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Jul - The Cutting Room Floor - Star Fox Adventures E3 2002 prototype (5/17/02) New poll - New thread - New reply
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Hugo_Peters

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Posted on 07-19-16 07:15:30 PM Link | Quote
When you hold X + Y + START in the kiosk version on real hardware it displays "No Controller" for the duration you're holding the buttons... Dolphin 5.0 gave me this error when trying it:



Anyone has any clues? Perhaps something debug related can be activated when a second controller is plugged in?

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Posted on 07-19-16 08:05:42 PM Link | Quote
FWIW, X Y Start acts like a controller disconnect for any Gamecube game, it's how you reset the stick/shoulder button axis's on the fly.

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Posted on 09-01-16 04:52:25 AM (last edited by Treevis121 at 09-01-16 08:45:05 PM) Link | Quote
A bit out of the blue, but the MODELS.bin in the root directory of the kiosk demo is used by Starfox Adventures and contains no DP leftovers; this page on TCRF will need updated. Thank you for updating the page, Divingkataetheweirdo!

If you're curious as to what's inside, it contains models that are found in many places (such as the health eggs, Tricky and his ball, the gems to restore staff power, boost pad, things like that). I somewhat documented what all is inside MODELS.bin here, but there are no pretty pictures to look at.
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Posted on 12-07-16 03:22:35 PM Link | Quote
I hope this isn't too out of the blue or anything - but I'm fairly new on rustedlogic. I've been looking at this thread for the past year now and am amazed what you guys have been able to both discover and accomplish. So, why am I here you ask?

Well, lately I've been home brewing for the N64, and I've noticed that you guys have a model viewer that allows you to see the Dinosaur Planet N64 leftovers. I was wondering if someone on here - anyone for that matter, could upload those model files as a modern usable format like 3ds., obj., or some other similar format, and zip up all the possible models in a file and attach it to this thread. I'd also like to see whatever textures still exist for the DP64, unfortunately to me, it seems there are not many - correct me if I'm wrong.

So far in my home brewing experience, I've been able to draw different colored polys with alpha using the NuSystem, have got controller input working, and have as of yesterday finally drawn textures and polygons using those textures. So, although that may not sound like much right now (even though I've been learning how the system and C programming works for the past couple months), I think I know enough that we could fake a DP rom, such to the extent where we can pan the camera viewing the existing scenes from the game. About moving characters and stuff like that, I'm afraid that's going to take a long time to learn, but it'd be worth it.

Thanks. Hope to hear from you guys soon!
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Posted on 12-07-16 08:43:21 PM Link | Quote

WIP



Originally posted by MrQuetch
I hope this isn't too out of the blue or anything - but I'm fairly new on rustedlogic. I've been looking at this thread for the past year now and am amazed what you guys have been able to both discover and accomplish. So, why am I here you ask?

Well, lately I've been home brewing for the N64, and I've noticed that you guys have a model viewer that allows you to see the Dinosaur Planet N64 leftovers. I was wondering if someone on here - anyone for that matter, could upload those model files as a modern usable format like 3ds., obj., or some other similar format, and zip up all the possible models in a file and attach it to this thread. I'd also like to see whatever textures still exist for the DP64, unfortunately to me, it seems there are not many - correct me if I'm wrong.

So far in my home brewing experience, I've been able to draw different colored polys with alpha using the NuSystem, have got controller input working, and have as of yesterday finally drawn textures and polygons using those textures. So, although that may not sound like much right now (even though I've been learning how the system and C programming works for the past couple months), I think I know enough that we could fake a DP rom, such to the extent where we can pan the camera viewing the existing scenes from the game. About moving characters and stuff like that, I'm afraid that's going to take a long time to learn, but it'd be worth it.

Thanks. Hope to hear from you guys soon!


I think any effort to re-make/restore the game is quite welcome by the fanbase (:

I've kinda been hoping for the same /:

Sounds fun
and yeah, 3D programming is something else. I'm briefly touched rendering code a few times. (abstracted nicely by libraries/APIs so I don't have to do the really hard stuff (; ) It'd be worth it for you to learn if you're really into it. and good luck!

Honestly, I was starting to worry this thread was dead... I think it's just no one has had anything to say/add... I've also been lurking quite a while. I had nothing to say/show here, so I didn't say it. I still don't, really.
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Posted on 12-08-16 05:31:03 PM Link | Quote
Originally posted by ihadtnowegtum
Originally posted by MrQuetch
I hope this isn't too out of the blue or anything - but I'm fairly new on rustedlogic. I've been looking at this thread for the past year now and am amazed what you guys have been able to both discover and accomplish. So, why am I here you ask?

Well, lately I've been home brewing for the N64, and I've noticed that you guys have a model viewer that allows you to see the Dinosaur Planet N64 leftovers. I was wondering if someone on here - anyone for that matter, could upload those model files as a modern usable format like 3ds., obj., or some other similar format, and zip up all the possible models in a file and attach it to this thread. I'd also like to see whatever textures still exist for the DP64, unfortunately to me, it seems there are not many - correct me if I'm wrong.

So far in my home brewing experience, I've been able to draw different colored polys with alpha using the NuSystem, have got controller input working, and have as of yesterday finally drawn textures and polygons using those textures. So, although that may not sound like much right now (even though I've been learning how the system and C programming works for the past couple months), I think I know enough that we could fake a DP rom, such to the extent where we can pan the camera viewing the existing scenes from the game. About moving characters and stuff like that, I'm afraid that's going to take a long time to learn, but it'd be worth it.

Thanks. Hope to hear from you guys soon!


I think any effort to re-make/restore the game is quite welcome by the fanbase (:

I've kinda been hoping for the same /:

Sounds fun
and yeah, 3D programming is something else. I'm briefly touched rendering code a few times. (abstracted nicely by libraries/APIs so I don't have to do the really hard stuff (; ) It'd be worth it for you to learn if you're really into it. and good luck!

Honestly, I was starting to worry this thread was dead... I think it's just no one has had anything to say/add... I've also been lurking quite a while. I had nothing to say/show here, so I didn't say it. I still don't, really.


So, as far as characters and objects in general are concerned (from what I've learned so far), I do know that you have to type-define a structure, and within that structure you can set your variables such as position(x, y, z), health, etc., and then name the structure after that.

For example:
---------------

typedef struct
{
x = 0; //declare pos vars (position)
y = 0;
z = 0;

rotX = 0; //declare rot vars (rotation)
rotY = 0;
rotZ = 0;

isGrounded = false; //whether you've jumped or not

health = 100; //declare important vars
lives = 3;
magic = 100;

scarabs = 0; //declare inventory vars
grubTubs = 0;
binoculars = false;
bouncyBall = false;

havePartner = false; //once you've met either Kyte or Tricky

playerMesh = 0; //0 for Krystal - 1 for Sabre

}playerObj; //name the object, in this case - the player

---------------

I doubt that's how some of the game's code could have looked, but this is purely just an example. Of course, this is one of the more simple examples of how the objects work. We could get really complex and start adding type-definitions of arrays which store the position and rotation instead of declaring each one separate.

For another example:
------------------------

static typedef struct Vec3_p[3]; //declare a global var with a container of 3 for p (position)
static typedef struct Vec3_r[3]; //declare a global var with a container of 3 for r (rotation)

//Vec3 = a vector with 3 values

------------------------

So, that's a bit more complex, but once it's been defined - and since it's static, that means that for any object we've created that has this var, we don't have to declare it again for every single object. All objects will share these 'Vec3_p' and 'Vec3_r' arrays. Honestly, I'm not sure how the variables were set up for DP64, but they must have been similar in some way. If you think about it, at one point or another, all programmers wonder how something was done. A lot of it comes from learning at your own pace, and learning from your mistakes - thus making you a better programmer.

Besides those variables for positions and rotations, it might also be a good idea to learn about matrices. I've looked into matrices a bit, but I still have some more to learn about them. Basically, by using multiple matrices, we could be able to have animated characters and objects.

For (yet again) another example:
-------------------------------------

typedef struct
{
Mtx Head; //define 11 'bones' for a character
Mtx Neck;
Mtx Torso;
Mtx LArm;
Mtx RArm;
Mtx LLeg;
Mtx RLeg;
Mtx LHand;
Mtx RHand;
Mtx LFoot;
Mtx RFoot;
} Mtx; //abbreviation for matrix in N64 programming manual

-------------------------------------

I've still got lots to learn, but maybe this has shown some light on some possibilities. I would like those models and textures though if possible - I cannot seem to see find downloads for anything. Perhaps they aren't even here.
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Posted on 12-08-16 05:37:42 PM Link | Quote
Something else I should have mentioned about the matrices:

Using the functions for translation, position, rotation, and scale in the N64 programming manual, we can apply the defined matrices to these, and tell them how to move in the 3D world. That's where it starts to get fun. The hard part though, is setting up a 'root' matrix, and then having other matrices hooked up to that 'root' matrix. Thus, the animation comes into play.
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Posted on 12-08-16 05:46:06 PM Link | Quote

WIP



Originally posted by MrQuetch
Something else I should have mentioned about the matrices:

Using the functions for translation, position, rotation, and scale in the N64 programming manual, we can apply the defined matrices to these, and tell them how to move in the 3D world. That's where it starts to get fun. The hard part though, is setting up a 'root' matrix, and then having other matrices hooked up to that 'root' matrix. Thus, the animation comes into play.


I understand the concept of transformation matrices, as well as how to use them, just not their implementation. I tend to rely on libraries and built-ins when I need to use matrices.

So do n64 models exclusively use matrices for animation? That's something that bothered me assuming I could even find/make a krystal model, bones? or very tiny parts bound to matrices?
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Posted on 12-08-16 09:24:41 PM Link | Quote
Originally posted by ihadtnowegtum
Originally posted by MrQuetch
Something else I should have mentioned about the matrices:

Using the functions for translation, position, rotation, and scale in the N64 programming manual, we can apply the defined matrices to these, and tell them how to move in the 3D world. That's where it starts to get fun. The hard part though, is setting up a 'root' matrix, and then having other matrices hooked up to that 'root' matrix. Thus, the animation comes into play.


I understand the concept of transformation matrices, as well as how to use them, just not their implementation. I tend to rely on libraries and built-ins when I need to use matrices.

So do n64 models exclusively use matrices for animation? That's something that bothered me assuming I could even find/make a krystal model, bones? or very tiny parts bound to matrices?


From what I've learned about the N64 and it's programming, you cannot add other libraries or built-ins - you can only use what is already given. Everything is there to completely create a custom N64 game - header files, etc. It's just a matter of learning C after that, and knowing where all functions are located. Knowing the locations of said functions becomes much more efficient and quick to making a rom.

As far as the matrix implementation of the N64 is concerned, I'm afraid I have yet to learn more about how that works myself. In all honesty, I'm grateful that right now I've got models and textures working - which is a big plus! I'm actually an artist, but I've been programming in different languages for several years - so I have a good idea how the process goes. I love creating models, so to be able to see my models on the N64 is super awesome! Now, obviously, the programming is the most challenging part.

If it doesn't bother you as much, you can take a look at this page here:
https://level42.ca/projects/ultra64/Documentation/man/n64man/gsp/gSPMatrix.html

It gives a good explanation on what the matrix is (which we already know), and how it can be used for transformations.

Do you happen to C program at all? If so, maybe you could share some advice about it.
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Posted on 12-08-16 11:46:13 PM Link | Quote

WIP



Originally posted by MrQuetch

From what I've learned about the N64 and it's programming, you cannot add other libraries or built-ins - you can only use what is already given. Everything is there to completely create a custom N64 game - header files, etc. It's just a matter of learning C after that, and knowing where all functions are located. Knowing the locations of said functions becomes much more efficient and quick to making a rom.

As far as the matrix implementation of the N64 is concerned, I'm afraid I have yet to learn more about how that works myself. In all honesty, I'm grateful that right now I've got models and textures working - which is a big plus! I'm actually an artist, but I've been programming in different languages for several years - so I have a good idea how the process goes. I love creating models, so to be able to see my models on the N64 is super awesome! Now, obviously, the programming is the most challenging part.

If it doesn't bother you as much, you can take a look at this page here:
https://level42.ca/projects/ultra64/Documentation/man/n64man/gsp/gSPMatrix.html

It gives a good explanation on what the matrix is (which we already know), and how it can be used for transformations.

Do you happen to C program at all? If so, maybe you could share some advice about it.


yeah...

i was an artist, first... school did a number on that, especially highschool. I mainly do 2d graphics programming and file/data parsing right now. cracks me up when people say 3d game design is easy. They'd take that back if they didn't have these engines like Unreal and Unity, i bet!

maybe later, I am borderline interested in programming n64, or at least understanding that process, so as to rev-engineer some games.

nope, i haven't touched any low-level languages all that much. I borderline understand the general concept of Assembly.... sry...
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Posted on 12-18-16 03:25:13 AM Link | Quote
Originally posted by ihadtnowegtum
Honestly, I was starting to worry this thread was dead... I think it's just no one has had anything to say/add... I've also been lurking quite a while. I had nothing to say/show here, so I didn't say it. I still don't, really.

That's how it is for me. It seems we may have hit the extent of what was left of Dinosaur Planet in the SFA E3 ISO, as far as audio and visual stuff goes. Music and background soundscapes, some voice clips (some of them having been replaced already), a few select graphics, and some geometry blocks which had been hastily converted to the Gamecube format and then left to rot as the map data layout changed. There doesn't seem to be any of the original object models or textures, them having already been largely remade for the GC/StarFox change (and the old textures that are there seem to be related to Diddy Kong Racing, rather than Dinosaur Planet).

If there are any N64 DP models or textures still there, they haven't been discovered yet.
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Posted on 12-18-16 03:57:16 AM (last edited by divingkataetheweirdo at 12-18-16 03:57:26 AM) Link | Quote
That said, this page really needs a lot of work.

I've done some work myself, but I don't have the time to work on this. If someone wants to work along with me on this, I'd be more than happy to help out.

The main page is also missing quite a bit. Some of it is in the to do thingy, but there's more things like regional differences and such that need to be touched on.

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Posted on 12-18-16 04:55:27 AM Link | Quote
Originally posted by divingkataetheweirdo
I've done some work myself, but I don't have the time to work on this.

That's sadly the issue. There's 34 pages of potential info that could be added to the proto page but someone (or group of people) has to do the work of sifting through all those pages to figure out what is even viable to add. On top of that, you'd want to someone whose relatively familiar with the game to be doing the work.

To me, the situation really sucks and goes to show that the info should have been added when it was first discovered. Now all we have are notes that are strewn about everywhere. It's like 52 pickup.

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Posted on 12-18-16 04:10:43 PM Link | Quote

WIP



Yep, that's a lot of work...

I could maybe do the sifting, but not any time soon...
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Posted on 12-27-16 04:20:20 PM Link | Quote
It's been awhile... Been busy... I'd love to start discovering DP N64 files! Unfortunately, I'm not sure where to start, nor will I have much time in the future like all of you guys - I've got a consistent job. As far as the N64 programming is concerned, I've got two books on C since this Christmas. If I can just start learning more C now, hopefully things will become much easier.

Maybe if everyone could just sacrifice roughly 10 - 20 minutes a day, maybe we could start getting somewhere. It's amazing just how high quality DP was for an N64 game. I'm just hoping Rare still has the original files - I'm sure they do, they must have them. If they truly care about their work, they will have the N64 remains somewhere at their HQ.
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Posted on 12-27-16 10:31:31 PM Link | Quote

WIP



Originally posted by MrQuetch
It's been awhile... Been busy... I'd love to start discovering DP N64 files! Unfortunately, I'm not sure where to start, nor will I have much time in the future like all of you guys - I've got a consistent job. As far as the N64 programming is concerned, I've got two books on C since this Christmas. If I can just start learning more C now, hopefully things will become much easier.

Maybe if everyone could just sacrifice roughly 10 - 20 minutes a day, maybe we could start getting somewhere. It's amazing just how high quality DP was for an N64 game. I'm just hoping Rare still has the original files - I'm sure they do, they must have them. If they truly care about their work, they will have the N64 remains somewhere at their HQ.


I don't think everyone here has free time, either...
I, myself won't much longer, because I'm req- MANDATED/EXPECTED to go to college and get a job.

People just don't think/work that way, even me (usually). I do actually agree with you, though. If you have absolutely NO TIME to do even a little bit of a side task outside of your work/school/'normal life' routine, then you've got some serious issues. work and school should NEVER literally dominate your life. You're little more than a slave when it reaches that point. Or you just don't care about family,friends,hobbies, anymore. I agree, doing it little bit at a time like that is ideal. I don't typically operate by deadlines/timers, though. I operate by completed tasks. Problem is just sorting all this information is SEVERAL tasks, at this point.

As for remnants:
Rare does still have traces of DP at HQ. Be that in actual game files is unknown. It's currently believed/known that their last copy of the cart is either lost or broken. (and regardless, getting them to leak would be like pulling teeth due to the very real fear/threat of legal actions being taken. We're also forgetting M$ owns Rare, now...) The source code, assets, and other presumably filled devcarts are with Nintendo, allegedly (nothing short of bribery, legal shenanigans, buying rights, or by some miracle [a Nintendo guy leaking those] [a petition not only getting enough signers, but being honored by Nintendo]) is going to get that data to us. Their are rumors of collectors possessing carts (and hopefully ROMs, the carts don't last forever), and while this may likely be true, collectors don't usually part with this stuff without a couple G's. They sure aren't inclined to dump/distribute the ROM, either. The marketing/story materials have surfaced, but it's unknown what the current status of these is. Smaller parts of the marketing/story were released online, but it's not a whole lot to go on. What we do know is some parts of DP have survived, especially in the kiosk demo, but this likely does not include characters. Some files have not yet been examined (all attempts at reading them have failed). Some of the tools have vanished off the face of the earth, as have their authors. There's also been more than a few hoaxes of people claiming to have acquired a cart/ROM...

I could try compiling/sorting all the information in this thread into one place/document, but I will NOT maintain the page, that's really not my cup of tea.
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Posted on 12-27-16 11:19:39 PM Link | Quote

WIP



skimmed first four pages of stuff and grabbed permalinks...
they have some brief notation as to what each is about

i tried to limit what i marked for later examination to stuff that seemed relevant. I might've skipped a few things, but probably not much...

I'll do 4-5 pages at a time

Once I have a list of links, I'll start making a more proper document/folder to catalogue/sort it.
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Posted on 12-28-16 12:11:33 AM Link | Quote
I do have one of the tools, Kyte's Command, archived on my computer. I can re-upload it somewhere like Google Drive, if you want.

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Posted on 12-28-16 12:14:43 AM Link | Quote

WIP



Originally posted by divingkataetheweirdo
I do have one of the tools, Kyte's Command, archived on my computer. I can re-upload it somewhere like Google Drive, if you want.


Please do, that's among the missing tools that's quite valuable to these efforts (including those of restoring/remaking the game)

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Posted on 12-28-16 12:59:49 AM (last edited by divingkataetheweirdo at 12-28-16 10:44:10 PM) Link | Quote
Originally posted by ihadtnowegtum
Originally posted by divingkataetheweirdo
I do have one of the tools, Kyte's Command, archived on my computer. I can re-upload it somewhere like Google Drive, if you want.


Please do, that's among the missing tools that's quite valuable to these efforts (including those of restoring/remaking the game)



Click here to download Kyte's Command 1.1

Useful for extracting resources from Star Fox Adventures.

Also on my computer is gcr 1.0, which is used for extracting files off GameCube disks. Quite important as GC disks usually can't be read by normal disk extraction programs.

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Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

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line 149 column 95 - Warning: unescaped & or unknown entity "&page"
line 149 column 128 - Warning: unescaped & or unknown entity "&page"
line 149 column 161 - Warning: unescaped & or unknown entity "&page"
line 149 column 194 - Warning: unescaped & or unknown entity "&page"
line 149 column 227 - Warning: unescaped & or unknown entity "&page"
line 149 column 260 - Warning: unescaped & or unknown entity "&page"
line 149 column 293 - Warning: unescaped & or unknown entity "&page"
line 149 column 326 - Warning: unescaped & or unknown entity "&page"
line 149 column 359 - Warning: unescaped & or unknown entity "&page"
line 149 column 392 - Warning: unescaped & or unknown entity "&page"
line 149 column 430 - Warning: unescaped & or unknown entity "&page"
line 149 column 465 - Warning: unescaped & or unknown entity "&page"
line 149 column 500 - Warning: unescaped & or unknown entity "&page"
line 149 column 535 - Warning: unescaped & or unknown entity "&page"
line 149 column 573 - Warning: unescaped & or unknown entity "&page"
line 149 column 608 - Warning: unescaped & or unknown entity "&page"
line 149 column 643 - Warning: unescaped & or unknown entity "&page"
line 149 column 678 - Warning: unescaped & or unknown entity "&page"
line 149 column 713 - Warning: unescaped & or unknown entity "&page"
line 149 column 748 - Warning: unescaped & or unknown entity "&page"
line 149 column 783 - Warning: unescaped & or unknown entity "&page"
line 149 column 818 - Warning: unescaped & or unknown entity "&page"
line 149 column 853 - Warning: unescaped & or unknown entity "&page"
line 149 column 50 - Warning: missing </font> before </td>
line 149 column 890 - Warning: missing </font> before </table>
line 156 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 158 column 9 - Warning: missing <tr>
line 176 column 13 - Warning: missing <tr>
line 177 column 102 - Warning: unescaped & or unknown entity "&postid"
line 186 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 188 column 9 - Warning: missing <tr>
line 206 column 13 - Warning: missing <tr>
line 207 column 102 - Warning: unescaped & or unknown entity "&postid"
line 209 column 74 - Warning: <style> isn't allowed in <td> elements
line 209 column 9 - Info: <td> previously mentioned
line 211 column 234 - Warning: missing <tr>
line 211 column 714 - Warning: discarding unexpected </font>
line 211 column 859 - Warning: discarding unexpected </td>
line 214 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 216 column 9 - Warning: missing <tr>
line 234 column 13 - Warning: missing <tr>
line 235 column 102 - Warning: unescaped & or unknown entity "&postid"
line 242 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 244 column 9 - Warning: missing <tr>
line 262 column 13 - Warning: missing <tr>
line 263 column 102 - Warning: unescaped & or unknown entity "&postid"
line 274 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 276 column 9 - Warning: missing <tr>
line 294 column 13 - Warning: missing <tr>
line 295 column 102 - Warning: unescaped & or unknown entity "&postid"
line 297 column 74 - Warning: <style> isn't allowed in <td> elements
line 297 column 9 - Info: <td> previously mentioned
line 318 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 320 column 9 - Warning: missing <tr>
line 338 column 13 - Warning: missing <tr>
line 339 column 102 - Warning: unescaped & or unknown entity "&postid"
line 431 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 433 column 9 - Warning: missing <tr>
line 451 column 13 - Warning: missing <tr>
line 452 column 102 - Warning: unescaped & or unknown entity "&postid"
line 459 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 461 column 9 - Warning: missing <tr>
line 479 column 13 - Warning: missing <tr>
line 480 column 102 - Warning: unescaped & or unknown entity "&postid"
line 482 column 74 - Warning: <style> isn't allowed in <td> elements
line 482 column 9 - Info: <td> previously mentioned
line 495 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 497 column 9 - Warning: missing <tr>
line 515 column 13 - Warning: missing <tr>
line 516 column 102 - Warning: unescaped & or unknown entity "&postid"
line 538 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 540 column 9 - Warning: missing <tr>
line 558 column 13 - Warning: missing <tr>
line 559 column 102 - Warning: unescaped & or unknown entity "&postid"
line 561 column 74 - Warning: <style> isn't allowed in <td> elements
line 561 column 9 - Info: <td> previously mentioned
line 585 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 587 column 9 - Warning: missing <tr>
line 605 column 13 - Warning: missing <tr>
line 606 column 102 - Warning: unescaped & or unknown entity "&postid"
line 614 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 616 column 9 - Warning: missing <tr>
line 634 column 13 - Warning: missing <tr>
line 635 column 102 - Warning: unescaped & or unknown entity "&postid"
line 644 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 646 column 9 - Warning: missing <tr>
line 664 column 13 - Warning: missing <tr>
line 665 column 102 - Warning: unescaped & or unknown entity "&postid"
line 673 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 675 column 9 - Warning: missing <tr>
line 693 column 13 - Warning: missing <tr>
line 694 column 102 - Warning: unescaped & or unknown entity "&postid"
line 696 column 74 - Warning: <style> isn't allowed in <td> elements
line 696 column 9 - Info: <td> previously mentioned
line 704 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 706 column 9 - Warning: missing <tr>
line 724 column 13 - Warning: missing <tr>
line 725 column 102 - Warning: unescaped & or unknown entity "&postid"
line 732 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 734 column 9 - Warning: missing <tr>
line 752 column 13 - Warning: missing <tr>
line 753 column 102 - Warning: unescaped & or unknown entity "&postid"
line 755 column 74 - Warning: <style> isn't allowed in <td> elements
line 755 column 9 - Info: <td> previously mentioned
line 773 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 775 column 9 - Warning: missing <tr>
line 793 column 13 - Warning: missing <tr>
line 794 column 102 - Warning: unescaped & or unknown entity "&postid"
line 796 column 74 - Warning: <style> isn't allowed in <td> elements
line 796 column 9 - Info: <td> previously mentioned
line 809 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 811 column 9 - Warning: missing <tr>
line 829 column 13 - Warning: missing <tr>
line 830 column 102 - Warning: unescaped & or unknown entity "&postid"
line 835 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 837 column 9 - Warning: missing <tr>
line 855 column 13 - Warning: missing <tr>
line 856 column 102 - Warning: unescaped & or unknown entity "&postid"
line 858 column 74 - Warning: <style> isn't allowed in <td> elements
line 858 column 9 - Info: <td> previously mentioned
line 868 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 870 column 9 - Warning: missing <tr>
line 888 column 13 - Warning: missing <tr>
line 889 column 102 - Warning: unescaped & or unknown entity "&postid"
line 903 column 17 - Warning: missing <tr>
line 903 column 17 - Warning: discarding unexpected <table>
line 906 column 35 - Warning: missing <tr>
line 906 column 95 - Warning: unescaped & or unknown entity "&page"
line 906 column 128 - Warning: unescaped & or unknown entity "&page"
line 906 column 161 - Warning: unescaped & or unknown entity "&page"
line 906 column 194 - Warning: unescaped & or unknown entity "&page"
line 906 column 227 - Warning: unescaped & or unknown entity "&page"
line 906 column 260 - Warning: unescaped & or unknown entity "&page"
line 906 column 293 - Warning: unescaped & or unknown entity "&page"
line 906 column 326 - Warning: unescaped & or unknown entity "&page"
line 906 column 359 - Warning: unescaped & or unknown entity "&page"
line 906 column 392 - Warning: unescaped & or unknown entity "&page"
line 906 column 430 - Warning: unescaped & or unknown entity "&page"
line 906 column 465 - Warning: unescaped & or unknown entity "&page"
line 906 column 500 - Warning: unescaped & or unknown entity "&page"
line 906 column 535 - Warning: unescaped & or unknown entity "&page"
line 906 column 573 - Warning: unescaped & or unknown entity "&page"
line 906 column 608 - Warning: unescaped & or unknown entity "&page"
line 906 column 643 - Warning: unescaped & or unknown entity "&page"
line 906 column 678 - Warning: unescaped & or unknown entity "&page"
line 906 column 713 - Warning: unescaped & or unknown entity "&page"
line 906 column 748 - Warning: unescaped & or unknown entity "&page"
line 906 column 783 - Warning: unescaped & or unknown entity "&page"
line 906 column 818 - Warning: unescaped & or unknown entity "&page"
line 906 column 853 - Warning: unescaped & or unknown entity "&page"
line 906 column 50 - Warning: missing </font> before </td>
line 906 column 890 - Warning: missing </font> before </table>
line 908 column 35 - Warning: missing <tr>
line 908 column 50 - Warning: missing </font> before </td>
line 909 column 37 - Warning: unescaped & or unknown entity "&id"
line 908 column 218 - Warning: missing </font> before </table>
line 910 column 17 - Warning: discarding unexpected </textarea>
line 910 column 28 - Warning: discarding unexpected </form>
line 910 column 35 - Warning: discarding unexpected </embed>
line 910 column 43 - Warning: discarding unexpected </noembed>
line 910 column 53 - Warning: discarding unexpected </noscript>
line 910 column 64 - Warning: discarding unexpected </noembed>
line 910 column 74 - Warning: discarding unexpected </embed>
line 910 column 82 - Warning: discarding unexpected </table>
line 910 column 90 - Warning: discarding unexpected </table>
line 912 column 9 - Warning: missing </font> before <table>
line 924 column 25 - Warning: discarding unexpected </font>
line 933 column 57 - Warning: discarding unexpected </font>
line 911 column 1 - Warning: missing </center>
line 120 column 63 - Warning: <img> lacks "alt" attribute
line 125 column 19 - Warning: <td> attribute "width" has invalid value "120px"
line 125 column 93 - Warning: <img> lacks "alt" attribute
line 141 column 19 - Warning: <td> attribute "width" has invalid value "120px"
line 141 column 98 - Warning: <img> lacks "alt" attribute
line 148 column 44 - Warning: <img> proprietary attribute value "absmiddle"
line 148 column 142 - Warning: <img> proprietary attribute value "absmiddle"
line 148 column 246 - Warning: <img> proprietary attribute value "absmiddle"
line 161 column 22 - Warning: <img> lacks "alt" attribute
line 161 column 63 - Warning: <img> lacks "alt" attribute
line 161 column 112 - Warning: <img> lacks "alt" attribute
line 161 column 162 - Warning: <img> lacks "alt" attribute
line 162 column 11 - Warning: <img> lacks "alt" attribute
line 172 column 15 - Warning: <img> lacks "alt" attribute
line 181 column 270 - Warning: <img> lacks "alt" attribute
line 190 column 16 - Warning: <img> proprietary attribute value "absmiddle"
line 190 column 16 - Warning: <img> lacks "alt" attribute
line 190 column 59 - Warning: <img> proprietary attribute value "absmiddle"
line 190 column 59 - Warning: <img> lacks "alt" attribute
line 190 column 102 - Warning: <img> proprietary attribute value "absmiddle"
line 190 column 102 - Warning: <img> lacks "alt" attribute
line 190 column 145 - Warning: <img> proprietary attribute value "absmiddle"
line 190 column 145 - Warning: <img> lacks "alt" attribute
line 190 column 188 - Warning: <img> proprietary attribute value "absmiddle"
line 190 column 188 - Warning: <img> lacks "alt" attribute
line 190 column 231 - Warning: <img> proprietary attribute value "absmiddle"
line 190 column 231 - Warning: <img> lacks "alt" attribute
line 191 column 23 - Warning: <img> lacks "alt" attribute
line 191 column 64 - Warning: <img> lacks "alt" attribute
line 191 column 113 - Warning: <img> lacks "alt" attribute
line 191 column 163 - Warning: <img> lacks "alt" attribute
line 192 column 11 - Warning: <img> lacks "alt" attribute
line 202 column 15 - Warning: <img> lacks "alt" attribute
line 219 column 22 - Warning: <img> lacks "alt" attribute
line 219 column 63 - Warning: <img> lacks "alt" attribute
line 219 column 112 - Warning: <img> lacks "alt" attribute
line 219 column 161 - Warning: <img> lacks "alt" attribute
line 220 column 11 - Warning: <img> lacks "alt" attribute
line 230 column 15 - Warning: <img> lacks "alt" attribute
line 247 column 22 - Warning: <img> lacks "alt" attribute
line 247 column 63 - Warning: <img> lacks "alt" attribute
line 247 column 112 - Warning: <img> lacks "alt" attribute
line 247 column 162 - Warning: <img> lacks "alt" attribute
line 258 column 15 - Warning: <img> lacks "alt" attribute
line 279 column 23 - Warning: <img> lacks "alt" attribute
line 279 column 64 - Warning: <img> lacks "alt" attribute
line 290 column 15 - Warning: <img> lacks "alt" attribute
line 323 column 22 - Warning: <img> lacks "alt" attribute
line 323 column 63 - Warning: <img> lacks "alt" attribute
line 323 column 112 - Warning: <img> lacks "alt" attribute
line 323 column 162 - Warning: <img> lacks "alt" attribute
line 334 column 15 - Warning: <img> lacks "alt" attribute
line 436 column 22 - Warning: <img> lacks "alt" attribute
line 436 column 63 - Warning: <img> lacks "alt" attribute
line 436 column 112 - Warning: <img> lacks "alt" attribute
line 436 column 162 - Warning: <img> lacks "alt" attribute
line 447 column 15 - Warning: <img> lacks "alt" attribute
line 464 column 23 - Warning: <img> lacks "alt" attribute
line 464 column 64 - Warning: <img> lacks "alt" attribute
line 475 column 15 - Warning: <img> lacks "alt" attribute
line 500 column 22 - Warning: <img> lacks "alt" attribute
line 500 column 63 - Warning: <img> lacks "alt" attribute
line 500 column 112 - Warning: <img> lacks "alt" attribute
line 500 column 162 - Warning: <img> lacks "alt" attribute
line 511 column 15 - Warning: <img> lacks "alt" attribute
line 543 column 23 - Warning: <img> lacks "alt" attribute
line 543 column 64 - Warning: <img> lacks "alt" attribute
line 554 column 15 - Warning: <img> lacks "alt" attribute
line 590 column 22 - Warning: <img> lacks "alt" attribute
line 590 column 63 - Warning: <img> lacks "alt" attribute
line 590 column 112 - Warning: <img> lacks "alt" attribute
line 590 column 162 - Warning: <img> lacks "alt" attribute
line 601 column 15 - Warning: <img> lacks "alt" attribute
line 618 column 11 - Warning: <img> lacks "alt" attribute
line 619 column 22 - Warning: <img> lacks "alt" attribute
line 619 column 63 - Warning: <img> lacks "alt" attribute
line 619 column 112 - Warning: <img> lacks "alt" attribute
line 619 column 161 - Warning: <img> lacks "alt" attribute
line 620 column 11 - Warning: <img> lacks "alt" attribute
line 630 column 15 - Warning: <img> lacks "alt" attribute
line 641 column 543 - Warning: <img> lacks "alt" attribute
line 648 column 11 - Warning: <img> lacks "alt" attribute
line 649 column 22 - Warning: <img> lacks "alt" attribute
line 649 column 63 - Warning: <img> lacks "alt" attribute
line 649 column 111 - Warning: <img> lacks "alt" attribute
line 649 column 161 - Warning: <img> lacks "alt" attribute
line 650 column 11 - Warning: <img> lacks "alt" attribute
line 660 column 15 - Warning: <img> lacks "alt" attribute
line 678 column 23 - Warning: <img> lacks "alt" attribute
line 678 column 64 - Warning: <img> lacks "alt" attribute
line 689 column 15 - Warning: <img> lacks "alt" attribute
line 709 column 22 - Warning: <img> lacks "alt" attribute
line 709 column 63 - Warning: <img> lacks "alt" attribute
line 709 column 112 - Warning: <img> lacks "alt" attribute
line 709 column 162 - Warning: <img> lacks "alt" attribute
line 720 column 15 - Warning: <img> lacks "alt" attribute
line 737 column 23 - Warning: <img> lacks "alt" attribute
line 737 column 64 - Warning: <img> lacks "alt" attribute
line 748 column 15 - Warning: <img> lacks "alt" attribute
line 778 column 23 - Warning: <img> lacks "alt" attribute
line 778 column 64 - Warning: <img> lacks "alt" attribute
line 789 column 15 - Warning: <img> lacks "alt" attribute
line 813 column 11 - Warning: <img> lacks "alt" attribute
line 814 column 22 - Warning: <img> lacks "alt" attribute
line 814 column 63 - Warning: <img> lacks "alt" attribute
line 814 column 112 - Warning: <img> lacks "alt" attribute
line 814 column 161 - Warning: <img> lacks "alt" attribute
line 815 column 11 - Warning: <img> lacks "alt" attribute
line 825 column 15 - Warning: <img> lacks "alt" attribute
line 832 column 235 - Warning: <img> lacks "alt" attribute
line 840 column 23 - Warning: <img> lacks "alt" attribute
line 840 column 64 - Warning: <img> lacks "alt" attribute
line 851 column 15 - Warning: <img> lacks "alt" attribute
line 872 column 11 - Warning: <img> lacks "alt" attribute
line 873 column 22 - Warning: <img> lacks "alt" attribute
line 873 column 63 - Warning: <img> lacks "alt" attribute
line 873 column 112 - Warning: <img> lacks "alt" attribute
line 873 column 161 - Warning: <img> lacks "alt" attribute
line 874 column 11 - Warning: <img> lacks "alt" attribute
line 884 column 15 - Warning: <img> lacks "alt" attribute
line 900 column 965 - Warning: <img> lacks "alt" attribute
line 909 column 44 - Warning: <img> proprietary attribute value "absmiddle"
line 909 column 142 - Warning: <img> proprietary attribute value "absmiddle"
line 909 column 246 - Warning: <img> proprietary attribute value "absmiddle"
line 918 column 25 - Warning: <img> lacks "alt" attribute
line 923 column 267 - Warning: <img> lacks "alt" attribute
line 211 column 518 - Warning: trimming empty <font>
line 211 column 707 - Warning: trimming empty <i>
line 903 column 17 - Warning: trimming empty <tr>
line 125 column 68 - Warning: <nobr> is not approved by W3C
line 141 column 68 - Warning: <nobr> is not approved by W3C
line 177 column 27 - Warning: <nobr> is not approved by W3C
line 207 column 27 - Warning: <nobr> is not approved by W3C
line 211 column 206 - Warning: <table> proprietary attribute "height"
line 235 column 27 - Warning: <nobr> is not approved by W3C
line 263 column 27 - Warning: <nobr> is not approved by W3C
line 295 column 27 - Warning: <nobr> is not approved by W3C
line 339 column 27 - Warning: <nobr> is not approved by W3C
line 452 column 27 - Warning: <nobr> is not approved by W3C
line 480 column 27 - Warning: <nobr> is not approved by W3C
line 516 column 27 - Warning: <nobr> is not approved by W3C
line 559 column 27 - Warning: <nobr> is not approved by W3C
line 606 column 27 - Warning: <nobr> is not approved by W3C
line 635 column 27 - Warning: <nobr> is not approved by W3C
line 665 column 27 - Warning: <nobr> is not approved by W3C
line 694 column 27 - Warning: <nobr> is not approved by W3C
line 725 column 27 - Warning: <nobr> is not approved by W3C
line 753 column 27 - Warning: <nobr> is not approved by W3C
line 794 column 27 - Warning: <nobr> is not approved by W3C
line 830 column 27 - Warning: <nobr> is not approved by W3C
line 856 column 27 - Warning: <nobr> is not approved by W3C
line 889 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 325 warnings and 0 errors!


The alt attribute should be used to give a short description
of an image; longer descriptions should be given with the
longdesc attribute which takes a URL linked to the description.
These measures are needed for people using non-graphical browsers.

For further advice on how to make your pages accessible
see http://www.w3.org/WAI/GL.
You are recommended to use CSS to specify the font and
properties such as its size and color. This will reduce
the size of HTML files and make them easier to maintain
compared with using <FONT> elements.

You are recommended to use CSS to control line wrapping.
Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

About HTML Tidy: https://github.com/htacg/tidy-html5
Bug reports and comments: https://github.com/htacg/tidy-html5/issues
Official mailing list: https://lists.w3.org/Archives/Public/public-htacg/
Latest HTML specification: http://dev.w3.org/html5/spec-author-view/
Validate your HTML documents: http://validator.w3.org/nu/
Lobby your company to join the W3C: http://www.w3.org/Consortium

Do you speak a language other than English, or a different variant of
English? Consider helping us to localize HTML Tidy. For details please see
https://github.com/htacg/tidy-html5/blob/master/README/LOCALIZE.md