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04-24-22 09:12:49 PM
Jul - General Game/ROM Hacking - I offer 50$ to restore GIB routine in Cruis'n USA New poll - New thread - New reply
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BoringPerson
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Posted on 06-15-17 08:46:06 PM (last edited by BoringPerson at 06-27-17 11:57:28 PM) Link | Quote
When you started talking about looking for invisible roadkill chunks, I started to think "Really? That doesn't seem very likely."

But then I remembered....

Back when I was messing with those codes, I set a breakpoint that would go off whenever a car (anyone's car) runs into a movable obstacle (such as a barrel or orange-and-white sign). For some reason, after I ran into a barrel and spun out, I could only drive a little bit further before that would breakpoint go off again, even though my car wasn't touching anything. Back then, I thought maybe another car behind me was hitting something offscreen... but it always seemed to happen when my car was at a certain place in the road.
- In other words, my car may have been touching an invisible object.

So, as you might have guessed, testing for invisible roadkill chunks is kind of tricky.

Test #1: Turn on wireframe rendering and look for invisible chunks.
Alas, wireframes are the same color as the original polygons. For example, trees are made from two triangles, i.e. two halves of a rectangle, but the rectangle's edges are invisible because the tree texture is transparent around the edges.
- So this means if there are invisible chunks on the road, they have invisible wireframes and I can't see them.

Test #2: Drive around and see if I slow down from hitting invisible chunks.
I don't know if my codes are screwy or if the game's function is buggy. Either way, there's a problem: once you run into a movable obstacle and your car spins out, you can't hit another movable obstacle-- you'll pass right through. So I can't test for invisible chunks this way.
(An exception: One time I was quick with save states and I was able to hit two obstacles instead of just one. So I could hit a barrel, spin out, hit another barrel, then spin out, then I would pass though the other barrels. However, sometimes instead of hitting a second barrel, I'd spin out on nothing-- maybe an invisible object.)

You might be thinking, "Can't you hit something, spin out, then turn off the codes and hit the invisible chunks instead of passing through them?" Well unfortunately, even if you put back the original instructions you NOP'd out, the problem still remains.
- I know a little bit about why this happens, but when I tried to fix it the game would freeze.


Let's be clear, I don't actually know if there are invisible chunks on the road or not.



Originally posted by CruisnEma
I was a bit confused with Cruis'n World, when you hit the deer in Cruis'n USA, also if you walk slow, you spin ALWAYS out!

Actually, with the codes, if you go really slowly on the N64 version, you don't spin out. Late edit: Wait no, it matches your observation after all—with the codes on, your car always spins out on N64 too. (The object you ran into still disappears.)

Originally posted by CruisnEma
Also the deer and the cow uses 2 different meat pieces, the animation is the same, but the objects are different.

You made a code to hit an object and force this routine, maybe the game normally freeze with other objects 'cause have to choose the pieces animation? The code for disable the freeze actually disable an object's check to check what object is stricken?

That's definitely possible and I'll keep it in mind.


Edit: Actually, there's something you can look for if you want: See if you can find a Nintendo 64 emulator or video plugin that displays everything as solid polygons instead of textures. Hopefully that will make the invisible chunks show up if they exist.
CruisnEma
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Posted on 06-15-17 09:13:41 PM Link | Quote
I don't know if exists.

However could try to put a cow object in the road of a random track (also the first track to check the ASM) the cow have an existing texture group already mounted in the ending cutscene, then if the routine freeze 'cause mismatch couldn't do it with the cow and show it's exploding routine?

Can you put a cow in the street in a choosen track to try to hit it?

What you have discovered for now is promising!
CruisnEma
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Posted on 06-18-17 05:25:35 PM Link | Quote
Sorry, I tried with all the Project 64 mod video plugins (like Rice, 1964, OpenGL etc) but didn't found a plugin to see only 3D models without textures. Can you do something trying to add objects in the street to test if the routine choose the object to see the animation? The cow is an object present in the ending cutscene, then I think could be putted in the street to try.
BoringPerson
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Posted on 06-19-17 07:58:53 AM (last edited by BoringPerson at 06-19-17 08:12:01 AM) Link | Quote
I wasn't going to say anything until I got some results... but eh I might as well let you know I'm still working on it. Honestly it's only a matter of time until I burn out, but until then I may as well keep trying. I'll get back to you in a bit.

Edit: I don't know how to add objects to the street... For now, I'm trying out a ROM corrupter (this one) because maybe it will randomly turn an object into something else (or change its location, which would give me an idea of where to start looking).

Unfortunately it's a pain in the butt. If you change too much at once, the game crashes, so you have to make a smaller changes, play the game, make another change, play the game again... I've gone through like 75%(?) of the rom so far, and I've found parts of the rom that corrupt 3D models and music, but nothing for object type/placement yet. (It doesn't help that I'm only checking the beginning of Iowa for this. I don't have the patience to check every stage every time, unfortunately.)

Edit 2: Actually right now I'm curious about whether the invisible chunks exist, so I'm trying to modify a Mupen64Plus video plugin to show plain polygons instead of textures. But honestly that isn't going well at all, so if I don't make progress soon I might just go back and finish corrupting the rest of the rom.
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Posted on 06-21-17 04:02:17 AM Link | Quote

WIP



If for some reason, anyone should wonder why I am not replying.

Firstly, I was away last week.
Secondly, as I stated before, I really cannot really hep with this, at all... it'd be a waste of everybody's time for me to say anything further here. I'll just lurk for now.

Good luck with this!
CruisnEma
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Posted on 06-21-17 03:41:26 PM Link | Quote
Originally posted by BoringPerson
I wasn't going to say anything until I got some results... but eh I might as well let you know I'm still working on it. Honestly it's only a matter of time until I burn out, but until then I may as well keep trying. I'll get back to you in a bit.

Edit: I don't know how to add objects to the street... For now, I'm trying out a ROM corrupter (this one) because maybe it will randomly turn an object into something else (or change its location, which would give me an idea of where to start looking).

Unfortunately it's a pain in the butt. If you change too much at once, the game crashes, so you have to make a smaller changes, play the game, make another change, play the game again... I've gone through like 75%(?) of the rom so far, and I've found parts of the rom that corrupt 3D models and music, but nothing for object type/placement yet. (It doesn't help that I'm only checking the beginning of Iowa for this. I don't have the patience to check every stage every time, unfortunately.)

Edit 2: Actually right now I'm curious about whether the invisible chunks exist, so I'm trying to modify a Mupen64Plus video plugin to show plain polygons instead of textures. But honestly that isn't going well at all, so if I don't make progress soon I might just go back and finish corrupting the rest of the rom.

Ok, I'll wait. Sorry if I reply just now, but I had problems to login due to forgotten password in another PC, I solved just now.
Originally posted by ihadtnowegtum
If for some reason, anyone should wonder why I am not replying.

Firstly, I was away last week.
Secondly, as I stated before, I really cannot really hep with this, at all... it'd be a waste of everybody's time for me to say anything further here. I'll just lurk for now.

Good luck with this!

Don't worry. Is however precious talking about, thank you for this.
BoringPerson
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Posted on 06-23-17 05:56:25 AM (last edited by BoringPerson at 06-23-17 08:32:32 AM) Link | Quote
I gave up on modifying the Mupen64Plus plugin I lost track of how many times I thought "Okay it should work this time" and it didn't... It doesn't help that I don't know much about OpenGL. I swear there should be some simple elegant solution to enable untextured, flat-colored polygons, but since the ROM controls when things happen, I have no idea when it is setting textures and vertex colors (or lack thereof) and aaaargh

Edit: When I was trying to modify the video plugin, I tried changing vertex colors to be random values... but they refused to change in-game. So I got fed up and decided to randomize something else just to be sure, and uh

...Let's just say I got exactly what I expected and I was still surprised.




Anyway, I can still try the ROM corrupter instead, but my hopes aren't too high. I started at the end of the ROM first and worked my way backwards, and now that I'm getting closer to the beginning, things crash very easily if I change too much at once. I have a feeling that since I got impatient and tried to go too fast (and also only tested Iowa), I may have missed it :/

I'll try a bit more with the ROM corrupter as long as it doesn't exceed my patience. If this doesn't work out, there is one more approach I can try, but only if Project64d's debugger is good at following memory changes.
CruisnEma
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Posted on 06-23-17 10:19:27 AM Link | Quote
Ok. Cruis'n USA needs to be completed, then please don't leave!
BoringPerson
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Posted on 06-27-17 09:52:35 PM (last edited by BoringPerson at 06-28-17 01:28:51 AM) Link | Quote
I had to duck out for some family stuff, but I'm back. (Don't worry, it was fun family stuff.)

Anyway good news and bad news.
Good news: I was right to give up on the corrupter because then I could move on to the debugger, and the debugger gave me what I wanted for less pain. After following some memory changes as the game ran, I found out where some of the object type/placement data is stored in ROM. So at the first toll booth in Iowa, I can change the left-most red bar into other objects.


However, the bad news: I couldn't change it into a deer or cow this way, in fact I can only change it into certain objects (edit: here's a list). I went through and tried all the values that didn't crash the game. What I found is: I can only change it to an object that already appears on this part of the stage. So I can't even change it into a red farmhouse, even though a red farmhouse appears later in the stage.

So if I had to guess, I'd guess that every stage is divided into segments, and the game only has 1 or 2 segments loaded at a time. And in each segment, only certain objects appear, and the game only loads objects that appear in the current segment. Which means if a cow or deer isn't loaded into memory already, I can't make it appear.

So CruisnEma, here's something you can help me with if you're up for it. If you could, I'd like you to play the Arcade version and find a stage where you can hit a cow. Edit: Nevermind, I found a video of someone playing the Indiana stage, and it shows where the cow is.
- So, then I'll try to change objects in that part of the stage. I have a bad feeling the developers may have removed the cow from the stage to save memory, but if we're lucky, maybe it is still loaded in memory.

Oh, there is one more thing you can help with: You said you found a cow texture in the ROM. Do you think you could find the cow texture in the Cruis'n USA (U) (V1.0) ROM and tell me which address it's at? If you aren't sure, let me know which tool you used so I can try to find the address myself.

edit:
Originally posted by ihadtnowegtum
I'll just lurk for now.

Good luck with this!

Thanks for the encouragement! It's easy to forget that other people read the thread, so it's nice to hear someone's lurking.
brian151
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Posted on 06-28-17 04:33:11 AM Link | Quote


Those gif screenshots are hilarious!

I'll just pretend to understand or be fully interested in the technical stuff

And NP.
My own threads drive me batshit crazy, because I KNOW people are reading them, but given the lack of such things as replies, or any activity in places I've linked, it makes me feel like no one actually cares about any of it. (Or in cases I asked for help, wants to, or feels I'm worthy of it)

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CruisnEma
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Posted on 06-28-17 04:53:06 PM Link | Quote
Cow's textures are stored in these (european) offsets:

550680 40x50
550E58 32x35
5512C0 32x35
551728 32x35
551B90 32x35

After the offsets I typed also the resolution 'cause are 5 pieces and the last 4 have the same resolution, but the first is different.
BoringPerson
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Posted on 06-29-17 12:03:42 AM (last edited by BoringPerson at 06-29-17 01:46:00 AM) Link | Quote
Thanks! Okay, the equivalent offsets for those textures in the (U) (V1.0) rom seem to be:

550674
550E4C
5512B4
55171C
551B84

(I just went to each offset in the European rom, copied a bunch of bytes there, then opened the US V1.0 rom and pasted those bytes into the search box.)

Hmm, now what can I do with this info? I need to think...

Update:
Some unfortunate news... those 5 cow textures are not loaded in memory in Indiana.
(Longer version: In Indiana, I went to both locations where the cow would appear in the arcade version. At both places, I did a memory dump with Project64d, then I searched both memory dumps to see if they contained any of those 5 cow textures. Unfortunately, none of them were in the memory dumps. Just to test, I also tried during the ending, and that memory dump has cow textures loaded.)

Now, to be honest, I'm not sure what the implications are. Maybe it's still possible to load a cow object, or maybe it isn't.

Edit:
Unrelated to the cow textures: Earlier I tried to replace stage objects again. In Indiana, I went to where the first cow appears in the arcade version and changed a bunch of objects there. Unfortunately, I don't think any of the available objects were cows. But I don't know if this rules out their existence or not.


Yet another edit:
Oh, I almost forgot to mention. Back when I was first changing stage objects, I found there's a value that controls the object's collision type. So for example, 0x20 gets flattened like a telephone pole, 0x30 goes flying like a barrel, and 0x40 pushes you back or makes you spin out. 0x15 is used by the coconut-dropping trees in Beverly Hills, but when I tried to use it in other stages, the game crashed.
Anyway, I mention it because 0xF0 has the same effect as the "enable unused collision function" code I posted back on page 1. If you set an object to use 0xF0 collision, running into it will make the game crash, but if you have the "prevent freezing" code enabled, then instead the object will disappear while you spin out.
brian151
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Posted on 06-29-17 03:50:33 AM Link | Quote


Originally posted by BoringPerson
Thanks! Okay, the equivalent offsets for those textures in the (U) (V1.0) rom seem to be:

550674
550E4C
5512B4
55171C
551B84

(I just went to each offset in the European rom, copied a bunch of bytes there, then opened the US V1.0 rom and pasted those bytes into the search box.)

Hmm, now what can I do with this info? I need to think...

Update:
Some unfortunate news... those 5 cow textures are not loaded in memory in Indiana.
(Longer version: In Indiana, I went to both locations where the cow would appear in the arcade version. At both places, I did a memory dump with Project64d, then I searched both memory dumps to see if they contained any of those 5 cow textures. Unfortunately, none of them were in the memory dumps. Just to test, I also tried during the ending, and that memory dump has cow textures loaded.)

Now, to be honest, I'm not sure what the implications are. Maybe it's still possible to load a cow object, or maybe it isn't.

Edit:
Unrelated to the cow textures: Earlier I tried to replace stage objects again. In Indiana, I went to where the first cow appears in the arcade version and changed a bunch of objects there. Unfortunately, I don't think any of the available objects were cows. But I don't know if this rules out their existence or not.


Yet another edit:
Oh, I almost forgot to mention. Back when I was first changing stage objects, I found there's a value that controls the object's collision type. So for example, 0x20 gets flattened like a telephone pole, 0x30 goes flying like a barrel, and 0x40 pushes you back or makes you spin out. 0x15 is used by the coconut-dropping trees in Beverly Hills, but when I tried to use it in other stages, the game crashed.
Anyway, I mention it because 0xF0 has the same effect as the "enable unused collision function" code I posted back on page 1. If you set an object to use 0xF0 collision, running into it will make the game crash, but if you have the "prevent freezing" code enabled, then instead the object will disappear while you spin out.


k

k

nothing is impossible "where there's a will, there's a way" while difficult in many cases, adding code at run-time or via debuggers and such is entirely possible. I'm not saying it's easy, or that i generally know how to do it at all. i just know it's a thing, and a thing that cheat engine and similar would be capable of. however, idk if cheat engine would work on an emulator as effectively... i'm certainly not saying that the effort to try and force them to load is worth it, either. i'm just saying, i know that one way or another, what you suggest is possible.

Good luck!
And lol... hard-coded level-specific values are just awesome, huh?

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CruisnEma
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Posted on 06-29-17 06:51:16 AM Link | Quote
Mhhh... Then the coconut function is exclusively of a coconut plant or of the Beverly Hills stage? This could create problems. Have you tried with another object in the same stage? Maybe Could explain why Unused collision function crash, 'cause need to be the right object (like deer or cow) or maybe 'cause need to be in the right stage.

However, could be a way to force the game to load in memory also textures from another rom address?

I don't know if you can follow the arcade version gameplay to put the cows, in the arcade appear in random places, are always in the right side of the street, but not always in the same points. Then I think that there is a code to load their textures in every segment of the stage, is possible?
brian151
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Posted on 06-29-17 07:15:48 AM Link | Quote


Originally posted by CruisnEma
I don't know if you can follow the arcade version gameplay to put the cows, in the arcade appear in random places, are always in the right side of the street, but not always in the same points. Then I think that there is a code to load their textures in every segment of the stage, is possible?


So much for lurking...

unless the devs were that smart-or-stupid, the randomizer is probably a reusable function, somewhere.
given this is a 3D game, you'd need to determine HOW the game is determining the place to spawn them... My guess is certain regions, most likely of varying shapes, are defined somewhere, and then some routine processing these areas and randomly fills them with objects, in this case, cows. Your best approach would be pinpoint the randomization routine(s), and any object-spawning routines. you also need to find-out where in the code, or data, and in what format, the information determining how to spawn them is. If any of that is not in the 64 ROM, you'd need to extract it from the arcade ROM (or re-create it from scratch...) and somehow inject that into the game. That's my understanding of the situation. What I am explaining to look for, ofc, is based either on how I would implement the feature(s) myself, or that other developers might, or that i've seen other developers do. Not really private knowledge, though.

Loading the textures should be possible, I will not vouch for the difficulty compared to correctly adding the code and data to properly SPAWN cows in the first place. In any language I deal with, it's trivial...XD but, you're working at machine level!



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Rena
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Posted on 06-29-17 04:37:31 PM Link | Quote
Post #5226 · Thu, 2017 Jun 29, 13:37:31
Probably the random colours didn't work as expected because polygon colours usually only tint the textures. In particular, changing the colour of a polygon with a completely transparent texture applied won't do anything.

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brian151
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Posted on 06-29-17 08:25:44 PM Link | Quote


Originally posted by Rena
Probably the random colours didn't work as expected because polygon colours usually only tint the textures. In particular, changing the colour of a polygon with a completely transparent texture applied won't do anything.


yeah..alpha/opacity/transparency, in general are potential problems both in graphics programming, and developing content packs for applications (i'd say games, but content packs aren't limited to them). I've had some experience, and have heard the horror stories from others! XD

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Posted on 07-01-17 03:29:02 AM (last edited by BoringPerson at 07-01-17 10:47:47 PM) Link | Quote
EPILEPSY/SEIZURE/FLASHING COLORS WARNING for both pictures linked below.

It's even worse than that, Cruis'n USA is just plain stubborn about vertex colors. Randomizing vertex colors has no effect on anything that I've seen, so I'm guessing the game isn't designed to use vertex colors at all, transparent textures or no. Especially since afterwards I tried popping in another game and...

Okay, I guess that's interesti--huh.
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Posted on 07-01-17 06:24:17 AM Link | Quote


XD

also, you may put a seizure warning with those spoilers, for those whom have such issues. just a friendly suggestion.

how did you get that second one?
randomize vertex positions?

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Posted on 07-01-17 11:19:07 PM (last edited by BoringPerson at 07-02-17 12:20:00 AM) Link | Quote
Originally posted by ihadtnowegtum
also, you may put a seizure warning with those spoilers, for those whom have such issues. just a friendly suggestion.

Oh crap, you're completely right! Alright, that should be better, and I really should be limiting the number of large gifs per page anyway.

Originally posted by ihadtnowegtum
how did you get that second one?
randomize vertex positions?


Yep, correct. I randomized X, Y, and Z positions this time, not just X position like in the Cruis'n USA gifs. It's such a dumb hack and I love it to bits.


Hey CruisnEma, want to try something out?

- Step 1: Start up Cruis'n USA (U) (V1.0). It has to be this verison or else it won't work.

- Step 2: Before you choose a map, enter the options with B and turn off Racers and Traffic. Otherwise it won't work.

- Step 3: Go to Iowa and stop when you see the first toll booth. Don't drive up to it yet.

- Step 4: In the emulator, enter this code and enable it. (Turn off the other codes while you're at it)
801FA36B 00F0
81045418 8015
8104541A 8FC4
81045428 8015
8104542A 8D5C
81045438 8015
8104543A 8E58
81045448 8015
8104544A 8DCC
81041A20 0000
81041A22 0000
81041A2C 0000
81041A2E 0000

(You can enter it before now, but don't enable it until you see the tollbooth.)

- Step 5: Now run into the very first orange-and-white sign, the one circled in the picture.


Have fun!

P.S. This code is very sloppy, and it will probably mess up or crash other parts of the game if you leave it on. If you can't get it to work (very possible, it's a sloppy code) then let me know and I'll put up a few gifs or something.
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line 147 column 50 - Warning: missing </font> before </td>
line 148 column 37 - Warning: unescaped & or unknown entity "&id"
line 147 column 222 - Warning: missing </font> before </table>
line 149 column 35 - Warning: missing <tr>
line 149 column 95 - Warning: unescaped & or unknown entity "&page"
line 149 column 130 - Warning: unescaped & or unknown entity "&page"
line 149 column 50 - Warning: missing </font> before </td>
line 149 column 165 - 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 216 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 218 column 9 - Warning: missing <tr>
line 236 column 13 - Warning: missing <tr>
line 237 column 102 - Warning: unescaped & or unknown entity "&postid"
line 248 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 250 column 9 - Warning: missing <tr>
line 268 column 13 - Warning: missing <tr>
line 269 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 306 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 308 column 9 - Warning: missing <tr>
line 326 column 13 - Warning: missing <tr>
line 327 column 102 - Warning: unescaped & or unknown entity "&postid"
line 329 column 74 - Warning: <style> isn't allowed in <td> elements
line 329 column 9 - Info: <td> previously mentioned
line 340 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 342 column 9 - Warning: missing <tr>
line 360 column 13 - Warning: missing <tr>
line 361 column 102 - Warning: unescaped & or unknown entity "&postid"
line 379 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 381 column 9 - Warning: missing <tr>
line 399 column 13 - Warning: missing <tr>
line 400 column 102 - Warning: unescaped & or unknown entity "&postid"
line 405 column 782 - Warning: missing </label> before <div>
line 405 column 842 - Warning: inserting implicit <label>
line 405 column 848 - Warning: inserting implicit <label>
line 405 column 848 - Warning: missing </label> before <div>
line 405 column 891 - Warning: inserting implicit <label>
line 405 column 891 - Warning: missing </label> before <div>
line 405 column 896 - Warning: inserting implicit <label>
line 406 column 1003 - Warning: discarding unexpected </label>
line 409 column 1097 - Warning: missing </label> before <div>
line 409 column 1157 - Warning: inserting implicit <label>
line 409 column 1163 - Warning: inserting implicit <label>
line 409 column 1163 - Warning: missing </label> before <div>
line 409 column 1206 - Warning: inserting implicit <label>
line 409 column 1206 - Warning: missing </label> before <div>
line 409 column 1211 - Warning: inserting implicit <label>
line 410 column 1383 - Warning: discarding unexpected </label>
line 411 column 1395 - Warning: missing </label> before <div>
line 411 column 1455 - Warning: inserting implicit <label>
line 411 column 1461 - Warning: inserting implicit <label>
line 411 column 1461 - Warning: missing </label> before <div>
line 411 column 1504 - Warning: inserting implicit <label>
line 411 column 1504 - Warning: missing </label> before <div>
line 411 column 1509 - Warning: inserting implicit <label>
line 413 column 1682 - Warning: inserting implicit <label>
line 413 column 1688 - Warning: discarding unexpected </label>
line 420 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 422 column 9 - Warning: missing <tr>
line 440 column 13 - Warning: missing <tr>
line 441 column 102 - Warning: unescaped & or unknown entity "&postid"
line 446 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 448 column 9 - Warning: missing <tr>
line 466 column 13 - Warning: missing <tr>
line 467 column 102 - Warning: unescaped & or unknown entity "&postid"
line 491 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 493 column 9 - Warning: missing <tr>
line 511 column 13 - Warning: missing <tr>
line 512 column 102 - Warning: unescaped & or unknown entity "&postid"
line 514 column 74 - Warning: <style> isn't allowed in <td> elements
line 514 column 9 - Info: <td> previously mentioned
line 514 column 1089 - Warning: missing </div>
line 524 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 526 column 9 - Warning: missing <tr>
line 544 column 13 - Warning: missing <tr>
line 545 column 102 - Warning: unescaped & or unknown entity "&postid"
line 559 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 561 column 9 - Warning: missing <tr>
line 579 column 13 - Warning: missing <tr>
line 580 column 102 - Warning: unescaped & or unknown entity "&postid"
line 609 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 611 column 9 - Warning: missing <tr>
line 629 column 13 - Warning: missing <tr>
line 630 column 102 - Warning: unescaped & or unknown entity "&postid"
line 632 column 74 - Warning: <style> isn't allowed in <td> elements
line 632 column 9 - Info: <td> previously mentioned
line 632 column 1089 - Warning: missing </div>
line 670 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 672 column 9 - Warning: missing <tr>
line 690 column 13 - Warning: missing <tr>
line 691 column 102 - Warning: unescaped & or unknown entity "&postid"
line 700 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 702 column 9 - Warning: missing <tr>
line 720 column 13 - Warning: missing <tr>
line 721 column 102 - Warning: unescaped & or unknown entity "&postid"
line 723 column 74 - Warning: <style> isn't allowed in <td> elements
line 723 column 9 - Info: <td> previously mentioned
line 723 column 1089 - Warning: missing </div>
line 737 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 739 column 9 - Warning: missing <tr>
line 757 column 13 - Warning: missing <tr>
line 758 column 102 - Warning: unescaped & or unknown entity "&postid"
line 760 column 4656 - Warning: replacing unexpected input with </input>
line 760 column 4970 - Warning: discarding unexpected </span>
line 763 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 765 column 9 - Warning: missing <tr>
line 783 column 13 - Warning: missing <tr>
line 784 column 102 - Warning: unescaped & or unknown entity "&postid"
line 786 column 74 - Warning: <style> isn't allowed in <td> elements
line 786 column 9 - Info: <td> previously mentioned
line 786 column 1089 - Warning: missing </div>
line 793 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 795 column 9 - Warning: missing <tr>
line 813 column 13 - Warning: missing <tr>
line 814 column 102 - Warning: unescaped & or unknown entity "&postid"
line 823 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 825 column 9 - Warning: missing <tr>
line 843 column 13 - Warning: missing <tr>
line 844 column 102 - Warning: unescaped & or unknown entity "&postid"
line 846 column 74 - Warning: <style> isn't allowed in <td> elements
line 846 column 9 - Info: <td> previously mentioned
line 846 column 1089 - Warning: missing </div>
line 856 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 858 column 9 - Warning: missing <tr>
line 876 column 13 - Warning: missing <tr>
line 877 column 102 - Warning: unescaped & or unknown entity "&postid"
line 920 column 17 - Warning: missing <tr>
line 920 column 17 - Warning: discarding unexpected <table>
line 923 column 35 - Warning: missing <tr>
line 923 column 95 - Warning: unescaped & or unknown entity "&page"
line 923 column 130 - Warning: unescaped & or unknown entity "&page"
line 923 column 50 - Warning: missing </font> before </td>
line 923 column 165 - Warning: missing </font> before </table>
line 925 column 35 - Warning: missing <tr>
line 925 column 50 - Warning: missing </font> before </td>
line 926 column 37 - Warning: unescaped & or unknown entity "&id"
line 925 column 222 - Warning: missing </font> before </table>
line 927 column 17 - Warning: discarding unexpected </textarea>
line 927 column 28 - Warning: discarding unexpected </form>
line 927 column 35 - Warning: discarding unexpected </embed>
line 927 column 43 - Warning: discarding unexpected </noembed>
line 927 column 53 - Warning: discarding unexpected </noscript>
line 927 column 64 - Warning: discarding unexpected </noembed>
line 927 column 74 - Warning: discarding unexpected </embed>
line 927 column 82 - Warning: discarding unexpected </table>
line 927 column 90 - Warning: discarding unexpected </table>
line 929 column 9 - Warning: missing </font> before <table>
line 941 column 25 - Warning: discarding unexpected </font>
line 950 column 58 - Warning: discarding unexpected </font>
line 928 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 221 column 22 - Warning: <img> lacks "alt" attribute
line 221 column 63 - Warning: <img> lacks "alt" attribute
line 221 column 111 - Warning: <img> lacks "alt" attribute
line 221 column 161 - Warning: <img> lacks "alt" attribute
line 232 column 15 - Warning: <img> lacks "alt" attribute
line 253 column 22 - Warning: <img> lacks "alt" attribute
line 253 column 63 - Warning: <img> lacks "alt" attribute
line 253 column 111 - Warning: <img> lacks "alt" attribute
line 253 column 161 - Warning: <img> lacks "alt" attribute
line 264 column 15 - Warning: <img> lacks "alt" attribute
line 279 column 22 - Warning: <img> lacks "alt" attribute
line 279 column 63 - Warning: <img> lacks "alt" attribute
line 279 column 112 - Warning: <img> lacks "alt" attribute
line 279 column 162 - Warning: <img> lacks "alt" attribute
line 280 column 11 - Warning: <img> lacks "alt" attribute
line 290 column 15 - Warning: <img> lacks "alt" attribute
line 311 column 23 - Warning: <img> lacks "alt" attribute
line 311 column 64 - Warning: <img> lacks "alt" attribute
line 322 column 15 - Warning: <img> lacks "alt" attribute
line 345 column 22 - Warning: <img> lacks "alt" attribute
line 345 column 63 - Warning: <img> lacks "alt" attribute
line 345 column 111 - Warning: <img> lacks "alt" attribute
line 345 column 161 - Warning: <img> lacks "alt" attribute
line 356 column 15 - Warning: <img> lacks "alt" attribute
line 370 column 1701 - Warning: <img> proprietary attribute value "absmiddle"
line 370 column 1701 - Warning: <img> lacks "alt" attribute
line 376 column 2229 - Warning: <img> proprietary attribute value "absmiddle"
line 376 column 2229 - Warning: <img> lacks "alt" attribute
line 384 column 22 - Warning: <img> lacks "alt" attribute
line 384 column 63 - Warning: <img> lacks "alt" attribute
line 384 column 112 - Warning: <img> lacks "alt" attribute
line 384 column 162 - Warning: <img> lacks "alt" attribute
line 385 column 11 - Warning: <img> lacks "alt" attribute
line 395 column 15 - Warning: <img> lacks "alt" attribute
line 402 column 120 - Warning: <img> proprietary attribute value "absmiddle"
line 402 column 120 - Warning: <img> lacks "alt" attribute
line 405 column 896 - Warning: <img> lacks "alt" attribute
line 409 column 1211 - Warning: <img> lacks "alt" attribute
line 411 column 1509 - Warning: <img> lacks "alt" attribute
line 425 column 22 - Warning: <img> lacks "alt" attribute
line 425 column 63 - Warning: <img> lacks "alt" attribute
line 425 column 111 - Warning: <img> lacks "alt" attribute
line 425 column 161 - Warning: <img> lacks "alt" attribute
line 436 column 15 - Warning: <img> lacks "alt" attribute
line 443 column 138 - Warning: <img> proprietary attribute value "absmiddle"
line 443 column 138 - Warning: <img> lacks "alt" attribute
line 451 column 22 - Warning: <img> lacks "alt" attribute
line 451 column 63 - Warning: <img> lacks "alt" attribute
line 451 column 112 - Warning: <img> lacks "alt" attribute
line 451 column 162 - Warning: <img> lacks "alt" attribute
line 452 column 11 - Warning: <img> lacks "alt" attribute
line 462 column 15 - Warning: <img> lacks "alt" attribute
line 473 column 583 - Warning: <img> lacks "alt" attribute
line 496 column 23 - Warning: <img> lacks "alt" attribute
line 496 column 64 - Warning: <img> lacks "alt" attribute
line 507 column 15 - Warning: <img> lacks "alt" attribute
line 521 column 1644 - Warning: <ul> anchor "ihadbtnz" already defined
line 521 column 1852 - Warning: <li> anchor "ihadbtn" already defined
line 529 column 22 - Warning: <img> lacks "alt" attribute
line 529 column 63 - Warning: <img> lacks "alt" attribute
line 529 column 111 - Warning: <img> lacks "alt" attribute
line 529 column 161 - Warning: <img> lacks "alt" attribute
line 540 column 15 - Warning: <img> lacks "alt" attribute
line 564 column 22 - Warning: <img> lacks "alt" attribute
line 564 column 63 - Warning: <img> lacks "alt" attribute
line 564 column 112 - Warning: <img> lacks "alt" attribute
line 564 column 162 - Warning: <img> lacks "alt" attribute
line 565 column 11 - Warning: <img> lacks "alt" attribute
line 575 column 15 - Warning: <img> lacks "alt" attribute
line 614 column 23 - Warning: <img> lacks "alt" attribute
line 614 column 64 - Warning: <img> lacks "alt" attribute
line 625 column 15 - Warning: <img> lacks "alt" attribute
line 632 column 1089 - Warning: <div> anchor "ihadpost" already defined
line 667 column 4023 - Warning: <h3> anchor "ihadhead" already defined
line 667 column 4068 - Warning: <div> anchor "ihadbtnz" already defined
line 667 column 4087 - Warning: <ul> anchor "ihadbtnz" already defined
line 667 column 4105 - Warning: <li> anchor "ihadbtn" already defined
line 667 column 4295 - Warning: <li> anchor "ihadbtn" already defined
line 675 column 22 - Warning: <img> lacks "alt" attribute
line 675 column 63 - Warning: <img> lacks "alt" attribute
line 675 column 111 - Warning: <img> lacks "alt" attribute
line 675 column 161 - Warning: <img> lacks "alt" attribute
line 686 column 15 - Warning: <img> lacks "alt" attribute
line 705 column 23 - Warning: <img> lacks "alt" attribute
line 705 column 64 - Warning: <img> lacks "alt" attribute
line 716 column 15 - Warning: <img> lacks "alt" attribute
line 723 column 1089 - Warning: <div> anchor "ihadpost" already defined
line 734 column 2871 - Warning: <h3> anchor "ihadhead" already defined
line 734 column 2916 - Warning: <div> anchor "ihadbtnz" already defined
line 734 column 2935 - Warning: <ul> anchor "ihadbtnz" already defined
line 734 column 2953 - Warning: <li> anchor "ihadbtn" already defined
line 734 column 3143 - Warning: <li> anchor "ihadbtn" already defined
line 742 column 23 - Warning: <img> lacks "alt" attribute
line 742 column 64 - Warning: <img> lacks "alt" attribute
line 742 column 113 - Warning: <img> lacks "alt" attribute
line 742 column 163 - Warning: <img> lacks "alt" attribute
line 753 column 15 - Warning: <img> lacks "alt" attribute
line 768 column 23 - Warning: <img> lacks "alt" attribute
line 768 column 64 - Warning: <img> lacks "alt" attribute
line 779 column 15 - Warning: <img> lacks "alt" attribute
line 786 column 1089 - Warning: <div> anchor "ihadpost" already defined
line 790 column 1744 - Warning: <h3> anchor "ihadhead" already defined
line 790 column 1789 - Warning: <div> anchor "ihadbtnz" already defined
line 790 column 1808 - Warning: <ul> anchor "ihadbtnz" already defined
line 790 column 1826 - Warning: <li> anchor "ihadbtn" already defined
line 790 column 2016 - Warning: <li> anchor "ihadbtn" already defined
line 798 column 22 - Warning: <img> lacks "alt" attribute
line 798 column 63 - Warning: <img> lacks "alt" attribute
line 798 column 112 - Warning: <img> lacks "alt" attribute
line 798 column 162 - Warning: <img> lacks "alt" attribute
line 799 column 11 - Warning: <img> lacks "alt" attribute
line 809 column 15 - Warning: <img> lacks "alt" attribute
line 828 column 23 - Warning: <img> lacks "alt" attribute
line 828 column 64 - Warning: <img> lacks "alt" attribute
line 839 column 15 - Warning: <img> lacks "alt" attribute
line 846 column 1089 - Warning: <div> anchor "ihadpost" already defined
line 853 column 1346 - Warning: <h3> anchor "ihadhead" already defined
line 853 column 1391 - Warning: <div> anchor "ihadbtnz" already defined
line 853 column 1410 - Warning: <ul> anchor "ihadbtnz" already defined
line 853 column 1428 - Warning: <li> anchor "ihadbtn" already defined
line 853 column 1618 - Warning: <li> anchor "ihadbtn" already defined
line 861 column 22 - Warning: <img> lacks "alt" attribute
line 861 column 63 - Warning: <img> lacks "alt" attribute
line 861 column 112 - Warning: <img> lacks "alt" attribute
line 861 column 162 - Warning: <img> lacks "alt" attribute
line 862 column 11 - Warning: <img> lacks "alt" attribute
line 872 column 15 - Warning: <img> lacks "alt" attribute
line 913 column 1675 - Warning: <img> lacks "alt" attribute
line 926 column 44 - Warning: <img> proprietary attribute value "absmiddle"
line 926 column 142 - Warning: <img> proprietary attribute value "absmiddle"
line 926 column 246 - Warning: <img> proprietary attribute value "absmiddle"
line 935 column 25 - Warning: <img> lacks "alt" attribute
line 940 column 267 - Warning: <img> lacks "alt" attribute
line 405 column 782 - Warning: trimming empty <label>
line 405 column 842 - Warning: trimming empty <label>
line 405 column 891 - Warning: trimming empty <label>
line 409 column 1097 - Warning: trimming empty <label>
line 409 column 1157 - Warning: trimming empty <label>
line 409 column 1206 - Warning: trimming empty <label>
line 411 column 1395 - Warning: trimming empty <label>
line 411 column 1455 - Warning: trimming empty <label>
line 411 column 1504 - Warning: trimming empty <label>
line 413 column 1682 - Warning: trimming empty <label>
line 760 column 4723 - Warning: trimming empty <label>
line 920 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 237 column 27 - Warning: <nobr> is not approved by W3C
line 269 column 27 - Warning: <nobr> is not approved by W3C
line 295 column 27 - Warning: <nobr> is not approved by W3C
line 327 column 27 - Warning: <nobr> is not approved by W3C
line 361 column 27 - Warning: <nobr> is not approved by W3C
line 400 column 27 - Warning: <nobr> is not approved by W3C
line 441 column 27 - Warning: <nobr> is not approved by W3C
line 467 column 27 - Warning: <nobr> is not approved by W3C
line 512 column 27 - Warning: <nobr> is not approved by W3C
line 545 column 27 - Warning: <nobr> is not approved by W3C
line 580 column 27 - Warning: <nobr> is not approved by W3C
line 630 column 27 - Warning: <nobr> is not approved by W3C
line 691 column 27 - Warning: <nobr> is not approved by W3C
line 721 column 27 - Warning: <nobr> is not approved by W3C
line 758 column 27 - Warning: <nobr> is not approved by W3C
line 784 column 27 - Warning: <nobr> is not approved by W3C
line 814 column 27 - Warning: <nobr> is not approved by W3C
line 844 column 27 - Warning: <nobr> is not approved by W3C
line 877 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 339 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