Just to double-check, is Harambe’s Revenge accurate there?
Last I checked it used a system that consumed more or less all of EEPROM.
I remember there being an intent to change it to use just what it needed, but I don’t remember if that actually happened.
I had a quick look and I think perhaps Akkera might have produced a .hex
with some kind of fix, which might be the one that ended up on the cart.
I must say, I’m surprised at how many titles take up such huge chunks of EEPROM. Just goes to show how futile it would be to try to prevent clashes. All we can truly do is detect and manage them.
Ultimately levelling out the wear is more important than trying to prevent clashes anyway.
It occurs to me that the rest of the world probably don’t realise you meant a vegetable and not someone from Sweden. :P
I agree with Filmote here.
It’s not worth worrying about problems that don’t exist in practice.
(At least, not when this is our spare time we’re giving up. Start paying me a wage and I’ll gladly consider every last ridiculous edge case. :P
)
I said more or less the same thing to @acedent the day before:
Though I think I remember Tuxinator telling me that he was intending the player to bring their character across from the first game. I might be misremembering though.
Either way, it was never finished, and even if it were that’s still only two games. I think you’d need at least a handful to justify the additional legwork.
Yeah, there’s probably a better option than a tooltip.
I’d say some kind of pop-up window with an actual list, and then maybe make the tooltip say ‘click to see clashes’ or something?
As far as I can tell, as long as it’s red and blue instead of red and green, making the red more yellowish wouldn’t be necessary because red and blue are distinct for all three forms (tritanopia, deuteranopia and protanopia).
I’m going by the images I found here.
GitHub changed the closed marker from red to purple for a similar reason - ‘closed’ is not a bad thing.
Though I agree with Filmote that a hash is better than no hash because it lets you know when a clash has occurred, so in that respect it’s still ‘good’.
If it’s important to keep the green, then green and yellow is another pairing that would seem to be acceptable from a colourblind point of view.
You forgot to specify that the heatmap shouldn’t use red and green to indicate ‘heat’. :P
(Though actually, blue and red makes more sense for ‘heat’ anyway. Blue = cold, yellow = warm, red = hot.)
If I had all the data I and an hour or two to do it in, I could probably make a desktop tool to do something like that in Haskell, C++, C#, or Lua (take your pick). (Well, as long as that’s all you’d want it to do. No ‘one more thing…’ features.)
But doing it in JavaScript and HTML…
No thanks - getting the algorithm working would be only half the battle, manipulating the UI would be a separate battle entirely.
I really don’t envy @filmote being the one to have to do all this web UI stuff, he’s done more than I’d have patience for.