My understanding is that TOS and TNG were shot on film and the 1080p versions aren't upscaled but are actually rescanned from the film. TNG supposedly had to basically be re-edited from the original footage after rescanning, but not sure about TOS.
That method wouldn't be possible for DS9 or Voyager as both of those shows were shot digitally at 480p. I remember hearing that there's been some community work that upscales DS9 to 1080p using neural networks, but haven't really been able to find anything concrete about that.
ExtremeTech has a few articles about upscaling DS9 and I think the work has been ongoing for a few years now. Some of the examples are really good but the techniques and technology is changing as the author is working and maybe I'm misremembering but I think the GPU time was measured in months to over a year for the whole series to be upscaled.
When they first started this, a month ago (or so?) I just right-clicked and used block element with uBlock Origin to block the popup and the div element that covered the page to dim it.
I've not seen it since. Only side effect is videos sometimes pause right as they start. I assume because it stops the video and shows the pop up. I can just resume immediately though.
"Clean room" reverse engineering basically has you with two completely separate groups of developers. One group will decompile and analyze the target software, and build a detailed specification of how it works. The second group, with legal, sworn documents that they have never seen even the machine code of the target software - uses those specifications to build the "clone".
A related detail, even things like icon design have gone in a strange direction. In the interest of simplicity they've gone from recognizable to rather amorphous blobs. A button for print has gone from a clearly recognizable image of a printer, enough you could probably even guess the model number, to the icon being a rounded square with another rounded square sticking out the middle top. Many of these newer icons are just too abstract and similar to one another to be recognizable, IMO, and I think the user experience suffers.
My recollection is that the migration tool was really just a tool that would fill your VB6 code with comments telling you that you had to rewrite stuff. Trouble spots were largely related to error handling On Error Goto and error handling blocks had to be refactored into proper Try...Catch blocks, which affected a lot of code, and another trouble spot was all File I/O had to be rewritten/redone, same with any drawing code; Resource files had to be recreated, etc; I don't even think it could load the FRX files but I might be misremembering. I felt it simply wasn't worth even bothering to try to directly convert to VB.NET, and since those programs I wanted to move forward I had to pretty much rewrite anyway, I decided to use C# instead and just make new versions.
The thing that gets me in the originally posted link is that the author decided since this was Air Canada, every single person involved must end their sentences with 'eh'.
The "return to center" behaviour of the N64 Control Stick is provided by a spring that pushes up against a plastic bowl which is underneath the stick. The stick itself slots through two curved plastic pieces for each axis, and the upward force basically forces the stick to 'center' at the lowest point of the bowl. The issue is as others have described. There actually never was any lubricant, so over time the bottom of the stick and the bowl just erode away. Eventually it reaches a point where the bowl is eroded away enough that the spring is no longer able to force the stick back to the center, and it just sort of flops in the dead space eroded in the bowl.
Nowadays, one can get replacement parts, and fairly easily restore/fix the problem. Add in a bit of PTFE lube or lithium grease and it greatly extends the lifespan of the replacement as well. Used to be able to get rather fancy steel bowls and analog sticks which significantly reduced the wear even more.
The more 'standard' thumbstick design has a similar self-centering mechanism. They are actually susceptible to the same problem. However, two things contribute to it being witnessed less frequently, I suspect. The first, is that the "bowl" in those sticks actually has lubricant which greatly reduces the wear, and the second is that the mechanical parts tend to outlast the potentiometers; that is, the sticks start to drift before you get the "floppy stick" problem to begin with and then you stop using it or replace the stick, and therefore it doesn't actually see enough wear to cause the floppy stick problem.
That method wouldn't be possible for DS9 or Voyager as both of those shows were shot digitally at 480p. I remember hearing that there's been some community work that upscales DS9 to 1080p using neural networks, but haven't really been able to find anything concrete about that.