown while your health is low. Only the hearts: the rest of the HUD fades as it would.
Original Your own preference; it does not change how the game looksRay traced On -
Rupees, keys or items changing
Whether your rupees, keys, an item on a button or its ammunition changing brings the HUD back.
Original Your own preference; it does not change how the game looksRay traced On -
The pause menu
Whether opening the pause menu brings the HUD back.
Original Your own preference; it does not change how the game looksRay traced On -
Any button
Whether the press of any button brings the HUD back.
Original Your own preference; it does not change how the game looksRay traced Off -
Hearts
Whether the hearts fade with the HUD or stay shown.
Original Your own preference; it does not change how the game looksRay traced Fade -
Magic
Whether the magic meter fades with the HUD or stays shown.
Original Your own preference; it does not change how the game looksRay traced Fade -
Rupees and keys
Whether the rupee and key counters fade with the HUD or stay shown.
Original Your own preference; it does not change how the game looksRay traced Fade -
Buttons
Whether the A, B, C and Start buttons fade with the HUD or stay shown.
Original Your own preference; it does not change how the game looksRay traced Fade -
Map
Whether the map fades with the HUD or stays shown.
Original Your own preference; it does not change how the game looksRay traced Fade -
Sizes
Whether one size applies to the whole HUD, or each part (hearts, magic, rupees and keys, the buttons, the map) has its own.
Original One for allRay traced One for all -
HUD size
The whole HUD's size, from half to twice the original, each part growing from the corner it sits in so nothing leaves the screen.
Original 100%Ray traced 100% -
Hearts size
The hearts' size, growing from the top left corner.
Original 100%Ray traced 60% -
Magic size
The magic meter's size, growing from its left end.
Original 100%Ray traced 60% -
Rupees and keys size
The rupee and key counters' size, growing from the bottom left corner.
Original 100%Ray traced 60% -
Buttons size
The A, B, C and Start buttons' size, growing from the top right corner.
Original 100%Ray traced 100% -
Map size
The map's size, growing from the bottom right corner.
Original 100%Ray traced 100% -
HUD sits
Where the hearts, the map and the buttons sit when the picture is wider than 4:3. Original 4:3 keeps them in the console's own square; Within 16:9 spreads them toward the edges but no wider than a 16:9 screen; Window edges puts them at the picture's very edges; Custom keeps distances you choose from each edge, as a share of the picture, so they follow the window as it changes size and never leave it.
Original Original 4:3Ray traced Window edges -
From the left
With HUD sits on Custom: how far the hearts, the magic meter and the rupee counter sit from the picture's left edge, as a share of its width.
Original Your own preference; it does not change how the game looksRay traced 4% -
From the right
With HUD sits on Custom: how far the buttons and the map sit from the picture's right edge, as a share of its width.
Original Your own preference; it does not change how the game looksRay traced 4% -
From the top
With HUD sits on Custom: how far the hearts and the buttons sit from the picture's top edge, as a share of its height.
Original Your own preference; it does not change how the game looksRay traced 4% -
From the bottom
With HUD sits on Custom: how far the rupee counter and the map sit from the picture's bottom edge, as a share of its height.
Original Your own preference; it does not change how the game looksRay traced 6%
On disk
Where your settings are kept
Your settings are saved in settings.txt and your bindings in controls.txt, in one folder with your saves and texture packs. An installed copy keeps that folder in AppData\Local\OoT Recompiled, and a portable copy keeps the same files beside the recompilation app. The recompilation app's Your files screen opens each of them.
- OoT Recompiled/ In AppData\Local, unless you chose another folder
- bin/ The recompilation app, its libraries and the uninstaller
- saves/ The game's own save
- moments/ Your saved moments and autosaves, each with a thumbnail
- texture-packs/ Texture packs you add
- updates/ A downloaded update, waiting to install
- rom/ Only if you asked it to keep a copy of your ROM
- mods/ Made by the recompilation app; mods are not supported yet
- settings.txt Your settings
- controls.txt Your bindings, for each controller
- rom.txt Where your ROM is: the path and nothing else
- oot-recompiled.log This run's log, written fresh each start
- install.log What Setup did
- Pictures/OoT-Recomp/ Screenshots and recordings, kept outside it
Tools that are not for playing
Development and debugging
These are behind a confirmation in the recompilation app, and they are here for completeness rather than as a suggestion. They exist for working out what went wrong and for showing somebody else exactly what you saw. They can leave the game looking wrong, put you somewhere a save was not meant to happen, and fill a drive. Nothing here is needed to play, and nothing here is supported.
Read the three warnings below before you use any of it.
What the recompilation app says before it opens this menu
What is in here is meant for developing and debugging this recompilation app, not for playing the game. These tools move the player between places the game never sends them, replace the picture with a single stage of how it was drawn, and write every frame to disk as a file. They can leave the game looking wrong, put you somewhere a save was not meant to happen, and fill a drive. Nothing here is needed to play, and nothing here is supported. Go carefully, and put anything you change back when you are done.
What it says before the frame recorder will switch on
This writes one PNG file for every frame the recompilation app shows. At your own picture size and frame rate, the recompilation app works out how many files that is, how many gigabytes each recording takes, how many per minute it is left running, and how long until a hundred gigabytes have gone, and it shows you those numbers before it will start. At 1080p and 60 frames a second it is roughly 10 GB a minute. The files are written to your Pictures folder and nothing removes them for you.
And the one the recompilation app cannot warn you about afterward
Warping can break your progress and your saved games. It puts Link in places the game has not sent him to yet, and sometimes in places it would never send him at all. Arriving somewhere early can leave the flags that track what you have done in a state the game was never written to handle: events that fire in the wrong order, items that cannot be obtained afterward, a door that will not open because the game believes you have already been through it. Saving after that writes the damage into the file. If you are going to warp at all, do it on a copy of your save, and do not save over anything you care about.
-
Frame recorder
Development onlyWrites every frame the program shows to disk as a PNG file, for as long as the length below. It is meant for showing somebody exactly what went wrong. It fills a drive very quickly: at 1080p and 60 frames a second it is roughly 10 GB a minute, and the program asks you to confirm before it will switch on.
Leave it at Off -
Recording length
Development onlyHow long a recording runs before it stops by itself.
Leave it at 5 seconds -
Comparison shots
Development onlyMakes the Screenshot control save a before and after pair instead: the game holds still, one picture is taken with your settings, then one exactly as the original console showed it (4:3, original resolution, no antialiasing, no texture pack, no traced lighting), and everything is put back. For development only.
Leave it at Off -
Inspect one pass
Development onlyReplaces the picture with a single stage of how it was drawn, such as the shadows alone or how many frames of history each pixel has. It is a tool for working out why the lighting looks wrong, and it makes the game unplayable while it is on.
Leave it at Off -
Experiment
Development onlyUndoes one piece of the lighting math at a time, so a particular look can be traced to the step that causes it. For development only.
Leave it at Off -
Aim which window
Development onlyWhich window's traced light the aim rows below move: every window, or one by its number. For development only.
Leave it at Every window -
Aim from
Development onlyWhether that light falls at its window's own slope or the way the game's drawn beam fell. For development only.
Leave it at Its own slope -
Aim up or down
Development onlyMakes that light fall more steeply or more shallowly, a degree at a time, which moves where it lands nearer or further. For development only.
Leave it at 15 flatter -
Aim left or right
Development onlyTurns that light left or right, a degree at a time. For development only.
Leave it at 15 left -
Move along x
Development onlyMoves that light along the world's x axis. For development only.
Leave it at -160 units -
Move along y
Development onlyMoves that light up or down. For development only.
Leave it at -160 units -
Move along z
Development onlyMoves that light along the world's z axis. For development only.
Leave it at -160 units -
Light through stone
Development onlyWhether a torch's or a fairy's traced light stops at the stone around it or reaches a little way through, so a flame set into a wall can be compared both ways. For development only.
Leave it at Stops at stone -
Glow test
Development onlyHow the round glow around a torch or a fairy is hidden when something stands in front of it: all at once when its center is covered, as the original game did, or a pixel at a time. For development only.
Leave it at By center -
Drawn beam
Development onlyShows the original game's own painted beam of light again where the windows give traced light, to compare it with the traced shafts. For development only.
Leave it at Hidden (0.4.0)