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How different is Twilight Princess 100% across versions? скачать в хорошем качестве

How different is Twilight Princess 100% across versions? 7 месяцев назад

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How different is Twilight Princess 100% across versions?
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How different is Twilight Princess 100% across versions?

Questions welcome, as always! I thought this video was going to be around 20 minutes long until I started scripting it and it turned into a dissertation. So for everyone who asked about this subject, here's the whole answer. Thanks to everyone I borrowed clips from: An_D, Simikins, Pheenoh, spicyjuice, sva, and ZSR. Pseudo Twili's videos on to do Early Master Sword on TPHD:    • TPHD: Early Sacred Grove as Human      • TPHD: Early-ish Master Sword   00:00 Intro 00:44 Background knowledge 03:06 Ordon 06:44 Faron 08:52 Forest Temple 12:20 Eldin Twilight 14:44 To Morpheel 28:01 Midna's Desperate Hour 29:50 post-MDH cycle 35:25 Arbiter's Grounds 36:03 Early Snowpeak 36:47 Snowpeak Ruins 38:33 To Temple of Time 40:33 Temple of Time 41:30 post-ToT cycle 45:19 City in the Sky 49:01 Palace of Twilight 50:26 Cave of Ordeals 52:49 Final collection 53:25 Hyrule Castle 55:04 Notes Corrections: 23:32 Gamecube can do jump attack moon boots (JAMB), but only a version that gets less height than Wii and HD can get. I said here that Gamecube's JAMB couldn't reach this fence, but apparently it actually can with a bit more lining up. It's still not useful for hundo, though. Thanks for the correction, An_D. 46:09 This isn't a correction, but a clarification about the City in the Sky gate. Dragonbane0 wrote this technical explanation, which I didn't include in the video for brevity's sake, around the time TPHD came out: "Actors are split into different modules which allows the game to load/unload them when needed to keep the memory usage as low as possible, since it was a real concern on Gamecube with 256 MB. WiiU has 2 GB so the devs rightly assumed this restriction was no longer neccesary, so all modules are integrated into the exe and loaded at runtime and always kept in memory as long as the game runs. However they didnt account for the fact that the unloading part was expected by the old devs and so some of the actor code is a bit messy expecting an unload once the actor needing the code is gone from the screen. For this particular issue there are 3 gate types who all use the same scripting module. Its essentially the module that handles a "gate that can be opened with a seperate switch" type of actor. 3 gates use this, one is deleted and not used in the game, the other 2 is the city and lakebed gate respectively. So since the module expects only one gate to be present at a time and also expects to be unloaded once you leave the room in any way, the name of the gate is saved in a global variable and if the creating function is run again the creation process is skipped if the variable is already set, since the code assumes this must mean you voided in the room with the gate, since that is the only time you can only partially reload a room. But since the module isnt unloaded on HD it keeps the global variables the entire time until reboot, so in City it thinks the gate was already constructed too and skips the creation process."

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