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04-24-22 09:59:56 AM
Jul - SM64 Hacking (Archive) - Help/Questions about Toad's Tool 64 and SM64 hacking New poll - New thread - New reply
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VL-Tone
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Posted on 07-21-08 12:52:40 AM Link | Quote
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by messiaen
You can't edit these stars because they are objects spawned from the bosses, not regular objects generated by the level scripts (the ones TT64 can edit). But I think we may not be very far from discovering how to change this!

Also, I have some questions:

1 - What is the exact size of the MIO0 "wrapper" used in some banks (ie, texture banks) ? I ask this because sometimes I can't find the exact offset a Load Texture command (0xFD command) is pointing to. The MIO0 header is probably ignored, so that is not the start of a "wrapped" bank.

2 - How can I know which areas of the ROM are checksum protected?



1- If you look at the MIO0 format definition, you'd find that the last 4 bytes of the 16 bytes MIO0 header (so bytes 13-16 of the bank) contain the "Uncompressed Data Offset", which will point to the uncompressed data you're looking for. Just add this offset to the base address of the bank.

2- The checksum protected area is from 0x1000 to 0x100000. Incidentally, there's a table in there that assigns a group of properties/characteristics of each level, including boss star positions. I don't know where the actual characteristics are, but I suspect that they're also in the checksum area.

I posted a new thread about the stuff I found in the checksum protected area, which describes in more details this table and other things. Stuff inside the checksum protected area

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Posted on 08-03-08 04:24:15 PM Link | Quote
How do I add more polygons to Flatworld Battlefield?
VL-Tone
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Posted on 08-04-08 05:39:43 AM (last edited by VL-Tone at 08-04-08 02:40 AM) Link | Quote
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by Blaster
How do I add more polygons to Flatworld Battlefield?


I suggest reading this thread: http://jul.rustedlogic.net/thread.php?id=1880, as I've already explained it there. You should also read the documents linked in that thread. You should try to learn from this by yourself and experiment, just like messiaen did.

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Posted on 08-04-08 08:00:57 AM (last edited by Blaster at 08-04-08 09:01 AM) Link | Quote
Originally posted by VL-Tone
Originally posted by Blaster
How do I add more polygons to Flatworld Battlefield?


I suggest reading this thread: http://jul.rustedlogic.net/thread.php?id=1880, as I've already explained it there. You should also read the documents linked in that thread. You should try to learn from this by yourself and experiment, just like messiaen did.

I am stuck on this. The "Polygon commands & Triangles" commands is straight after the "Level Vertices" commands in the rom, meaning I have no more room for level vertices, and if I move the "Polygon Commands and Triangles commands" to the right in the rom to make more space for more "Level Vertices commands" the game crashes when I enter Bob-Omb Battlefield.
Edit: Okay, I don't understand a lot of the FlatWorld data. Here is what I don't understand:

>>>Warp connection commands (0x26)

2E 08 00 00 07 00 00 D8 <------ Points to collision data in bank 0x07

What part of this code is the pointer?

***Polygon Commands & Triangles
***0x1203040 / 0x0040

BF 00 00 00 00 00 0A 14 <------ Triangle command: last 3 bytes point to three vertices (base vertices address + vertex number * 10)

00 0A 14 is pointing to somewhere near the start of the rom, not anywhere near the actual Flatworld vertices.

04 30 00 00 07 00 00 00 <------ Loads vertices at 0x0000 in current bank (0x07)

It loads the last four zeros into the current bank? What do those zeros do anyway?


Sorry if I am asking extremely n00bish questions. Anyway, if someone can't explain to me those commands I am just going to give up, because I need to rewrite pointers in order to get the modifications to work.
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Posted on 08-04-08 07:10:06 PM (last edited by messiaen at 08-04-08 04:12 PM) Link | Quote
To understand better these commands you need to take a closer look at the main Mario Hacking doc. Inside it, you'll find what each byte (or group of bytes) does for a specific command.

I don't recommend spending too much time on the polygon commands, especially now that VL-Tone is working on a .obj importer, but understanding the level scripts will be very useful for more advanced stuff.

Before going into pointers, you have to understand how segmented data is loaded into RAM.

For instance, 17 0C 00 [07] [01 20 30 00] [01 20 31 08] loads ROM data from 0x1203000 to 0x1203108 into "bank" 07, which is just an arbitrary number to reference the data in the RAM.

As for pointers, usualy they are the last 4 bytes of a command:


[2E] [08] [00 00] [07] [00 00 D8]
(command) | |--> Offset
--> Bank (or segment)


Since we already seen that for Flatworld Bank 0x07 starts at 0x1203000, this command points to 0x12030D8.

As for the triangle commands, the last tree bytes (for instance, 00 0A 14) are pointers to the vertex cache loaded before with the 0x04 command:

04 30 00 00 07 00 00 00 <------ Loads 4 vertices from 0x0000 of Bank 07 (that is, 0x1203000) into the vertex cache. Yes, this is very confusing at first!

BF |
---|------------
00 | First vertex
0A | Second vertex
14 | Third vertex
1E | Fourth vertex

You can download and experiment with the Platform Battlefield v0.2 patch, because the data is more organized - that is, less optimized - than the normal Flatworld and also there's free space so you can experiment adding things. A good way to see if you understood pointers is to move things around.
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Posted on 08-10-08 02:30:10 AM Link | Quote
Hey im sort of new for this website and im sort of new for editing super mario 64 with toads tool 64,

Im just wondering, How do I edit the Collision map. I could of swear it has to do with the bank ID and bank set and somthing like that at the bottom of the screen but the tool wont let me type the code in there.


Also I need help with adding ground data like I want to add this hill to the flat world but I dont know how to do that... I dont even know how to edit the hills and stuff.

Any help?


Sorry I allreddy posted this but I diddnt post this in the right area. Some other persone told me to post it here I think.
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Posted on 08-10-08 05:36:40 AM (last edited by Blaster at 08-10-08 02:48 AM) Link | Quote
Originally posted by wwwarea
Hey im sort of new for this website and im sort of new for editing super mario 64 with toads tool 64,

Im just wondering, How do I edit the Collision map. I could of swear it has to do with the bank ID and bank set and somthing like that at the bottom of the screen but the tool wont let me type the code in there.


Also I need help with adding ground data like I want to add this hill to the flat world but I dont know how to do that... I dont even know how to edit the hills and stuff.

Any help?


Sorry I allreddy posted this but I diddnt post this in the right area. Some other persone told me to post it here I think.

You can't edit the main Course collision map in Toad's Tool 64 (I'm sure you could in a hex editor though), but you can edit the Geometry Layout Pointer for the objects, however when I made a change I got a Script Error so I am not really sure about editing objects collision maps.

To add a hill to Flatworld you have to do it in a hex editor, I would suggest Hex Workshop. Here are some topics with information on where the data is stored in the rom and what the data does:
http://jul.rustedlogic.net/thread.php?id=1880&page=0
http://jul.rustedlogic.net/thread.php?id=596

I know it's very complicated and confusing, so you may be better of waiting until VL-Tone releases the next version of Toad's Tool 64 with a model importer (which allows you to replace the course geometry with your own custom model in .obj format made in a 3d program) or you could use Platform Battlefield which allows you to place down geometry pieces (which are custom models) in Toad's Tool 64 as well as other custom objects:
http://jul.rustedlogic.net/thread.php?id=2341&page=0
wwwarea
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Posted on 08-10-08 08:07:02 PM Link | Quote
Oh ok thanks for the help, But im not good at hex editing but oh well. I can try some time...
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Posted on 08-17-08 06:32:32 PM Link | Quote
Hello, I'm new here, and I'm german, so don't wonder, if I'm writing bad english....
If my question was already asked, I'm sorry, but i wasn't able to find it anywhere, so I ask:
How can I edit the pictures in the header (the head near the lives, the coins...)
and how can I edit the startscreen (where Mario64 stands)?

Thank you for the answers.

P.S. I'm new to ToadsTool, so try to tell it in normal words XD

P.P.S.: Looks nice in this forum!
wwwarea
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Posted on 08-18-08 10:01:12 PM Link | Quote
Im cind of new still to toads tool 64 but I dont think toads tool 64 can re texture the mario head by the lifes or cones. But there is a plugin for project 64 1.6. "Rice Video plugin 6.1.4" You can dump textures in it and replace textures. Sorry, Its hard to tell you how to use it but you can look up a video on youtube.

And re edit the 3D head in the title? Hmm im not sure, Im still new. Sorry. =/
messiaen
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Posted on 08-18-08 10:56:22 PM (last edited by messiaen at 08-18-08 07:58 PM) Link | Quote
To change some of the textures TT64 doesn't edit, most people use Tile Molester. This thread might help you, as well as this list.

Be sure to select the aproppriate "codec" to view the textures within Tile Molester.

The "Super Mario 64" at the title screen isn't a texture, so it can't be modified by this method.
Draco2x333

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Posted on 08-19-08 09:15:02 AM Link | Quote
Thx for your help, but Tilemolester doesn't work on my F**ing Windows X{
I've tryed, what the help says, but infact, I'm a bloody n00b, and I can't get it running
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Posted on 08-19-08 09:53:18 AM Link | Quote
Originally posted by Draco2x333
Thx for your help, but Tilemolester doesn't work on my F**ing Windows X{
I've tryed, what the help says, but infact, I'm a bloody n00b, and I can't get it running

Have you installed the Java Runtime Enviroment?
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Posted on 08-20-08 09:15:31 AM Link | Quote
Originally posted by Blaster
Originally posted by Draco2x333
Thx for your help, but Tilemolester doesn't work on my F**ing Windows X{
I've tryed, what the help says, but infact, I'm a bloody n00b, and I can't get it running

Have you installed the Java Runtime Enviroment?


Yahooooo, It works!
thx...
by the way, i didn't find it on the english homepage, so I searched on the german - and found it!
problemchild
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Posted on 08-21-08 01:14:44 PM Link | Quote
What's going on, I have tried out tt64 and like what you can do with the program and like the creativity of this forum. The idea of maybe adding and object importer bring even more possibilities and creativity. I had a few questions of whether or not the following would be possible.
1. Can Yoshi replace Koopa the Quick, and have Koopa the quick's behavior?
2. Can I have the MIPS mini game outside the castle, where you catch MIPS and get a star or key so you can get in to the castle doors.
3. VL Tone I saw your Luigi 08 mod, I wanted to know what that would intel, I imagine it would be hard to make another lead character like Mario because of all the animation frames that would take. That could take months by itself, maybe I could try my hand at smaller characters.

Here are screens of me playing with the program and may decide to do a full mod, just wanted to know if most limitations were code based or not possible.

First Boss


Closed Gate (have to find a way through)


King Bom-bomb fight with Chain Chomps


First Level Pic


Which Star?
messiaen
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Posted on 08-22-08 02:17:00 PM Link | Quote
1. You can try this on levels which have Yoshi loaded, such as the Castle Grounds. Place a Yoshi and change it's Behavior value to match that of Koopa The Quick (you have to be in 'expert mode' to do this). On the "Type" parameter, don't choose 01 or 02 as this will crash the game. This way you can get a running Yoshi, but the animations will look glitched.

2. You can have MIPS outside the castle (only because it's loaded in that level), but changing the way it acts would require complex ASM modifications. You could still try changing its behavior to get different effects, but remember that many behaviors will crash the game, so keep track of what you're doing and try one behavior at a time.

3. Unfortunately, editing polygons of animated characters/levels is a very complex process and there is no indication that it will be ever implemented in TT64. Just recently VL-Tone has started working on a polygon importer, but it will probably be limited to import a new level terrain in a Flatworld-like level and (big maybe) non-animated solid objects.
VL-Tone
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Posted on 08-23-08 01:12:12 AM (last edited by VL-Tone at 08-22-08 10:14 PM) Link | Quote
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by messiaen

2. You can have MIPS outside the castle (only because it's loaded in that level), but changing the way it acts would require complex ASM modifications. You could still try changing its behavior to get different effects, but remember that many behaviors will crash the game, so keep track of what you're doing and try one behavior at a time.



The most annoying thing with MIPS is that he only appears with its native behavior when you have a specific number of stars, kinda like Yoshi. There must be a value in the ASM code that we can change to make him and Yoshi always appear. (Yoshi has another problem, he disappears when he's lower than the castle roof)

If you put MIPS outside the Castle (with the right amount of stars) it will just stay there, idling. This is because (presumably) the path data for MIPS can't be found in this level (we're lucky that it doesn't actually crash). Now, with what we recently found, we could probably find MIPS's path data pointer and change it so we can create a new path for him outside the castle. It wouldn't require ASM editing per say, but it would still require a lot of hex editing.

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Posted on 08-24-08 06:47:46 PM Link | Quote
Some interesting Gameshark codes by Viper:

812F8EC6 ???? Number Of Stars For Yoshi To Appear On The Castle Roof (Default 0078 [dec = 120])
812F84CA ???? Number Of Stars To Make "Mips" The Rabbit Appear - 1st Time (Default 000F [dec = 15])
812F8522 ???? Number Of Stars To Make "Mips" The Rabbit Appear - 2nd Time (Default 0032 [dec = 50])

On the ROM, these value are at 0xB3EC6, 0xB34CA and 0xB3522, all of them inside the checksum area.
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Posted on 08-24-08 08:48:22 PM (last edited by VL-Tone at 08-24-08 05:48 PM) Link | Quote
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Nice messiaen! Now the only thing left about Yoshi is finding the Y value that makes him disappear when he's below the castle roof.

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Posted on 08-24-08 10:34:38 PM Link | Quote
These are the last X, Y, Z Yoshi values before he disappears:

X = C583C300
Y = 44FE4000
Z = C5BC9A88

Uh, could you convert them into 16-bit ? I feel lame asking this, but would you mind releasing your 32-bit float to 16-bit signed integer converter?
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Jul - SM64 Hacking (Archive) - Help/Questions about Toad's Tool 64 and SM64 hacking New poll - New thread - New reply


Rusted Logic

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

29 database queries, 9 query cache hits.
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Total render time:  0.142584 seconds


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line 681 column 73 - Warning: <style> isn't allowed in <td> elements
line 681 column 9 - Info: <td> previously mentioned
line 681 column 1511 - Warning: missing </font> before <blockquote>
line 681 column 1590 - Warning: inserting implicit <font>
line 681 column 1590 - Warning: missing </font> before <hr>
line 682 column 1 - Warning: inserting implicit <font>
line 682 column 1 - Warning: missing </font> before <hr>
line 683 column 2007 - Warning: inserting implicit <font>
line 684 column 1 - Warning: inserting implicit <font>
line 681 column 137 - Warning: missing </div>
line 690 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 692 column 9 - Warning: missing <tr>
line 710 column 13 - Warning: missing <tr>
line 711 column 98 - Warning: unescaped & or unknown entity "&postid"
line 722 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 724 column 9 - Warning: missing <tr>
line 742 column 13 - Warning: missing <tr>
line 743 column 98 - Warning: unescaped & or unknown entity "&postid"
line 745 column 73 - Warning: <style> isn't allowed in <td> elements
line 745 column 9 - Info: <td> previously mentioned
line 745 column 137 - Warning: missing </div>
line 748 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 750 column 9 - Warning: missing <tr>
line 768 column 13 - Warning: missing <tr>
line 769 column 98 - Warning: unescaped & or unknown entity "&postid"
line 780 column 17 - Warning: missing <tr>
line 780 column 17 - Warning: discarding unexpected <table>
line 783 column 35 - Warning: missing <tr>
line 783 column 93 - Warning: unescaped & or unknown entity "&page"
line 783 column 124 - Warning: unescaped & or unknown entity "&page"
line 783 column 155 - Warning: unescaped & or unknown entity "&page"
line 783 column 186 - Warning: unescaped & or unknown entity "&page"
line 783 column 217 - Warning: unescaped & or unknown entity "&page"
line 783 column 248 - Warning: unescaped & or unknown entity "&page"
line 783 column 279 - Warning: unescaped & or unknown entity "&page"
line 783 column 310 - Warning: unescaped & or unknown entity "&page"
line 783 column 343 - Warning: unescaped & or unknown entity "&page"
line 783 column 375 - Warning: unescaped & or unknown entity "&page"
line 783 column 408 - Warning: unescaped & or unknown entity "&page"
line 783 column 441 - Warning: unescaped & or unknown entity "&page"
line 783 column 478 - Warning: unescaped & or unknown entity "&page"
line 783 column 511 - Warning: unescaped & or unknown entity "&page"
line 783 column 544 - Warning: unescaped & or unknown entity "&page"
line 783 column 577 - Warning: unescaped & or unknown entity "&page"
line 783 column 610 - Warning: unescaped & or unknown entity "&page"
line 783 column 643 - Warning: unescaped & or unknown entity "&page"
line 783 column 676 - Warning: unescaped & or unknown entity "&page"
line 783 column 709 - Warning: unescaped & or unknown entity "&page"
line 783 column 742 - Warning: unescaped & or unknown entity "&page"
line 783 column 775 - Warning: unescaped & or unknown entity "&page"
line 783 column 50 - Warning: missing </font> before </td>
line 783 column 812 - Warning: missing </font> before </table>
line 785 column 35 - Warning: missing <tr>
line 785 column 50 - Warning: missing </font> before </td>
line 786 column 37 - Warning: unescaped & or unknown entity "&id"
line 785 column 223 - Warning: missing </font> before </table>
line 787 column 17 - Warning: discarding unexpected </textarea>
line 787 column 28 - Warning: discarding unexpected </form>
line 787 column 35 - Warning: discarding unexpected </embed>
line 787 column 43 - Warning: discarding unexpected </noembed>
line 787 column 53 - Warning: discarding unexpected </noscript>
line 787 column 64 - Warning: discarding unexpected </noembed>
line 787 column 74 - Warning: discarding unexpected </embed>
line 787 column 82 - Warning: discarding unexpected </table>
line 787 column 90 - Warning: discarding unexpected </table>
line 789 column 9 - Warning: missing </font> before <table>
line 801 column 25 - Warning: discarding unexpected </font>
line 810 column 57 - Warning: discarding unexpected </font>
line 788 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 244 - 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 172 column 15 - Warning: <img> lacks "alt" attribute
line 179 column 693 - Warning: <img> lacks "alt" attribute
line 191 column 3235 - Warning: <img> lacks "alt" attribute
line 191 column 3394 - Warning: <img> lacks "alt" attribute
line 197 column 37 - Warning: <img> lacks "alt" attribute
line 211 column 22 - Warning: <img> lacks "alt" attribute
line 211 column 63 - Warning: <img> lacks "alt" attribute
line 211 column 112 - Warning: <img> lacks "alt" attribute
line 211 column 162 - Warning: <img> lacks "alt" attribute
line 222 column 15 - Warning: <img> lacks "alt" attribute
line 229 column 693 - Warning: <img> lacks "alt" attribute
line 231 column 2128 - Warning: <img> lacks "alt" attribute
line 231 column 2287 - Warning: <img> lacks "alt" attribute
line 237 column 37 - Warning: <img> lacks "alt" attribute
line 275 column 22 - Warning: <img> lacks "alt" attribute
line 275 column 63 - Warning: <img> lacks "alt" attribute
line 275 column 111 - Warning: <img> lacks "alt" attribute
line 275 column 161 - Warning: <img> lacks "alt" attribute
line 286 column 15 - Warning: <img> lacks "alt" attribute
line 329 column 22 - Warning: <img> lacks "alt" attribute
line 329 column 63 - Warning: <img> lacks "alt" attribute
line 329 column 112 - Warning: <img> lacks "alt" attribute
line 329 column 162 - Warning: <img> lacks "alt" attribute
line 340 column 15 - Warning: <img> lacks "alt" attribute
line 363 column 37 - Warning: <img> lacks "alt" attribute
line 395 column 22 - Warning: <img> lacks "alt" attribute
line 395 column 63 - Warning: <img> lacks "alt" attribute
line 395 column 112 - Warning: <img> lacks "alt" attribute
line 395 column 162 - Warning: <img> lacks "alt" attribute
line 406 column 15 - Warning: <img> lacks "alt" attribute
line 421 column 21 - Warning: <img> lacks "alt" attribute
line 421 column 62 - Warning: <img> lacks "alt" attribute
line 421 column 110 - Warning: <img> lacks "alt" attribute
line 421 column 160 - Warning: <img> lacks "alt" attribute
line 422 column 11 - Warning: <img> lacks "alt" attribute
line 432 column 15 - Warning: <img> lacks "alt" attribute
line 456 column 22 - Warning: <img> lacks "alt" attribute
line 456 column 63 - Warning: <img> lacks "alt" attribute
line 456 column 112 - Warning: <img> lacks "alt" attribute
line 456 column 162 - Warning: <img> lacks "alt" attribute
line 467 column 15 - Warning: <img> lacks "alt" attribute
line 484 column 22 - Warning: <img> lacks "alt" attribute
line 484 column 63 - Warning: <img> lacks "alt" attribute
line 484 column 111 - Warning: <img> lacks "alt" attribute
line 484 column 161 - Warning: <img> lacks "alt" attribute
line 495 column 15 - Warning: <img> lacks "alt" attribute
line 514 column 21 - Warning: <img> lacks "alt" attribute
line 514 column 62 - Warning: <img> lacks "alt" attribute
line 514 column 110 - Warning: <img> lacks "alt" attribute
line 514 column 160 - Warning: <img> lacks "alt" attribute
line 515 column 11 - Warning: <img> lacks "alt" attribute
line 525 column 15 - Warning: <img> lacks "alt" attribute
line 539 column 37 - Warning: <img> lacks "alt" attribute
line 555 column 21 - Warning: <img> lacks "alt" attribute
line 555 column 62 - Warning: <img> lacks "alt" attribute
line 555 column 110 - Warning: <img> lacks "alt" attribute
line 555 column 160 - Warning: <img> lacks "alt" attribute
line 556 column 11 - Warning: <img> lacks "alt" attribute
line 566 column 15 - Warning: <img> lacks "alt" attribute
line 587 column 21 - Warning: <img> lacks "alt" attribute
line 587 column 62 - Warning: <img> lacks "alt" attribute
line 587 column 111 - Warning: <img> lacks "alt" attribute
line 587 column 161 - Warning: <img> lacks "alt" attribute
line 598 column 15 - Warning: <img> lacks "alt" attribute
line 613 column 1080 - Warning: <img> lacks "alt" attribute
line 616 column 1256 - Warning: <img> lacks "alt" attribute
line 619 column 1429 - Warning: <img> lacks "alt" attribute
line 622 column 1580 - Warning: <img> lacks "alt" attribute
line 625 column 1727 - Warning: <img> lacks "alt" attribute
line 633 column 22 - Warning: <img> lacks "alt" attribute
line 633 column 63 - Warning: <img> lacks "alt" attribute
line 633 column 111 - Warning: <img> lacks "alt" attribute
line 633 column 161 - Warning: <img> lacks "alt" attribute
line 644 column 15 - Warning: <img> lacks "alt" attribute
line 663 column 22 - Warning: <img> lacks "alt" attribute
line 663 column 63 - Warning: <img> lacks "alt" attribute
line 663 column 112 - Warning: <img> lacks "alt" attribute
line 663 column 162 - Warning: <img> lacks "alt" attribute
line 674 column 15 - Warning: <img> lacks "alt" attribute
line 681 column 693 - Warning: <img> lacks "alt" attribute
line 687 column 2903 - Warning: <img> lacks "alt" attribute
line 687 column 3062 - Warning: <img> lacks "alt" attribute
line 695 column 22 - Warning: <img> lacks "alt" attribute
line 695 column 63 - Warning: <img> lacks "alt" attribute
line 695 column 111 - Warning: <img> lacks "alt" attribute
line 695 column 161 - Warning: <img> lacks "alt" attribute
line 706 column 15 - Warning: <img> lacks "alt" attribute
line 727 column 22 - Warning: <img> lacks "alt" attribute
line 727 column 63 - Warning: <img> lacks "alt" attribute
line 727 column 112 - Warning: <img> lacks "alt" attribute
line 727 column 162 - Warning: <img> lacks "alt" attribute
line 738 column 15 - Warning: <img> lacks "alt" attribute
line 745 column 693 - Warning: <img> lacks "alt" attribute
line 745 column 1791 - Warning: <img> lacks "alt" attribute
line 745 column 1950 - Warning: <img> lacks "alt" attribute
line 753 column 22 - Warning: <img> lacks "alt" attribute
line 753 column 63 - Warning: <img> lacks "alt" attribute
line 753 column 111 - Warning: <img> lacks "alt" attribute
line 753 column 161 - Warning: <img> lacks "alt" attribute
line 764 column 15 - Warning: <img> lacks "alt" attribute
line 777 column 241 - Warning: <img> proprietary attribute value "absmiddle"
line 777 column 241 - Warning: <img> lacks "alt" attribute
line 786 column 44 - Warning: <img> proprietary attribute value "absmiddle"
line 786 column 142 - Warning: <img> proprietary attribute value "absmiddle"
line 786 column 244 - Warning: <img> proprietary attribute value "absmiddle"
line 795 column 25 - Warning: <img> lacks "alt" attribute
line 800 column 267 - Warning: <img> lacks "alt" attribute
line 179 column 1511 - Warning: trimming empty <font>
line 229 column 1511 - Warning: trimming empty <font>
line 681 column 1511 - Warning: trimming empty <font>
line 683 column 2007 - Warning: trimming empty <font>
line 780 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 179 column 157 - Warning: <table> proprietary attribute "height"
line 179 column 222 - Warning: <td> proprietary attribute "background"
line 179 column 318 - Warning: <td> proprietary attribute "background"
line 179 column 408 - Warning: <table> proprietary attribute "height"
line 179 column 488 - Warning: <td> proprietary attribute "background"
line 179 column 1443 - Warning: <td> proprietary attribute "background"
line 202 column 47 - Warning: <nobr> is not approved by W3C
line 227 column 27 - Warning: <nobr> is not approved by W3C
line 229 column 157 - Warning: <table> proprietary attribute "height"
line 229 column 222 - Warning: <td> proprietary attribute "background"
line 229 column 318 - Warning: <td> proprietary attribute "background"
line 229 column 408 - Warning: <table> proprietary attribute "height"
line 229 column 488 - Warning: <td> proprietary attribute "background"
line 229 column 1443 - Warning: <td> proprietary attribute "background"
line 242 column 47 - Warning: <nobr> is not approved by W3C
line 291 column 27 - Warning: <nobr> is not approved by W3C
line 345 column 27 - Warning: <nobr> is not approved by W3C
line 368 column 47 - Warning: <nobr> is not approved by W3C
line 411 column 27 - Warning: <nobr> is not approved by W3C
line 437 column 27 - Warning: <nobr> is not approved by W3C
line 472 column 27 - Warning: <nobr> is not approved by W3C
line 500 column 27 - Warning: <nobr> is not approved by W3C
line 530 column 27 - Warning: <nobr> is not approved by W3C
line 544 column 47 - Warning: <nobr> is not approved by W3C
line 571 column 27 - Warning: <nobr> is not approved by W3C
line 603 column 27 - Warning: <nobr> is not approved by W3C
line 649 column 27 - Warning: <nobr> is not approved by W3C
line 679 column 27 - Warning: <nobr> is not approved by W3C
line 681 column 157 - Warning: <table> proprietary attribute "height"
line 681 column 222 - Warning: <td> proprietary attribute "background"
line 681 column 318 - Warning: <td> proprietary attribute "background"
line 681 column 408 - Warning: <table> proprietary attribute "height"
line 681 column 488 - Warning: <td> proprietary attribute "background"
line 681 column 1443 - Warning: <td> proprietary attribute "background"
line 711 column 27 - Warning: <nobr> is not approved by W3C
line 743 column 27 - Warning: <nobr> is not approved by W3C
line 745 column 157 - Warning: <table> proprietary attribute "height"
line 745 column 222 - Warning: <td> proprietary attribute "background"
line 745 column 318 - Warning: <td> proprietary attribute "background"
line 745 column 408 - Warning: <table> proprietary attribute "height"
line 745 column 488 - Warning: <td> proprietary attribute "background"
line 745 column 1443 - Warning: <td> proprietary attribute "background"
line 769 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 364 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