6,906
edits
Release 2407 and 2409
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Let's not get too carried away here either, it's about a) making it as easy as possible for site visitors to figure out what codes will work for their games, and b) making it as easy as possible for editors to add new codes. I thought a) and b) could be solved at once with IDs because IDs are easy to find from within Dolphin itself, follow general patterns, we can do some funky stuff with DPLs with how our IDs work and access them anywhere, there seemed to be a lot of fun potential there (like comparing the IDs of the codes with the ID redirects we have on the wiki, and detecting mismatches). But Melee kinda stomped on that. I still think IDs are probably both the most practical and the least vague identifier of all. If you want to get kind of mean you could just say screw it and make code submitters calculate their md5 and copy paste it in with their code, then there would be zero ambiguity. But that seems kind of rude/distrusting and not very visually appealing. - [[User:Xerxes|Xerxes]] ([[User talk:Xerxes|talk]]) 12:37, 4 January 2018 (CET) | Let's not get too carried away here either, it's about a) making it as easy as possible for site visitors to figure out what codes will work for their games, and b) making it as easy as possible for editors to add new codes. I thought a) and b) could be solved at once with IDs because IDs are easy to find from within Dolphin itself, follow general patterns, we can do some funky stuff with DPLs with how our IDs work and access them anywhere, there seemed to be a lot of fun potential there (like comparing the IDs of the codes with the ID redirects we have on the wiki, and detecting mismatches). But Melee kinda stomped on that. I still think IDs are probably both the most practical and the least vague identifier of all. If you want to get kind of mean you could just say screw it and make code submitters calculate their md5 and copy paste it in with their code, then there would be zero ambiguity. But that seems kind of rude/distrusting and not very visually appealing. - [[User:Xerxes|Xerxes]] ([[User talk:Xerxes|talk]]) 12:37, 4 January 2018 (CET) | ||
Taking a closer look, you kind of had the same idea I had actually with messing with the ID. But I guess it just isn't practical to try and take the IDs and region sort them in that way. I keep going back to the W region IDs, but again Taiwan follows the NTSC standard, and Hong Kong/Macau follow the PAL standard, and yet there were releases to both sharing IDs ([[SB4W01]]). Did one disc have one lockout and the other have another? Or do they share an NTSC-J lockout or what? Wikipedia generically says NTSC-J for both but it's not cited. In any case the automatic template will miss out on edge cases like that no matter what you do. - [[User:Xerxes|Xerxes]] ([[User talk:Xerxes|talk]]) 13:05, 4 January 2018 (CET) | |||
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