TP Link doesn't have it visible on the farm; it only reveals itself once he's dragged into the Twilight Realm, and by that time, Hyrule's already conquered by Zant, so nobody is going to "treat him like royalty" at that point. (Not to mention Ordon is a neighboring province, so maybe they don't understand the significance of the Triforce.)
Yes it does:
Born with it.
Well that makes more sense, I read that the main issue with Majora on the CE was the fact that Nintendo kinda took the N64 emulator running Ocarina and shoved Majora in it. Hence it didn't emulate the expansion pak properly (or at all), which is why it's so crash prone. Kinda reminds me of how DK64 only needed the expansion pak to avoid similar crashes :lol.
Game ran in 480i as well, didn't it?
Regarding Majora Mask on the GC... it's more complex than that. The GC didn't have a lot of RAM, so 8 MB of it whilst emulating a system was a tight fit, the 24 MB of main RAM didn't even allow you to load a 32 MB ROM into memory and such was the case for OoT and MM, this meant that to negate this limitation you'd have to be able to cache chunks of the ROM from disc, because the way N64 did things wasn't viable. This was probably done on the secondary 16 MB DRAM bank, typically
also used for sound duties.
Let me put some context here, cartridges on the N64 had a throughput of 50 MB/s, Factor 5 even claimed they used it as a RAM substitute (in regards to access time no doubt), and truth is, to a certain degree most games did, as being able to load fast meant that with good design you could feign a bigger scope seamlessly. Zelda games obviously do this as if it was a on-off switch.
You can actually see this in OoT if you go for the ice cavern and change the camera (with Z targeting) on some corridor that leads to a block pushing room, what you'll see is that depending where you're standing the room ahead or the room before just disappears, and whenever they disappear the other section simply appears, it's an on off switch and the way N64 effectively uses RAM.
That's not doable on a CD based system without caching or having the ROM on RAM... To put things into perspective... GC mini-DVD throughput was 3.1 MB/s, and worst of all latency on it was 128 ms, the bigger the program (and chunks of data streamed) the more of an issue this is, of course. Which is also why MM on the GC shat bricks in clock town - slowwwwww. It's because the game reads every character "script" from, you guessed it, cartridge. And they're not just standing there, there's an "action timeline" going on.
Freezing and sound skipping issues were mostly a byproduct of, due to the extra N64 RAM at place, there was either more memory alocated to caching (the RAM typically used for sound and streaming from media RAM, no less), that or no caching altogether (more likely) and due to that and the fact this game relied on the expansion pack it meant that meant the data it asked for was bigger than before and hence it took longer until the GC had it.
Anyway, you can trigger MM sound glitches on "loading corridors", like the one in the swamp leading up to the witches hut. Precisely when the N64 would seemingly "load" the next "room".
The issue really is lack of RAM to store ROM in RAM.
Should be mostly solved on the Wii because it's stored on a flash bank (lower latency and better speed) and the console has more RAM (it can just store the whole ROM on the secondary memory bank), never on the GC though, people not complaining on the GC are simply not picky and some others might have GC's with screwed up drives, making seek time/latency bigger due to wear. Problem is never non-existent on the GC though, it's a technical limitation to the way the emulator works.