![]() ![]() This sign switch on the speed value comes by targeting (while Link is moving) and holding what’s known as ESS position in the opposite direction that Link is facing. We can overcome such regions such as upward sloped hills and quicksand by switching Link’s speed value from positive to negative, as these terrains are programmed to limit positive speed, not negative speed. Brakesliding is a technique that allows us to preserve higher speed values across regions where speed would normally be hindered.If Link falls off an edge at the same time he collects a rupee (which has a cutscene associated with it), Link will fall during the rupee collection cutscene and clip through walls or floors in some situations.This is used to cross large gaps or get onto higher ledges that normally should not be accessible. Wolf Link will attempt to jump directly to the enemy no matter how ridiculous the distance is between him and the enemy. As wolf Link, it is possible to target enemies with Midna’s B attack charge and then jump to them while they are far away.This effect is most notably achieved with the Gale Boomerang and is the reason the Gamecube version is chosen over the Wii version (as the Wii version cannot perform LJAs with the Gale Boomerang). This is used to cross wide gaps or jump over triggers that attempt to limit progression at certain points. When Link targets a faraway object (any object that link can “lock-on” to with the L button) his jump attack speed can increase dramatically based on how far away the object is.This can alter Link’s position and be used to cut out backtracking in many situations. A common technique used in some Zelda games, savewarping involves saving the current file, resetting the game and reopening the file.This allows us to mess with save files in various ways and even save the dummy file used on the title screen. By voiding out in an area and resetting the game on a specific frame (using the Start+B+X button combination), we respawn Link onto the title screen map.All the inputs in this run were solely recorded by me, but I did have help in theorizing and routing from the rest of the Twilight Princess community. The original TAS that I made was rather sloppy but gave me necessary experience in TASing Twilight Princess that ultimately led to the run that we have now. I originally started this TAS in March of 2016 after finishing a previous attempt at TASing Twilight Princess which had a final (RTA) time of 2:42:42. The goal of this run is simply to get from the beginning to the end as quickly as possible (Any%) using the fastest known methods. By the way.This run is done on the PAL GameCube version of Twilight Princess and uses the German language for the fastest available text speed. Ok, I am done with complaining about Nintendo. Twilight Princess HD still lacks cool additions such as double enemy health which the GC/Wii version can achieve through AR/Gecko codes. I am glad Nintendo remastered Wind Waker and Twilight Princess for the WiiU, but still. It is like modders trying to fix Bethesda games. That is why we have a community for emulators (1080p and nothing less!), texture packs and AR codes. What about Ocarina of Time 3DS, why couldn't it come to the console instead! Their games are really epic, but they just lack common sense sometimes to remaster their most epic games as intended. Super Mario 64 DS just sucks because it is on a handheld device with a digital control pad, for crying out loud. ![]() ![]() Super Mario 64, come on! Do we really need a HD texture pack, Widescreen and Extended Draw Distance codes to have the most ultimate experience? Could Nintendo not just release a remaster for the WiiU itself. Nintendo is awesome, but they lack bringing forth the most epic qualities for older games. (07-16-2016, 02:42 AM)Shonumi Wrote: Or did you do your own creative take using the Wii U textures as a base to make something new? The other way around would be to create self-made images, or as Shonumi stated: One way would be to make a guide on how to dump the textures and convert them by yourself. I wonder what MattieuLink could do to still release his work without any repercussions. Of course, we could always support the WiiU version itself. Luckely Dan Ladner returned, and there is the most awesome Twlight Princess HD project made by Hamasaki and his team. ![]() I suppose it is still stealing, but from what I heard, it were not his intentions to do so, so I am pretty glad this could be solved in a calm manner. On the other hand, it remains "stealing" licensed work. On one side, the porter spent many weeks dedicating himself making a better experience for Twlight Princess on the GC. ![]()
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