User talk:Megadardery

Game and Wario Maps
I'm uploading a few screenshots of Game & Wario maps that you can replace with maps.


 * I'm going on vacation soon, I'm uploading those maps after 23rd.-- 15:20, 15 August 2014 (EDT)

Shroom Reminder - September
Superchao (talk) 15:19, 6 September 2014 (EDT)

Signature
I fixed my sig to this!

Shroom Reminder - October
Because this is so late, I'm giving you extra time. Sorry! Superchao (talk) 09:09, 8 October 2014 (EDT)

Shroom November
Superchao (talk) 09:39, 2 November 2014 (EST)

Megadardey is actor too!

Reply
I didn't noticed it already have a category, sorry. About the broken templates, I will fix it soon
 * I already fixed some of them. You can continue if you want.-- 08:07, 15 January 2015 (EST)

With love, The 'Shroom

 * Hey Megadardery, this is SMB. I am the Director of The 'Shroom again, so you'll be sending your section to me and (Edofenrir) on the forum now. I look forward to working with you for the next year!  21:39, 7 February 2015 (EST)

The 'Shroom - March 2015

 * 21:52, 7 March 2015 (EST)

Wide image
WOW! Thank you so much for fixing it! 17:26, 27 April 2015 (EDT)

RE: Interesting artworks
Thank you, but i happen to be fully aware of that. The reason i didn't add them, is because i was busy.

You prefer the original SM64 to the remake?
i think the remake is better. i mean, it has one character that was rumoured to be in the original: Luigi. it also has Wario and Yoshi. plus, it has minigames! and the Extra 30 Stars add an extra Challenge. but, i can't blame you. i mean, the original IS cool. Mariokid (talk) 06:32, 3 November 2015 (EST)
 * Controls... Unbalanced characters...-- 12:43, 3 November 2015 (EST)

RE:Paper Mario: Thousand-Year Door screenshot
I don't have a Paper Mario: The Thousand-Year Door ISO and I have no plans to acquire it nor play the game. I'm really sorry about that but you have to ask someone else about taking emulator screenshots for that game. Unless my sister actually agrees and gets an ISO for that game, but I personally don't. Nothing against you, really, it's just that I really don't feel like grabbing an ISO (which takes up a lot of time to download and a good chunk of space mind you) just to take screenshots for a game I personally don't really care for. 13:56, 13 November 2015 (EST)
 * One more thing, remember how powerful my computer used to be? Probably you don't, but it could run Wii games at locked 60 fps. Well that graphics card broke a few weeks ago (my AMD Radeon r9 200 series video card to be exact). I have to use a weaker replacement that's very unstable so my computer isn't as powerful as it was before. 14:02, 13 November 2015 (EST)

Paper Mario bestiary
Nice work with planning on merging the two tables of the Paper Mario bestiary - even if it sacrifices its sortability - but any plans for the information from the third table (all the enemy notes, attack patterns, etc), whether we should add those to the table or place them in the enemies' respective pages? --Zootalo (talk) 10:00, 26 December 2015 (EST)
 * It was discussed on the boards, and yes they are going to go in the enemies' respective pages, if you are interested in doing that go ahead, I don't feel like doing this right now.-- 10:24, 26 December 2015 (EST)

PMTTYD Bestiary
Originally, I was going to create multiple sortable tables like I did with the Paper Mario one, even creating a table just for the status ailment rates, but that would've looked stupid for the same reason the Paper Mario one's getting another facelift (beyond that, I've been focusing on gathering data from other games, so the TTYD bestiary has been on the backburner since). If you're going to revamp the bestiary anyway, you don't need my "permission" to do so. It's definitely in need for an overhaul, though. --Zootalo (talk) 10:44, 28 December 2015 (EST)
 * Yeah, I can't help you there, then. If TTYD had cut-and-dry rates/turns for those status ailments somewhere -- as seen in Floogal's GameFAQs guide for Paper Mario, having actually tested things in-game -- they would've been posted here by now. These rates are confusing because they're probably not even rates to begin with (because some values go above 100 "%": does that mean an enemy can get afflicted with something for more turns? The "rates" may be multipliers instead, with 100 being the default). JDaster64 was the one that actually dug up these values from the game's coding; maybe you could ask him how they work. --Zootalo (talk) 11:23, 28 December 2015 (EST)

RE: Regarding the Take Better N64 Snapshots subpage
Here's a run-down how I feel about in-game screenshots: -- 16:46, 15 January 2016 (EST)
 * NES (256x224/256x240), SNES (256x224/256x240), N64 (320x240 no Expansion Pak, 640x480 for Expansion Pak games), GB (160x144), GBC (160x144), GBA (240x160), NDS (256x192 for each screen), and 3DS (400x240 top screen, 320x240 bottom screen); restrict resolution to 1x native because emulators for these devices are doing excellent with screenshot code (exception being 3DS because no good emulators are known to exist yet and the only way to take clean screenshots is to hack the device with modkits). PNG is best in almost all cases.
 * GCN and Wii; The developers of Dolphin say that the screenshot code is all screwed up. Their work-around is a pain in the butt to get images looking sharp and not have jaggedness to them. That is why I have uploaded oversized images. I would be taking 1x native if the screenshot code didn't take screenshots of what is rendered to the window but rather the buffer before it gets rendered to screen. Although I will say that if an image isn't at least 640x480 (most GCN games as a few GCN games support widescreen natively, such as F-Zero GX) or 854x480 (16:9 Wii games), images should be tagged with.
 * Wii U; GamePad is 854x480 and the Wii U can output 1920x1080 although Miiverse posts shrink images down to 800x450 JPEGs. I don't know what is best. If I were to guess, this wiki should take in 1920x1080 HDMI and 854x480 Gamepad screenshots.

RE: Images to be deleted
I have been doing that. I have been specifying the reason via link to the file ( File:name.jpg ). I've been doing that for the past three months now. Talk to. I also have been using for images I am unsure of (different from ). -- 15:02, 18 January 2016 (EST)
 * I thought I was using the tag correctly. The wording the tag uses, it gives users a chance to talk it over before a moderator deletes the item. There are some files I have no idea how it was used or planned to be used so I don't start up a talk page. -- 15:40, 18 January 2016 (EST)
 * OK then, but who is going to plunder the depths of Special:UnusedFiles? I don't think anyone does but me. I was using the tag in hopes someone would notice (like you have) and start talking it over because I don't know what to do with most of those files I tagged with . If you were wondering, there have been a few times I found unused files and repurposed them to bring them back to life. -- 15:53, 18 January 2016 (EST)

RE: PNG monstar
I am aware. If the storage becomes too much, there are ways to remove the archived versions of the file.Look here. I'll be sure to pass it onto admins, such as, , or , when needed. -- 15:23, 20 January 2016 (EST)
 * I have seen other users do this before. Occasionally I run into an image that uploaded a fully optimized version of the image. I always thought this to be encouragement to compress the image first before uploading. I was merely further encouraging it. If this is against rules of MarioWiki to overwrite files with optimized PNGs where the optimization is minimal (like TCRF.net), I'll stop. -- 22:04, 20 January 2016 (EST)

Wii U
For the past week, I have been talking with about my sandbox page that is about setting some ground rules for getting the best screenshots for MarioWiki. I say it is near finalized. Overall, he likes where it is going and the rest of the staff like it too but I have a few loose ends to fix up, specifically the Wii U. He told me that you and would be more knowledgeable about the Wii U's inner workings. I suggest you read up what I had to say about the Wii U to him. I know you can't make edits to the sandbox page but you can add your comments here. -- 17:43, 9 February 2016 (EST)

How do you deal with artwork that comes as PSD?
I.e. do you know of any free software that can remove backgrounds from PSDs properly (not GIMP)? --Hiccup (talk) 08:13, 16 February 2016 (EST)
 * Could you convert this (losslessly)? If it has multiple layers, please export each layer. --Hiccup (talk) 14:14, 17 March 2016 (EDT)

Edit for SM64
The edit was very good! --MarioMario456 (talk) 11:19, 12 March 2016 (EST)

Sandbox?
I've noticed you and a number of other users have something called a "Sandbox." I was wondering what it was and how I can use one? I'm not sure where to go to find out... 15:00, 8 April 2016 (EDT)


 * Thanks for the info! I'm not sure what to do with it yet, but it's always nice to know ahead of time :) Thanks again! 17:54, 8 April 2016 (EDT)

Proposal Active
I remember you talking to me about usage here. I now have a proposal active to address these issues. Please look at it when you have the chance. -- 21:15, 9 April 2016 (EDT)
 * User talk:Wildgoosespeeder/QualityRequestTypes/sandbox Talk created to work out kinks in my proposal. -- 03:42, 12 April 2016 (EDT)

RE: quick question
Quick copy-paste. -- 17:15, 10 April 2016 (EDT)
 * Yes. I should have been more careful. I guess only a few images were affected. I can correct those (the ones I see negative bytes change for at least to correct part of the problem). -- 17:25, 10 April 2016 (EDT)

RE: A quick notice
There has been some on-going talks at User talk:Wildgoosespeeder/QualityRequestTypes/sandbox. Haven't heard a thing from you (I don't know if are aware of that page). Seems like a few, like me, (on his talk page), and ), are gravitating towards the native resolution for N64 games because it most accurately depicts the games. HUD elements tend to be pixelated in higher resolutions or filtered (in an ugly way or smoothing out jaggedness filters). Some of the images I am replacing even have emulation mistakes or effects that a real N64 couldn't do (aside from oversized resolutions). The plug-in I use to generate the screenshots is the closest to real hardware that bypasses the conversion from a digital signal (internal resolution) to analog (composite video out). If it makes you feel any better, I haven't touched certain images, such as File:Koopa Bros. Fortress.png and File:Goomba Village.PNG. -- 19:53, 17 April 2016 (EDT)

Template for proposal outcomes
Can you draft a template for a future proposal that will deal with creating a template for proposal outcomes? I have an idea in my head of how it might work, where we use if functions of some sort to change the color of the font if the proposal fails or passes but I have virtually no experience in writing templates like this. If you can't do it, then that's fine, I'll attempt to make it myself. 21:05, 17 April 2016 (EDT)
 * Um, I see a Verdana parameter in your template, but the typeface doesn't actually look like Verdana, as it's a serif-free typeface, and your type-face has serifs. For the font-face parameter, remove the "MS" part of the Verdana parameter, don't think MediaWiki recognizes that and defaults to Times New Roman. As for the templates, I think I like the first one better, as I think adding the proposal outcome part of the template makes more sense to me than adding color for the parameter, plus the vetoed one allows for the small text to be inserted. Though the second one does allow less switchers and is less complex coding in general, which is also a good thing....I'd stick with the first one. Maybe I can get my twin's opinion as well. 09:45, 18 April 2016 (EDT)
 * Well I'm a bit more on the artistic side, so design elements are pretty important to me, that's how I notice these things, lol. And I thought it would be more courteous to ask you to edit your sandbox page than me randomly editing it so that's why I asked first. Btw, if there's that much of a debate, the proposal can use the two options if you like. 09:55, 18 April 2016 (EDT)
 * So you want me to write the proposal advocating change for the proposal headers? 18:00, 18 April 2016 (EDT)

So anyway, implementation is a success, but when moving your sandbox page, you should replace it. Anyway, why does the tie parameter show up as "NO QUORUM"? Shouldn't it show up as "tie"? It's redundant that way. 16:58, 29 April 2016 (EDT)
 * I have horrendous wording so please forgive me. In the proposal outcome template page, for the usage part, you deleted your sandbox page without replacing it, so the table cells show up as empty boxes in demonstration; it's just an extra inconvienience. For the tie thing, do you think we might need a separate lettering for it rather than two no quorums? 19:42, 29 April 2016 (EDT)
 * So, is it fine that I delete the "tie" table in the demonstration? And no, I'm fine with being forgetful now and then, I don't mind filling in where you forgot, just giving you a heads up. 20:16, 29 April 2016 (EDT)

Yeah, vetoed is also the only one with the small text color. It's pretty unique, so why not give it its own color? I'd say why not. 10:52, 3 May 2016 (EDT)

RE:YouTube Proposal template
Thanks! I was unaware of. My code is now working. I am only keeping center in there for compatibility reasons. We rarely use it in general for regular file embeds as well as and. As for flawed ideas, I can foresee a few concerns. Widescreen videos, too small, and that embed too many YouTube players thing you mentioned earlier. -- 22:12, 27 April 2016 (EDT)

Hotkey
I was excited that it could be a hotkey for that text too but nope, as soon as I copied something else, I realized I was an idiot. It would be great if it actually did that function though, because do we honestly need another variant of Ctrl + V? 16:19, 1 May 2016 (EDT)
 * Hm, Alt + 7 doesn't seem to work for me. I think the only reason Shift + insert exists is for...uh, left-handed mouse users? 16:26, 1 May 2016 (EDT)
 * Oh I wasn't using the numpad, silly me. Also, if numlock is off, it keeps bringing up the options menu (I use FireFox)  16:40, 1 May 2016 (EDT)

Image maps
Hey Mega, it's Baby Luigi again. Can you, by any chance, add alignment parameters to the image map template as switchers? Because for this section in this article, aligning this map template to the center is a better way to display the map than the default alignment it has, as it mucks up the gallery, but since the template itself lacks any switchers, I had to resort to using raw coding and modifying the parameters within it so that it centers. 12:08, 9 May 2016 (EDT)
 * Oh, thanks a bunch for the implementation. If I had time I'd put it in the other image map pages too but you know, none of us have any :( 15:04, 10 May 2016 (EDT)

Partners in Time
Do you have a Partners in Time ISO? 19:54, 12 May 2016 (EDT)
 * Oh that's great. You see, I need the Koopaseum and Bowser's Castle save screens in this section of the article. I know for the fact that the ripper in MFGG neglected to rip the Koopaseum save screen (probably forgot about it), but I'm not sure if Bowser's Castle has a save album in it. If it doesn't, let me know. 15:35, 13 May 2016 (EDT)
 * I greatly thank you for those images! I think Peach's Castle is the only place you can visit in both the present and the past, considering the only location you can visit in the present is Peach's Castle and the sewers. Also, I'm not sure if this is too much to ask for but the Altered states section would benefit from images. There already is a Dizzy image, but I'd like the first Trip, Poison, and Burn get an image of the other brothers (like, Mario could be Poison, Luigi could be Burn, and Baby Mario is Trip). All the "UP" status conditions can be easily taken by eating peppers, as the DOWNs can be used by Ice Flowers. 21:50, 13 May 2016 (EDT)
 * We could take a still .png of those images, as I know it's not possible to make an animated gif of those. As for Dizzy, isn't there two stars over the character's head or is it fine the way it is? 13:32, 14 May 2016 (EDT)

Aw crap, I totally forgot Peach's Castle Dungeon also comes with its own save album scene. I hope this is the last edit, but can you please take a screenshot of that? Thanks and sorry for bothering you again. 17:51, 18 May 2016 (EDT)
 * I definitely think it should be split too. They're two distinct levels in the game. I'll start a TPP shortly. 18:37, 19 May 2016 (EDT)
 * That's what I thought too, maybe you're right on that. Though the article on Peach's Castle cellar definitely needs to be expanded, as there's more than just, "it's Peach's Dungeon in the past and you fight a Chain Chomp". But again, I apologize for the inconvenience and I'm very thankful you're willing to grab screenshots for me. 19:47, 19 May 2016 (EDT)
 * Oh I forgot, in the techniques section of the Partners in Time article, could you grab a picture that's not a pre-release screenshot? I'd personally like a picture like this, except, you know, it's taken with the current version of the game. I need a picture that demonstrates how you can separate the babies into territories they can go into, like in the pic. 19:49, 19 May 2016 (EDT)

RE: So about the.... everything.
Writing is not my strongest suit. You are rarely going to see write paragraphs of thoughts. That's why I stick to image uploads. It's what I know best. If I reply to one or a few out of many points of your replies, think of the points I didn't get to as no further rebuttals.

Anyways, your concerns about revamping how we handle image categories and better designing are 100% legitimate. I have no clue how we are going to dig ourselves out of the hole that the rest of MarioWiki probably didn't foresee when it was young (before my arrival uploading images back in November 2015 as MarioWiki started in 2005). I guess people didn't know how extensive the Mario universe would be to cover and to keep track of what we do have, huh?

You may not see the categories as a big deal but mostly and I went through images missing game image categories a month or two ago and there was a lot missing. You can go check 's talk page archive. It was daunting to go through, but I kept thinking to myself there had to be a better way prevent missing image categories from happening. We only cleared out images tagged with and. I don't know what the solution will be but the checkbox thing you mentioned was already mentioned before you mentioned it. It would be best to organize in table form rather than drop-down form. Also some images have multiple categories, such as the glitch images and beta images as you mentioned because those images have games they belong to too, which further suggests that checkboxes are the way to go.

Because I see a lot of resistance to change by the other MarioWiki users, I find it very hard to even try to fix something and see what others think about it based on past discussions. Each discussion has made me less and less likely to propose a fix. My extension proposal is hanging by a thread as it is and that is something I feel the most passionate about because it works very well on Bulbapedia. I really want that proposal to pass. The tag is lower on the list of things to improve but it would be quite clever to incorporate the image categories into the template somehow. An easier fix to this problem would be to have checkboxes for each the image categories that exist on MarioWiki when Special:Upload is accessed, so the priority is higher for that than the trickier fix. -- 23:34, 13 May 2016 (EDT)


 * Like I said, not as concerned with as I am with . Maybe modifying MediaWiki:Uploadtext is better. I mean, just found Category:Images by game. Probably easy to just link to there but the problem that remains is having the message stand out.


 * I think the underlying problem with is the crowding of Category:Quality requested is currently experiencing. That seems to be why  and  tend to remove the tag without satisfying the condition for removal. That's what the discussions at User talk:Wildgoosespeeder/QualityRequestTypes/sandbox are all about. I mean if we can have, , , and  all dealing with degree of severity of good writing standards missing in articles, I don't see why not try to split up  into smaller, more manageable groups. The trick is figuring out how to split it up. -- 15:44, 14 May 2016 (EDT)

ExplodePNG
It's like you were reading my mind or something because the interface you uploaded to MarioWiki is similar to how I wanted to revise PNG Monster. I wanted to add a feature to browse for PNGs, add support for newer optimizers, and skip certain optimizers (because it is usually the last optimizer that optimizes best for GCN/Wii game screenshots and it took sooooooo long to complete). I just never looked at the VB6 source code that PNG Monster used at compile time. :P Good work and I'll give it a try sometime. -- 03:29, 10 July 2016 (EDT)
 * VB6 is from 2000. Very dated. It looks like PNG Monster was created around the same time YouTube was or at least taking off by the looks of it. .NET is modern and is up to version 4.5 or something like that. Likely, you coded in C#. Love that language. Best of C++ and Java from my experiences with those languages. -- 04:06, 10 July 2016 (EDT)
 * I thought that running those executables that actually perform the compression (pngout and advPNG) that PNG Monster and ExplodePNG call are as efficient as their programming allows? They aren't tied to the calling executable's efficiency.
 * Anyways, you know what would make a great interface feature? When the program is calling the executables! -- 04:36, 10 July 2016 (EDT)
 * Did some tests in CMD and ExplodePNG. The program pngout is the best at optimizing PNGs. Best options are to have everything but pngout disabled! Try adding remaining optimizers to ExplodePNG. :P -- 05:20, 10 July 2016 (EDT)
 * Um, I think pngout does remove all metadata too. I think it is doing the optimization better than the stripper option. Also through bug testing, the loop option doesn't seem to terminate like PNG Monster does. -- 14:37, 10 July 2016 (EDT)
 * I finally got around to looking at the VB6 source code for PNG Monster. Checking loop just cycles through the optimizers again. I thought it changed the options sent to the exe of each optimizer. I think somewhere in ExplodePNG, the loop never ends and it stays stuck in an infinite loop. I tried this with a sprite and it took ExplodePNG less than a second to optimize fully with loop unchecked. Checked, ExplodePNG never finishes. I see the optimized file, but ExplodePNG keeps going. I don't know what version of advpng you are using but it seems like there are two variations of the program as Zopfli compression started in 2013 and advpng bundled with PNG Monster is from 2005. Just include the organized list I linked you to and you will have yourself a modernized PNG Monster. -- 18:17, 10 July 2016 (EDT)
 * User:Wildgoosespeeder/PNG Monstrous - I hope this answers your question about zopfliPNG. :P As for files, here's some already existing files that contain unoptimized PNGs either being actively used or archived:
 * File:GreenToad Icon LM Beta.png
 * File:Red Gnarantula.png
 * File:Green Gnarantula.png
 * File:Dustydunesgalaxy RING.png
 * File:Mario And Wario Title Screen.png
 * It doesn't really matter. The loop doesn't end with loop checked. You can try the included files I linked to see for yourself.
 * If you are still using VB, but for .NET environment, I remember converting my older VB6 projects into the newer VB.NET Visual Studio application. I don't know if you coded from scratch or converted the project. :P The update to PNG Monster took me roughly an hour. -- 03:43, 11 July 2016 (EDT)
 * I'm not too concerned about the multithreading ability. My image replacements are one at a time and optimizations are slow as-is with those dimensionally large images. I upload the png and then the JPEG after upload. Upload another png and then tag. Do this until all JPEGs are replaced with PNGs. I should see an improvement with how long optimizations take just by skipping certain optimizers. My tests reveal that zopflipng and pngout do the best optimizing on GCN and Wii screenshots I submit. This also applies to all screenshots but it was most noteworthy with those two consoles. Screenshots for SNES or GBA, the file size differences were just a few hundred bytes. GCN and Wii screenshots, a few kilobytes. -- 14:30, 11 July 2016 (EDT)