![]() ![]() What about other games? are there more games with two versions (GC and Wii)? and what about Xenoblade Chronicles (Wii) and XBC-X (WiiU)?. So, it would be fine for me to preserve only the GC DDS version? (I think I'm gonna emulate that version, but Wii version is compatible with Wide screens, isn't it?. I asked about it, bacause I saw 4 diferent version in a project (It was Zelda TTP in fact), GC DDS, GC PNG, Wii DDS and Wii PNG. Then, for Twilight Princess, I can use any version then. In the case of Twilight Princess, then yes, the vast majority of the textures are all the same. can I use a textures from the Wii version on a GameCube version and viceversa? If a game has two versions, Wii version and GC versiĆ³n, for example. I believe DDS generally fares better, especially given their smaller file sizes. I don't really know anything about PGN and DDS textures versiones. ![]() can PNG version overload, or at least need more VRAM than the DDS version?. ![]() Does it change the performance of the game? I mean, for example, supposing DDS texture is a compressed format, can it have a low performance compared to PGN textures cause it has to uncompress it first or something like that?. I see DDS texture package are a lot smaller than PNG version, is there any diference when we use it for playing? I mean visual difference? or it is only because of the file format?Hello! As far as I know, DDS files retain just about the same quality as PNGs (the difference is basically unnoticeable), so the difference in size is just from the file format. Compare to Gamecube and Wii which is restricted to using the first person view when it comes to using projectiles.(08-31-2016, 07:46 AM)SGAN Wrote: 1. On the Wii U, you can move your Gamepad like a gyroscope as an option, as with using either first or third person view when using projectiles. As with switch and hold, experiment with those methods to see what suits you. However, you should ensure that you have sufficient room to swing your arm when using the sword. Using motion like the Wii Remote gives you faster movement for your right hand as long as you keep it steady. Analog vs Motion Analog controls allow for greater precision, for example, when aiming with a bow and arrow. These settings can be reached by going to the option menu on the main menu. "HOLD" requires the player to hold down the lock on button to target an enemy releasing the button will disengage the lock. To remove targeting when others are present, Link must pull away from the enemy. Switch vs Hold "SWITCH" causes the target to stay locked onto after the lock on button ( for GameCube, for Wii, for Wii U) is released, and pressing the lock on button a second time will change the target, or exit targeting if no other target is present. Spin attack (every fourth attack on GameCube/Wii U is a spin attack) The direction of the sword swing depends on which direction the Control Stick is being held and whether Link is targeting or not. On the Wii version, you can map three more items to, , and to easily switch the item currently mapped to, effectively giving you four item slots. Skip cut-scene, Toggle Wii U GamePad mode on/off Toggle item-selection screen on/off, Wii U Gamepad Pause (TV mode) For more details on advanced combat, see the Hidden Moves page. ![]()
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