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.