User talk:Mister Wu

Trick
You should crop out your pics.

BTW, I'm very conflicted if I should upload animated gifs. On one hand, it illustrates the tricks better, but on the other hand, it would REALLY destroy the loading time of this page. 16:59, 20 September 2015 (EDT)
 * I will crop the pics, except in the examples of the talk pages in order to show where they were taken. Regarding the gifs, those work well with MK8 as MKTV allows slow motion and in Time Trials Replays the "rear" point of view can be chosen. You might try a dedicated orphan page and see what happens. At the moment I don't have the software to create gifs from clips, so I would need suggestions about this aspect.--Mister Wu (talk) 17:06, 20 September 2015 (EDT)
 * No, I mean, I'm able to create animations directly from the source in Mario Kart Wii. 17:08, 20 September 2015 (EDT)
 * Ah, ok! Well, this is not something I can really do, but anyway I will finish the section on the talk page so you will see what I mean.--Mister Wu (talk) 17:21, 20 September 2015 (EDT)

Minor Question
In this revision of the Mario & Luigi: Paper Jam Bros. article, you state that "'PAL' is a standard that is not followed by European 3DS games!" If European 3DS games do not use the PAL format, which format do they use, then? What is your source on this? 06:40, 7 January 2016 (EST)
 * There is a technical matter here, but PAL, which means "Phase Alternating Line", is a color encoding system used for analog television signals. In Europe and other parts of the world, the NES, SNES, N64, GameCube, Wii and, in part (when you use the analog output), the Wii U have to follow this standard, and the games for those consoles are said "PAL versions" (although in the case of the Wii U digital output is supported and therefore "PAL version" is not really precise). All Nintendo portable consoles actually never followed this standard because their screens are directly controlled by the console and the PAL encoding for the transmission of video is not needed (in particular, the articles here and here show the ribbon cables used to transmit the video signal in the case of the 3DS and new 3DS XL). This is why "PAL" version makes sense only in the context of home console games and less so in the case of the Wii U.--Mister Wu (talk) 08:44, 7 January 2016 (EST)
 * Just so you know, currently, this wiki uses "PAL" as shorthand for the European and Australian region releases/localizations, hence it was being used for a handheld game in the first place. A recent proposal to scrap the term was met with a lot of opposition even though we're using the term (and NTSC), more broadly than its technical definition, since there's no other way to really succinctly talk about the different groups of countries: we just have to make do with what we got. - 09:47, 7 January 2016 (EST)
 * Ok, sorry, I didn't understand what was the proper use after the proposal failed. I think that someday an alternative should be found because with the arrival of HDMI PAL will be less and less used.--Mister Wu (talk) 09:50, 7 January 2016 (EST)

Nintendo Badge Arcade Image Uploads
I think you duplicated images. Check Gallery:Nintendo Badge Arcade. -- 21:40, 6 February 2016 (EST)
 * That's a deliberate decision. The new images have a higher resolution and some of them were actually already uploaded and are appearing as duplicate. If you want, we can decide before changing the gallery which ones to use. For consistency and resolution, I prefer the new set.--Mister Wu (talk) 21:43, 6 February 2016 (EST)
 * OK. I thought you were unaware somehow. -- 21:57, 6 February 2016 (EST)

Quiz show
I'll do the talking around here. I think I'll just ask you a couple of questions. Questions only the Super Mario Wiki contributors could answer. Wanna answer some random questions? Toco Bell 16:46, 6 March 2016 (EST)
 * The way you put it doesn't seem that enticing... if you go personal I won't answer for sure on a public page ;-)!--Mister Wu (talk) 17:06, 6 March 2016 (EST)

Your table in the Mario Kart Wii article
An actual stats table for Mario Kart Wii is a very great thing to have in MarioWiki, but unfortunately how it's formatted also needs to be taken into account. The words are tiny in an attempt to accommodate the size of it, but even so, it side-scrolls in even 1680x1080 resolution, the resolution I use and a pretty wide one at that. It's pretty much unreadable and for any web-design, you want to avoid side-scrolling at all costs. Walkazo's suggestion or even what my twin said should maybe be taken into account, as I think we need to reformat the table asap. By the way, I don't mean to offend in that post, it's just that counter-productive design bugs me. 13:08, 28 March 2016 (EDT)
 * Don't worry at all! I 100% agree with you, side scrolling must be avoided, and I was hoping that someone with knowledge on MediaWiki gave me some help (by the way, I am using a 1920 x 1080 resolution monitor, so if at lower resolutions, such as the very common 1366 x 768, some layouts are broken in pages edited by me, tell me!)! Are there specific code strings we might use? Or should we split the table in sub-tables (eg.: one table for each of the menu stats)?--Mister Wu (talk) 19:06, 28 March 2016 (EDT)
 * I'm not too knowledgeable about creating tables. Maybe you can variations of it in your sandbox page and fool around with what you got. I do like the sub-table idea, maybe that could work. 19:27, 28 March 2016 (EDT)
 * I thought about it, maybe I could transpose the table and split it by weight class and, if needed, even vehicle class (karts and bikes). I might try a spreadsheet and this tool, do you know if it is reliable?--Mister Wu (talk) 19:51, 28 March 2016 (EDT)
 * Maybe you could split it by weight class, but I don't see how that will decrease horizontal size (those values after all are vertically oriented), unless you want to overhaul it and make the karts column-oriented instead of stats instead, and then split the weight classes and maybe even split the types of vehicles too, considering that they handle differently and have different mechanics. I don't know if the spreadsheet is reliable, never used it myself before. 19:57, 28 March 2016 (EDT)
 * Yes, transposing means that each vehicle becomes a column. This way, having many rows won't be an issue, and we can safely decide how many columns we want (having them split by vehicle type and weight type means we will never have that many columns). I might try it if you want.--Mister Wu (talk) 20:02, 28 March 2016 (EDT)
 * Yeah sorry for my lack of vocab skills lol. I'd like to see you work with it. :) 20:07, 28 March 2016 (EDT)
 * Ok, I created in the page a transposed table split by size. Is it fine?--Mister Wu (talk) 22:17, 28 March 2016 (EDT)
 * I've looked at it and it's fine in this current resolution, buuut I haven't checked lower ones. 17:30, 29 March 2016 (EDT)
 * Thank you for checking! If you have reports of troubles at lower resolutions, please tell me, and in this case I will split also by vehicle class (karts and bikes). Should I also transpose the characters' bonuses table?--Mister Wu (talk) 17:43, 29 March 2016 (EDT)
 * I suggest you should in order to keep consistency. 17:28, 30 March 2016 (EDT)
 * Done! Thank you for all the suggestions! If you have other issues or suggestions, please tell me!--Mister Wu (talk) 18:28, 30 March 2016 (EDT)

My proposal
I have reset the votes after the draft template has undergone a change that has both options now being choices. Perhaps you should consider voting again? Sorry for the inconvenience. 11:00, 19 April 2016 (EDT)
 * Done! Don't worry, it is still a proposal I agree with!--Mister Wu (talk) 11:34, 19 April 2016 (EDT)

Rio Olyimpics
some new footage appeared don't know if you saw them yet https://www.youtube.com/watch?v=WIX9v1FSUgI https://www.youtube.com/watch?v=A7_WQS2toMw Doctor Marc (talk)
 * Thanks! I definitely didn't see it!--Mister Wu (talk) 17:19, 7 May 2016 (EDT)

No Problem :) Doctor Marc (talk)

Adding Stat Table
Great job adding the event stat table for the Wii U version of Mario & Sonic at the Rio 2016 Olympic Games. This will come in handy. AfternoonLight (talk) 22:38, 20 July 2016 (EDT)

Re: Paper Mario Color Splash Info
Not a problem. When I saw your summary explaining that the Koopalings were already mentioned under the Boss section, I understood what the point was. I mean I do believe Risa mentioned that they'd all be bosses in the game, so that does confirm their status, but it's true that we should leave it as it is until we physically see the other Koopalings in game, especially since we don't know if they'll all play the same boss status that Morton plays (some could be mini-bosses, some could be partnered up to protect Paint Stars, who knows. Just a few guesses). Anyway not a problem, I understand your point and it's all fine.

Re:Mario Tennis: Ultra Smash
This is not good image formatting, heads up. 18:09, 5 September 2016 (EDT)
 * I definitely agree! What would be the best solution? Use of ?--Mister Wu (talk) 18:34, 5 September 2016 (EDT)
 * How about a gallery? I think that would be the best organization for a cluster of images like this. 18:35, 5 September 2016 (EDT)
 * I had to readapt the text separating the Ultra Smash and putting it in its own section, but in this particular case in which the text is only composed of sentences and doesn't include lists, tables and other objects the gallery can effectively work.--Mister Wu (talk) 19:06, 5 September 2016 (EDT)
 * Hmm it's better than the last effort, but there's something I still don't like about the gallery, there's too much text in the images. Perhaps a table is better? Sorry about the hassle, this is all experimentation. 00:16, 6 September 2016 (EDT)
 * I now created the table and even added the buttons that need to be pressed to execute the shots. If there are other improvements to be made, please tell me!--Mister Wu (talk) 15:24, 6 September 2016 (EDT)

Blue Bowser art
Hey Mister Wu! I had a question about the blue Bowser art, because I know you're big on this kind of stuff. Do you know the exact source of the artwork? Whether it was a flyer, some instruction page or other kind of official media? I was just really curious. If you're not sure, I'll ask the original uploader and see if they remember.

Thanks,

12:07, 10 September 2016 (EDT)
 * Unfortunately, I would like to know the source too, as I want to understand if it was just one of the first Bowser's designs (because the hair is still yellow and the eyebrows still black, and in Miyamoto's artwork for SMB Bowser was bluish) or if it was indeed an artwork for Blue Bowser, that judging from the Encyclopedia might be a separate character from Bowser impostors.--Mister Wu (talk) 16:25, 10 September 2016 (EDT)

Ah, bummer! Thanks anyway Mister Wu. If I can't find out from the original uploader, I might post an update in your "Artwork hunting" thread on the forums.

06:50, 11 September 2016 (EDT)

Hey guess what, I found it! https://www.ebay.com.au/itm/261604576271

19:35, 12 September 2016 (EDT)
 * Thanks a lot! By the looks of it, it seems a recolor of the Japanese SMB: TLL Bowser's artwork seen on this flyer. I would hardly be surprised if the box was made after the Japanese version of SMB: TLL, even though it doesn't seem to have a date on it. Anyway, this definitely means it's not a Blue Bowser's artwork, just an artwork with the same colors of the SMB Bowser.--Mister Wu (talk) 19:53, 12 September 2016 (EDT)

The listing says it was released in 1986, although we can't be sure whether that was the first or second half of '86, since TTL was released around the middle of that year. Let's hope a specific month of release for that modelling kit turns up somewhere, and then it should be determinable which art was based on the other. 20:17, 12 September 2016 (EDT)
 * Interestingly, the Bowser artwork seen in the SMB: TLL flyer can also be seen in the [[Media:SMBSpecial.jpg|cover of Super Mario Bros. Special]], even though we don't have a clear release date for that game too.--Mister Wu (talk) 14:09, 18 September 2016 (EDT)

Re: Sorry
Sorry for taking so long to get back to you, but it really wasn't that big of a deal. I didn't take the edit nor your comment personally in any way, so there's nothing to worry about. I appreciate the added insight, but everything's good. 22:55, 21 September 2016 (EDT)

Paper Mario: Color Splash sprites
Hi Mister Wu! I have been wondering how you extract the sprites from the page you get them from, since there's a mushroom pattern in the background and when you try to save or click on an image, the entire page zooms in. Also can't wait for the official Larry Koopa sprite!!! --Sergio-Yoshi (talk) 20:48, 10 October 2016 (EDT)
 * You have to click on "Download this Sheet". To extract single sprites from the sheet with GIMP:
 * use Rectangle Selection to select one of the sprites - in the case of PMCS, you have to select the whole rectangle containing the sprite, as sprites such as Draggadon's full body ones fill the entire rectangle and you cut a part if you don't select the whole rectangle
 * copy and create a new image from the copied image (Edit - Paste as - New image)
 * If the sprite reaches the borders of the rectangle, like in Draggadon's full body's case, save the image in PNG format with max compression, if the sprite doesn't reach the borders, do the following to save space:
 * on the new image use the Fuzzy Selection - with Threshold set to 0, no Feather Edges and no Antialiasing - on the background (remember to have the "Select Transparent Areas" checked if the background is transparent)
 * invert selection (Select - Invert)
 * copy and create a new image from the copied image
 * Save the image in PNG format, with max compression and you will create a sprite like the ones I upload.--Mister Wu (talk) 21:17, 10 October 2016 (EDT)


 * Could you please upload the Pokey and Green Pokey full body sprites? :/ I prefer you to do so, you're acknowledged in doing such a thing. This is the link to the page: --Sergio-Yoshi (talk) 14:05, 5 November 2016 (EDT)
 * You can find the sprites here: Pokey and Green Pokey.--Mister Wu (talk) 23:58, 5 November 2016 (EDT)

Koopaling Color Splash sprites
Is having 5 different sprites of Iggy or Ludwig from Color Splash really necessary? 23:19, 15 October 2016 (EDT)
 * It depends on the Koopaling, as in the case of Iggy and Larry there are sprites relevant for the physical appearance section, I'll just leave those, the introductory pose and the idle pose sprites.--Mister Wu (talk) 06:47, 16 October 2016 (EDT)
 * I mean, I'd like to keep as much sprites here as possible ideally, but we just don't allow too much sprites from one game or people will get the wrong idea and upload as much single-pose sprites as they can, something we want to avoid here, to not clutter gallery sections of articles. 18:55, 16 October 2016 (EDT)
 * If you want, I can keep just the introductory and idle pose without wand, that are common to all Koopalings (2 poses per Koopaling). Other images will be included elsewhere (like in the case of the Koopalings Cards) or cited in references (in the same way I'm doing for Iggy).--Mister Wu (talk) 19:00, 16 October 2016 (EDT)
 * That's fine. I'm sorry if I sounded a bit confrontational there, just concerned. 20:27, 16 October 2016 (EDT)
 * Don't worry, you know my opininon on these sprites, so it's easy for me to go overboard with them.--Mister Wu (talk) 21:16, 16 October 2016 (EDT)
 * By the way, since we are already talking about the matter, how do you feel about animated GIFs as idle poses (essentially, 2 frames animated like they are in the game)? I tried this for Wendy (which was important to show how she behaves in the battle), and admittedly due to the lack of shading the palettization works pretty well, without artefacts, and they are pretty easy to do also for the other paper characters. Still, I don't know if there might be performance concerns (these are probably the first high resolution GIFs on the wiki and I'm using the replace method in GIMP to maintain a transparent background).--Mister Wu (talk) 21:36, 16 October 2016 (EDT)

Animated Sprites
Will you be making animated idles and such of all characters and enemies?-- 22:02, 14 November 2016 (EST)
 * This is quite time consuming, and Sergio-Yoshi is doing some work too, we should coordinate the effort.--Mister Wu (talk) 22:05, 14 November 2016 (EST)
 * Cool. Though I recommend that each frame be 0.7s long, which is more accurate to the frame rate of sprites in the game. I've uploaded a few, like the Bloopers and Petra Piranha.-- 22:11, 14 November 2016 (EST)
 * I will record a video when I will have the game so we can finally see the right timing. All my sprites so far had 2 fps (0.5 s) as typical times for idle animations, so try to see if those fit before using different timings, and if possible I'd recommend to keep the projects of all your GIFs so that once the correct timing is known changing it is trivial.--Mister Wu (talk) 22:19, 14 November 2016 (EST)
 * Actually, just watch a YouTube video in 60fps, that's how I figured it out. And I use Photoshop, so I can open any gif up to edit it.-- 22:27, 14 November 2016 (EST)
 * I mean that I will use frame-by-frame methods, I too so far used 60 fps YouTube videos, and even slowed them to 0.25x speed to see the correct order of the various sprites. Fortunately, I could confirm that the game has a resolution of 1280 × 720 pixels (you can see this by looking at the sprites of the backgrounds that introduce the characters), meaning I will be able to record 60 fps videos too, although the game actually should run at 30 fps. As image editor I actually use GIMP, I still prefer to keep the original projects around, even if GIMP too can load and edit GIF files.--Mister Wu (talk) 22:56, 14 November 2016 (EST)
 * I may actually be wrong. I think I got my math wrong or something. That or the framerate is different fore each sprite.-- 10:13, 15 November 2016 (EST)
 * We will see with the actual videos. By the way, since Sergio-Yoshi is too busy, I don't think I will be able to do all the work, as I'm already involved in many projects in this wiki. I think it's better for me not to promise another effort I won't be probably able to make. So, for the moment, I'll just say that I don't plan to upload all the animated sprites, as it would be too much work. I'm sorry if that comes as a disappointment, but I think it would be much worse to end up with a work stalled at a quarter of all the sprites, resulting in an arbitrary selection of sprites that have animations.--Mister Wu (talk) 20:35, 15 November 2016 (EST)
 * That's fine. I'll be making the animated sprites then as the need for one comes about.-- 21:17, 15 November 2016 (EST)
 * How are we going to do animated sprites of enemies like Paint Guy or Spike Guy that have those non-sprite things on their heads? -- 00:04, 17 November 2016 (EST)
 * I don't think there is a simple way, we will use artwork or screenshots for these enemies (maybe artwork is better, the Large Enemy Cards are a good second choice, too).--Mister Wu (talk) 10:03, 17 November 2016 (EST)
 * For the time being, I'll just make gifs out of gameplay footage for those kinds of enemies. -- 19:11, 17 November 2016 (EST)

APNG vs. GIF
Although I understand that APNG is far superior to GIF, they were banned in a proposal years ago. File:PMCS Ludwig Animated.gif and File:PMCS Ludwig Animated.png -- 03:30, 19 November 2016 (EST)
 * I'm not using this image at the moment, it was just to test the infrastructure of the wiki that supports it in full, with the exception of the thumbnail generator. This is a particular situation, that should be fixed either way (by fixing the thumbnail generator or adding a warning message that animated png should be forbidden.--Mister Wu (talk) 03:43, 19 November 2016 (EST)
 * There are two competing formats to replace GIF: MNG and APNG. Neither of them are supported by the major web browsers (Google Chrome has a plug-in for APNG). Even if MediaWiki could support the format fully, the browsers are lacking. -- 04:52, 19 November 2016 (EST)
 * Technically, APNG images in .png files are supported by every browser that supports PNG files, the first frame is correctly decoded and shown by those. This is why APNG images in .png files are not the same as .apng files. The aim of that image was verifying up to which point the current infrastructure prevents or supports them, and the end result is that they are supported and, as expected, even shown by browsers that don't support .apng files (the first frame is shown). Since there is not a clear situation on these images, that are technically acceptable unlike .apng files, I think a discussion on the latter should start, either to clearly state that they should be avoided (currently in the policy there is only a list of preferred formats, not forbidden ones) or to state that unlike .apng files they are acceptable provided the first frame is significant enough. Should a proposal be made?--Mister Wu (talk) 05:53, 19 November 2016 (EST)

card type
That doesn't seem necessary. It's not important to the bestiary to know that the bosses each have a corresponding card, which ONLY applies to the bosses. What is important is knowing what cards an enemy drops, which is the point of the cards variable. I should change that to say cards dropped.-- 10:24, 12 December 2016 (EST)
 * However that information has NOTHING to do with the bosses themselves, when it comes to battle atleast. They can't be obtained from the boss themselves, they aren't an enemy drop.-- 10:32, 12 December 2016 (EST)
 * Yes, it has. You can obtain the card only after the boss has been defeated, so it is battle related, simply you need a second passage (Roshambo Temple), which is why the R was added.--Mister Wu (talk) 10:36, 12 December 2016 (EST)
 * "You need to include card type and the boss cards, because otherwise you will remove relevant information that then needs to be found in nonobvious places, if it can be found at all)"
 * That's why we have the Battle Cards page.-- 10:40, 12 December 2016 (EST)
 * We might argue that all the enemies cards should not be listed in the bestiary, then. It's not a line of thought I would follow. Again, since it's simply a letter and since after winning the battle you get a boss enemy card, provided that you first go to the appropriate Roshambo Temple, I think these should be included.--Mister Wu (talk) 10:51, 12 December 2016 (EST)
 * It's not entirely the same line of thought, there's one difference: The Boss cards aren't drops.-- 10:56, 12 December 2016 (EST)
 * Nothing forces us to only list the cards dropped, especially since the boss cards can be won at the Roshambo Temples only after winning the battle, thus they are a direct consequence of the battle, much like items dropped.--Mister Wu (talk) 11:01, 12 December 2016 (EST)
 * As I understand it, the bestiary deals with the enemy stats in battle, which includes the items dropped. We don't add the things that defeating the enemy will unlock else where in the game. I'm sorry I'm playing the antagonist here, but I really don't this kind of information belongs in the bestiary.-- 11:05, 12 December 2016 (EST)
 * Don't worry, if I remember correctly, this is the first time something like this happens, a divergence of opinions is normal because it's unknown territory; I think it's best to talk about the issue in the bestiary talk page or in another related page (e.g. the game's main page) so that we see the feedback of others on the matter and we reach a consensus.--Mister Wu (talk) 11:11, 12 December 2016 (EST)
 * Go right ahead.-- 11:58, 12 December 2016 (EST)
 * Sorry, at the moment I'm busy. Meanwhile, could you please check the bestiary of Super Paper Mario? It too had enemy cards, sone of which were not directly dropped by the enemies.--Mister Wu (talk) 12:16, 12 December 2016 (EST)