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05-04-22 06:44:18 PM
Jul - Posts by 7HeroesForceBattle
Pages: 1 2
7HeroesForceBattle
Member
Level: 13


Posts: 21/25
EXP: 8273
For next: 1994

Since: 05-07-10


Since last post: 1.2 years
Last activity: 17 days

Posted on 09-02-14 10:25:55 AM, in The Cutting Room Wiki Link
File this once again under "I probably missed something somewhere", but is there a guideline (on TCRF or Jul) about when an article stops being a stub? I understand the general concept of when that template should be used, but.....well, let me show you the article that raised the question for me:
http://tcrf.net/Earth_Light

As far as I can tell, that article is already as thorough as necessary based on the detail provided*, and it hasn't been updated in over a year. The most obvious thing that is missing is a satisfactory introduction explaining what the game actually is, which would just take a minute or two to add. But would that be enough to un-stub it?

While the articles marked with the template range wildly in terms of completeness, the fact that over a thousand pages are in that category makes me wonder if a general guideline should be established for when a page can no longer be considered a stub, or perhaps should be upgraded to some kind of new template which communicates that the current page seems to be fully fleshed out, but the game itself is considered an appropriate candidate for further (and deeper) review. I'm not suggesting a Wikipedia-style grading system, but at least a clearer delineation of how a page stops being a stub.



*well, there are several songs in the snesmusic.org SPC pack listed as "unused" or "unknown", so verifying those and adding them would be a nice expansion, but I don't feel this potential content takes away from my more general question, as I could probably waste a half-hour nitpicking my way to the perfect example without really making myself any clearer.


The more I think about this, the more I feel I'm making something out of nothing (or not much). Still, I'd appreciate some guidance about how I should treat the stub template if I attempt to clean up an article.
7HeroesForceBattle
Member
Level: 13


Posts: 22/25
EXP: 8273
For next: 1994

Since: 05-07-10


Since last post: 1.2 years
Last activity: 17 days

Posted on 01-28-15 01:20:03 PM, in Dragon View Research Link
Originally posted by Khaz
If there is a way to directly view VRAM in an emulator in a graphical format, that would be awesome and I'd love if someone could point me to it.


It lacks a lot of ZSNES/SNES9x features and you'll have to be quick with the pause key (I can't remember if there is a frame advance), but no$sns has real-time VRAM viewing.

BSNES added a VRAM viewer to the debugging functions at some point , and I assume the successor project higan features it as well.

I know the Mednafen debugger has a graphics viewer, but I'm not sure if the debug functions support SNES. It's kind of a pain to use compared to the above, even with one of the frontends.
7HeroesForceBattle
Member
Level: 13


Posts: 23/25
EXP: 8273
For next: 1994

Since: 05-07-10


Since last post: 1.2 years
Last activity: 17 days

Posted on 04-20-17 02:25:02 AM, in The Cutting Room Wiki Link
I thought I had long ago stopped fixating on when and how certain online statistics reached large round numbers, but I feel strangely anxious about the wiki reaching 10k articles. It would be kind of reassuring if a few regulars could chime in to create the illusory consensus that nobody is really worked up about this milestone.
7HeroesForceBattle
Member
Level: 13


Posts: 24/25
EXP: 8273
For next: 1994

Since: 05-07-10


Since last post: 1.2 years
Last activity: 17 days

Posted on 02-22-19 08:05:23 PM, in Prototypes! Link
Originally posted by b
  • Project Milo (canned)




  • I realize there are a number of factors that go into whether a prototype receives immediate attention or not, and one of the biggest is accessibility, and you can't exactly throw a Kinect-focused Xbox 360 game into RetroArch and start streaming it. But still, isn't finding Project Milo materials a pretty big freakin' deal, even if they can't be made to run?

    If the May 2010 date is accurate, it could be related to a TED talk that Molyneux gave two months later, an event that might have been part of a PR push by him to convince Microsoft to upgrade the project from the internal tech demo it had recently been described as to the full-blown commercial product that Molyneux had hyped in interviews the previous year (which would fit perfectly with his notorious reputation). A few months later, it supposedly stopped development, and elements of it were repurposed for Fable: The Journey. It's a shame we don't have anything to compare it to, but this might help answer the question of what it actually was, or was supposed to be or become.

    Perhaps I'm missing something obvious, like an implicit low profile to avoid Microsoft's attention. It's just, I figured this was the kind of thing that would quickly generate buzz and discussion - things that would turn up in a Google search within a few days of discovery. I guesss I'm wrong about that?
    7HeroesForceBattle
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    Posts: 25/25
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    Posted on 02-27-21 08:42:50 PM, in Help FieryIce find this game from the 80s or early 90s that may or may not have existed Link
    a curious dilemma. You're not certain whether you had a Master System or a Genesis?

    If not, maybe you could tell by looking at pictures of the hardware, especially the controllers.

    The Master System "control pad" had a compact, rectangular design that resembled an NES pad, but only two buttons and a square directional-pad rather than the cross (that Nintendo had patented).
    The Genesis/Mega Drive had the thicker, curved, 'fat boomerang' design with three circular buttons, a thin Start button above them, and a cross-style d-pad standing out slightly from a circle, which itself is ever so slightly recessed into the pad.

    If you close your eyes, can you remember the feeling of the controller in your hands?
    Do you remember what buttons you found yourself pressing as you played this game?
    If you can remember the controller and identify the system from it, that drastically narrows the number of games this could be.
    Pages: 1 2
    Jul - Posts by 7HeroesForceBattle


    Rusted Logic

    Acmlmboard - commit 47be4dc [2021-08-23]
    ©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

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