![]() The division into topics is sometimes quite arbitrary.Any unlabeled data is therefore about Emily, with Edward having different movement offsets and keyframe lengths, which might affect time lost or saved with a trick as well. Mostly Emily was used in testing, there being no known reasons to go with Edward in a speedrun.If you want to study AitD 1 more, you should consider using the floppy version, which has not been tested nearly as thoroughly, though the differences between versions have been looked into to some extent. Most of the information here is derived from testing the CD-ROM version (GOG).This is subordinate to the first line.This one is subordinate to the line above.This text is also subordinate to the first line but doesn't necessarily have a direct connection with other lines of the same level of indentation, such as the line directly above.this text is subordinate to what is written above. This is exactly the same as how higher and lower -level headings work. Wherever the indentation increases, this means whatever is written there is subordinate to (relates to) the last less indented paragraph. In case it's not clear what the basic structure of these notes is, here is how it works.This guide is mainly about AitD 1 but it acts as the main source of information on all the games that came out on this engine.14 TAS-ONLY/GLITCHING/CRASHING/SOFTLOCKING/MEMORY CORRUPTION.13.4 MIGHT HELP IN JITD, AITD 2, AITD 3 OR TIME GATE: KNIGHT'S CHASE.13.3 THEORETICAL IN-BOUNDS / GLITCHLESS RUN.12.9 PUSH CLIPPING/LIGHTWEIGHT CLIPPING. ![]() 11 TIMERS / CHRONO / ROOM_CHRONO / TIMER MANIPULATION.10.6.1 HITFORCE MANIPULATION / DAMAGE MANIPULATION.7.3 ANIMATION MOVEMENT SPEEDS / EMILY AND EDWARD DIFFERENCES. ![]()
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