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Copy file name to clipboardExpand all lines: docs/developer-docs/achievement-design.md
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## External Resources
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-[Best practices achievement creation guide](http://www.voidcn.com/article/p-gmokauqn-bgh.html) written by Jeff Sullivan, Developer Account Manager of XNA Developer Connection (XDC) regarding XBox 360 Achievements.
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-[Make them Work for it](https://gamedevelopment.tutsplus.com/articles/make-them-work-for-it-designing-achievements-for-your-games--gamedev-3371) an achievement design guide written by by Darran Jamieson on 1 Jan 2013.
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-[Make them Work for it](https://gamedevelopment.tutsplus.com/articles/make-them-work-for-it-designing-achievements-for-your-games--gamedev-3371) an achievement design guide written by Darran Jamieson on 1 Jan 2013.
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-[The Achievement Machine: Understanding Xbox 360 Achievements in Gaming Practices](http://gamestudies.org/1101/articles/jakobsson) - by Mikael Jakobsson
Copy file name to clipboardExpand all lines: docs/developer-docs/console-specific-tips.md
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### Mandatory UniBIOS protection
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UniBIOS allows several debugging options, and also access the database of individual cheats for every game. Therefore all achievements for Neo Geo need to be protected from abusing it. The simpliest solution here is disallowing UniBIOS usage completely, directly from the level of achievement code.
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UniBIOS allows several debugging options, and also access the database of individual cheats for every game. Therefore all achievements for Neo Geo need to be protected from abusing it. The simplest solution here is disallowing UniBIOS usage completely, directly from the level of achievement code.
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Fortunately part of UniBIOS data seems to be reflected in two address strings in the RAM: `0x00fe30` and `0x00fe50`. While UniBIOS is active `0x00fe30` in 32-bit size seems to always brings the same value (for every Neo Geo game) which is `80025632`, and it doesn't seem to change after the ROM was loaded. For any other BIOS, the value is always 0, (except for the moment the RAM is overloaded by the diagnostic program, after the ROM was loaded).
Copy file name to clipboardExpand all lines: docs/developer-docs/difficulty-scale-and-balance.md
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Only the rarest of players can complete these on a first attempt. Most can complete it after many attempts, Many players will drop off here and won't be willing to complete the set unless they are completionists or fans of the game. Many are not able to complete this after very many attempts. Usually takes significant practice, high skills, experience, research, or guides to complete.
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**Examples:** Beating Contra in one life. Escaping Zebes (Super Metroid) in under two minutes. Beating many of the Megaman bosses without taking damage. Many damagless stages, depending on the game.
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**Examples:** Beating Contra in one life. Escaping Zebes (Super Metroid) in under two minutes. Beating many of the Megaman bosses without taking damage. Many damageless stages, depending on the game.
Copy file name to clipboardExpand all lines: docs/developer-docs/getting-started-as-an-achievement-developer.md
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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.
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-**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#achivement-creation-tips).
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-**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).
Copy file name to clipboardExpand all lines: docs/developer-docs/recall.md
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This feature will be available at the RA_Integration version 1.4 milestone for developers, with support to be added for rcheevos version 11.4 milestone.
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:::
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A `Recall` value is the the last value stored by the [`Remember` Flag](/developer-docs/flags/remember)
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A `Recall` value is the last value stored by the [`Remember` Flag](/developer-docs/flags/remember)
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The `Recall` accumulator's value is for the current frame's evaluation of logic. It does not persist between evaluations and does not maintain its value for use in a later evaluation. Each group (Core, Alt1, Alt2, etc) has its own separate `Recall` accumulator; a value remembered in one group therefore cannot be recalled in another group. Using `Recall` before a value is remembered in using the `Remember` condition will generate a warning in the asset editor.
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