User talk:Einstein95/Archive 1

Adventure Island image
First off, I see you hopped into action and started adding the subpage template to some articles. Thanks for helping my cause, so to speak :D. Secondly, I'm confused as to why you labelled that image for deletion? It's currently in use on the Dragon's Curse article. 404: User Not Found (talk) 22:18, 5 May 2013 (EDT)
 * Sorry, didn't see that there. Einstein95 22:21, 5 May 2013 (EDT)
 * Quite alright! Again, glad to see you jumping in and subpage'ing all those subpage articles :D Keep up the great work! 404: User Not Found (talk) 22:22, 5 May 2013 (EDT)

GP32
I moved "GP32-test mode-k-8.png" to "GP32-test mode-k-9.png" like you asked, and now there's a big empty hole on the GP32 page where k-8 should be. Oops? --BMF54123 02:57, 8 May 2013 (EDT)
 * Nah, I've just yet to take a screnshot of the Korean equivalent screen, visible for only a few frames Einstein95 03:07, 8 May 2013 (EDT)
 * Nope, there's no equivalent, so replacing the link on the page, probably could be tidier, but serves as a placeholder. Einstein95 03:16, 8 May 2013 (EDT)

Akumajou Dracula
Where did you get that QandA.doc from? That's totally different from the one I posted in the article's talk page, which was just a README and thus not covered by us? - Andlabs 09:51, 9 May 2013 (EDT)
 * If that isn't the QandA.doc, then you can change the title. I found it by opening the floppy image in a hex editor. Einstein95 10:26, 9 May 2013 (EDT)
 * did a bit of digging, and it's in a file called 開発.読 Einstein95 10:35, 9 May 2013 (EDT)
 * hm... then it might be worth translating to see what it is... for the record, how to use an emulator to grab stuff - Andlabs 11:02, 9 May 2013 (EDT)
 * funny thing is, I was reading that exact post, which is how I got the filename :) Einstein95 11:09, 9 May 2013 (EDT)

GIF vs. PNG
Hey, I'm not too worried about keeping GIFs for older consoles like the NES (ones that are normally capable of showing less than 256 colors simultaneously). As long as they were properly ripped, they're just as accurate as PNG. --BMF54123 23:06, 19 May 2013 (EDT)


 * Oh, sorry about that, I didn't realise. Thanks for telling me before I went crazy doing stuff :) - Einstein95 23:10, 19 May 2013 (EDT)

Contra 4 Prototype
Hi. I saw your information on the Contra 4 prototype. I came across a prototype of Contra 4, myself, but don't know if we have the same or different versions. You said pressing L and R in a level can move the player's coordinates. That doesn't happen in my version. Where did you get yours?
 * Mine is the scene release (Contra_4_Prototype_EUR_NDS-iND). When you start up to the debug menu, what does it say at the top? (ie. build date, revision number) - Einstein95 (talk) 17:56, 17 June 2013 (EDT)
 * It says June 27, 2007. I think we have the same one, I just misinterpreted the fact. You have to press L and R together, right? Also, this prototype interests me a lot because of the development history behind it. If you access the debug menu of the final game, you'll discover that there is quite a lot of unused stuff. Like the special scrap/debug level that presents many unused enemies (like a flame thrower enemy).
 * Sorry, it only works for levels selected from the debug menu. I've edited the page to mention that. But, yeah, it's definitely a key insight to the development process, right down to the storyboard movie at the start. If you want to help out, feel free to add info to the page, and remember: sign your comments with ~ ! - Einstein95 (talk) 22:46, 18 June 2013 (EDT)
 * Heh, sorry about that. Late reply, I know, but the debug menu of the retail version of Contra 4 has some interesting tidbits. For example, there's an option that takes you to a sort of test level. You'll find some very warped palettes and possibly fully functional enemies never seen in regular gameplay (like a flamethrower trooper). As far as Contra 4 prototypes go, I'm working my butt off to rake in about a grand to acquire a different prototype copy from a certain someone (it has not yet been dumped). Chances are that it is the July 11th build. If you're interested, I can keep you posted.Emjeeman 23:43, 11 July 2013 (EDT)
 * Definitely keep me posted on that one, it'd be good to have not one but TWO(!) prototypes of a DS game, as they're quite hard to come by nowadays. And yeah, I've heard about those unused enemies. Haven't gotten around to much Contra-wise at the moment, been flitting between numerous games (yet to add some stuff I found in Resident Evil 2 (Nintendo 64) and Castlevania Chronicles), but if you want to add some stuff to either my proto article, or the main page (Contra 4) then go right ahead. -- Einstein95 (talk) 23:54, 11 July 2013 (EDT)
 * Good news and bad news. Bad: Turns out the prototype is the same June 27 build, so nothing new. Good: I found out before buying it, so I saved $1000 :P Besides, it also means that there's just 1 prototype to look out for and save me the trouble of dumping the ROM, heh.
 * Ah well, at least you found out ahead of time. -- Einstein95 (talk) 13:53, 13 August 2013 (EDT)

Images
I'll reupload them. I did crop them from a PNG, but if I upload them as they are they'd appear very tiny. They're scaled evenly, though. NintendoFan 19:15, 12 July 2013 (EDT)
 * Upload the images as they are, then add a size tag to the image. See here -- Einstein95 (talk) 20:15, 12 July 2013 (EDT)

Spongebob Lights Camera Pants Pak Files
What did you use to decompress them? CANT FIND ANYTHING!!!!! -JeanMich02 16:11 2013-08-15
 * reply please...
 * I never added anything to the page so don't ask me. -- Einstein95 (talk) 16:28, 14 August 2013 (EDT)
 * Never mind, it was lemurboy... and his page is non-existant...

-JeanMich02 16:33, 14 august 2013 (EDT)

File:Melee 6 players.png
I uploaded a new screenshot, but can you tell me if it's the native resolution? --TheDoc 09:43, 15 August 2013 (EDT)

That wall of text
Here is a question for you. When you edited the 999 page recently, you summarized your edit by saying it was a wall of text. Can I assume that you meant that there was so much text on the page that the page was unreadable and/or difficult to understand? Give me an honest opinion. All the information (minus translations) were added by me so I feel responsible to edit/fix the page if need be. If it really is that bad then I need to fix it right away since I don't want the information I discovered to go to waste. Thanks :) --Cuber456 06:30, 18 August 2013 (EDT)
 * Oh no, nothing like that. It was simply because I felt overwhelmed by the amount of text on the page, making it a fair bit of a read, but it is readable. It's a good page, and it goes into quite a bit of depth about each of the (many!) unused features of the game. I can see that you've made a considerable effort on the page, and it's not bad in any way. -- Einstein95 (talk) 06:46, 18 August 2013 (EDT)
 * Thanks! Its good to hear that it makes sense despite the length of the article. I can understand that the length makes it overwhelming to read. I guess it isn't urgent but perhaps I should look into trying to shorten it so it doesn't clobber a reader. I haven't heard admins complain about it so I'm guessing it isn't that big of a deal :P. --Cuber456 21:40, 18 August 2013 (EDT)

Mabinogi images
Sorry, I forgot to add the name for some of the files. The JPG files were the only images files of the maps. I'll change it.--AnonymousReborn 15:53, 23 August 2013 (EDT)

Skyward Sword edit
Just wanted to thank you for adding the OOB bit to the page. I'm not sure why it wouldn't work for me, but as long as it's there, I'm fine. Thanks so much! :) Robotortoise (talk) 20:42, 28 August 2013 (EDT)

Zelda TP objects/enemies
Should it be split into Actors (which function in game) and Models (which only exist as models)? --Hiccup (talk) 06:32, 28 October 2013 (EDT)
 * I'd say to mention, not re-classify, which current objects function in-game, and same goes for the enemies. -Einstein95 (talk) 06:37, 28 October 2013 (EDT)
 * Ok. --Hiccup (talk) 06:48, 28 October 2013 (EDT)

Why did you delete the copyright differences in the NSMB article?
They could at least have a mention, even without all the images. --Hiccup (talk) 06:33, 1 November 2013 (EDT)
 * A regional branch of a company has a different logo than another regional branch of the same company. What part of this screams "this is a regional change that started with this game?" -Einstein95 (talk) 06:43, 1 November 2013 (EDT)
 * The Nintendo logo color difference has been a thing since at least the N64 era, and it's rather pointless to keep documenting something so trivial. --BMF54123 (talk) 16:00, 1 November 2013 (EDT)

JagDoom Screenshot Question
Hey, I noticed you uploaded the correct resolution title shot for Doom (Jaguar). I was wondering, what emulator did you use to get this shot? The only one I've had any success loading Doom in is Project Tempest (which needs to be run as Administrator for some unfathomable reason), but it doesn't actually seem to render the game correctly, at least not the 3D view. There's a large black bar on the right side of the screen, and the left side seems to be cut off by the same amount. Not to mention it only renders at (hopefully) double resolution. If there's another emulator out there that can render the game better, or I'm missing some screenshot key in PT, that'd be great, because I'd like to grab an in-game shot of the unused powerups, maybe the error messages too. --Dragonsbrethren (talk) 16:40, 9 November 2013 (EST)
 * I can't remember what I actually used. There's 3 emulators that I'm aware of currently:
 * MESS, which has seen some improvements lately, and it seems to emulate the 3D alright, although sound is iffy. You have to take a screenshot with F12, double the height, remove the black borders and halve the total size, as the Jaguar's internal resolution seems to vary per game as you can see with Rayman (Jaguar)'s title screen.
 * Project Tempest, where you have to print-screen, remove the borders and then halve the size.
 * Virtual Jaguar, which glitches severely with the DSP, where you have to set the size to 1x and remove the blur, then print-screen and remove the borders.
 * Hope this helps. -Einstein95 (talk) 00:09, 10 November 2013 (EST)
 * Thanks, I guess I'll see about getting it to run in MESS. Virtual Jaguar will load it, but crashes shortly after the 3D view is rendered. --Dragonsbrethren (talk) 01:17, 10 November 2013 (EST)

"SMBPikachu21.ogg" and "SMBPikachu22.ogg"
I appreciate your help, but these files are from Kirby, not Pikachu. Also, "21" and "22" come from the sound effects pack I downloaded, so there isn't any need to have them; maybe you should replace them with "1" and "2". TempleofDreams (talk) 13:49, 18 November 2013 (EST)
 * I've moved them to SSBKirby21 and 22. Any reason why they have "SMB"? -Einstein95 (talk) 14:07, 18 November 2013 (EST)
 * It's because they're from Super Smash Bros. and rule no. 2 from Help:Contents/Audio say that sound files have to include the game's name. TempleofDreams (talk) 14:17, 18 November 2013 (EST)
 * I get that, but why SMB (as in Super Mario Bros.) and not SSB (as in Super Smash Bros.)? -Einstein95 (talk) 14:18, 18 November 2013 (EST)
 * Oooh... okay, please shoot me in the head. I'm really, really sorry about that, but I... hm... well, I named the files wrong. Yes, you can be angry. TempleofDreams (talk) 14:24, 18 November 2013 (EST)

SFA proto
The things you undo´ed from the proto page are actually all in there, though some aren´t directly in SFA´s code. I´m reverting it back to how I did posted it.
 * We don't add s to proto pages. Look at all the rest. -Einstein95 (talk) 02:47, 29 November 2013 (EST)

Thank you for creating the modelrenders template!
Finally! It's about time that was created. I was thinking about doing it myself, but I didn't know if it was something that would have been ok with the admins. Glad to see you created it though, because the majority of images on the Team Fortress 2 article, and it's subpages are model renders. I've already gone through everything I've uploaded and re-labelled the renders with the modelrender template. Now I've gotta go through the article itself and double check that everything is properly labelled. 404: User Not Found (talk) 03:29, 8 December 2013 (EST)

Apologies
I won't blank spam pages again. --AutoFire (talk) 21:31, 9 December 2013 (EST)

SimCity 3000
Hey, saw you were working on SC3000 and figured I'd point you to some unused stuff, in case you're not already aware of it. First, there are several unused cursors included in the game resources:

SimArcheology

On the subject of cursors, there's an undocumented command line parameter to use colored bitmap cursors:

Getting colored cursors in Windows

There are also three unused music definitions in Unlimited. One is the SimCity 2000 title theme, while apparently the other two were used in vanilla SC3000 but not Unlimited, and one of those isn't on the disc anymore. I can't find the article that described how to reenable these, I do remember it just involved editing a text file.
 * Here's how to re-enable the aforementioned unused music tracks: SC3K SC3KU -Luigi-San (talk) 16:55, 20 December 2013 (EST)

There are airport tiles that never auto generate and can only be placed with the plop cheat:

The lost airports of SimCity

The article gets a bit too speculative for here, but the unused tiles at least can be documented, if not the fact that the game's final airport generator is really half-assed.

Might be more there, since moving SC3000.com's has been broken, the search doesn't work and some articles don't show in their entirety, making it hard to find things unless you already know exactly where to look. --Dragonsbrethren (talk) 21:19, 11 December 2013 (EST)
 * Thanks for that! After getting vanilla SC3K, I've found that the Apple Campus was meant to be bundled in, but never made it (it was an addon from Apple's site, I have the plugin extracted and backed up as a zip archive), as well as them mentioning/bragging that the Mac version has colored icons. I had even found an unused placeholder bitmap cursor. -Einstein95 (talk) 23:47, 11 December 2013 (EST)

WIP Articles in Content to Expand
I noticed that GlitterBerri Chaossy added that WIP Luigi's Mansion: Dark Moon article to the Content to Expand page. Then, Hiccup added his page, but you reverted his edit. So, are we allowed to add WIP pages in userspace to the Content to Expand page, or not? Just wondering. --AquaBat (talk) 16:29, 20 December 2013 (EST)
 * It was actually Chaossy that had added linked their WIP article to the CTE page . I have restored Hiccup's edit, but I don't see anything good coming out of these edits. -Einstein95 (talk) 16:39, 20 December 2013 (EST)
 * Whoops, guess I misread it. Sorry about that. Anyway, I'm not trying to force you to re-add Hiccup's article link, I was just wondering for the sake of consistency. I did notice that Hiccup replaced the link to the external source with the link to his prototype page, which did seem like a bad idea. --AquaBat (talk) 21:11, 20 December 2013 (EST)

Code Lyoko DS picture
It's from this video. http://www.youtube.com/watch?v=XSGCQwZytQw ProjectCarthage (talk) 13:39, 24 December 2013 (EST)

talkpage edit
What happened on the Sonic 2 talkpage was a mistake on my part. Pocrino's update was posted while I was typing mine and I lost progress on my typing when notified. I hit the back button to recover my writing but it seemed that in doing so it removed his update. This was not intended and I apologize! Chicobo329 (talk) 15:56, 26 December 2013 (EST)

HL2 modifications?
What'd you say we document some Half-Life 2 game modifications, like Synergy and Zombie Panic? I can tell Synergy really changed since it was released back in 2005!.. But of course, we'd also have to fiddle with the GameInfos to make the sourcemods usable with SteamPipe, Zombie Panic only needs it in case of v1.25! --BreakingBenny (talk) 06:49, 29 December 2013 (EST)
 * No, we don't cover mods. -Einstein95 (talk) 15:45, 29 December 2013 (EST)
 * That's fine. --BreakingBenny (talk) 07:08, 30 December 2013 (EST)