From be3cce22149ff901f177e3718208fa5db9420851 Mon Sep 17 00:00:00 2001
From: suspect15 <106546659+suspect15@users.noreply.github.com>
Date: Sun, 17 Aug 2025 09:09:14 -0400
Subject: [PATCH 1/6] minor updates
---
docs/.vitepress/config/en.ts | 4 +
docs/.vitepress/config/es.ts | 4 +
docs/.vitepress/config/pt.ts | 4 +
docs/.wip/Docs-To-Do-List.md | 14 --
docs/.wip/WIP-Content-Guidelines.md | 10 --
docs/.wip/WIP-Overview.md | 36 -----
...00\220-How-Does-RetroAchievements-Work.md" | 39 ------
docs/general/teams/qa-team.md | 3 +-
docs/orphaned/achievement-logic-features.md | 40 ------
docs/orphaned/load-state-feature.md | 91 -------------
.../my-game-is-not-loading-achievements.md | 68 ----------
docs/orphaned/ralibretro.md | 125 ------------------
docs/orphaned/system-x-wen.md | 83 ------------
13 files changed, 14 insertions(+), 507 deletions(-)
delete mode 100644 docs/.wip/Docs-To-Do-List.md
delete mode 100644 docs/.wip/WIP-Content-Guidelines.md
delete mode 100644 docs/.wip/WIP-Overview.md
delete mode 100644 "docs/.wip/WIP-\342\200\220-How-Does-RetroAchievements-Work.md"
delete mode 100644 docs/orphaned/achievement-logic-features.md
delete mode 100644 docs/orphaned/load-state-feature.md
delete mode 100644 docs/orphaned/my-game-is-not-loading-achievements.md
delete mode 100644 docs/orphaned/ralibretro.md
delete mode 100644 docs/orphaned/system-x-wen.md
diff --git a/docs/.vitepress/config/en.ts b/docs/.vitepress/config/en.ts
index 9d43a53f..0cc2e015 100644
--- a/docs/.vitepress/config/en.ts
+++ b/docs/.vitepress/config/en.ts
@@ -117,6 +117,10 @@ function sidebarGeneral(): DefaultTheme.SidebarItem[] {
text: "Quality Assurance",
link: "/general/teams/qa-team",
},
+ {
+ text: "DevQuest",
+ link: "/general/teams/devquest-team",
+ },
],
},
{
diff --git a/docs/.vitepress/config/es.ts b/docs/.vitepress/config/es.ts
index e88511d2..96fab0c8 100644
--- a/docs/.vitepress/config/es.ts
+++ b/docs/.vitepress/config/es.ts
@@ -125,6 +125,10 @@ function sidebarGeneral(): DefaultTheme.SidebarItem[] {
// text: "Control de calidad",
// link: "/general/teams/qa-team",
// },
+ // {
+ // text: "DevQuest",
+ // link: "/general/teams/devquest-team",
+ // },
// ],
//},
// {
diff --git a/docs/.vitepress/config/pt.ts b/docs/.vitepress/config/pt.ts
index 3b23809f..014b40fa 100644
--- a/docs/.vitepress/config/pt.ts
+++ b/docs/.vitepress/config/pt.ts
@@ -124,6 +124,10 @@ function sidebarGeneral(): DefaultTheme.SidebarItem[] {
// text: "Quality Assurance",
// link: "/general/teams/qa-team",
// },
+ // {
+ // text: "DevQuest",
+ // link: "/general/teams/devquest-team",
+ // },
// ],
// },
{
diff --git a/docs/.wip/Docs-To-Do-List.md b/docs/.wip/Docs-To-Do-List.md
deleted file mode 100644
index 94f779f8..00000000
--- a/docs/.wip/Docs-To-Do-List.md
+++ /dev/null
@@ -1,14 +0,0 @@
-#### 🚨 Rather than add to this, open an issue in the GitHub repo!!
-
-- Add section about reporting cheaters in [Global Leaderboard and Achievement Hunting Rules](/guidelines/users/global-leaderboard-and-achievement-hunting-rules)
-- Add Dev Tips section
-- Add sections for QA, DevComp, subteams, etc.
-- Other info needed:
- - Collab workflow suggestions
- - Achievement set suggestions
- - Helping with site cleanup
- - Playtesting
- - Testing cores/emulators
- - Contributing with RAGuides
- - Contributing with RANews
- - Contributing with RAPatches
diff --git a/docs/.wip/WIP-Content-Guidelines.md b/docs/.wip/WIP-Content-Guidelines.md
deleted file mode 100644
index f36842d3..00000000
--- a/docs/.wip/WIP-Content-Guidelines.md
+++ /dev/null
@@ -1,10 +0,0 @@
-WIP Page. Probably going to separate these into the following:
-
-- Game Entries
-- Achievement Set Requirements (done)
-- Unwelcome Concepts (done)
-- Tickets (done)
-- Hacks
-- Subsets (done)
-- Leaderboards & Rich Presence
-- Hubs
diff --git a/docs/.wip/WIP-Overview.md b/docs/.wip/WIP-Overview.md
deleted file mode 100644
index faf7c92f..00000000
--- a/docs/.wip/WIP-Overview.md
+++ /dev/null
@@ -1,36 +0,0 @@
-## Overview
-
-The docs are currently under heavy construction. For starters, the following pages are going to be moved to the site:
-
-- [RetroAchievements Manifesto](/guidelines/users/retroachievements-manifesto)
-- [Users Code of Conduct](Users-Code-of-Conduct)
-- [Global Leaderboard and Achievement Hunting Rules](/guidelines/users/global-leaderboard-and-achievement-hunting-rules)
-- [Developer's Code of Conduct](/guidelines/developers/code-of-conduct)
-- [Set Plagiarism](Set-Plagiarism)
-- [Achievement Scoring](/developer-docs/achievement-scoring)
-- [Achievement Set Revisions](/guidelines/content/achievement-set-revisions)
-- [Achievements for ROM hacks](/guidelines/content/achievements-for-rom-hacks)
-- [Subsets](/guidelines/content/subsets)
-- [Working with the Right ROM](/guidelines/content/working-with-the-right-rom)
-- [FAQ](/general/faq)
-
-The plan is to have any documentation involving guidelines/policy as well as a general FAQ be in plain sight on [retroachievements.org](https://retroachievements.org). Some of the pages will be merged and will result in the following categories:
-
-- User Code of Conduct
-- Global Leaderboard and Achievement Hunting Rules
-- Developer Code of Conduct
-- Content Guidelines
-- General FAQ
-
-This will eventually allow for the wiki to be more open and dedicated to support docs, tutorials, resources, etc.
-
----
-
-From sidebar:
-
-- [WIP User Code of Conduct](WIP-User-Code-of-Conduct)
-- [WIP CoC FAQ](WIP-CoC-FAQ)
-- [WIP Content Guidelines](WIP-Content-Guidelines)
-- [WIP---Dev-Tips---Code-Notes-En-Masse](WIP---Dev-Tips---Code-Notes-En-Masse)
-
----
diff --git "a/docs/.wip/WIP-\342\200\220-How-Does-RetroAchievements-Work.md" "b/docs/.wip/WIP-\342\200\220-How-Does-RetroAchievements-Work.md"
deleted file mode 100644
index 2c85ca27..00000000
--- "a/docs/.wip/WIP-\342\200\220-How-Does-RetroAchievements-Work.md"
+++ /dev/null
@@ -1,39 +0,0 @@
-RetroAchievements (RA) provides users the ability to earn achievements in retro games from an RA achievement set. It awards achievements by comparing a game’s memory, henceforth referred to as RAM, to achievement code written by an RA developer. Achievement code, also known as logic, is a list of memory conditions chosen by the developer, that when all are simultaneously true on a single frame, will award an achievement.
-
-## What Is An Achievement Set?
-
-An achievement set is the compilation of individual achievements, rich presence and leaderboards for a particular game. Achievements are comprised of achievement logic, a title, a description, a point value and a badge. Additionally, a set must contain a Rich Presence script which provides site users information on where active players are in a game. Sets may have leaderboards that track how well players perform in certain things in a game such as how quickly they can beat stages, how many points they can score and many other things. RA users interface with all these components and subcomponents. Each one is a vital part of the player experience.
-
-## What Is Achievement Code And How Is It Written?
-
-RA code is a custom text based language that is interpreted by RA supporting emulators. Developers write code using either the Achievement Editor in the RAIntegration toolkit or by using RATools, a standalone executable that provides a scripting language for achievement development. Both the achievement editor and RATools produce code that is used for all achievements, leaderboards and Rich Presence.
-
-## How Is Achievement Code Processed?
-
-A game’s RAM is its most basic form. RAM is simply the game's memory addresses and their respective values at any given time. When processed by a console or emulator, the RAM can be used to recognize what is happening within the game. Games are processed in a series of frames, generally 60, 50, 30 or 25 per second depending on console and format. RA processes all unearned achievement logic in a set every frame. Because of this, developers can create logic such that when all of its conditions are simultaneously true, identify something uniquely precise happening in a game and award an achievement, activate a leaderboard and provide accurate Rich Presence. It is an achievement developer’s job to understand enough of a game's RAM to be able to construct this logic.
-
-Understanding how the RAM works that a developer intends to use in their logic is essential to creating a stable set that awards achievements, submits leaderboard scores and accurately displays Rich Presence only as intended. RA developers use developer emulator tools to inspect a game's RAM and determine which addresses are responsible for things they intend to use for logic. Developers have many ways to precisely define exactly which memory conditions must be true in order to construct logic, including retaining knowledge that something occurred previously in memory, but may no longer be true.
-
-## Achievement Logic and Processing Example
-
-As a simple example, to award an achievement for obtaining the hammer in Zelda II: The Adventure of Link, a developer would need to figure out which memory addresses within the game were associated with a few unique things about obtaining the hammer. There are often many ways to do this. One way a developer might approach this achievement is to find the addresses for the room ID to ensure the player is in the room with the hammer, also perhaps an area ID to ensure the player is in the right section of the game and lastly an address that indicates whether the player actually gets the hammer. The reason a room and area ID are important is because when a player loads a save file that has collected the hammer, the memory would indicate that possessed of the hammer goes from untrue to true, but this isn't where the achievement should award. The room and area ID conditions would ensure that a player was actually obtaining the hammer in game and not just loading a save file that already possessed it. A solid achievement could be constructed to award when the following is true simultaneously:
-
-**Room ID = room the hammer is in**
-**Area ID = area of game the hammer is in**
-**Possesion of hammer changes from not possessed to possessed**
-
-Here is what this achievement would look like in the Achievement Editor
-
-In this example, address 0x0561 is the room ID and its value is 0x15 when the player is in the room with the hammer, address 0x076e is the area ID and its value is 0x02 when in Death Mountain where the hammer is located and Bit0 of address 0x078b indicates if the player has the hammer. This bit changes from 0 to 1 when the player acquires the hammer, so the achievement checks for a frame where this bit is greater than it was the previous frame which is precisely when the hammer is obtained since bits can only be either 1 or 0. If all three conditions are true on the same frame, the achievement is awarded. This can only happen when the player obtains the hammer while in the hammer room in Death Mountain, not at some other time such as loading a save file.
-
-Every frame the player is playing the game, the RAM is being compared to the achievement logic to check if all conditions are true on that frame. For this example achievement, all conditions can only be true on the same frame when a player is in the room and area where the hammer is obtained and the player obtains the hammer. When that happens, all of the conditions defined in the logic will be true and the achievement will be immediately awarded.
-
-## Leaderboard and Rich Presence Code
-
-Leaderboards function quite similarly to achievements in terms of logic, but need a list of conditions to tell the leaderboard when to activate, when to cancel itself, and when and what value to submit to the leaderboard. Creating a leaderboard is essentially like creating a few small achievements that will be processed sequentially.
-
-Rich Presence code is very similar to achievement and leaderboard code, but is written slightly differently due to the way it is handled by the site. Rich Presence is written and submitted to RA as a script, as opposed to a string of code like achievements and leaderboards. It still uses the same fundamental code as achievements and leaderboards, but has some additional features such as custom macros that may be used.
-
-## Take Aways
-
-The key to writing solid code is to first understand what in RAM can be used to recognize a particular game event for which a developer intends to award an achievement, use for a leaderboard or Rich Presence. The next steps are finding the necessary memory addresses and their values to recognize when the event occurs and constructing logic to create a list of conditions that will only be simultaneously true on the intended frame.
diff --git a/docs/general/teams/qa-team.md b/docs/general/teams/qa-team.md
index 6ef92d7f..daa015b2 100644
--- a/docs/general/teams/qa-team.md
+++ b/docs/general/teams/qa-team.md
@@ -19,7 +19,8 @@ Current team members can be found on the [About Us](/general/about-us#quality-as
QA's primary responsibilities include the following tasks:
-- Conduct hash management and administering [Player Compatibility Tests](/guidelines/content/player-compatibility-testing)
+- Conduct hash management
+ - Administer [Player Compatibility Tests](/guidelines/content/player-compatibility-testing)
- Ensure set stability across the RetroAchievements library
- Repair or demote unstable or exploitable sets
- Resolve or close inactive developer tickets
diff --git a/docs/orphaned/achievement-logic-features.md b/docs/orphaned/achievement-logic-features.md
deleted file mode 100644
index 84ba9456..00000000
--- a/docs/orphaned/achievement-logic-features.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-title: Achievement Logic Features
-description: There are several tools and options available to a developer. Knowing how to properly utilize them will improve the quality of your sets.
----
-
-# Achievement Logic Features
-
-There are several tools and options available to a developer. Knowing how to properly utilize them will improve the quality of your sets. These tools/options can be used in the Achievement Editor:
-
-
-
-For more help regarding these, our [Discord server](https://discord.gg/dq2E4hE) is always open for assistance.
-
-Here is the list of features available:
-
-- [Hit Counts](/developer-docs/hit-counts)
-
-- [Delta Values](/developer-docs/delta-values)
-
-- [`ResetIf` Flag](/developer-docs/flags/resetif)
-
- - [`ResetIf` with hit counts](/developer-docs/flags/resetif#resetif-with-hit-counts)
-
-- [`PauseIf` Flag](/developer-docs/flags/pauseif)
-
- - [`PauseIf` with hit counts](/developer-docs/flags/pauseif#pauseif-with-hit-counts)
-
-- [`AddSource` Flag](/developer-docs/flags/addsource)
-
-- [`SubSource` Flag](/developer-docs/flags/subsource)
-
- - [Checking for a negative result](/developer-docs/flags/subsource#checking-for-a-negative-result)
-
-- [`AddHits` and `SubHits` Flag](/developer-docs/flags/addhits-subhits)
-
-- **Combining Flags**: `ResetIf` and `PauseIf` can be applied to a condition following any number of `AddHits`, `AddSource`, or `SubSource` conditions. Going back to the [`AddSource` example](/developer-docs/flags/addsource) above, if `ResetIf` were applied to condition 2, the achievement would reset because `1 + 2 > 0`.
-
-- [Alt Groups](/developer-docs/alt-groups)
-
-- [Minimum Required Versions for Logic Features](/developer-docs/minimum-required-versions-for-logic-features)
diff --git a/docs/orphaned/load-state-feature.md b/docs/orphaned/load-state-feature.md
deleted file mode 100644
index dd71b7cf..00000000
--- a/docs/orphaned/load-state-feature.md
+++ /dev/null
@@ -1,91 +0,0 @@
----
-title: Why You Shouldn't Use the Load State Feature
-description: Using load states in RetroAchievements can disrupt achievement tracking, especially in softcore mode. This happens because progress resets when reloading, affecting challenges like no-damage or no-password runs.
----
-
-# Why You Shouldn't Use the Load State Feature
-
-**Note**: currently the issue described here happens only on DuckStation standalone and RetroArch versions older than 1.9.1.
-
-## Hardcore/Softcore
-
-Some users like to use the save/load state feature to save their progress in a game. As you may know, this feature isn't allowed when playing with hardcore mode. But some users aren't hardcore gamers and prefer to keep hardcore mode disabled (let's call this mode softcore).
-
-From time to time some users [report](/general/faq#how-do-i-report-a-broken-achievement) that an achievement isn't triggering, and when asked they say they were playing in softcore.
-
-One thing you all have to keep in mind is:
-
----
-
-**If you use the load state feature expect to have issues of cheevos not triggering when they are expected to trigger.**
-
----
-
-Here we'll try to explain to those who don't know the details of achievements development why this kind of issue happens.
-
-## Basic concept behind an achievement
-
-**Technically an achievement is a group of conditions that must be met in a particular frame of the video game.**
-
-When you launch a game using an emulator with the RetroAchievements feature, the emulator is always checking if those conditions are met in the current frame. When all conditions for a particular achievement are met, it is awarded and the emulator stops checking the conditions for that achievement.
-
-Examples of conditions:
-
-- health bar is full
-- health bar decreased
-- have 9 lives
-- currently on stage 3
-- at the title screen of the game
-- starting the boss fight
-- the game is paused
-
-The problem with softcore is that when you load a saved state you can ruin the logic behind an achievement.
-
-## Examples
-
-### Example 1: Beat the game without passwords
-
-Imagine a game with 5 stages and with the password feature.
-
-Some probable conditions to trigger the "Beat the game without passwords" achievement are (in a real cheevo there will be more conditions, but for this explanation let's consider only these ones):
-
-- be at stage 1 (and memorize this event as something that happened)
-- be at stage 2 (memorize it)
-- be at stage 3 (memorize it)
-- be at stage 4 (memorize it)
-- be at stage 5 (memorize it)
-- finish stage 5
-
-So to get this achievement you have to pass through all stages and then beat the game.
-
-When you are at stage 1, the emulator memorizes it, the same thing for all other stages. And when you finish stage 5 (beat the game) you get the achievement.
-
-Now imagine this scenario:
-
-- a softcore player started the game and played stages 1, 2 and 3
-- they needed to stop playing when at stage 4 and then they saved a state to continue later
-- they closed the emulator
-- later they could play again, started the game, and loaded the state they saved
-- played stages 4, 5 and beat the game
-
-In this scenario, the achievement won't trigger.
-
-After closing the emulator it "forgets" that you passed through stages 1, 2, and 3. When you run the emulator/game again and load the state being on stage 4, the emulator won't detect that you passed through the previous stages. Then the achievement won't trigger.
-
-### Example 2: Defeat boss X without taking damage
-
-Most likely the conditions to be met in a frame to make this achievement trigger are:
-
-1. entered the boss room (and memorize this event as something that happened).
-2. if the player takes any damage, forget they entered the boss room.
-3. beat the boss.
-
-In other words: to get this achievement the emulator must "know" that you entered the boss room, didn't take any damage, and beat the boss.
-
-The important detail to pay attention to here: when you take any damage, the emulator "forgets" that you entered the boss room. Then even if you load a state to a point where you didn't take any damage but already entered the room, the emulator won't detect that you entered the room. And then the achievement won't trigger.
-
-## Final Words
-
-When [reporting a broken achievement](/general/faq#how-do-i-report-a-broken-achievement) give as many details as possible, **and don't forget to mention if you are playing on hardcore mode or not**.
-
-If you want to request an admin to manually award you an achievement that didn't trigger, be sure to provide qualified proof. Especially for achievements like those in the examples above (no damage, no passwords, no death, etc).
diff --git a/docs/orphaned/my-game-is-not-loading-achievements.md b/docs/orphaned/my-game-is-not-loading-achievements.md
deleted file mode 100644
index a2c16f76..00000000
--- a/docs/orphaned/my-game-is-not-loading-achievements.md
+++ /dev/null
@@ -1,68 +0,0 @@
----
-title: Troubleshooting Achievement Loading Issues
-description: Learn how to resolve issues with achievements not loading for RetroAchievements, including checking ROM compatibility and finding ROM hashes.
----
-
-# My game is not loading achievements
-
-Maybe you loaded up your game but you see a popup:
-
-Then you check the overlay (typically ESC) and see:
-
-
-Or maybe you got these messages:
-
-
-
-and
-
-
-
-When any of these situations happens, either your game doesn't have achievements yet or more likely you have the incorrect ROM.
-
-Just to be sure, search for the game name and check matching results.
-
-
-If your game has achievements but your ROM isn't in our system either you'll need to find the correct ROM or get support for your ROM.
-
-## How do I know if my ROM is compatible?
-
-If your ROM has the same checksum/hash as those linked to the website, then it is compatible.
-
-**Note**: a "checksum" or "hash" is a number used to confirm if two copies of a file are identical. On RA we use it to assure the player is using the same ROM as the achievement developer.
-
-There are _two_ ways of checking what checksums/hashes are linked to a game:
-
-### Check the Linked Hashes page associated with the game
-
-Example for [Super Mario Bros.](https://retroachievements.org/linkedhashes.php?g=1446)
-
-You can access this page by clicking the "Hashes linked to this game" button in the "More Info" section on the game page.
-
-
-
-It takes you to a page like this:
-
-
-
-### Check the top post of the official game's forum thread
-
-The link for it can be found at the bottom of the achievement list on game pages OR in the More Info section. Example for [Super Mario Bros.](https://retroachievements.org/viewtopic.php?t=282&c=2233):
-
-
-
-
-
-The first post of the official game's forum thread usually has a list of valid ROMs for the respective game and also the checksum of the ROMs.
-
-If your ROMs name and checksum aren't listed yet, then you'll need to ask for it (**please, do NOT ask for links to download the ROM**, only the filename and the checksum). You can request it in the game's forum page or ask for help in [Discord](https://discord.gg/dq2E4hE) or on the site chat on the front page.
-
-Once you make a request, a developer will review it and make sure it works. Then they will add the hash to the 'compatible hashes page.'
-
-## How to find the checksum of your ROM:
-
-In the menu bar `RetroAchievements` > `Get ROM Checksum`
-
-
-
-For more details about checksum and hashes, read here: https://datacrystal.romhacking.net/wiki/Hashes
diff --git a/docs/orphaned/ralibretro.md b/docs/orphaned/ralibretro.md
deleted file mode 100644
index 9cdc8384..00000000
--- a/docs/orphaned/ralibretro.md
+++ /dev/null
@@ -1,125 +0,0 @@
----
-title: RALibretro
-description: RALibretro is a multi-emulator that can be used to develop RetroAchievements and, of course, earn them.
----
-
-# RALibretro
-
-!! This page is wildly out-of-date
-
-RALibretro is a multi-emulator that can be used to develop RetroAchievements.
-
-The "multi-emulation" feature is only possible because it uses [libretro](https://github.com/libretro/) cores to do the actual emulation. What RALibretro does is to connect the emulation to the tools used to create RetroAchievements.
-
-## WARNING
-
-**RALibretro is a Work-in-Progress!!!**
-
-Currently the development is going on this repo: [https://github.com/RetroAchievements/RALibretro](https://github.com/RetroAchievements/RALibretro)
-
-Here's a list of known issues (feel free to report new issues if you find one): [https://github.com/RetroAchievements/RALibretro/issues](https://github.com/RetroAchievements/RALibretro/issues)
-
-## Installation Instructions
-
-Just download RALibretro from the [Downloads page](https://retroachievements.org/download.php) and unzip it.
-
-## Basic Usage
-
-1. Launch RALibretro.exe
-2. Click on `File` > `Load System`, and click on the system you want to emulate
-3. Now go to `File` > `Load Game` and choose your ROM. **Note**: RALibretro currently doesn't accept zipped files!
-4. Now you can create your cheevos or just earn some!
-
-## Supported Systems
-
-**NOTE**: some systems may require system (BIOS) files in the `System` directory in order to load games correctly.
-
-Here is a list of the systems supported currently:
-
-- SNES
-- NES
-- Nintendo 64
-- Mega Drive
-- Master System
-- Gameboy
-- Gameboy Color
-- Gameboy Advance
-- PC Engine (TurboGrafx-16/TurboGrafx-CD)
-- Atari Lynx
-- Game Gear
-- Neo Geo Pocket
-- Atari 2600
-- Atari 7800
-- Virtual Boy
-- Neo Geo (Arcade) - new. **NOTE**: you need to put the `neogeo.zip` BIOS file on the same directory as the ROMs.
-- Capcom Play System 1, 2 and 3 (Arcade) - new
-
-## Keyboard Input
-
-| Keyboard | a | s | z | x | d | c | f | v | Enter | Tab | g | h |
-| --------------- | :-: | :-: | :-: | :-: | :------------------: | :---------------------: | :------------: | :------------: | :---: | :----: | :-: | :-: |
-| RetroPad | Y | X | B | A | L | R | L2 | R2 | Start | Select | L3 | R3 |
-| SNES | Y | X | B | A | L | R | | | Start | Select | |
-| NES | | | B | A | Swap disk side (FDS) | Insert/Eject disk (FDS) | | | Start | Select | |
-| Mega Drive | A | Y | B | C | X | Z | | | Start | | |
-| Master System | | | B | A | | | | | Start | | |
-| GameGear | | | B | A | | | | | Start | | |
-| Gameboy [Color] | | | B | A | | | | | Start | Select | |
-| Gameboy Advance | | | B | A | L | R | | | Start | Select | |
-| PC Engine | | | II | I | | | | | Run | Select | |
-| Atari Lynx | | | B | A | Option 1 | Option 2 | | | Start | | |
-| Neo Geo Pocket | | | B | A | | | | | Start | | |
-| Atari 2600 | | | o | | L difficulty b | R difficulty b | L difficulty a | R difficulty a | Start | Select | |
-| Neo Geo | C | D | A | B | | | | | Start | Coin | |
-| CPS1/2/3\* | \* | \* | \* | \* | \* | \* | | | Start | Coin | |
-
-**Note**: the buttons for CPS1/2/3 games vary for each game.
-
-## Keyboard Shortcuts
-
-- **see overlay**: `Esc`
-- **pause emulation**: `p`
-- **advance one frame at a time**: `;` (automatically pauses emulation)
-- **fast forward**: `=`
-- **fast forward toggle**: `-` (minus signal)
-- **Screenshot**: `PrintScreen`
-
-### Save/Load state keys
-
-- **Save state current slot**: `Backspace`
-- **Load state current slot**: `F11`
-- **Load state from slot 1, 2, .., 9, 0**: `F1`, `F2`, ..., `F9`, `F10`
-- **Save state to slot 1, 2, .., 9, 10**: `shift`+`F1`, `shift`+`F2`, ..., `shift`+`F9`, `shift`+`F10`
-- **Previous slot**: `shift`+`-`
-- **Next slot**: `shift`+`+`
-- **Switch slot**: `0`, `1`, `2`,..., `9`
-
-## Missing Features
-
-- feedback to the user when save/load state, pausing, etc.
-- N64 support
-- load zipped ROMs
-- input configuration
-- more issues listed here: [https://github.com/RetroAchievements/RALibretro/issues](https://github.com/RetroAchievements/RALibretro/issues)
-
-## How to make AES BIOS work in RALibretro or RetroArch
-
-To make AES BIOS emulation mode work in your emulator:
-
-1. Make sure your emulator works correctly.
-
-2. Put `neogeo.zip` to `System` directory (RALibretro), or a folder you keep your NeoGeo ROMs (RetroArch).
-
-3. Make sure the `neogeo.zip` consist of at least files you can see here:
-
-
-
-If you keep only those files, AES mode will be automatically forced for any NeoGeo game (recommended).
-
-**Important!** The files which are highlighted on this picture (`neo-epo.bin` and `neo-po.bin`) are the only one actually related to AES mode, and you probably will need to include them in your archive to make AES mode work for you. `neo-po.bin` is necessary for japanese-only titles or to make the japanese versions to work, but due to emulation issue it also forces japanese language as default, that's why you will need to remove it to display english in some games.
-
-4. Load any FBA compatible neo geo ROM. More complete archive (including files needed to run MVS and UniBIOS modes) might need additional configuration to force AES mode:
-
-In RaLibretro: Settings->Emulation->Force Neo Geo Mode->AES
-
-In RetroArch: Command->Menu Toggle->Options->Force Neo Geo Mode->AES
diff --git a/docs/orphaned/system-x-wen.md b/docs/orphaned/system-x-wen.md
deleted file mode 100644
index ca9890d8..00000000
--- a/docs/orphaned/system-x-wen.md
+++ /dev/null
@@ -1,83 +0,0 @@
----
-title: System X Wen?
-description: Learn about the technical steps required for adding RetroAchievements support for new systems, including emulation, game identification, and server configuration. This article explains what’s needed before a new system can be supported.
----
-
-# System X Wen?
-
-::: warning Are you an emulator developer?
-
-[rcheevos](https://github.com/RetroAchievements/rcheevos) is our emulator integration library. We have a handy [integration guide](https://github.com/RetroAchievements/rcheevos/wiki/rc_client-integration) that you may find useful if you're looking to add RetroAchievements support to your emulator.
-
-:::
-
-_This article was originally published in the [RANews - November/2020](https://news.retroachievements.org/issues/2020-11/nerd-corner)_
-
-## Intro
-
-There seems to be a lot of speculation on what the next available systems to support achievements will be. With the [recent announcement of a PS2 core](https://twitter.com/libretro/status/1322711254826471424), there have been a lot of questions regarding if/when it will be supported. If you're only interested in the answer to that question, skip to the [end of this article](#when-will-ra-support-playstation-2). But if you want to understand what exactly is needed to add support for a new system, keep reading.
-
-## Requirements
-
-These are the things that are required in order to add RetroAchievements support for a new system:
-
-1. Emulation (preferably a libretro core).
- - The core must expose memory.
- - The core must function in RALibretro.
-2. Unique identification of games.
-3. Server support.
-
-### Step 1: Emulation
-
-The first step is, obviously, to have an emulator for the system to be supported.
-
-In the early days of RetroAchievements we used standalone emulators - one for each system. Keeping all those emulators bug-free and up-to-date requires a lot of effort and we don't have enough programmers involved on this front.
-
-It's currently preferred to use a [libretro core](https://www.retroarch.com/?page=cores) for emulation. This way the core developers can push new features and we can focus only on the achievement functionality. Cores can be updated and released without any additional effort for us.
-
-Another big advantage is that libretro cores also function in [RetroArch](https://www.retroarch.com/), which allows RetroAchievements to be earned on many platforms (the standalone emulators were all Windows-only applications).
-
-**Managed by**: libretro core developers.
-
-#### Step 1a: Exposed Memory
-
-As achievement triggers are a series of conditions that watch for things that happen in the emulated RAM,
-another requirement is access to the system's RAM.
-
-Without exposed memory, the [Memory Inspector](/developer-docs/memory-inspector) appears blank and achievement creators are unable to create achievements.
-
-Additionally, as RetroAchievements only reads the memory once per frame, some systems which heavily leverage [paged memory](https://en.wikipedia.org/wiki/Paging) have to provide some way to access the entire memory, not just the current page of memory.
-
-**Managed by**: libretro core developers with some interaction with RetroAchievements developers.
-
-#### Step 1b: RALibretro
-
-The core must function in RALibretro, as that is where the achievement developers will identify the important pieces of memory and create the achievements.
-
-This is usually only an issue if the core relies on some functionality not yet implemented in RALibretro (like the recently added keyboard and OpenGL 3D support), but some issues are caused by the RALibretro implementation being sufficiently different from the RetroArch implementation. Unless the core can be modified to not require the missing functionality, it cannot be supported until RALibretro is updated.
-
-[This page](/general/emulator-support-and-issues) lists the status of each core the last time they were tested.
-
-**Managed by**: RetroAchievements
-
-### Step 2: Game Identification
-
-We must be able to uniquely identify the games for the system.
-
-We use a method called [MD5](https://en.wikipedia.org/wiki/MD5), which scans the game's file and generates a number that we usually call as "hash". With this number it's possible to confirm if two copies of a file are identical, which makes it possible to ensure the player is using a ROM that the achievements were designed or tested against.
-
-For most systems, we are able to just hash the entire ROM file, minus any header information. For larger games (particularly those on CD or DVD) we only hash what we consider to be the most important data to minimize load times. More information on how we identify games can be found [here](/developer-docs/game-identification).
-
-For systems with writable media (mostly home computers), we have to make sure that we don't hash any files that may be modified by the game itself. Systems that write to the game file must treat the original disk file as readonly and only write changes to a copy of the disk. If the core/emulator modifies the disk file, it can no longer be identified and cannot be considered viable for achievements.
-
-**Managed by**: RetroAchievements
-
-### Step 3: Configure the Web Server
-
-In order to support a new system, the RetroAchievements web server must be properly configured to accept new game and achievement entries for that system.
-
-**Managed by**: RetroAchievements
-
-### When will RA support System X?
-
-[This page](/general/emulator-support-and-issues) lists the status of each core the last time they were tested.
From 2b189300bd0d3597a41ade6d619387d4cee04911 Mon Sep 17 00:00:00 2001
From: suspect15
Date: Sat, 27 Sep 2025 07:17:07 -0400
Subject: [PATCH 2/6] removed dead links and several orphaned translated docs
of no value
---
...ing-started-as-an-achievement-developer.md | 6 +-
.../how-to-become-an-achievement-developer.md | 91 -------------
docs/developer-docs/index.md | 32 +++--
docs/developer-docs/rich-presence.md | 2 +-
docs/developer-docs/tips-and-tricks.md | 90 -------------
docs/es/general/faq.md | 3 -
docs/es/general/setup-guide.md | 2 -
.../es/orphaned/achievement-logic-features.md | 33 -----
docs/es/orphaned/load-state-feature.md | 84 ------------
.../my-game-is-not-loading-achievements.md | 52 --------
docs/general/faq.md | 5 -
...aderboard-and-achievement-hunting-rules.md | 2 -
docs/pt/general/faq.md | 2 -
...aderboard-and-achievement-hunting-rules.md | 2 -
.../pt/orphaned/achievement-logic-features.md | 105 ---------------
docs/pt/orphaned/combining-flags.md | 9 --
.../my-game-is-not-loading-achievements.md | 64 ---------
docs/pt/orphaned/ralibretro.md | 125 ------------------
docs/pt/orphaned/system-x-wen.md | 83 ------------
19 files changed, 19 insertions(+), 773 deletions(-)
delete mode 100644 docs/developer-docs/how-to-become-an-achievement-developer.md
delete mode 100644 docs/developer-docs/tips-and-tricks.md
delete mode 100644 docs/es/orphaned/achievement-logic-features.md
delete mode 100644 docs/es/orphaned/load-state-feature.md
delete mode 100644 docs/es/orphaned/my-game-is-not-loading-achievements.md
delete mode 100644 docs/pt/orphaned/achievement-logic-features.md
delete mode 100644 docs/pt/orphaned/combining-flags.md
delete mode 100644 docs/pt/orphaned/my-game-is-not-loading-achievements.md
delete mode 100644 docs/pt/orphaned/ralibretro.md
delete mode 100644 docs/pt/orphaned/system-x-wen.md
diff --git a/docs/developer-docs/getting-started-as-an-achievement-developer.md b/docs/developer-docs/getting-started-as-an-achievement-developer.md
index fe89599c..324320b7 100644
--- a/docs/developer-docs/getting-started-as-an-achievement-developer.md
+++ b/docs/developer-docs/getting-started-as-an-achievement-developer.md
@@ -138,9 +138,9 @@ Here are some tips you have to keep in mind when creating your achievements:
- **~~Never~~ Avoid making achievements with only one condition as much as you can**. Otherwise it will most likely pop at the wrong time. This is the **most common error by a developer**
-- If the game has a **demo mode** (AI plays the game after you wait a while on the title screen), make sure to [find the address for it](/developer-docs/tips-and-tricks#finding-the-address-for-demo-mode) and add a condition so your achievements don't trigger in demo mode. You'll also need to know how to use [PauseIf](/orphaned/achievement-logic-features#pauseif) and [ResetIf](/orphaned/achievement-logic-features#resetif).
+- If the game has a **demo mode** (AI plays the game after you wait a while on the title screen), make sure to [find the address for it](/developer-docs/tips-and-tricks#finding-the-address-for-demo-mode) and add a condition so your achievements don't trigger in demo mode. You'll also need to know how to use [PauseIf](/developer-docs/flags/pauseif) and [ResetIf](/developer-docs/flags/resetif).
-- **[PauseIf](/orphaned/achievement-logic-features#pauseif) cheat codes**: If the game has a cheat code to increase lives, select stages, etc., make sure to find the addresses for it and add some kind of protection in your achievements. OK, maybe it's not a very basic topic, but you have to keep it in mind when creating an official achievement set.
+- **[PauseIf](/developer-docs/flags/pauseif) cheat codes**: If the game has a cheat code to increase lives, select stages, etc., make sure to find the addresses for it and add some kind of protection in your achievements. OK, maybe it's not a very basic topic, but you have to keep it in mind when creating an official achievement set.
- **Avoid creating achievements for just entering a stage.** As it can be earned by a password or a stage select cheat code. It is preferred to make achievements for finishing stages, [like in this template here](/developer-docs/achievement-templates#finish-level-n). Also, **do not create achievements for just starting a game or "starting a game with character X"**.
@@ -160,7 +160,7 @@ You can find more in the [Tips and Tricks page](/developer-docs/tips-and-tricks)
Now that you know how to use the Memory Inspector, and the Achievement Editor. It's time to learn new techniques and practice:
-- In order to refine your achievement logic, you can see what features you have in the [Achievement Logic Features](/orphaned/achievement-logic-features) page.
+- In order to refine your achievement logic, you can see what features you have in the [Achievement Development Overview](//developer-docs/achievement-development-overview) page.
- Another way to learn is by looking at existing achievements that other devs made with an extra explanation in the [Real Examples](/developer-docs/real-examples) page.
diff --git a/docs/developer-docs/how-to-become-an-achievement-developer.md b/docs/developer-docs/how-to-become-an-achievement-developer.md
deleted file mode 100644
index 08a21512..00000000
--- a/docs/developer-docs/how-to-become-an-achievement-developer.md
+++ /dev/null
@@ -1,91 +0,0 @@
----
-title: How to Become an Achievement Developer
-description: A step-by-step guide on how to become a RetroAchievements developer, including required knowledge, planning, and best practices.
----
-
-# How to Become an Achievement Developer
-
-The purpose of this document is to provide guidance on how to [join the Junior Developer program](/developer-docs/jr-dev-rules) and explain some helpful information to assist in development of an achievement set.
-
-**Anyone can become a RetroAchievements developer if they put in the effort.**
-
-Junior Developers are **required** to join the RetroAchievements Discord server. The server is where the Junior Developer program is administered. If you already know what game you want to work on, go ahead and ask for the `Jr-Dev` role in `#role-request` forum by creating a post tagged as `Jr-Dev`, posting your set plan for the game (you can use one of these [templates](https://docs.google.com/spreadsheets/d/1VC2phJ9AUcZK5Ll4bVuMpJXED8QdM_nw8OdSAuLc3bI/edit)), and pinging `@Code-Reviewer` role for set plan approval and Junior Developer program indoc.
-
-Make sure to first get your account verified by following instructions in `#welcome` if you haven't already.
-
-## Finding a Game to Work on
-
-Follow the [guidelines on the Developer's Code of Conduct](/guidelines/developers/code-of-conduct#working-on-empty-sets) to find a game. Ensure the game complies with the [Rules and Restrictions](/developer-docs/jr-dev-rules#rules-and-restrictions) before working on achievements.
-
-## Planning your Achievement Set
-
-Once you find a game to work on you need to plan your Achievement Set. Before claiming a game on site, Junior Developers must submit a set plan for approval in the `#jr-devs-requests`.
-
-Be sure you know enough about the game to make a good set. Check the GameFAQs, wikias, watch longplay videos and try to learn more about the game, its secrets and details.
-
-It's recommended that you post your plans on the official game's forum topic, so the community can leave suggestions and provide feedback.
-
-**IMPORTANT!: be open to receive feedback and suggestions.**
-
-**See also**: [Achievement Design](/developer-docs/achievement-design). It's an extensive guide on how to design good and interesting achievements. It's not about the technical side but the conceptual.
-
-## Claiming a Game and Beginning Development
-
-Once a set plan has been approved by a Code Reviewer, Junior Developers may claim the game and begin development. To claim a game, it must have a forum topic. If it doesn't have one already, you can ask a Code Reviewer to make one in the `#jr-devs-requests` in our Discord server.
-
-We recommend developing your first achievement set with a game that has 10 or fewer set requests. This allows you to focus on the learning process and refine your skills, as initial achievement sets often benefit from iteration. A smaller audience also helps manage initial support requests, preventing a sudden influx of tickets.
-
-## Required Knowledge
-
-Every developer must know at least the basic concepts and techniques shown in these two docs:
-
-1. [Getting Started as an Achievement Developer](/developer-docs/getting-started-as-an-achievement-developer)
-2. [Achievement Logic Features](/orphaned/achievement-logic-features)
-
-Junior Developer program graduates must demonstrate proficiency in the following concepts:
-
-- Strong [set design](/developer-docs/achievement-design)
-- RAM digging with the [Memory Inspector](/developer-docs/memory-inspector)
-- Proper set presentation and [writing](/guidelines/content/writing-policy)
-- Producing high quality, stable sets with limited supervision
-
-Helpful initial topics to study:
-
-- [Hexadecimal notation](/developer-docs/memory-inspector#decimal-binary-and-hexadecimal-notations)
-- [Mem/Delta relationships](/developer-docs/delta-values)
-- Various memory sizes
-- [Hit counts](/developer-docs/hit-counts)
-- [`ResetIf`](/developer-docs/flags/resetif)
-- [Alt Groups](/developer-docs/alt-groups)
-- [`PauseIf`](/developer-docs/flags/pauseif)
-- Achievement logic comparisons besides `=`, such as `>`, `<`, `!=`
-- [Creating accurate descriptions for achievements](/guidelines/developers/code-of-conduct#basic-achievement-design-guidelines)
-- Add appropriate [protections](/developer-docs/getting-started-as-an-achievement-developer#important-tips)
-- Hit count as a timer (like in [this example](/developer-docs/real-examples/using-hit-counts-as-a-timer) and [this one](/developer-docs/real-examples/creating-a-timer-with-reset-if-hits-based-on-the-speed-of-the-game))
-- [ResetIf checkpoints](/developer-docs/achievement-templates#finish-level-n-without-dying)
-- [AddSource](/developer-docs/flags/addsource) and [SubSource](/developer-docs/flags/subsource) Flags
-- [AddHits and SubHits Flag](/developer-docs/flags/addhits-subhits)
-- [Increment counter (`Mem > Delta` counter)](/developer-docs/real-examples/using-delta-values-and-hit-counts-to-detect-an-increment)
-- [Delta Hit Counter, pause technique](/developer-docs/achievement-templates#check-for-a-specific-value-changing-to-another-specific-value-ten-times)
-- [Little endianness](/developer-docs/memory-inspector#endianness)
-- Memory size: [Lower4, Upper4](/developer-docs/memory-inspector#upper4-and-lower4), and [16-bit, 32-bit](/developer-docs/memory-inspector#_16-and-32-bit-mode)
-- Dynamic [Rich Presence](/developer-docs/rich-presence)
-- [Leaderboards](/developer-docs/leaderboards)
-
-The [Real Examples](/developer-docs/real-examples) and [Achievement Templates](/developer-docs/achievement-templates) pages are useful resources to see how those techniques work.
-
-## Requesting a Code Review
-
-After creating the achievement set, publish it to Unofficial and then create a post in `#jr-devs-requests`. Follow all of the requirements for [requesting a Code Review.](/developer-docs/jr-dev-rules.html#code-review-requests)
-
-## When Will I Be Promoted to Developer?
-
-Code Reviewers are charged with ensuring that graduates of the Junior Developer program will be value-added RetroAchievements developers. Being a developer is not a right nor an entitlement. It is important for the health of the project that developers be skilled, trustworthy, good teammates, and able to produce high quality achievement sets with little to no supervision.
-
-The Code Reviewer team will consider a Junior Developer for graduation largely based on their assessment of the following criteria:
-
-- Their ability to publish work that meets or exceeds the standards of the [Developer's Code of Conduct](/guidelines/developers/code-of-conduct)
-- The quality and complexity of their work
- - High quality is defined as strong set design, writing, badges, code notes and achievement logic
-- The time and thought they put into planning and working on achievements
-- Showing the will to use the Developer status with care and responsibility
diff --git a/docs/developer-docs/index.md b/docs/developer-docs/index.md
index e2c2e0f9..e77f1924 100644
--- a/docs/developer-docs/index.md
+++ b/docs/developer-docs/index.md
@@ -16,34 +16,32 @@ Now a brief description some pages you'll see in this section.
5. [Memory Inspector Overview](/developer-docs/memory-inspector): detailed look at one of an achievement developer's most used tools.
-6. [Achievement Logic Features](/orphaned/achievement-logic-features): describes the available tools a developer have in order to improve the logic behind the achievements, such as delta values, hit counts, ResetIf, PauseIf, Alt groups, etc.
+6. [Real Examples](/developer-docs/real-examples): showing real examples and breaking down the logic behind them. **AWESOME LEARNING RESOURCE!**
-7. [Real Examples](/developer-docs/real-examples): showing real examples and breaking down the logic behind them. **AWESOME LEARNING RESOURCE!**
+7. [Achievement Templates](/developer-docs/achievement-templates): some generic templates to get inspiration.
-8. [Achievement Templates](/developer-docs/achievement-templates): some generic templates to get inspiration.
+8. [Tips and Tricks](/developer-docs/tips-and-tricks): general tips and tricks about memory digging and achievement creation.
-9. [Tips and Tricks](/developer-docs/tips-and-tricks): general tips and tricks about memory digging and achievement creation.
+9. [Difficulty Scale and Balance](/developer-docs/difficulty-scale-and-balance): guidelines/suggestions on how to balance the difficulty of your achievement set.
-10. [Difficulty Scale and Balance](/developer-docs/difficulty-scale-and-balance): guidelines/suggestions on how to balance the difficulty of your achievement set.
+10. [Achievement Design](/developer-docs/achievement-design): a guide on how to think about and design good achievements, not the technical side but the conceptual.
-11. [Achievement Design](/developer-docs/achievement-design): a guide on how to think about and design good achievements, not the technical side but the conceptual.
+11. [Achievement Set Revisions](/guidelines/content/achievement-set-revisions): information on revisions, rescores, and the icon gauntlet.
-12. [Achievement Set Revisions](/guidelines/content/achievement-set-revisions): information on revisions, rescores, and the icon gauntlet.
+12. [Subsets](/guidelines/content/subsets): an advanced topic on creating special challenge sets and how to release them.
-13. [Subsets](/guidelines/content/subsets): an advanced topic on creating special challenge sets and how to release them.
+13. [Badge and Icon Creation](/guidelines/content/badge-and-icon-guidelines): some guidelines and tips about badge/icon creation.
-14. [Badge and Icon Creation](/guidelines/content/badge-and-icon-guidelines): some guidelines and tips about badge/icon creation.
+14. [Leaderboards](/developer-docs/leaderboards): instructions on how to create Leaderboards for a game.
-15. [Leaderboards](/developer-docs/leaderboards): instructions on how to create Leaderboards for a game.
+15. [Rich Presence](/developer-docs/rich-presence): how to write Rich Presence Scripts.
-16. [Rich Presence](/developer-docs/rich-presence): how to write Rich Presence Scripts.
+16. [Working with the Right ROM](/guidelines/content/working-with-the-right-rom): information on using correct ROMs and hashes.
-17. [Working with the Right ROM](/guidelines/content/working-with-the-right-rom): information on using correct ROMs and hashes.
+17. [Game Identification](/developer-docs/game-identification): details on the hashing methods used for each system.
-18. [Game Identification](/developer-docs/game-identification): details on the hashing methods used for each system.
+18. [Unsupported Emulators](/developer-docs/unsupported-emulators-and-cores): details on unsupported emulators and cores, testing progress, etc.
-19. [Unsupported Emulators](/developer-docs/unsupported-emulators-and-cores): details on unsupported emulators and cores, testing progress, etc.
+19. [Achievements for ROM Hacks](/guidelines/content/achievements-for-rom-hacks): a detailed guide for developers on the proper inclusion (and approval) of ROM Hacks.
-20. [Achievements for ROM Hacks](/guidelines/content/achievements-for-rom-hacks): a detailed guide for developers on the proper inclusion (and approval) of ROM Hacks.
-
-21. [Console Specific Tips](/developer-docs/console-specific-tips): knowing the peculiarities of your favorite console can help you with memory digging.
+20. [Console Specific Tips](/developer-docs/console-specific-tips): knowing the peculiarities of your favorite console can help you with memory digging.
diff --git a/docs/developer-docs/rich-presence.md b/docs/developer-docs/rich-presence.md
index d8edeb11..374a5730 100644
--- a/docs/developer-docs/rich-presence.md
+++ b/docs/developer-docs/rich-presence.md
@@ -255,7 +255,7 @@ The conditional phrase supports all of the previously mentioned address accessor
if the 8-bit value at $1234 is 32 _and_ the 8-bit value at $5678 is 33 (Core Group) _and_ the 8-bit value at $2345 is 1 _or_ 2 (Alt Groups), display `and/or example`
-**Pro-tip:** Conditions can be created using the [achievement editor](/orphaned/achievement-logic-features). Once you have your condition defined, use the `Copy Def` button to copy the achievement definition to the clipboard so you can paste it into the rich presence script.
+**Pro-tip:** Conditions can be created using the achievement editor. Once you have your condition defined, use the `Copy Def` button to copy the achievement definition to the clipboard so you can paste it into the rich presence script.
## Limits
diff --git a/docs/developer-docs/tips-and-tricks.md b/docs/developer-docs/tips-and-tricks.md
deleted file mode 100644
index d56ae183..00000000
--- a/docs/developer-docs/tips-and-tricks.md
+++ /dev/null
@@ -1,90 +0,0 @@
----
-title: Tips and Tricks
-description: Tips for memory digging, achievement creation, and best practices in RetroAchievements development. Includes guidance on identifying memory addresses, avoiding common pitfalls, and using creative strategies for crafting achievements.
----
-
-# Tips and Tricks
-
-[[toc]]
-
-## Memory Digging Tips
-
-See also: [Memory Inspector Overview](/developer-docs/memory-inspector).
-
-- Start with 8-bit view in the Memory Viewer. Looking at larger chunks of memory will complicate things, but it will make a seasoned developer's job easier. If you're just starting out and unaware of terms like **endianness** and **bit ordering** (or when the eyes are tired), its best to make your observations in 8-bit view. Its just easier!
-
-- **Uncheck "Show Decimal Values"** in the Achievement Editor so you can enter the hex values you see in the Memory Viewer. Its better than using a programmers calculator!
-
-- If you find an address, also search the same region surrounding it and you could find many more useful addresses.
-
-- You can input values in the memory viewer to see if it affects the game.
-
-- Even if something is visibly decreasing in-game, like health, memory can behave differently. It's possible for it to be increasing, so since it's uncommon for you to know for sure, prefer the `!=` and `=` filters.
-
-- If you absolutely cannot reduce the results of a filter, you can try guessing some values or at least how the value is acting (`>` or `<`). For example, no health is usually `0`, Stage 1 is usually value `0`, Stage 2 is usually value `1` depending on the type of game.
-
-- **16/32 bit view**: remember that when working with 16 or 32 bit address the address to the right comes first in many systems. Example: if in 8bit it looks like `AB CD WX YZ`, in 16 bit it becomes `CDAB YZWX` and in 32 bit it becomes `YZWXCDAB`. This kind of ordering where the more significant bits of the value are stored in the higher addresses is called "[little endian byte ordering](https://en.wikipedia.org/wiki/Little_endian)". You can safely ignore the geek-speak by just remembering things are stored **backwards** in 16 bit view and above. Note: Some systems use big-endian byte ordering (notably GameCube) and so will be the opposite.
-
-- **Bit fields**: Use single bits for things that only change a single bit. In the Memory Inspector, when an address is selected, there will be `Bits: 7 6 5 4 3 2 1 0` above the addresses. And below those numbers will be either `0` or `1`, like `0 0 1 0 0 0 1 1` in the image below. If `bit5` has `1` under it, then `bit5=1` for that address. Single bit usage is very common for game items/events/unlocks/etc. This may be confusing, but it's very important to understand. Some games with limited memory space use bit fields a lot! Its an important technique to learn.
-
-
-
-## Achievement Creation Tips
-
-See also: [Unwelcome Concepts](/guidelines/developers/code-of-conduct#unwelcome-concepts) and [Achievement Design](/developer-docs/achievement-design).
-
-- **~~Never~~ Avoid using only one condition as much as you can**. When using only one condition the achievement will most likely pop at the wrong time. This is the **most common error by a developer**.
-
-- If the game has a **demo mode** (AI plays the game after you wait a while on the title screen), make sure to find the address for it and add a condition so your achievements don't trigger in demo mode. You'll probably need to know how to use [PauseIf](/orphaned/achievement-logic-features#pauseif) and [ResetIf](/orphaned/achievement-logic-features#resetif).
-
-- **`PauseIf` cheat codes**: If the game has a cheat code to increase lives, select stages, etc. Make sure to find the addresses for it and add some kind of protection in your achievements.
-
-- If you wanna create an achievement for **collecting a specific and unique item** in the game, add some conditions to make sure the player got the item where it is supposed to be obtained, [like in this template here](/developer-docs/achievement-templates#collect-an-item-in-a-specific-level). Otherwise the achievement may trigger by using password, loading a save game, etc.
-
-- **OR conditions**: if you need OR conditions, you'll need [Alt groups](/orphaned/achievement-logic-features#alt-groups).
-
-- **Avoid Achievement Spam**. If a game has 100 levels, do not make an achievement for each level. Do every 25 or so. Consider the time segment a casual player would unlock these progressive Achievements in. If generally you could unlock all in a progressive set of Achievements of this nature in under half an hour as a casual player, that's filler design, and not recommended.
-
-- **Be Creative and Fun**: Get as creative as possible with achievements. "Beat X without using/doing Y", "Beat X in 5 seconds", "3 heart run". Be sure casual players can still get these with their best effort. It isn't fun if its way too difficult for a casual player! (See: **Bonus Set Tips** below for the real challenges!). There is a whole page about [Achievement Design](/developer-docs/achievement-design) that can give good advices on how to think about good achievements.
-
-- **Glitchless, please!**: Do not make achievements requiring glitches. Glitches, in most cases, corrupt and destabilize game memory and RAM. They break the rest of the set to include. It is however, wise to code block walls stopping players from using them to get easy mastery.
-
-- **Avoid relying on text and graphics**: Most of the time, an achievement that requires triggering a special event can be tied to an event flag (usually a single bit or byte), or to an item received by the player. It is better practice to use these values than to check the ID of text being displayed in a text box, or, even worse, video RAM (memory tied to the actual graphics displaying on the screen) as they are often less stable. Especially between different versions of a single game, and they are more difficult to debug.
-
-- **We love Art**: Pretty badges are rewarding badges! It should visually represent the achievement itself, or hint at the location in the game for secrets. Matching to the game's art style works well. Google Image searches for "Sprite Sheets" is an useful tip to include some game art. If you're a good graphics artist, updating badges is your time to shine! More info can be found at the [Badge and Icon Creation page](/guidelines/content/badge-and-icon-guidelines).
-
-- **Regional Consideration**: For games with text-triggered achievements (especially RPGs) it's recommend to find an event flag instead of hooking onto text or text ID. Text presentation varies between regional versions making multi-region support difficult.
-
-## Naming Convention Tips
-
-- **No Symbols**: Do not use accented/special characters like the `é` in Pokemon, as they currently break a few things (like feed). They are also not visible in search without the special character. Same for UTF-8 Universal Emoji codes. **Allowed exception**: [Rich Presence Scripts](/developer-docs/rich-presence).
-
-- **Mind your English**: avoid grammar mistakes. As RetroAchievements is an international community, using English for Code Notes is a good practice, as another developer can use your notes in the future.
-
-## Tricks
-
-### Finding the Address for Demo Mode
-
-An usual trick to start filtering addresses to find the Demo Mode is to let the demo begin and then start to filter `=` "Last Known Value" and press "Filter" many times, stopping right before the demo ends (be careful to not filter after the demo ends).
-
-Now start the game normally and when you're able to control the character change the filter to `!=` and then filter _one single time_. The filtered addresses are the ones that has changed since the demo mode.
-
-Now change the filtering back to `=` and then start a sequence of play-and-filter. Which means play a bit, move around then scenario, defeat some enemies, and then filter.
-
-**Pro tip**: It is very very very useful to have savestates in different levels of the game, so you can do the play-and-filter in different scenarios and make the filtering more effective.
-
-After getting a few addresses as result, quite often the demo value will be `1` (sometimes it's also `ff`). If you find a potential address edit it to `0` and check if you become able to control the character. If yes, BINGO!, that's the address you're looking for.
-
-### Address Watcher
-
-Here's an easy trick using a dummy achievement to watch an address for any changes, which is something you'll quite often want to know.
-
-
-
-**Conditions Explained**
-
-1. `Value 1 = Value 0`; This is to prevent the achievement from ever being true, as the value 0 never equals 1.
-2. `Value 1 = Value 1`; For this trick to work the achievement needs hits to reset. When 1 = 1 hits will be added to this condition.
-3. `ResetIf Mem 0x10 != Delta 0x10`; This is the address you want to watch. Any time there is a change the achievement will reset.
-
-- Last of all make sure that `Pause on Reset` and `Active` are both checked. Now you will get a pop-up and emulation will pause each time this address changes.
diff --git a/docs/es/general/faq.md b/docs/es/general/faq.md
index 0b101c1f..df423f83 100644
--- a/docs/es/general/faq.md
+++ b/docs/es/general/faq.md
@@ -22,9 +22,6 @@ Puntos blancos, conocidos como RetroPoints, son puntos secundarios basados en la
**Respuesta larga:** La única respuesta correcta a esta pregunta es: "Siempre que alguien con la habilidad y el deseo de darle soporte lo haga." Todo el mundo aquí es voluntario, así que el soporte y las novedades ocurren cuando ocurren. En muchos casos el soporte para una consola viene dado por el desarrollo del emulador (núcleo) y está fuera del control de RetroAchievements.
-Para más información de una consola específica, puedes echarle un vistazo a:
-[¿Para cuándo X sistema? (EN)](/orphaned/system-x-wen)
-
### ¿Cómo puedo solicitar un set de logros?
En la página de cada juego hay un enlace a "Request Set" (Solicitar set).
diff --git a/docs/es/general/setup-guide.md b/docs/es/general/setup-guide.md
index 7070aa01..1879a989 100644
--- a/docs/es/general/setup-guide.md
+++ b/docs/es/general/setup-guide.md
@@ -26,8 +26,6 @@ Pendiente
### RALibretro
-Pendiente - por ahora, ver [RALibretro](/orphaned/ralibretro)
-
---
### RAMeka
diff --git a/docs/es/orphaned/achievement-logic-features.md b/docs/es/orphaned/achievement-logic-features.md
deleted file mode 100644
index 1b1edaa7..00000000
--- a/docs/es/orphaned/achievement-logic-features.md
+++ /dev/null
@@ -1,33 +0,0 @@
-Estas son algunas severas herramientas y opciones disponibles para el desarrollador. Saber como utilizarlas apropiadamente mejorara la calidad en tus sets. Estas herramientas/opciones pueden ser utilizadas en el Editor de Logros (Achievement Editor):
-
-
-
-Para mas ayuda relacionada con esto, nuestro [servidor de Discord](https://discord.gg/dq2E4hE) esta siempre abierto para ayuda.
-
-Aqui hay una lista de funciones disponibles:
-
-- [Hit Counts](/es/developer-docs/hit-counts) (contador de golpes)
-
-- [Valores Delta](/es/developer-docs/delta-values)
-
-- [Bandera `ResetIf`](/es/developer-docs/flags/resetif)
-
- - [`ResetIf` con hit counts](/es/developer-docs/flags/resetif#resetif-with-hit-counts) (contador de golpes)
-
-- [Bandera `PauseIf`](/es/developer-docs/flags/pauseif)
-
- - [`PauseIf` con hit counts](/es/developer-docs/flags/pauseif#pauseif-with-hit-counts) (contador de golpes)
-
-- [Bandera `AddSource`](/es/developer-docs/flags/addsource)
-
-- [Bandera `SubSource`](/es/developer-docs/flags/subsource)
-
- - [Buscando un resultado negativo](/es/developer-docs/flags/subsource#checking-for-a-negative-result)
-
-- [Bandera `AddHits`](/es/developer-docs/flags/addhits-subhits)
-
-- **Combinando Banderas**: Un `ResetIf` y `PauseIf` pueden ser aplicados al numero que sea de condiciones `AddHits`, `AddSource`, y `SubSource`. Volviendo al [ejemplo del `AddSource`](/es/developer-docs/flags/addsource) de arriba, si un `ResetIf` se aplicara a la condicion 2, el logro se reiniciaría porque `1 + 2 > 0`.
-
-- [Alt Groups](/es/developer-docs/alt-groups) (Grupos Alternos)
-
-- [Versiones Minimas para Funciones de Logica](/es/developer-docs/minimum-required-versions-for-logic-features)
diff --git a/docs/es/orphaned/load-state-feature.md b/docs/es/orphaned/load-state-feature.md
deleted file mode 100644
index f80c5d3f..00000000
--- a/docs/es/orphaned/load-state-feature.md
+++ /dev/null
@@ -1,84 +0,0 @@
-**Nota**: actualmente el problema descrito solamente sucede en RetroArch.
-
-## Hardcore/Softcore
-
-Algunos usuarios les gusta utilizar la función de guardar/cargar estado para salvar su progreso en un juego. Puede que ya lo sepas pero, esta función no esta permitida cuando se juega en modo hardcore. Pero algunos usuarios no son jugadores hardcore y prefiero mantener el modo hardcore desactivado (vamos a llamar a este modo como softcore).
-
-Algunas veces algunos usuarios [reportan](/es/general/faq#no-obtuve-este-logro-o-lo-obtuve-en-un-momento-equivocado) que un logro no se desbloqueo, y cuando se les pregunta dicen que estaban jugando en softcore.
-
-Una cosa que tienes que tener en cuenta es:
-
----
-
-**Si utilizas la función de cargar estado espera tener problemas con los logros cuando no se disparan cuando se suponia que se tenían que disparar.**
-
----
-
-Ahora vamos a intentar explicar para aquellos que no están muy familiarizados con los detalles sobre el desarrollo de logro y por que este tipo de problema ocurre.
-
-## Concepto Básico detrás de un logro
-
-**Técnicamente un logro es un grupo de condiciones que tienen que ser cumplidas en un frame en particular dentro del vídeo juego.**
-
-Cuando abres un juego en un emulador con la función de RetroAchievements integrada, el emulador esta siempre revisando si las condiciones son cumplidas en el frame actual. Cuando todas las condiciones en el ese logro en particular son cumplidas, el logro es otorgado y el emulador deja de revisar si las condiciones para ese logro.
-
-Ejemplos de condiciones:
-
-- la barra de vida esta llena
-- la barra de vida se bajo
-- se tienen 9 vidas
-- actualmente estas en el stage 3
-- en la pantalla de titulo del juego
-- se esta empezando una boss fight
-- el juego esta pausado
-
-El problema con softcore es que cuando cargas un estado de guardado puedes arruinar la lógica detrás del logro.
-
-## Ejemplos
-
-### Ejemplo 1: Completa el juego sin utilizar passwords
-
-Imagínate un juego con 5 stages y con la función de password.
-
-Tal vez las condiciones para que el logro "Completa el juego sin utilizar passwords" salte son (en un logro de verdad por lo general hay mas condiciones, pero para esta explicación vamos a considerar solamente estas):
-
-- estar en stage 1 (y memoriza este evento como algo que paso)
-- estar en stage 2 (memorizatelo)
-- estar en stage 3 (memorizatelo)
-- estar en stage 4 (memorizatelo)
-- estar en stage 5 (memorizatelo)
-- completa el stage 5
-
-Entonces para conseguir este logro lo que necesitas es estar en todos los niveles al menos alguna vez y completar el juego.
-
-Cuando estas en el stage 1, el emulador lo recuerda, y lo mismo para todos los demás stages. Y cuando terminas el stage 5 (completa el juego) obtienes el logro.
-
-Ahora imagínate este escenario:
-
-- un jugador softcore empezó el juego y jugo los stages 1, 2 y 3
-- el necesitaba dejar de jugar cuando se encontraba en el stage 4 y entonces guardo un estado para continuar después
-- cerro el emulador
-- después el podía jugar de nuevo, empezó el juego y cargo el estado que había guardado
-- jugo los stages 4, 5 y completo el juego
-
-En este escenario el logro no saldría.
-
-Después de cerrar el emulador el "olvida" lo que paso en los stages 1, 2 y 3. Cuando corres el emulador/juego de nuevo y cargas el estado en el stage 4, el emulador no va a detectar que pasaste por lo stages anteriores. Entonces el logro no se va a desbloquear.
-
-### Ejemplo 2: Derrota al jefe X sin recibir daño
-
-Lo mas probable es que la condiciones que tienen que ser cumplidas para que este logro salte son:
-
-1. entra al cuarto del jefe (y memoriza este evento como algo que paso).
-2. si se toma daño, olvida que se entro al cuarto del jefe.
-3. derrota al jefe.
-
-En otras palabras: para obtener este logro el emulador tiene que "saber" que entraste al cuarto del jefe, que no obtuviste ningún daño, y que venciste al jefe.
-
-El detalle importante en el que tenemos que prestar atención es: cuando recibes algún daño, el emulador "olvida" que entraste al cuarto del jefe. Entonces incluso si cargaste un estado en algún punto en el que aun no recibías daño pero ya estabas dentro del cuarto del jefe, el emulador no va a detectar cuando entras por primera vez al cuarto. Y el logro no va a saltar.
-
-## Ultimas Palabras
-
-Cuando [reportes logros rotos](/es/general/faq#no-obtuve-este-logro-o-lo-obtuve-en-un-momento-equivocado) da la mayor cantidad de detalles que sean posibles, **y no olvides si estabas o no jugando en hardcore**.
-
-Si quieres solicitar que un administrador te otorgue un logro manualmente cuando este no se disparo, ten en cuenta proveer pruebas. Especialmente para logros como en los ejemplos de arriba (no recibir daño, no passwords, no muertes, etc).
diff --git a/docs/es/orphaned/my-game-is-not-loading-achievements.md b/docs/es/orphaned/my-game-is-not-loading-achievements.md
deleted file mode 100644
index 33941625..00000000
--- a/docs/es/orphaned/my-game-is-not-loading-achievements.md
+++ /dev/null
@@ -1,52 +0,0 @@
-# Mi juego no esta cargando los logros
-
-Quizás cargaste tu juego, pero ves una ventana emergente:
-
-Luego miras la interfaz (usualmente con 'ESC') y ves:
-
-
-O tal vez obtuviste estos mensajes:
-
-
-
-y
-
-
-
-Cuando ocurre cualquiera de estas situaciones es por que, ya sea el juego aún no tiene logros, o es probable que tengas la ROM incorrecta.
-
-Solo para estar seguro, busca el nombre del juego y verifica los resultados que coincidan.
-
-
-Si el juego tiene logros pero tu ROM no está en nuestro sistema, necesitarás encontrar la ROM correcta, u obtener soporte para tu ROM.
-
-**Verifica el primer post del hilo oficial del juego en el foro**. El enlace para ello se encuentra en la parte inferior de la lista de logros, en las respectivas páginas de los juegos. Ejemplo para [Super Mario Bros.](https://retroachievements.org/viewtopic.php?t=282&c=2233):
-
-
-
-Probablemente el primer post del hilo oficial del juego en el foro tenga una lista de ROM válidas para el juego, y también el "checksum" de las ROM.
-
-**Nota**: el "checksum" es un número usado para confirmar si dos copias de un archivo son idénticas. En RA, lo usamos para asegurar que el jugador esté usando la misma ROM que el desarrollador de los logros.
-
-También verifica los últimos posts del hilo oficial del juego en el foro y los comentarios en la página del juego en busca de pistas sobre qué ROM necesitas. Si el nombre correcto de la ROM y el "checksum" aún no se encuentran en la lista, deberás solicitarlo (**por favor, NO PIDAS ENLACES PARA DESCARGAR EL ROM**, solo el nombre del archivo y el "checksum"). Puedes solicitarlo en la página del juego en el foro, o pedir ayuda en [Discord](https://discord.gg/dq2E4hE) o en el chat del sitio en la página principal.
-
-También puedes contribuir a la comunidad obteniendo soporte para tu ROM, si es que es compatible. Publica el "checksum" de tu ROM existente en el foro de ese juego y también el nombre exacto que tienes para el ROM, y un desarrollador lo revisará contigo para ver si es compatible.
-
-
-_Como encontrar el "checksum" de tu ROM._
-
-Para obtener más información sobre el "checksum" y los hashes, puedes leer este articulo (en Inglés): https://datacrystal.romhacking.net/wiki/Hashes
-
-## Listas completas de la mayoría de los juegos en la base de datos de RetroAchievements
-
-El usuario [caricatur](https://retroachievements.org/User/caricatur) hizo un gran trabajo al compilar algunas listas de ROM vinculadas a los juegos que tenemos en la base de datos en RetroAchievements. Aquí están los enlaces a las publicaciones del foro respectivas:
-
-- [Mega Drive/Genesis](https://retroachievements.org/viewtopic.php?t=6413)
-- [Master System](https://retroachievements.org/viewtopic.php?t=6436)
-- [PC Engine](https://retroachievements.org/viewtopic.php?t=6409)
-- [Gameboy](https://retroachievements.org/viewtopic.php?t=6422)
-- [Gameboy Color](https://retroachievements.org/viewtopic.php?t=6424)
-- [Gameboy Advance](https://retroachievements.org/viewtopic.php?t=6435)
-- [NES](https://retroachievements.org/viewtopic.php?t=6606)
-- [SNES](https://retroachievements.org/viewtopic.php?t=6442)
-- [Nintendo 64](https://retroachievements.org/viewtopic.php?t=6416)
diff --git a/docs/general/faq.md b/docs/general/faq.md
index 86e26139..0e1e5a7e 100644
--- a/docs/general/faq.md
+++ b/docs/general/faq.md
@@ -10,8 +10,6 @@ If you want to have a one-to-one replication of how you used to play retro games
While you will still be able to get achievements in Softcore, playing on HARDCORE mode is the only way to earn a Mastery for a game, displaying your skill- and prowess to your fellow retro achievers and competitors by showing up on the game's page as a master of the game, as well as on the main leaderboard. Playing on HARDCORE will also allow you to set times, scores or participate in miscellaneous challenges on game-specific leaderboards.
-**Note**: If you want to play with the HARDCORE mode disabled (also known as "Softcore"), expect to have some issues. Read in [this link Why you shouldn't use the load state feature](/orphaned/load-state-feature).
-
### What are the white points?
White points, known as RetroPoints, are secondary points based on how rare an achievement is, **however this feature is not very accurate currently**. Explained [here in detail](https://retroachievements.org/viewtopic.php?t=1015).
@@ -22,9 +20,6 @@ White points, known as RetroPoints, are secondary points based on how rare an ac
**Long answer:** The only correct answer to this question is "Whenever someone with the skills and desire to code support, does just that." - Everyone here is a volunteer so additional support and features happen when they happen. In many cases support for a console is dictated by the emulator(core) developer and is outside of Retroachievement's control.
-For more information on specific consoles you can check here:
-[System X When?](/orphaned/system-x-wen)
-
### How do I request an achievement set?
On each game's page there is a link to "Request Set".
diff --git a/docs/guidelines/users/global-leaderboard-and-achievement-hunting-rules.md b/docs/guidelines/users/global-leaderboard-and-achievement-hunting-rules.md
index 0ca18766..0243e845 100644
--- a/docs/guidelines/users/global-leaderboard-and-achievement-hunting-rules.md
+++ b/docs/guidelines/users/global-leaderboard-and-achievement-hunting-rules.md
@@ -182,8 +182,6 @@ The other side of the coin for [allowed 2](#allowed-2). Cheat codes and debug mo
Even in hardcore mode fast-forward is allowed, as a modern convenience. It's ~~almost~~ a consensus that fast-forward offers no risk to the fairplay and then it's available for everyone to use it.
-**NOTE**: in _softcore_ mode savestates, rewind and slow motion are also allowed, but expect to have some issues. Read in [this link Why you shouldn't use the load state feature](/orphaned/load-state-feature).
-
### 2. _When explicitly said in achievement's description_, in-game cheat codes/modes and in-game debug tools are allowed. {#allowed-2}
This is a complement to the [not allowed rule 3](#not-allowed-3).
diff --git a/docs/pt/general/faq.md b/docs/pt/general/faq.md
index 65fd3e3c..def3076a 100644
--- a/docs/pt/general/faq.md
+++ b/docs/pt/general/faq.md
@@ -14,8 +14,6 @@ No exemplo a seguir, **RAGens** (nossa versão personalizada do emulador Gens do
O modo HARDCORE é um recurso adicional que separa os bons jogadores dos grandes jogadores! Ao habilitar esse modo, você ficará impossibilitado de carregar um arquivo de "savestate" previamente salvo, ou seja: o jogo não mais poderá ser salvo e carregado a qualquer momento. Ao habilitar o modo HARDCORE, você deverá completar o jogo assim como ele foi projetado em seu console original e ganhar as suas conquistas sem a ajuda de recursos extras. Como recompensa, toda vez que habilitar uma conquista nesse modo, duas versões da mesma conquista serão presenteadas: a sua versão normal (ou SOFTCORE) e a sua versão HARDCORE, cada uma delas somando a mesma quantidade de pontos ao seu placar totalizando o dobro de pontos que iriam ser ganhos com o modo HARDCORE desabilitado. Um jogo com um total de 400 pontos poderá lhe conferir 800 pontos caso você ganhe todas as conquistas disponíveis no modo HARCORE!
-**Nota**: Ao jogar no modo "SOFTCORE" e usar as opções de "savestate" para salvar e carregar o seu jogo a qualquer momento, comportamentos inesperados por parte das conquistas poderão ser observados. Para mais informações, leia o informe em: [Why you shouldn't use the load state feature](/orphaned/load-state-feature)
-
## Qual emulador eu preciso usar?
Os emuladores oficiais do RetroAchiements.org são todos baseados em Windows. Para outros sistemas operacionais, você pode usar o RetroArch. Mais informações abaixo:
diff --git a/docs/pt/guidelines/users/global-leaderboard-and-achievement-hunting-rules.md b/docs/pt/guidelines/users/global-leaderboard-and-achievement-hunting-rules.md
index b7ffa1f6..cb8110d1 100644
--- a/docs/pt/guidelines/users/global-leaderboard-and-achievement-hunting-rules.md
+++ b/docs/pt/guidelines/users/global-leaderboard-and-achievement-hunting-rules.md
@@ -169,8 +169,6 @@ O outro lado da moeda para [regra permitida 2](#allowed-2). Códigos de trapaça
Mesmo no modo hardcore, o avanço rápido é permitido, como uma conveniência moderna. É ~~quase~~ um consenso que o avanço rápido não oferece risco ao jogo justo e, portanto, está disponível para todos usarem.
-**NOTA**: no modo _softcore_, savestates, rewind e slow motion também são permitidos, mas espere ter alguns problemas. Leia [neste link Por que você não deve usar o recurso de load state](/orphaned/load-state-feature).
-
### 2. _Quando explicitamente dito na descrição da conquista_, códigos/modos de trapaça no jogo e ferramentas de depuração no jogo são permitidos. {#allowed-2}
Isso é um complemento para a [regra não permitida 2](#not-allowed-2).
diff --git a/docs/pt/orphaned/achievement-logic-features.md b/docs/pt/orphaned/achievement-logic-features.md
deleted file mode 100644
index f779447a..00000000
--- a/docs/pt/orphaned/achievement-logic-features.md
+++ /dev/null
@@ -1,105 +0,0 @@
-# Recursos de lógica para achievements
-
-Link para o texto em inglês: [Achievement Logic Features](/orphaned/achievement-logic-features)
-
-Existem várias ferramentas e opções disponíveis para o desenvolvedor, saber como utilizá-las adequadamente melhorará a qualidade de seus sets. Essas ferramentas/opções podem ser usadas no Achievement Editor:
-
-
-
-Para ajuda sobre esses, o nosso servidor do [Discord](https://discordapp.com/invite/TdfC3r7) estará sempre aberto para ajudar.
-
-## Valores Delta
-
-Um valor `Delta` é o valor do _frame_ anterior.
-
-Exemplos de como ele pode ser usado:
-
-- Detectar se o nível foi aumentado: `level > delta level`. Significa que "o nível atual é maior que o nível do frame anterior".
-- Detectar danos: `health < delta health`. Significa que "a saúde atual é menor do que a saúde do frame anterior". Ou você pode apenas tornar o valor do frame anterior um requisito. `delta health = 1` significa que "o valor do frame anterior para a saúde deve ser 1".
- Você pode ver como isso funciona no [Exemplos Reais](/pt/developer-docs/real-examples)
-
-## Hit Counts
-
-No Achievement Editor, o campo do lado direito é Hit Count.
-
-Zero é o valor padrão. Isso significa que a condição deve ser verdadeira quando a conquista aparecer.
-
-Se você definir manualmente uma contagem (hit), por exemplo 1, significa que a condição deve ser verdadeira por pelo menos 1 frame e, uma vez que a contagem de _hits_ seja atendida, ela não precisa ser atendida novamente em outro momento.
-
-**ATENÇÃO**: se uma condição tiver uma contagem de hits e atingir o número necessário, esta condição não é mais testada. Ela é verdadeira e permanece verdadeira, **A MENOS** que você tenha um `ResetIf`, o qual discutiremos abaixo.
-
-Você pode ver como isso funciona no [Exemplos Reais](/pt/developer-docs/real-examples)
-
-## Special Flags
-
-No Achievement Editor, é o campo intitulado como **Special?**.
-
-Essas flags condicionais só funcionam se você definir uma contagem de hits para uma condição.
-
-### `PauseIf`
-
-Isso pausará a atividade para todas as condições no mesmo grupo.
-
-**Nota**: tenha em mente que isso **não** irá pausar as condições em outros grupos.
-
-O `PauseIf` é usado para pausar a contagem de hits em uma situação específica (como pausar o jogo). É usado quando você deseja manter a contagem de hits previamente conquistada, mas não deseja reiniciá-la quando alguém simplesmente faz uma pausa no jogo, por exemplo.
-
-### `ResetIf`
-
-Isso irá zerar a contagem de hits para todas condições em que você definiu uma contagem de hits. Ele é muito mais comum de usar do que `PauseIf`
-
-**Nota**: Ao contrário do `PauseIf`, le irá zerar as condições em **todos os grupos**
-
-Você pode ver como isso funciona no [Real Examples](/pt/developer-docs/real-examples)
-
-### `AddSource`
-
-Quando uma condição tem a flag `AddSource` o valor daquele endereço de memória é adicionado ao valor do endereço na condição logo abaixo, e a comparação é feita na condição abaixo daquela com o `AddSource`. Isso pode soar um pouco confuso, mas o exemplo a seguir vai esclarecer como funciona:
-
-
-
-Neste exemplo o valor em `0x8010` será adicionado ao valor em `0x8020` e a comparação é se esta soma é maior ou igual a zero.
-
-Se o valor em `0x8010` é `1` e o valor em `0x8020` é `2`, a comparação será `1 + 2 > 0`, ou `3 > 0`.
-
-**Nota**: todos os campos de comparação na condição com a flag `AddSource` são ignorados.
-
-Tentando resumir esta explicação com uma imagem:
-
-
-
-**Nota**: você pode usar `AddSource` para somar mais endereços, como no exempo abaixo:
-
-
-
-### `SubSource`
-
-Funciona muito semelhante ao `AddSource`, porém o `SubSource` faz o valor naquele endereço de memória ser negativo.
-
-**Nota 1**: `SubSource` **NÃO** é um flag de subtração. Ele apenas torna o valor negativo.
-
-**Nota 2**: A linha final (sem `AddSource` ou `SubSource`) ainda é **adicionada** para a comparação final.
-
-Usando aquele [exemplo de uso de `AddSource` example](#add-source), se nós o substituíssemos por `SubSource` e com os mesmos valores (`valor(0x8010) = 1` e `valor(0x8020) = 2`), a comparação seria `-1 + 2 > 0`, or `1 > 0`.
-
-### `AddHits`
-
-Também funciona de maneira de similar ao `AddSource`, porém relacionado aos hitcounts.
-
-O `AddHits` adiciona o hitcount da condição atual à próxima condição. O hitcount total a ser checado será aquele definido na condição logo após a última condição com `AddHits`. Se a condição logo após o último `AddHits` não tiver um hitcount definido, todas as condições com `AddHits` serão ignoradas.
-
-Diferentemente do `AddSource`, todos os campos são usados numa condição `AddHits`, inclusive os campos de comparação. Se uma condição é verdadeira, o hitcount para esta condição é incrementada (e parará de incrementar se assim que o número de hitcount definido for atingido).
-
-As condições com `AddHits` não precisam ser verdadeiras para a conquista disparar. Porém primeira condição após o último `AddHits`, sim, precisa ser verdadeira.
-
-## Groups
-
-Os achievements podem ter grupos adicionados a eles que podem atuar como requisitos alternativos para desbloquear um achievement. Estes são chamados de **Alt Groups**.
-
-Uma coisa extremamente importante a notar: para uma conquista desbloquear, deve ter o **Core group E pelo menos um Alt group ser verdadeiro**. Se não houver nenhum grupo Alt presente, apenas as condições do Core group's precisam ser verdadeiras.
-
-**Dica**: devido ao grupo Core sempre precisar ser verdadeiro, normalmente você colocaria lá condições que sejam à todos os requisitos alternativos. No entanto, um truque que você pode usar para basicamente para ignorar a necessidade de um grupo Core é dar-lhe uma condição que é sempre verdadeira, como:
-
-`Mem 0x0001 = Mem 0x0001`
-
-Como o grupo Core agora é sempre verdadeiro, agora você pode se concentrar em diferenciar os grupos Alt.
diff --git a/docs/pt/orphaned/combining-flags.md b/docs/pt/orphaned/combining-flags.md
deleted file mode 100644
index 9458e36a..00000000
--- a/docs/pt/orphaned/combining-flags.md
+++ /dev/null
@@ -1,9 +0,0 @@
----
-title: Combinando Flags
----
-
-# Combinando Flags
-
-`ResetIf` e `PauseIf` podem ser aplicados a uma condição após qualquer número de condições `AddHits`, `AddSource` ou `SubSource`.
-
-Voltando ao [exemplo `AddSource`](/developer-docs/flags/addsource) acima, se `ResetIf` fosse aplicado à condição 2, a conquista seria reiniciada porque `1 + 2 > 0`.
diff --git a/docs/pt/orphaned/my-game-is-not-loading-achievements.md b/docs/pt/orphaned/my-game-is-not-loading-achievements.md
deleted file mode 100644
index 1323de76..00000000
--- a/docs/pt/orphaned/my-game-is-not-loading-achievements.md
+++ /dev/null
@@ -1,64 +0,0 @@
-# Meu jogo não está carregando conquistas
-
-Talvez você tenha carregado seu jogo e viu um popup:
-
-Então você verifica o overlay (geralmente ESC) e vê:
-
-
-Ou talvez você tenha recebido estas mensagens:
-
-
-
-e
-
-
-
-Quando qualquer uma dessas situações acontecer, ou seu jogo ainda não tem conquistas ou mais provavelmente você tem a ROM incorreta.
-
-Só para ter certeza, pesquise o nome do jogo e verifique os resultados correspondentes.
-
-
-Se o seu jogo tem conquistas, mas sua ROM não está no nosso sistema, você precisará encontrar a ROM correta ou obter suporte para sua ROM.
-
-## Como sei se minha ROM é compatível?
-
-Se sua ROM tiver o mesmo checksum/hash que aqueles vinculados ao site, então ela é compatível.
-
-**Nota**: um "checksum" ou "hash" é um número usado para confirmar se duas cópias de um arquivo são idênticas. No RA, usamos isso para garantir que o jogador está usando a mesma ROM que o desenvolvedor da conquista.
-
-Existem _duas_ maneiras de verificar quais checksums/hashes estão vinculados a um jogo:
-
-### Verifique a página de Hashes Vinculados associada ao jogo
-
-Exemplo para [Super Mario Bros.](https://retroachievements.org/linkedhashes.php?g=1446)
-NOTA: Você deve estar logado para ver os hashes vinculados.
-
-Você pode acessar essa página clicando no botão "Hashes vinculados a este jogo" na seção "Mais Informações" na página do jogo.
-
-
-
-Isso te leva a uma página como esta:
-
-
-
-### Verifique o primeiro post do tópico oficial do fórum do jogo
-
-O link para ele pode ser encontrado na parte inferior da lista de conquistas nas páginas de jogos OU na seção Mais Informações. Exemplo para [Super Mario Bros.](https://retroachievements.org/viewtopic.php?t=282&c=2233):
-
-
-
-
-
-O primeiro post do tópico oficial do fórum do jogo geralmente tem uma lista de ROMs válidas para o respectivo jogo e também o checksum das ROMs.
-
-Se o nome e o checksum da sua ROM ainda não estiverem listados, você precisará solicitá-los (**por favor, NÃO peça links para baixar a ROM**, apenas o nome do arquivo e o checksum). Você pode solicitá-los na página do fórum do jogo ou pedir ajuda no [Discord](https://discord.gg/dq2E4hE) ou no chat do site na página principal.
-
-Uma vez que você fizer uma solicitação, um desenvolvedor irá revisá-la e garantir que funciona. Então, eles adicionarão o hash à 'página de hashes compatíveis'.
-
-## Como encontrar o checksum da sua ROM:
-
-Na barra de menu `RetroAchievements` > `Get ROM Checksum`
-
-
-
-Para mais detalhes sobre checksums e hashes, leia aqui: [https://datacrystal.romhacking.net/wiki/Hashes](https://datacrystal.romhacking.net/wiki/Hashes)
diff --git a/docs/pt/orphaned/ralibretro.md b/docs/pt/orphaned/ralibretro.md
deleted file mode 100644
index 3e06cd27..00000000
--- a/docs/pt/orphaned/ralibretro.md
+++ /dev/null
@@ -1,125 +0,0 @@
----
-title: RALibretro
-description: RALibretro é um multi-emulador que pode ser usado para desenvolver RetroAchievements e, claro, conquistá-las.
----
-
-# RALibretro
-
-!! Esta página está extremamente desatualizada
-
-RALibretro é um multi-emulador que pode ser usado para desenvolver RetroAchievements.
-
-O recurso de "multi-emulação" só é possível porque utiliza os núcleos [libretro](https://github.com/libretro/) para realizar a emulação. O que o RALibretro faz é conectar a emulação às ferramentas usadas para criar RetroAchievements.
-
-## AVISO
-
-**RALibretro é um Trabalho em Andamento!!!**
-
-Atualmente o desenvolvimento está acontecendo neste repositório: [https://github.com/RetroAchievements/RALibretro](https://github.com/RetroAchievements/RALibretro)
-
-Aqui está uma lista de problemas conhecidos (fique à vontade para relatar novos problemas se encontrar algum): [https://github.com/RetroAchievements/RALibretro/issues](https://github.com/RetroAchievements/RALibretro/issues)
-
-## Instruções de Instalação
-
-Basta baixar o RALibretro na página de [Downloads](https://retroachievements.org/download.php) e descompactá-lo.
-
-## Uso Básico
-
-1. Execute RALibretro.exe
-2. Clique em `Arquivo` > `Carregar Sistema` e clique no sistema que deseja emular
-3. Agora vá para `Arquivo` > `Carregar Jogo` e escolha sua ROM. **Nota**: RALibretro atualmente não aceita arquivos compactados!
-4. Agora você pode criar suas conquistas ou apenas ganhar algumas!
-
-## Sistemas Suportados
-
-**NOTA**: alguns sistemas podem exigir arquivos de sistema (BIOS) no diretório `System` para carregar jogos corretamente.
-
-Aqui está uma lista dos sistemas atualmente suportados:
-
-- SNES
-- NES
-- Nintendo 64
-- Mega Drive
-- Master System
-- Gameboy
-- Gameboy Color
-- Gameboy Advance
-- PC Engine (TurboGrafx-16/TurboGrafx-CD)
-- Atari Lynx
-- Game Gear
-- Neo Geo Pocket
-- Atari 2600
-- Atari 7800
-- Virtual Boy
-- Neo Geo (Arcade) - novo. **NOTA**: você precisa colocar o arquivo BIOS `neogeo.zip` no mesmo diretório das ROMs.
-- Capcom Play System 1, 2 and 3 (Arcade) - novo
-
-## Keyboard Input
-
-| Keyboard | a | s | z | x | d | c | f | v | Enter | Tab | g | h |
-| --------------- | :-: | :-: | :-: | :-: | :------------------: | :---------------------: | :------------: | :------------: | :---: | :----: | :-: | :-: |
-| RetroPad | Y | X | B | A | L | R | L2 | R2 | Start | Select | L3 | R3 |
-| SNES | Y | X | B | A | L | R | | | Start | Select | |
-| NES | | | B | A | Trocar lado do disco (FDS) | Inserir/Ejetar disco (FDS) | | | Start | Select | |
-| Mega Drive | A | Y | B | C | X | Z | | | Start | | |
-| Master System | | | B | A | | | | | Start | | |
-| GameGear | | | B | A | | | | | Start | | |
-| Gameboy [Color] | | | B | A | | | | | Start | Select | |
-| Gameboy Advance | | | B | A | L | R | | | Start | Select | |
-| PC Engine | | | II | I | | | | | Run | Select | |
-| Atari Lynx | | | B | A | Opção 1 | Opção 2 | | | Start | | |
-| Neo Geo Pocket | | | B | A | | | | | Start | | |
-| Atari 2600 | | | o | | Dificuldade L b | Dificuldade R b | Dificuldade L a | Dificuldade R a | Start | Select | |
-| Neo Geo | C | D | A | B | | | | | Start | Ficha | |
-| CPS1/2/3\* | \* | \* | \* | \* | \* | \* | | | Start | Ficha | |
-
-**Note**: os botões para jogos CPS1/2/3 variam para cada jogo.
-
-## Atalhos do Teclado
-
-- **ver sobreposição**: `Esc`
-- **pausar emulação**: `p`
-- **avançar um quadro por vez**: `;` (pausa automaticamente a emulação)
-- **avanço rápido**: `=`
-- **alternar avanço rápido**: `-` (sinal de menos)
-- **Captura de Tela**: `PrintScreen`
-
-### Teclas de Salvar/Carregar estado
-
-- **Salvar estado slot atual**: `Backspace`
-- **Carregar estado slot atual**: `F11`
-- **Carregar estado do slot 1, 2, .., 9, 0**: `F1`, `F2`, ..., `F9`, `F10`
-- **Salvar estado no slot 1, 2, .., 9, 10**: `shift`+`F1`, `shift`+`F2`, ..., `shift`+`F9`, `shift`+`F10`
-- **Slot anterior**: `shift`+`-`
-- **Próximo slot**: `shift`+`+`
-- **Trocar slot**: `0`, `1`, `2`,..., `9`
-
-## Recursos Ausentes
-
-- feedback ao usuário ao salvar/carregar estado, pausar, etc.
-- suporte ao N64
-- carregar ROMs compactadas
-- configuração de controles
-- mais problemas listados aqui: [https://github.com/RetroAchievements/RALibretro/issues](https://github.com/RetroAchievements/RALibretro/issues)
-
-## Como fazer o BIOS AES funcionar no RALibretro ou RetroArch
-
-Para fazer o modo de emulação AES BIOS funcionar em seu emulador:
-
-1. Certifique-se de que seu emulador funciona corretamente.
-
-2. Coloque `neogeo.zip` no diretório `System` (RALibretro) ou uma pasta onde você mantém suas ROMs NeoGeo (RetroArch).
-
-3. Certifique-se de que o `neogeo.zip` contenha pelo menos os arquivos que você pode ver aqui:
-
-
-
-Se você mantiver apenas esses arquivos, o modo AES será automaticamente forçado para qualquer jogo NeoGeo (recomendado).
-
-**Importante!** Os arquivos destacados nesta imagem (`neo-epo.bin` e `neo-po.bin`) são os únicos realmente relacionados ao modo AES, e você provavelmente precisará incluí-los em seu arquivo para fazer o modo AES funcionar. `neo-po.bin` é necessário para títulos exclusivos japoneses ou para fazer as versões japonesas funcionarem, mas devido a um problema de emulação, também força o idioma japonês como padrão, por isso você precisará removê-lo para exibir inglês em alguns jogos.
-
-4. Carregue qualquer ROM neo geo compatível com FBA. Um arquivo mais completo (incluindo arquivos necessários para executar modos MVS e UniBIOS) pode precisar de configuração adicional para forçar o modo AES:
-
-No RaLibretro: Configurações->Emulação->Forçar Modo Neo Geo->AES
-
-No RetroArch: Comando->Alternar Menu->Opções->Forçar Modo Neo Geo->AES
diff --git a/docs/pt/orphaned/system-x-wen.md b/docs/pt/orphaned/system-x-wen.md
deleted file mode 100644
index 410f654b..00000000
--- a/docs/pt/orphaned/system-x-wen.md
+++ /dev/null
@@ -1,83 +0,0 @@
----
-title: Sistema X Quando?
-description: Aprenda sobre as etapas técnicas necessárias para adicionar suporte do RetroAchievements para novos sistemas, incluindo emulação, identificação de jogos e configuração do servidor. Este artigo explica o que é necessário antes que um novo sistema possa ser suportado.
----
-
-# Sistema X Quando?
-
-::: warning Você é um desenvolvedor de emulador?
-
-[rcheevos](https://github.com/RetroAchievements/rcheevos) é nossa biblioteca de integração de emuladores. Temos um útil [guia de integração](https://github.com/RetroAchievements/rcheevos/wiki/rc_client-integration) que pode ser útil se você deseja adicionar suporte ao RetroAchievements ao seu emulador.
-
-:::
-
-_Este artigo foi originalmente publicado no [RANews - Novembro/2020](https://news.retroachievements.org/issues/2020-11/nerd-corner)_
-
-## Introdução
-
-Há muita especulação sobre quais serão os próximos sistemas disponíveis para suportar conquistas. Com o [anúncio recente de um core de PS2](https://twitter.com/libretro/status/1322711254826471424), surgiram muitas perguntas sobre se/quando ele será suportado. Se você está interessado apenas na resposta a essa pergunta, pule para o [final deste artigo](#when-will-ra-support-playstation-2). Mas se você quer entender exatamente o que é necessário para adicionar suporte a um novo sistema, continue lendo.
-
-## Requisitos
-
-Estas são as coisas necessárias para adicionar suporte do RetroAchievements para um novo sistema:
-
-1. Emulação (preferencialmente um núcleo libretro).
- - O núcleo deve expor a memória.
- - O núcleo deve funcionar no RALibretro.
-2. Identificação única de jogos.
-3. Suporte do servidor.
-
-### Etapa 1: Emulação
-
-A primeira etapa é, obviamente, ter um emulador para o sistema a ser suportado.
-
-No início do RetroAchievements, usávamos emuladores independentes - um para cada sistema. Manter todos esses emuladores livres de bugs e atualizados requer muito esforço e não temos programadores suficientes envolvidos nessa frente.
-
-Atualmente, é preferível usar um [núcleo libretro](https://www.retroarch.com/?page=cores) para emulação. Dessa forma, os desenvolvedores do núcleo podem implementar novos recursos e podemos focar apenas na funcionalidade das conquistas. Os núcleos podem ser atualizados e lançados sem esforço adicional para nós.
-
-Outra grande vantagem é que os núcleos libretro também funcionam no [RetroArch](https://www.retroarch.com/), o que permite que as conquistas do RetroAchievements sejam obtidas em várias plataformas (os emuladores independentes eram todos aplicativos apenas para Windows).
-
-**Gerenciado por**: desenvolvedores do núcleo libretro.
-
-#### Etapa 1a: Memória Exposta
-
-Como os gatilhos de conquistas são uma série de condições que monitoram eventos na RAM emulada,
-outro requisito é o acesso à RAM do sistema.
-
-Sem memória exposta, o [Inspetor de Memória](/developer-docs/memory-inspector) aparece em branco e os criadores de conquistas não conseguem criar conquistas.
-
-Além disso, como o RetroAchievements lê a memória apenas uma vez por quadro, alguns sistemas que utilizam intensamente [memória paginada](https://pt.wikipedia.org/wiki/Pagina%C3%A7%C3%A3o_de_mem%C3%B3ria) precisam fornecer alguma maneira de acessar toda a memória, não apenas a página atual.
-
-**Gerenciado por**: desenvolvedores do núcleo libretro com alguma interação com desenvolvedores do RetroAchievements.
-
-#### Etapa 1b: RALibretro
-
-O núcleo deve funcionar no RALibretro, pois é onde os desenvolvedores de conquistas identificarão as partes importantes da memória e criarão as conquistas.
-
-Isso geralmente só é um problema se o núcleo depender de alguma funcionalidade ainda não implementada no RALibretro (como o suporte recentemente adicionado para teclado e OpenGL 3D), mas alguns problemas são causados pela implementação do RALibretro ser suficientemente diferente da implementação do RetroArch. A menos que o núcleo possa ser modificado para não exigir a funcionalidade ausente, ele não pode ser suportado até que o RALibretro seja atualizado.
-
-[Esta página](/pt/general/emulator-support-and-issues) lista o status de cada núcleo na última vez em que foram testados.
-
-**Gerenciado por**: RetroAchievements
-
-### Etapa 2: Identificação de Jogos
-
-Precisamos ser capazes de identificar exclusivamente os jogos para o sistema.
-
-Usamos um método chamado [MD5](https://pt.wikipedia.org/wiki/MD5), que escaneia o arquivo do jogo e gera um número que geralmente chamamos de "hash". Com este número, é possível confirmar se duas cópias de um arquivo são idênticas, o que torna possível garantir que o jogador está usando uma ROM com a qual as conquistas foram projetadas ou testadas.
-
-Para a maioria dos sistemas, podemos simplesmente fazer o hash do arquivo ROM inteiro, menos qualquer informação de cabeçalho. Para jogos maiores (particularmente aqueles em CD ou DVD), fazemos hash apenas do que consideramos ser os dados mais importantes para minimizar os tempos de carregamento. Mais informações sobre como identificamos jogos podem ser encontradas [aqui](/developer-docs/game-identification).
-
-Para sistemas com mídia gravável (principalmente computadores domésticos), precisamos garantir que não façamos hash de arquivos que possam ser modificados pelo próprio jogo. Sistemas que escrevem no arquivo do jogo devem tratar o arquivo de disco original como somente leitura e escrever alterações apenas em uma cópia do disco. Se o núcleo/emulador modificar o arquivo do disco, ele não pode mais ser identificado e não pode ser considerado viável para conquistas.
-
-**Gerenciado por**: RetroAchievements
-
-### Etapa 3: Configurar o Servidor Web
-
-Para suportar um novo sistema, o servidor web do RetroAchievements deve ser configurado adequadamente para aceitar novas entradas de jogos e conquistas para esse sistema.
-
-**Gerenciado por**: RetroAchievements
-
-### Quando o RA vai suportar o Sistema X?
-
-[Esta página](/pt/general/emulator-support-and-issues) lista o status de cada núcleo na última vez em que foram testados.
From 1e2ea3a5de9bb2e2e1624a46e70a46a0e06abcc4 Mon Sep 17 00:00:00 2001
From: suspect15
Date: Sat, 27 Sep 2025 07:37:02 -0400
Subject: [PATCH 3/6] removed more dead links
---
...ing-started-as-an-achievement-developer.md | 14 +++-----
docs/developer-docs/index.md | 4 +--
docs/developer-docs/memory-inspector.md | 2 --
...ing-started-as-an-achievement-developer.md | 6 ++--
.../how-to-become-an-achievement-developer.md | 1 -
docs/es/developer-docs/index.md | 34 +++++++++----------
docs/es/developer-docs/leaderboards.md | 2 --
docs/es/developer-docs/tips-and-tricks.md | 4 +--
docs/es/general/faq.md | 2 +-
...aderboard-and-achievement-hunting-rules.md | 4 ---
docs/general/setup-guide.md | 2 +-
docs/guidelines/developers/code-of-conduct.md | 2 --
...ing-started-as-an-achievement-developer.md | 8 ++---
.../how-to-become-an-achievement-developer.md | 1 -
docs/pt/developer-docs/index.md | 29 +++++++---------
docs/pt/developer-docs/rich-presence.md | 2 +-
docs/pt/developer-docs/tips-and-tricks.md | 4 +--
docs/pt/general/faq.md | 2 --
.../users/developers/code-of-conduct.md | 2 --
19 files changed, 46 insertions(+), 79 deletions(-)
diff --git a/docs/developer-docs/getting-started-as-an-achievement-developer.md b/docs/developer-docs/getting-started-as-an-achievement-developer.md
index 324320b7..6d5cd15a 100644
--- a/docs/developer-docs/getting-started-as-an-achievement-developer.md
+++ b/docs/developer-docs/getting-started-as-an-achievement-developer.md
@@ -46,7 +46,7 @@ The Memory Inspector can be used to find addresses in RAM for us to use. Essenti
**NOTE: If you want a step-by-step video explanation on finding memory addresses, you can [view this updated video](https://www.youtube.com/watch?v=7ZMlBVyHl5M).**
**For another video resource, you can [view this older video](https://www.youtube.com/watch?v=8nYb_5cgQHY)**.
-**See also**: [Memory Inspector Overview](/developer-docs/memory-inspector) and [Memory Digging Tips](/developer-docs/tips-and-tricks#memory-digging-tips).
+**See also**: [Memory Inspector Overview](/developer-docs/memory-inspector)
To start or restart a test, click **Reset** near the top left.
@@ -72,8 +72,6 @@ Each time you perform 4 then 5, the number of possibilities or 'candidates' will
When you've found an address you're happy with, you can write a short note for what it is and hit **Save Note**, this will store it on database, and will be automatically restored next time you load up the memory viewer for this game, wherever you are! Note that after clicking 'Save Note', the note will be automatically stored on the database, and shared so all developers will share access to these memory notes. They will all be downloaded afresh when you load a ROM. If you try to overwrite a note, it will check with you first before submitting.
-You can find more useful [Memory Digging Tips here](/developer-docs/tips-and-tricks#memory-digging-tips).
-
## Achievement Sets
So the memory location for the number of rings is stored at `0xfe20` - note to a non-programmer, we're dealing in [hexadecimal numeral system](https://simple.wikipedia.org/wiki/Hexadecimal_numeral_system) which can be daunting, but don't worry, essentially it's just numbers and letters instead of only numbers, and not forgetting `0x` at the start to show that it's a memory location in hex. We've found an address we're interested in and stored it using **Save Note**. We now want to create a new achievement.
@@ -116,7 +114,7 @@ Next we will change these values to the following:
With that set, we don't have any more conditions to add, so we return to the **Achievements Dialog**. To be safe, we should save our progress by hitting **Save Local**! This saves everything to file locally to ensure that we won't lose any progress.
-- **Note**: An achievement should have more than one requirement to avoid it triggering at the wrong time (i.e. playing demo mode). In this example, we are using only one requirement to simplify the explanation. See more [Achievement Creation Tips here](/developer-docs/tips-and-tricks#achievement-creation-tips).
+- **Note**: An achievement should have more than one requirement to avoid it triggering at the wrong time (i.e. playing demo mode). In this example, we are using only one requirement to simplify the explanation.
## Testing the Achievement
@@ -138,7 +136,7 @@ Here are some tips you have to keep in mind when creating your achievements:
- **~~Never~~ Avoid making achievements with only one condition as much as you can**. Otherwise it will most likely pop at the wrong time. This is the **most common error by a developer**
-- If the game has a **demo mode** (AI plays the game after you wait a while on the title screen), make sure to [find the address for it](/developer-docs/tips-and-tricks#finding-the-address-for-demo-mode) and add a condition so your achievements don't trigger in demo mode. You'll also need to know how to use [PauseIf](/developer-docs/flags/pauseif) and [ResetIf](/developer-docs/flags/resetif).
+- If the game has a **demo mode** (AI plays the game after you wait a while on the title screen), make sure to find the address for it and add a condition so your achievements don't trigger in demo mode. You'll also need to know how to use [PauseIf](/developer-docs/flags/pauseif) and [ResetIf](/developer-docs/flags/resetif).
- **[PauseIf](/developer-docs/flags/pauseif) cheat codes**: If the game has a cheat code to increase lives, select stages, etc., make sure to find the addresses for it and add some kind of protection in your achievements. OK, maybe it's not a very basic topic, but you have to keep it in mind when creating an official achievement set.
@@ -154,8 +152,6 @@ Here are some tips you have to keep in mind when creating your achievements:
- It can take a while to understand how the memory works in a game, so try spending as much time with it as you can, especially if it's your first attempt at developing achievements.
-You can find more in the [Tips and Tricks page](/developer-docs/tips-and-tricks).
-
## Next Steps
Now that you know how to use the Memory Inspector, and the Achievement Editor. It's time to learn new techniques and practice:
@@ -166,6 +162,4 @@ Now that you know how to use the Memory Inspector, and the Achievement Editor. I
- You can also see some generic examples in the [Achievement Templates](/developer-docs/achievement-templates) page.
-- Once you have learned the basic techniques, you can continue your quest to become an achievement developer by following the steps explained here: [How to Become an Achievement Developer](/developer-docs/how-to-become-an-achievement-developer)
-
-Have fun!
+- Once you have learned the basic techniques, you can continue your quest to become an achievement developer by joing the [Junior Developer Program.]](/developer-docs/jr-dev-rules)
diff --git a/docs/developer-docs/index.md b/docs/developer-docs/index.md
index e77f1924..804923c9 100644
--- a/docs/developer-docs/index.md
+++ b/docs/developer-docs/index.md
@@ -1,12 +1,12 @@
# Achievement Development
-If you want to be an achievement developer, check [here how to become a developer](/developer-docs/how-to-become-an-achievement-developer).
+If you want to be an achievement developer, RetroAchievements has a [Junior Developer program](/developer-docs/jr-dev-rules) to teach people how to design and create achievement sets.
Every Developer must know and adhere the [Developer's Code of Conduct](/guidelines/developers/code-of-conduct).
Now a brief description some pages you'll see in this section.
-1. [How to Become an Achievement Developer](/developer-docs/how-to-become-an-achievement-developer): overview of the steps required in obtaining developer status
+1. [How to Become an Achievement Developer](/developer-docs/jr-dev-rules): overview of the steps required in obtaining developer status
2. [Getting Started as an Achievement Developer](/developer-docs/getting-started-as-an-achievement-developer): it's for the very first contact with cheevos development tools (Memory Inspector and other Achievements dialogs). **IF YOU ARE A COMPLETE NEWBIE, START HERE!**
diff --git a/docs/developer-docs/memory-inspector.md b/docs/developer-docs/memory-inspector.md
index beb518fd..22f9275d 100644
--- a/docs/developer-docs/memory-inspector.md
+++ b/docs/developer-docs/memory-inspector.md
@@ -7,8 +7,6 @@ description: Learn how to use the Memory Inspector tool for RetroAchievements to
Here is an overview of the **Memory Inspector** and its features. This tool can be found on "RetroAchievements" menu on any emulator integrated with RA.
-**See also**: [Memory Digging Tips](/developer-docs/tips-and-tricks#memory-digging-tips).
-
[[toc]]
## Memory Inspector Dialog
diff --git a/docs/es/developer-docs/getting-started-as-an-achievement-developer.md b/docs/es/developer-docs/getting-started-as-an-achievement-developer.md
index c5070eb4..8307a044 100644
--- a/docs/es/developer-docs/getting-started-as-an-achievement-developer.md
+++ b/docs/es/developer-docs/getting-started-as-an-achievement-developer.md
@@ -128,9 +128,9 @@ Aqui estan algunos tips que tienes que tener en mente cuando te encuentres crean
- **~~Nunca~~ Evade hacer logros con una sola condicion lo mas que puedas**. De otra manera es muy probable que el logro se dispare en una parte no deseada. Este es el **error mas comun por un desarrollador**
-- Si el juego tiene un **modo demo** (El CPU juega despues que esperas un tiempo en la pantalla de titulo), percatate de [encontrar el valor para eso](/es/developer-docs/tips-and-tricks#finding-the-address-for-demo-mode) y agrega una condicion para que tus logros no se disparen en modo demo. Tambien necesitas saber como utilizar [PauseIf](/es/orphaned/achievement-logic-features#pauseif) y [ResetIf](/es/orphaned/achievement-logic-features#resetif).
+- Si el juego tiene un **modo demo** (El CPU juega despues que esperas un tiempo en la pantalla de titulo), percatate de [encontrar el valor para eso](/es/developer-docs/tips-and-tricks#finding-the-address-for-demo-mode) y agrega una condicion para que tus logros no se disparen en modo demo. Tambien necesitas saber como utilizar PauseIf y ResetIf.
-- **[PauseIf](/es/orphaned/achievement-logic-features#pauseif) cheat codes**: Si el juego tiene un cheat para aumentar vidas, seleccionar niveles, etc. Percatate de encontrar el valor para eso y agregar algo de proteccion en tus logros. OK, talvez no es un tema muy sencillo, pero es algo que tienes que tener en cuenta cuando estes creando un set oficial de logros.
+- **PauseIf:** Si el juego tiene un cheat para aumentar vidas, seleccionar niveles, etc. Percatate de encontrar el valor para eso y agregar algo de proteccion en tus logros. OK, talvez no es un tema muy sencillo, pero es algo que tienes que tener en cuenta cuando estes creando un set oficial de logros.
- **Evita crear logros de simplemente llegar a un nivel.** Esto puede ser conseguido por medio de un password o un cheat. Mejor haz logros por terminar un nivel, [como en la plantilla de aqui](/es/developer-docs/achievement-templates#finish-level-n). Tambie, **no hagas logros por simplemente empezar un juego o "empieza el juego con X personaje"**.
@@ -150,7 +150,7 @@ Puedes encontrar mas en la [pagina de Tips y Trucos](/es/developer-docs/tips-and
Ahora que ya sabes como utilizar el Inspector de Memoria, y el Editor de Logros. Llego la hora de que aprendas nuevas tecnicas y practiques:
-- En orden que refines la logica de tus logros, puedes ver con que funciones cuentas en la pagina de [Funciones en la Logica de los Logros](/es/orphaned/achievement-logic-features).
+- En orden que refines la logica de tus logros, puedes ver con que funciones cuentas en la pagina de funciones en la Logica de los logros.
- Puedes aprender viendo logros existentes que otros desarrolladores han hecho con una explicacion extra en la pagina de [Ejemplos Reales](/es/developer-docs/real-examples).
diff --git a/docs/es/developer-docs/how-to-become-an-achievement-developer.md b/docs/es/developer-docs/how-to-become-an-achievement-developer.md
index db1593e3..e909f4a4 100644
--- a/docs/es/developer-docs/how-to-become-an-achievement-developer.md
+++ b/docs/es/developer-docs/how-to-become-an-achievement-developer.md
@@ -43,7 +43,6 @@ Es recomendable que publiques tus planes en el tema oficial del juego, para que
Cada desarrollador debe conocer al menos los conceptos y técnicas básicas mostradas en estos dos documentos:
1. [Comenzando como desarrollador de logros](/es/developer-docs/getting-started-as-an-achievement-developer)
-2. [Características de la lógica de logros](/es/orphaned/achievement-logic-features)
Cualquier aspirante a desarrollador debe demostrar que comprende los siguientes conceptos:
diff --git a/docs/es/developer-docs/index.md b/docs/es/developer-docs/index.md
index e9d4b272..ae037a31 100644
--- a/docs/es/developer-docs/index.md
+++ b/docs/es/developer-docs/index.md
@@ -16,36 +16,34 @@ A continuación se muestra una breve descripción de algunas de las páginas que
5. [Visión general del inspector de memoria](/es/developer-docs/memory-inspector): visión detallada de una de las herramientas más usadas por los desarrolladores.
-6. [Características en la lógica de los logros](/es/orphaned/achievement-logic-features): describe las herramientas disponibles con las que un desarrollador cuenta para trabajar la lógica de un logro, como valores deltas, hit counts, ResetIf, PauseIf, Alt groups, etc.
+6. [Ejemplos reales](/es/developer-docs/real-examples): mostrando resultados reales y desglosando su lógica. **¡RECURSO DIDÁCTICO INDISPENSABLE!**
-7. [Ejemplos reales](/es/developer-docs/real-examples): mostrando resultados reales y desglosando su lógica. **¡RECURSO DIDÁCTICO INDISPENSABLE!**
+7. [Plantillas de logros](/es/developer-docs/achievement-templates): algunas plantillas genéricas para inspirarse.
-8. [Plantillas de logros](/es/developer-docs/achievement-templates): algunas plantillas genéricas para inspirarse.
+8. [Consejos y trucos](/es/developer-docs/tips-and-tricks): consejos generales y trucos sobre cómo inspeccionar la memoria y crear logros.
-9. [Consejos y trucos](/es/developer-docs/tips-and-tricks): consejos generales y trucos sobre cómo inspeccionar la memoria y crear logros.
+9. [Escala de dificultad y equilibrio](/es/developer-docs/difficulty-scale-and-balance): guías y sugerencias de cómo equilibrar la dificultad de un set de logros.
-10. [Escala de dificultad y equilibrio](/es/developer-docs/difficulty-scale-and-balance): guías y sugerencias de cómo equilibrar la dificultad de un set de logros.
+10. [Diseño de logros](/es/developer-docs/achievement-design): una guía sobre cómo pensar y diseñar buenos logros, no en el lado técnico, sino el conceptual.
-11. [Diseño de logros](/es/developer-docs/achievement-design): una guía sobre cómo pensar y diseñar buenos logros, no en el lado técnico, sino el conceptual.
+11. [Establecer un plan de desarrollo](/es/developer-docs/set-development-roadmap): pasos a considerar para crear un set realmente cuidado de logros.
-12. [Establecer un plan de desarrollo](/es/developer-docs/set-development-roadmap): pasos a considerar para crear un set realmente cuidado de logros.
+12. [Revisión de los sets de logros](/es/guidelines/content/achievement-set-revisions): información sobre revisiones, cambios en los puntos, y en los iconos.
-13. [Revisión de los sets de logros](/es/guidelines/content/achievement-set-revisions): información sobre revisiones, cambios en los puntos, y en los iconos.
+13. [Subsets](/es/guidelines/content/subsets): tema avanzado acerca de la creación de sets de desafíos especiales y cómo lanzarlos.
-14. [Subsets](/es/guidelines/content/subsets): tema avanzado acerca de la creación de sets de desafíos especiales y cómo lanzarlos.
+14. [Creación de medallas e iconos](/es/guidelines/content/badge-and-icon-guidelines): algunas guías y consejos sobre la creación de medallas/iconos.
-15. [Creación de medallas e iconos](/es/guidelines/content/badge-and-icon-guidelines): algunas guías y consejos sobre la creación de medallas/iconos.
+15. [Tablas de clasificaciones](/es/developer-docs/leaderboards): instrucciones de cómo crear clasificaciones para un juego.
-16. [Tablas de clasificaciones](/es/developer-docs/leaderboards): instrucciones de cómo crear clasificaciones para un juego.
+16. [Presencia enriquecida](/es/developer-docs/rich-presence): cómo crear scripts sobre presencia enriquecida.
-17. [Presencia enriquecida](/es/developer-docs/rich-presence): cómo crear scripts sobre presencia enriquecida.
+17. [Trabajando con la ROM adecuada](/es/guidelines/content/working-with-the-right-rom): información sobre el uso correcto de ROM y hashes.
-18. [Trabajando con la ROM adecuada](/es/guidelines/content/working-with-the-right-rom): información sobre el uso correcto de ROM y hashes.
+18. [Identificación de juegos](/es/developer-docs/game-identification): detalles sobre el método usado para el "hasheo" de cada sistema.
-19. [Identificación de juegos](/es/developer-docs/game-identification): detalles sobre el método usado para el "hasheo" de cada sistema.
+19. [Soporte y problemas de los emuladores](/es/general/emulator-support-and-issues): detalles sobre los núcleos admitidos y no admitidos, avances en las pruebas, etc.
-20. [Soporte y problemas de los emuladores](/es/general/emulator-support-and-issues): detalles sobre los núcleos admitidos y no admitidos, avances en las pruebas, etc.
+20. [Logros para ROM hacks](/es/guidelines/content/achievements-for-rom-hacks): una guía detallada para desarrolladores en la inclusion apropiada (y la aprobación) para ROM hacks.
-21. [Logros para ROM hacks](/es/guidelines/content/achievements-for-rom-hacks): una guía detallada para desarrolladores en la inclusion apropiada (y la aprobación) para ROM hacks.
-
-22. [Consejos específicos por consola](/es/developer-docs/console-specific-tips): conociendo las peculiaridades de tu consola favorita puede ayudar a inspeccionar la memoria.
+21. [Consejos específicos por consola](/es/developer-docs/console-specific-tips): conociendo las peculiaridades de tu consola favorita puede ayudar a inspeccionar la memoria.
diff --git a/docs/es/developer-docs/leaderboards.md b/docs/es/developer-docs/leaderboards.md
index 43358417..47bef26a 100644
--- a/docs/es/developer-docs/leaderboards.md
+++ b/docs/es/developer-docs/leaderboards.md
@@ -87,8 +87,6 @@ Esto puede parecer desalentador, porque no sabes que significan esta direcciones
**Tip**: el error mas común cuando creamos tablas de clasificación es olvidarnos de la `h` cuando tratamos de hacer referencia a un valor en memoria de 8-bit.
-**Pro-tip:** **STA**, **CAN**, y **SUB** soportan toda la logica que se encuentra disponible en el [editor de logros](/es/orphaned/achievement-logic-features). La manera mas facil es asegurarte que escribiste todo correctamente es crear logros locales que capturen estos eventos, y entonces extraer los valores ingresados en el archivo "XXX-User.txt" asociado al juego en el cual te encuentras trabajando.
-
### Condiciones para Cancelar
**CAN**: `0xhfe13
Date: Sat, 27 Sep 2025 07:45:41 -0400
Subject: [PATCH 4/6] removed more dead links
---
docs/developer-docs/index.md | 26 +++++++++----------
...ing-started-as-an-achievement-developer.md | 2 --
2 files changed, 12 insertions(+), 16 deletions(-)
diff --git a/docs/developer-docs/index.md b/docs/developer-docs/index.md
index 804923c9..e5156a42 100644
--- a/docs/developer-docs/index.md
+++ b/docs/developer-docs/index.md
@@ -20,28 +20,26 @@ Now a brief description some pages you'll see in this section.
7. [Achievement Templates](/developer-docs/achievement-templates): some generic templates to get inspiration.
-8. [Tips and Tricks](/developer-docs/tips-and-tricks): general tips and tricks about memory digging and achievement creation.
+8. [Difficulty Scale and Balance](/developer-docs/difficulty-scale-and-balance): guidelines/suggestions on how to balance the difficulty of your achievement set.
-9. [Difficulty Scale and Balance](/developer-docs/difficulty-scale-and-balance): guidelines/suggestions on how to balance the difficulty of your achievement set.
+9. [Achievement Design](/developer-docs/achievement-design): a guide on how to think about and design good achievements, not the technical side but the conceptual.
-10. [Achievement Design](/developer-docs/achievement-design): a guide on how to think about and design good achievements, not the technical side but the conceptual.
+10. [Achievement Set Revisions](/guidelines/content/achievement-set-revisions): information on revisions, rescores, and the icon gauntlet.
-11. [Achievement Set Revisions](/guidelines/content/achievement-set-revisions): information on revisions, rescores, and the icon gauntlet.
+11. [Subsets](/guidelines/content/subsets): an advanced topic on creating special challenge sets and how to release them.
-12. [Subsets](/guidelines/content/subsets): an advanced topic on creating special challenge sets and how to release them.
+12. [Badge and Icon Creation](/guidelines/content/badge-and-icon-guidelines): some guidelines and tips about badge/icon creation.
-13. [Badge and Icon Creation](/guidelines/content/badge-and-icon-guidelines): some guidelines and tips about badge/icon creation.
+13. [Leaderboards](/developer-docs/leaderboards): instructions on how to create Leaderboards for a game.
-14. [Leaderboards](/developer-docs/leaderboards): instructions on how to create Leaderboards for a game.
+14. [Rich Presence](/developer-docs/rich-presence): how to write Rich Presence Scripts.
-15. [Rich Presence](/developer-docs/rich-presence): how to write Rich Presence Scripts.
+15. [Working with the Right ROM](/guidelines/content/working-with-the-right-rom): information on using correct ROMs and hashes.
-16. [Working with the Right ROM](/guidelines/content/working-with-the-right-rom): information on using correct ROMs and hashes.
+16. [Game Identification](/developer-docs/game-identification): details on the hashing methods used for each system.
-17. [Game Identification](/developer-docs/game-identification): details on the hashing methods used for each system.
+17. [Unsupported Emulators](/developer-docs/unsupported-emulators-and-cores): details on unsupported emulators and cores, testing progress, etc.
-18. [Unsupported Emulators](/developer-docs/unsupported-emulators-and-cores): details on unsupported emulators and cores, testing progress, etc.
+18. [Achievements for ROM Hacks](/guidelines/content/achievements-for-rom-hacks): a detailed guide for developers on the proper inclusion (and approval) of ROM Hacks.
-19. [Achievements for ROM Hacks](/guidelines/content/achievements-for-rom-hacks): a detailed guide for developers on the proper inclusion (and approval) of ROM Hacks.
-
-20. [Console Specific Tips](/developer-docs/console-specific-tips): knowing the peculiarities of your favorite console can help you with memory digging.
+19. [Console Specific Tips](/developer-docs/console-specific-tips): knowing the peculiarities of your favorite console can help you with memory digging.
diff --git a/docs/pt/developer-docs/getting-started-as-an-achievement-developer.md b/docs/pt/developer-docs/getting-started-as-an-achievement-developer.md
index 54bde9aa..3517cee1 100644
--- a/docs/pt/developer-docs/getting-started-as-an-achievement-developer.md
+++ b/docs/pt/developer-docs/getting-started-as-an-achievement-developer.md
@@ -72,8 +72,6 @@ Cada vez que você executa 4 e depois 5, o número de possibilidades ou 'candida
Quando você encontrar um endereço com o qual está satisfeito, você pode escrever uma breve nota sobre o que é e clicar em **Save Note**, isso o armazenará no banco de dados. Note que a nota será compartilhada com todos os desenvolvedores e será baixada novamente quando você carregar uma ROM. Se você tentar sobrescrever uma nota, ela verificará com você primeiro antes de enviar.
-Você pode encontrar mais [Dicas de Exploração de Memória úteis aqui](/pt/developer-docs/tips-and-tricks#dicas-de-escavação-de-memória).
-
## Conjuntos de Conquistas
O local de memória para o número de anéis está armazenado em `0xfe20` - para um não-programador, estamos lidando com o [sistema numeral hexadecimal](https://simple.wikipedia.org/wiki/Hexadecimal_numeral_system) que pode ser intimidante, mas não se preocupe, são apenas números e letras em vez de só números, e não esqueça do `0x` no início para indicar que é um local de memória em hexadecimal. Encontramos um endereço que nos interessa e o armazenamos usando **Save Note**. Agora vamos criar uma nova conquista.
From 8f3452ac560a04f444e6fa436e2e1ced98807750 Mon Sep 17 00:00:00 2001
From: suspect15
Date: Sat, 27 Sep 2025 07:46:51 -0400
Subject: [PATCH 5/6] removed more dead links
---
.../getting-started-as-an-achievement-developer.md | 2 --
1 file changed, 2 deletions(-)
diff --git a/docs/pt/developer-docs/getting-started-as-an-achievement-developer.md b/docs/pt/developer-docs/getting-started-as-an-achievement-developer.md
index 3517cee1..eb82fa09 100644
--- a/docs/pt/developer-docs/getting-started-as-an-achievement-developer.md
+++ b/docs/pt/developer-docs/getting-started-as-an-achievement-developer.md
@@ -114,8 +114,6 @@ Em seguida, mudaremos esses valores para:
Com isso configurado, não temos mais condições para adicionar, então voltamos à **Janela de Conquistas**. Para segurança, salvamos nosso progresso clicando em **Save Local**!
-**Nota**: Uma conquista deve ter mais de um requisito para evitar ativação no momento errado (ex: modo demo). Neste exemplo, usamos apenas um requisito para simplificar a explicação. Veja mais [Dicas de Criação de Conquistas aqui](/pt/developer-docs/tips-and-tricks#dicas-de-criação-de-conquistas).
-
## Testando a Conquista
Podemos 'ativar' esta conquista localmente marcando a caixa **Active** no Editor ou selecionando a conquista em Achievement Sets e clicando em **Activate Selected**. Isso começará a monitorar esses locais de memória e concederá a conquista quando todas as condições forem verdadeiras.
From 9dc83caf122c225f10120036d1cc53ab8ca451b9 Mon Sep 17 00:00:00 2001
From: suspect15
Date: Sat, 27 Sep 2025 07:48:06 -0400
Subject: [PATCH 6/6] removed another dead link
---
.../getting-started-as-an-achievement-developer.md | 2 --
1 file changed, 2 deletions(-)
diff --git a/docs/pt/developer-docs/getting-started-as-an-achievement-developer.md b/docs/pt/developer-docs/getting-started-as-an-achievement-developer.md
index eb82fa09..b32defda 100644
--- a/docs/pt/developer-docs/getting-started-as-an-achievement-developer.md
+++ b/docs/pt/developer-docs/getting-started-as-an-achievement-developer.md
@@ -132,8 +132,6 @@ Algumas dicas ao criar suas conquistas:
- **~~Nunca~~ Evite fazer conquistas com apenas uma condição**. Caso contrário, provavelmente acionará no momento errado. Este é o **erro mais comum**
-- Se o jogo tem **modo demo**, certifique-se de [encontrar seu endereço](/developer-docs/tips-and-tricks#finding-the-address-for-demo-mode) e adicione uma condição para evitar ativação nele. Você precisará usar PauseIf e ResetIf.
-
- Use **PauseIf** para códigos de trapaça: Se o jogo tem códigos para aumentar vidas, selecionar fases etc., adicione proteções.
- **Evite criar conquistas apenas para entrar em fases**. Prefira conquistas para completar fases, [como neste modelo](/pt/developer-docs/achievement-templates#termine-nível-n).