User talk:Procyon

I welcome any and all feedback here, so please post your thoughts. Thank you.

Archived discussions:
 * 2nd half of 2006
 * 1st half of 2007
 * 3rd quarter of 2007
 * 4th quarter of 2007
 * 1st quarter of 2008
 * 2nd quarter of 2008
 * 2nd half of 2008

Re: Merge Contra?
I did wonder about that, but a lot of the information I found claimed "the NES version is significantly different" and said it had much longer stages. Based on what you've said merging them makes sense, and once you get up to 1988 you can sort out any elements that need clarifying. GarrettTalk 22:11, 4 January 2009 (UTC)

Meeting
Hey Proc, is there a meeting this week?-- Duke Ruckley Talk 15:27, 3 February 2009 (UTC)
 * Ok, thanks for letting know! If we have time, I'd like to bring up a main page/community portal overhaul.  There's a thread on the forums, but there hasn't been much discussion about it.-- Duke  Ruckley Talk 15:43, 3 February 2009 (UTC)

Dragon Warrior II images
Are the images on this page screenshots, or art from comics or what? They're currently categorized as, which is where they look like they belong, but maybe they're. Just checking. - naj zere 21:38, 19 February 2009 (UTC)

New command list sugestion
Though when I first saw the SFIV move list's, I thought they where too cool not to try them out. But currently I'm leaning towards the folowing design. 🇨🇴 🇨🇴 🇨🇴 🇨🇴 Blue Phoenix 18:37, 1 March 2009 (UTC)

GIMP
Your Script-Fu wouldn't by any chance include making 2D sprites into pretty, gradient-shaded 3D images, would it? - najzere T 21:46, 5 March 2009 (UTC)
 * Well, I have an update, but I thought I'd post it here, in case you're not watching the topic on my talk page. I have located grain merge, and I don't know what it's doing in technical terms, but it looks much better than just doing a half-opaque gradient on the image. I just found it last night, so I haven't added it to the script yet, but I wanted to get your input on it anyway. I tried creating a new layer and doing a normal gradient, then setting the layer to grain merge and half opacity, and I think it looks the same as doing the layer as grain merge and the gradient at half opacity. I think I saw grain merge in the gradient options too, in which case we can (hopefully) forgo the extra layer all together and just apply the gradient directly to the top of the image. What I am wondering is if you've nailed down the specific opacity to use. I tried at 100%, 50% and 30%, and I think the sweet spot is somewhere between 30-50%.


 * I took a closer look at the sprite icons we're trying to match and the guy is using 6 pixels of dark layer, 2 of the light layer and 5 pixels of border. Using those numbers, my results have been looking much better. Should we enforce this ratio instead of picking all aspects of the widths independently? If the ratios are hard-coded, then we can easily scale the offsets for the sides to match any size image. I guess I'm just used to idiot-proofing everything I code, even when it's something like this where you and I know exactly how to use the inputs. Maybe when we're done we can post it to the script repository though? Okay, that's it, just wanted your advice on the opacity and the ratios. I made a chart of side-by-sides for seeing how the different opacities look, in case you want to see that too. Later, - najzere T 16:10, 12 March 2009 (UTC)

Could I please get some movelist advice
Hey, I was wondering if you could take a look at this move list and could possibly give me some advice on how to polish it up (I'll take whatever you suggest and update the other characters to match). This is my first time trying to work with move lists and know you are more familiar with fighting games than I am. I guessed on how to use the template after studying how it was used in a few different major fighting series. There is a good chance I'm misunderstanding where the move and button sections divide. --Zaiqukaj 14:31, 17 April 2009 (UTC)
 * The example you sent me is much more complicated (and relatively different) then the other few pages I was using to figure it out. This is perfect, thank you! --Zaiqukaj 16:42, 17 April 2009 (UTC)

Zelda II: The Adventure of Link/Hidden Palace - missing point-bag
I just wanted to note that you neglected to mention a point-bag that appears in the south-eastern portion of the wooded area in your map key. If you want to know where it's specifically located, go to the GameFAQs Zelda II page, and under "Maps and Charts" check "East Overworld Map" by DEngel. I verified the accuracy of this, myself. 70.153.122.245 15:56, 4 May 2009 (UTC)

Apple II box scans
Hey, I don't know if you want this one 'cause it's kind of beat up, but there you go. - najzere T 17:26, 8 May 2009 (UTC)

Goonies pic
Hey, I noticed there's some crap in the bottom left of this image. - najzere T 18:27, 1 June 2009 (UTC)


 * Thank you kindly.  Pro  cyon  18:44, 1 June 2009 (UTC)

Street Fighter EX bios
Hey Procyon, where did you get the info for the SFEX bios? (BackLash 22:35, 5 June 2009 (UTC))

yeah np, I just wanted to be sure, thanks man (BackLash 16:07, 6 June 2009 (UTC))

Vandal
User:76.89.178.149 had spammed several pages.(Noryb989 03:40, 7 June 2009 (UTC))

Green Beret navigation
Hey, I'm confused on the navigation used on the guide, so I wanted to check in before making any more changes. I haven't read through the text on the pages (lazy), so maybe that's my problem, but sometimes the footer nav is pointing to a page that doesn't point back in its footer nav. I changed the Bridge at airshed footer to follow the ToC, but I see now that the Warehouse is pointing back to the Harbor, which doesn't point forward to the Warehouse. Anyway, I'll just leave it to you, but I wanted to at least let you know about the Bridge at airshed page, in case you need to change it back. - najzere T 15:47, 23 June 2009 (UTC)
 * Good catch Naj, my fault. Thanks for pointing it out.   Pro  cyon  17:07, 23 June 2009 (UTC)

Ahaha
Those Chester Field dungeon maps look like they were drawn on a napkin with a crayon. I just realized I don't think I have the japanese regional language pack installed on my computer because the characters at http://www.geocities.jp/chester_field1987/ look like "¡Ö¥Á¥§¥¹¥¿¡¼¥Õ¥£¡¼¥ë¥É¡¡°Å¹õ¿À¤Ø¤ÎÄ©Àï¡×¤ò¹¶Î¬¤·¤¿¤¤¿Í¤Ø" (directly copied from the first line) to me.

I could use the help, I didn't really mean to start the guide lol. I stumbled upon this game earlier today and I made the main game page at completion stage 1 instead of zero, so I felt inclined to fill it in a little. -- 01:31, 25 June 2009 (UTC)

Auto-confirmed users
From what i have observed, Users become auto-confirmed users after about 1 week. However, is it safe to post that infomation at the auto-confirmed users page, as vandals might just create accounts, leave them for a week and return. FlyXwing 13:24, 30 June 2009 (UTC)

Unused images
Rather than open talk pages all over the site, I thought I'd just drop these here for your convenience. These are the unused images that I couldn't figure out how to place myself. — najzere T 17:22, 5 August 2009 (UTC)

[GALLERY REMOVED]
 * Nice looking out Naj, thanks so much. I think I have placed all of these appropriately.  Let me know if you find anymore that you aren't sure what to do with.   Pro  cyon  21:11, 5 August 2009 (UTC)
 * No problem, I've been chipping away at the unused images and came across those. The only other ones from you is this one, whose page hasn't been created yet, and a couple Rygar maps which I'm sure you intend to use fairly soon. Thanks for helping me with those. — najzere T 21:19, 5 August 2009 (UTC)

Rygar suggestion
Don't forget boss health! -- 03:36, 6 August 2009 (UTC)
 * Well in that case, you're stuck with not upgrading Tone at all and attempting to figure out the maximum number of strikes, and then figuring out how much tone affects it (i.e. fight the boss with minimum tone of 30 or whatever, then double the tone and see how many strikes it takes). Otherwise, reverse engineering it is the only way to go. I've never tried hex editing an emulated game; I wonder if anyone's had success with that (for finding out formulae). -- 08:23, 6 August 2009 (UTC)

Heyz
No I mean that with my wiki, I'm making some links TO strategywiki. My wiki is more of a massive in depth map database. I'm adding external links to this site for party quest information and various different stuff. --Jezza 00:06, 13 August 2009 (UTC)

Hokuto no Ken naming
Hi, should Hokuto no Ken (Famicom) not have the system in parentheses? I ask because usually we only disambiguate the later titles, and reserve the standalone name for the first game. If it's clearer having "Hokuto no Ken" and "Fist of the North Star" redirecting to the category, that's cool too. :) — najzere T 22:32, 13 August 2009 (UTC)
 * Heh, okay I see that not only was the Sega game first, but you already thought of all this. :)~ — najzere T 22:35, 13 August 2009 (UTC)

Japanese held sound romanization standard
I prefer using double vowels rather than pronunciation combos (ou instead of oo) or accent marks, and I think that should be the standard (which should be noted somewhere like Guide/Languages). When we are copying translations from other sources, we should change them to our standard. It doesn't really matter which we choose, but double vowels are the most simple and easy to search for if it's in the title of a game. Alternative spellings can always be redirects.

Double vowels are more indicative of the length of sound, and follows the classic written standard for the kana where pronunciation is strict. Pronunciation combos are nice if you are new to the language, but since Japanese is phonetic, it doesn't make sense to try and adapt it to a non-phonetic standard such as English (the ou accommodates English accents). Accent marks are a nice way to graphically display the double sound, as it mimics the Japanese representation (a two kana combo can be represented in English with two characters): again, this follows an adaptive standard.
 * Reasoning

Thoughts? -- 01:46, 14 August 2009 (UTC)


 * Ironically, although I've never given the matter very much thought, your very reasoning has occurred to me on several occasions as well. I agree with you completely on it, I just never thought it was noteworthy.  You've proven to me that it is, so the question becomes: What do we need to fix?   Pro  cyon  02:09, 14 August 2009 (UTC)


 * I like the "Do as it is written" standards we've come up with so far. The reason for noting a preference like this is to eliminate disputes and create consistency across the wiki. Again, this standard doesn't apply to romanized titles and defined names (i.e. Hadouken). After it is documented (I think this could be part of a larger page as additional language issues arise), enforcement is the only change (when copying words like "Zetsushō", they should be changed to "Zetsushoo"). The only difficulty I can predict in doing this is 1) only people with an understanding of the words can accurately make the change and 2) romanization of Kanji can arise in ambiguous spellings (i.e. "奥義" written as "Shuugyou", where the "you" can be mistaken as "yoo" or "yuu", and the length of the vowel is also not indicated). In most of these difficult cases, no changes would be made to the romanization due to lack of expertise. -- 02:23, 14 August 2009 (UTC)


 * I follow you, but what I meant was, how do we identify where this new standard is currently broken across the site?  Pro  cyon  02:26, 14 August 2009 (UTC)


 * Well you could go crazy and categorize every page that has Japanese written on it with Category:Japanese, but otherwise it would just be a standard. Like, we use sentence case for headers instead of camel case. You change it when you see it, on a case by case basis. -- 02:32, 14 August 2009 (UTC)