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Offline beingthehero

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Re: those "transition" rooms
« Reply #15 on: August 29, 2014, 11:55:26 AM »
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How did it work in HoD, though, since it had no transition rooms yet was also pretty graphics-heavy? Or was enough space saved because of the reduced sound quality? I'm guessing it wasn't such a factor for CotM, since it had simpler graphics.

Offline Lelygax

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Re: those "transition" rooms
« Reply #16 on: August 31, 2014, 07:25:25 AM »
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If these transition rooms does exist in GBA/DS, how the game doesnt glitch out when you use cheats/glitches to acess another areas from the castle without entering these transition rooms? I know that SOTN does bug all tiles if you do something like that.
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Offline uzo

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Re: those "transition" rooms
« Reply #17 on: August 31, 2014, 10:14:55 PM »
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I didn't say anything about the GBA titles. I know for sure CotM doesn't have them, and I don't believe HoD or AoS do either. If they do, then I haven't been able to identify them, and so anything that was looking like one of those transition rooms was indeed just an aesthetic choice. The GBA didn't have a lot of memory so it didn't need to load nearly as many graphics per room. The DS games on the other hand had a slower load speed to maximum ram capacity ratio.

In other words, the DS would have had to load more graphics per room than could be loaded quick enough when you step from one room to another. This spurred the need for load points to hide the load time. It was really ingenious honestly.

Offline Lelygax

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Re: those "transition" rooms
« Reply #18 on: September 01, 2014, 09:04:39 AM »
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Thanks for the insight.
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