Warning: You are using TidyHTML mode! Pages MAY and probably WILL break. To disable, click here or append 'xxx-off=1' to the URL!

Register - Login
Views: 57867831
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - JCS - Stats - Latest Posts - Color Chart - Smilies
10-16-14 01:40:10 AM

Jul - Posts by Wack0
Pages: 1 2
Wack0
User
Level: 10


Posts: 21/24
EXP: 4000
For next: 414

Since: 08-15-11


Since last post: 313 days
Last activity: 171 days

Posted on 12-06-13 09:08:38 AM, in Found a debug menu in Ashes Cricket 2013 (last edited by Xkeeper at 12-06-13 03:03:47 PM) Link
Yes, *that* Ashes Cricket 2013. The one that's basically the next Big Rigs in terms of obvious beta.

To get to the debug menu, first you need to patch a certain file so the game starts in debug mode rather than retail mode.

So just open up your favourite .NET assembly decompiler + patcher (I use Reflector with Reflexil, that's just a personal choice, JustDecompile as a free alternative should work as well), and open up Game_Data\Managed\Assembly-CSharp.dll (thanks a lot Unity for your non-obfuscated easy-to-patch dlls!)

Go to GameEnvironment.isRetail() and patch it to always return false

The CIL for this is:

ldc.i4.0
ret



Then after replacing the original with this patched dll, you can go open up Game.exe and you'll notice something different straight away: debug text on loading screens

During a game, the ` (backtick) button does THIS:


(click for full size)


You may notice you're stuck in the Unity console. Just click your left mouse button and control should switch to the debug menu, which you can use the arrow keys to navigate.

Some of the options (instant win, instant lose, instant draw etc) are nicely self-documenting. Others I guess aren't.

Here's a list of debug / slew mode keys, taken from the code, as the game itself has a nice habit of only documenting the xbox 360 controller keys. (Yes, there's plenty of xbox 360 stuff in the code too.)

Looks like you can't use half of slew mode without an xbox 360 controller. Nice, isn't it?


definition.bindingGroups[3].name = "Debug";
definition.bindingGroups[3].subBindingGroups = new DBBindingGroup[0];
definition.bindingGroups[3].digitalInputBinding = new DBDigitalBinding[12];
definition.bindingGroups[3].digitalInputBinding[0].name = "DebugActivateMenu";
definition.bindingGroups[3].digitalInputBinding[0].handlerButtons = new DBDigitalInputOption[2];
definition.bindingGroups[3].digitalInputBinding[0].handlerButtons[0].controllerCode = ControllerButtonCode.DPad_Left;
definition.bindingGroups[3].digitalInputBinding[0].handlerButtons[0].keyCode = KeyboardKeyCode.BackQuote;
definition.bindingGroups[3].digitalInputBinding[0].handlerButtons[1].controllerCode = ControllerButtonCode.Y_Triangle;
definition.bindingGroups[3].digitalInputBinding[0].handlerButtons[1].keyCode = KeyboardKeyCode.None;
definition.bindingGroups[3].digitalInputBinding[0].evaluationMode = DBInputDefinition.DigitalevaluationMode.And;
definition.bindingGroups[3].digitalInputBinding[0].repeatTime = 0f;
definition.bindingGroups[3].digitalInputBinding[1].name = "DebugAutoBowl";
definition.bindingGroups[3].digitalInputBinding[1].handlerButtons = new DBDigitalInputOption[1];
definition.bindingGroups[3].digitalInputBinding[1].handlerButtons[0].controllerCode = ControllerButtonCode.None;
definition.bindingGroups[3].digitalInputBinding[1].handlerButtons[0].keyCode = KeyboardKeyCode.Z;
definition.bindingGroups[3].digitalInputBinding[1].evaluationMode = DBInputDefinition.DigitalevaluationMode.Or;
definition.bindingGroups[3].digitalInputBinding[1].repeatTime = 0f;
definition.bindingGroups[3].digitalInputBinding[2].name = "DebugAutoBat";
definition.bindingGroups[3].digitalInputBinding[2].handlerButtons = new DBDigitalInputOption[1];
definition.bindingGroups[3].digitalInputBinding[2].handlerButtons[0].controllerCode = ControllerButtonCode.None;
definition.bindingGroups[3].digitalInputBinding[2].handlerButtons[0].keyCode = KeyboardKeyCode.X;
definition.bindingGroups[3].digitalInputBinding[2].evaluationMode = DBInputDefinition.DigitalevaluationMode.Or;
definition.bindingGroups[3].digitalInputBinding[2].repeatTime = 0f;
definition.bindingGroups[3].digitalInputBinding[3].name = "DebugResetDelivery";
definition.bindingGroups[3].digitalInputBinding[3].handlerButtons = new DBDigitalInputOption[1];
definition.bindingGroups[3].digitalInputBinding[3].handlerButtons[0].controllerCode = ControllerButtonCode.Back_Select;
definition.bindingGroups[3].digitalInputBinding[3].handlerButtons[0].keyCode = KeyboardKeyCode.Backspace;
definition.bindingGroups[3].digitalInputBinding[3].evaluationMode = DBInputDefinition.DigitalevaluationMode.Or;
definition.bindingGroups[3].digitalInputBinding[3].repeatTime = 0f;
definition.bindingGroups[3].digitalInputBinding[4].name = "DebugFieldingToggle";
definition.bindingGroups[3].digitalInputBinding[4].handlerButtons = new DBDigitalInputOption[1];
definition.bindingGroups[3].digitalInputBinding[4].handlerButtons[0].controllerCode = ControllerButtonCode.None;
definition.bindingGroups[3].digitalInputBinding[4].handlerButtons[0].keyCode = KeyboardKeyCode.C;
definition.bindingGroups[3].digitalInputBinding[4].evaluationMode = DBInputDefinition.DigitalevaluationMode.Or;
definition.bindingGroups[3].digitalInputBinding[4].repeatTime = 0f;
definition.bindingGroups[3].digitalInputBinding[5].name = "EndFlythrough";
definition.bindingGroups[3].digitalInputBinding[5].handlerButtons = new DBDigitalInputOption[3];
definition.bindingGroups[3].digitalInputBinding[5].handlerButtons[0].controllerCode = ControllerButtonCode.A_Cross;
definition.bindingGroups[3].digitalInputBinding[5].handlerButtons[0].keyCode = KeyboardKeyCode.Return;
definition.bindingGroups[3].digitalInputBinding[5].handlerButtons[1].controllerCode = ControllerButtonCode.B_Circle;
definition.bindingGroups[3].digitalInputBinding[5].handlerButtons[1].keyCode = KeyboardKeyCode.Escape;
definition.bindingGroups[3].digitalInputBinding[5].handlerButtons[2].controllerCode = ControllerButtonCode.Start;
definition.bindingGroups[3].digitalInputBinding[5].handlerButtons[2].keyCode = KeyboardKeyCode.None;
definition.bindingGroups[3].digitalInputBinding[5].evaluationMode = DBInputDefinition.DigitalevaluationMode.Or;
definition.bindingGroups[3].digitalInputBinding[5].repeatTime = 0f;
definition.bindingGroups[3].digitalInputBinding[6].name = "DebugChangeBatLeft";
definition.bindingGroups[3].digitalInputBinding[6].handlerButtons = new DBDigitalInputOption[1];
definition.bindingGroups[3].digitalInputBinding[6].handlerButtons[0].controllerCode = ControllerButtonCode.None;
definition.bindingGroups[3].digitalInputBinding[6].handlerButtons[0].keyCode = KeyboardKeyCode.O;
definition.bindingGroups[3].digitalInputBinding[6].evaluationMode = DBInputDefinition.DigitalevaluationMode.Or;
definition.bindingGroups[3].digitalInputBinding[6].repeatTime = 0f;
definition.bindingGroups[3].digitalInputBinding[7].name = "DebugChangeBatRight";
definition.bindingGroups[3].digitalInputBinding[7].handlerButtons = new DBDigitalInputOption[1];
definition.bindingGroups[3].digitalInputBinding[7].handlerButtons[0].controllerCode = ControllerButtonCode.None;
definition.bindingGroups[3].digitalInputBinding[7].handlerButtons[0].keyCode = KeyboardKeyCode.P;
definition.bindingGroups[3].digitalInputBinding[7].evaluationMode = DBInputDefinition.DigitalevaluationMode.Or;
definition.bindingGroups[3].digitalInputBinding[7].repeatTime = 0f;
definition.bindingGroups[3].digitalInputBinding[8].name = "DebugChangeBatsmanGlovesLeft";
definition.bindingGroups[3].digitalInputBinding[8].handlerButtons = new DBDigitalInputOption[1];
definition.bindingGroups[3].digitalInputBinding[8].handlerButtons[0].controllerCode = ControllerButtonCode.None;
definition.bindingGroups[3].digitalInputBinding[8].handlerButtons[0].keyCode = KeyboardKeyCode.K;
definition.bindingGroups[3].digitalInputBinding[8].evaluationMode = DBInputDefinition.DigitalevaluationMode.Or;
definition.bindingGroups[3].digitalInputBinding[8].repeatTime = 0f;
definition.bindingGroups[3].digitalInputBinding[9].name = "DebugChangeBatsmanGlovesRight";
definition.bindingGroups[3].digitalInputBinding[9].handlerButtons = new DBDigitalInputOption[1];
definition.bindingGroups[3].digitalInputBinding[9].handlerButtons[0].controllerCode = ControllerButtonCode.None;
definition.bindingGroups[3].digitalInputBinding[9].handlerButtons[0].keyCode = KeyboardKeyCode.L;
definition.bindingGroups[3].digitalInputBinding[9].evaluationMode = DBInputDefinition.DigitalevaluationMode.Or;
definition.bindingGroups[3].digitalInputBinding[9].repeatTime = 0f;
definition.bindingGroups[3].digitalInputBinding[10].name = "DebugChangeBatsmanPadsLeft";
definition.bindingGroups[3].digitalInputBinding[10].handlerButtons = new DBDigitalInputOption[1];
definition.bindingGroups[3].digitalInputBinding[10].handlerButtons[0].controllerCode = ControllerButtonCode.None;
definition.bindingGroups[3].digitalInputBinding[10].handlerButtons[0].keyCode = KeyboardKeyCode.H;
definition.bindingGroups[3].digitalInputBinding[10].evaluationMode = DBInputDefinition.DigitalevaluationMode.Or;
definition.bindingGroups[3].digitalInputBinding[10].repeatTime = 0f;
definition.bindingGroups[3].digitalInputBinding[11].name = "DebugChangeBatsmanPadsRight";
definition.bindingGroups[3].digitalInputBinding[11].handlerButtons = new DBDigitalInputOption[1];
definition.bindingGroups[3].digitalInputBinding[11].handlerButtons[0].controllerCode = ControllerButtonCode.None;
definition.bindingGroups[3].digitalInputBinding[11].handlerButtons[0].keyCode = KeyboardKeyCode.J;
definition.bindingGroups[3].digitalInputBinding[11].evaluationMode = DBInputDefinition.DigitalevaluationMode.Or;
definition.bindingGroups[3].digitalInputBinding[11].repeatTime = 0f;
definition.bindingGroups[3].analougeInputBinding = new DBAnalougeBinding[0];
definition.bindingGroups[4].name = "Slew";
definition.bindingGroups[4].subBindingGroups = new DBBindingGroup[0];
definition.bindingGroups[4].digitalInputBinding = new DBDigitalBinding[9];
definition.bindingGroups[4].digitalInputBinding[0].name = "SlewCancel";
definition.bindingGroups[4].digitalInputBinding[0].handlerButtons = new DBDigitalInputOption[1];
definition.bindingGroups[4].digitalInputBinding[0].handlerButtons[0].controllerCode = ControllerButtonCode.B_Circle;
definition.bindingGroups[4].digitalInputBinding[0].handlerButtons[0].keyCode = KeyboardKeyCode.Escape;
definition.bindingGroups[4].digitalInputBinding[0].evaluationMode = DBInputDefinition.DigitalevaluationMode.Or;
definition.bindingGroups[4].digitalInputBinding[0].repeatTime = 0f;
definition.bindingGroups[4].digitalInputBinding[1].name = "SlewIncreaseSpeed";
definition.bindingGroups[4].digitalInputBinding[1].handlerButtons = new DBDigitalInputOption[1];
definition.bindingGroups[4].digitalInputBinding[1].handlerButtons[0].controllerCode = ControllerButtonCode.DPad_Up;
definition.bindingGroups[4].digitalInputBinding[1].handlerButtons[0].keyCode = KeyboardKeyCode.UpArrow;
definition.bindingGroups[4].digitalInputBinding[1].evaluationMode = DBInputDefinition.DigitalevaluationMode.Or;
definition.bindingGroups[4].digitalInputBinding[1].repeatTime = 0.1f;
definition.bindingGroups[4].digitalInputBinding[2].name = "SlewDecreaseSpeed";
definition.bindingGroups[4].digitalInputBinding[2].handlerButtons = new DBDigitalInputOption[1];
definition.bindingGroups[4].digitalInputBinding[2].handlerButtons[0].controllerCode = ControllerButtonCode.DPad_Down;
definition.bindingGroups[4].digitalInputBinding[2].handlerButtons[0].keyCode = KeyboardKeyCode.DownArrow;
definition.bindingGroups[4].digitalInputBinding[2].evaluationMode = DBInputDefinition.DigitalevaluationMode.Or;
definition.bindingGroups[4].digitalInputBinding[2].repeatTime = 0.1f;
definition.bindingGroups[4].digitalInputBinding[3].name = "SlewIncreaseFOV";
definition.bindingGroups[4].digitalInputBinding[3].handlerButtons = new DBDigitalInputOption[1];
definition.bindingGroups[4].digitalInputBinding[3].handlerButtons[0].controllerCode = ControllerButtonCode.DPad_Right;
definition.bindingGroups[4].digitalInputBinding[3].handlerButtons[0].keyCode = KeyboardKeyCode.RightArrow;
definition.bindingGroups[4].digitalInputBinding[3].evaluationMode = DBInputDefinition.DigitalevaluationMode.Or;
definition.bindingGroups[4].digitalInputBinding[3].repeatTime = 0.1f;
definition.bindingGroups[4].digitalInputBinding[4].name = "SlewDecreaseFOV";
definition.bindingGroups[4].digitalInputBinding[4].handlerButtons = new DBDigitalInputOption[1];
definition.bindingGroups[4].digitalInputBinding[4].handlerButtons[0].controllerCode = ControllerButtonCode.DPad_Left;
definition.bindingGroups[4].digitalInputBinding[4].handlerButtons[0].keyCode = KeyboardKeyCode.LeftArrow;
definition.bindingGroups[4].digitalInputBinding[4].evaluationMode = DBInputDefinition.DigitalevaluationMode.Or;
definition.bindingGroups[4].digitalInputBinding[4].repeatTime = 0.1f;
definition.bindingGroups[4].digitalInputBinding[5].name = "SlewFall";
definition.bindingGroups[4].digitalInputBinding[5].handlerButtons = new DBDigitalInputOption[1];
definition.bindingGroups[4].digitalInputBinding[5].handlerButtons[0].controllerCode = ControllerButtonCode.RightBumper_R1;
definition.bindingGroups[4].digitalInputBinding[5].handlerButtons[0].keyCode = KeyboardKeyCode.None;
definition.bindingGroups[4].digitalInputBinding[5].evaluationMode = DBInputDefinition.DigitalevaluationMode.Or;
definition.bindingGroups[4].digitalInputBinding[5].repeatTime = 0f;
definition.bindingGroups[4].digitalInputBinding[6].name = "SlewRise";
definition.bindingGroups[4].digitalInputBinding[6].handlerButtons = new DBDigitalInputOption[1];
definition.bindingGroups[4].digitalInputBinding[6].handlerButtons[0].controllerCode = ControllerButtonCode.LeftBumper_L1;
definition.bindingGroups[4].digitalInputBinding[6].handlerButtons[0].keyCode = KeyboardKeyCode.None;
definition.bindingGroups[4].digitalInputBinding[6].evaluationMode = DBInputDefinition.DigitalevaluationMode.Or;
definition.bindingGroups[4].digitalInputBinding[6].repeatTime = 0f;
definition.bindingGroups[4].digitalInputBinding[7].name = "SlewPauseToggle";
definition.bindingGroups[4].digitalInputBinding[7].handlerButtons = new DBDigitalInputOption[1];
definition.bindingGroups[4].digitalInputBinding[7].handlerButtons[0].controllerCode = ControllerButtonCode.RightStick;
definition.bindingGroups[4].digitalInputBinding[7].handlerButtons[0].keyCode = KeyboardKeyCode.None;
definition.bindingGroups[4].digitalInputBinding[7].evaluationMode = DBInputDefinition.DigitalevaluationMode.Or;
definition.bindingGroups[4].digitalInputBinding[7].repeatTime = 0f;
definition.bindingGroups[4].digitalInputBinding[8].name = "SlewUnrollCamera";
definition.bindingGroups[4].digitalInputBinding[8].handlerButtons = new DBDigitalInputOption[1];
definition.bindingGroups[4].digitalInputBinding[8].handlerButtons[0].controllerCode = ControllerButtonCode.LeftStick;
definition.bindingGroups[4].digitalInputBinding[8].handlerButtons[0].keyCode = KeyboardKeyCode.None;
definition.bindingGroups[4].digitalInputBinding[8].evaluationMode = DBInputDefinition.DigitalevaluationMode.Or;
definition.bindingGroups[4].digitalInputBinding[8].repeatTime = 0f;
definition.bindingGroups[4].analougeInputBinding = new DBAnalougeBinding[6];
definition.bindingGroups[4].analougeInputBinding[0].name = "SlewForward";
definition.bindingGroups[4].analougeInputBinding[0].axisNames = new DBAnalougeInputOption[2];
definition.bindingGroups[4].analougeInputBinding[0].axisNames[0].controllerCode = "LeftStick_Y";
definition.bindingGroups[4].analougeInputBinding[0].axisNames[1].controllerCode = "KBMKeyboardLeftStickWS";
definition.bindingGroups[4].analougeInputBinding[0].evaluationMode = DBInputDefinition.AnalougeevaluationMode.Highest;
definition.bindingGroups[4].analougeInputBinding[0].deadZone = 0.075f;
definition.bindingGroups[4].analougeInputBinding[1].name = "SlewSide";
definition.bindingGroups[4].analougeInputBinding[1].axisNames = new DBAnalougeInputOption[2];
definition.bindingGroups[4].analougeInputBinding[1].axisNames[0].controllerCode = "LeftStick_X";
definition.bindingGroups[4].analougeInputBinding[1].axisNames[1].controllerCode = "KBMKeyboardLeftStickAD";
definition.bindingGroups[4].analougeInputBinding[1].evaluationMode = DBInputDefinition.AnalougeevaluationMode.Highest;
definition.bindingGroups[4].analougeInputBinding[1].deadZone = 0.075f;
definition.bindingGroups[4].analougeInputBinding[2].name = "SlewLookVertical";
definition.bindingGroups[4].analougeInputBinding[2].axisNames = new DBAnalougeInputOption[1];
definition.bindingGroups[4].analougeInputBinding[2].axisNames[0].controllerCode = "RightStick_Y";
definition.bindingGroups[4].analougeInputBinding[2].evaluationMode = DBInputDefinition.AnalougeevaluationMode.Highest;
definition.bindingGroups[4].analougeInputBinding[2].deadZone = 0.075f;
definition.bindingGroups[4].analougeInputBinding[3].name = "SlewLookHorizontal";
definition.bindingGroups[4].analougeInputBinding[3].axisNames = new DBAnalougeInputOption[1];
definition.bindingGroups[4].analougeInputBinding[3].axisNames[0].controllerCode = "RightStick_X";
definition.bindingGroups[4].analougeInputBinding[3].evaluationMode = DBInputDefinition.AnalougeevaluationMode.Highest;
definition.bindingGroups[4].analougeInputBinding[3].deadZone = 0.075f;
definition.bindingGroups[4].analougeInputBinding[4].name = "SlewRotateLeft";
definition.bindingGroups[4].analougeInputBinding[4].axisNames = new DBAnalougeInputOption[1];
definition.bindingGroups[4].analougeInputBinding[4].axisNames[0].controllerCode = "LeftTrigger";
definition.bindingGroups[4].analougeInputBinding[4].evaluationMode = DBInputDefinition.AnalougeevaluationMode.Highest;
definition.bindingGroups[4].analougeInputBinding[4].deadZone = 0.075f;
definition.bindingGroups[4].analougeInputBinding[5].name = "SlewRotateRight";
definition.bindingGroups[4].analougeInputBinding[5].axisNames = new DBAnalougeInputOption[1];
definition.bindingGroups[4].analougeInputBinding[5].axisNames[0].controllerCode = "RightTrigger";
definition.bindingGroups[4].analougeInputBinding[5].evaluationMode = DBInputDefinition.AnalougeevaluationMode.Highest;
definition.bindingGroups[4].analougeInputBinding[5].deadZone = 0.075f;

Wack0
User
Level: 10


Posts: 22/24
EXP: 4000
For next: 414

Since: 08-15-11


Since last post: 313 days
Last activity: 171 days

Posted on 12-06-13 09:35:03 AM, in Found a debug menu in Ashes Cricket 2013 (last edited by Wack0 at 12-06-13 09:35:59 AM) Link
Created an article on the wiki: http://tcrf.net/Ashes_Cricket_2013

Also, if you want a look, seeing as it was pulled from Steam the only way to get it is to torrent it.
Wack0
User
Level: 10


Posts: 23/24
EXP: 4000
For next: 414

Since: 08-15-11


Since last post: 313 days
Last activity: 171 days

Posted on 12-06-13 02:48:46 PM, in Found a debug menu in Ashes Cricket 2013 Link
Originally posted by Kak64
Originally posted by divingkataetheweirdo
Originally posted by Wack0
Created an article on the wiki: http://tcrf.net/Ashes_Cricket_2013

Also, if you want a look, seeing as it was pulled from Steam the only way to get it is to torrent it.


It would be nice to see a a patch, but the article seems to coming out okay otherwise.

Also, hah. "Keep Circulating the Tapes" indeed. With the potential of being one of the worst games ever released, a lot of people would probably track down torrents just to see how awful the game is.

I can't blame to the publisher for trying to protect the Ashes name, although the website for it appears to still be up and the forum for it is filled with spambots. Seems 505 Games blames Trickstar for the game being so sloppily worked on.
Also, they have postponed a true "final" version of the game to July 2014. This means it's apparently not the final version anymore. :/

It seems they're not acting like the developers of Big Rigs.



Interesting. Do you have any source for that?

If this is true, then that's a nice proto we have.
Wack0
User
Level: 10


Posts: 24/24
EXP: 4000
For next: 414

Since: 08-15-11


Since last post: 313 days
Last activity: 171 days

Posted on 12-06-13 03:35:06 PM, in Found a debug menu in Ashes Cricket 2013 (last edited by Wack0 at 12-06-13 03:35:31 PM) Link
Originally posted by Kak64
Originally posted by Wack0

Interesting. Do you have any source for that?

If this is true, then that's a nice proto we have.
Argh... I got the info wrong, sorry.

I have mistaken July 2013 (old news) for July 2014.

The production of this game was cancelled to save Ashes reputation, but still it's obvious it's one of the games the "final" version isn't what the developers wanted.


Heh, never mind then.

Also, regarding Big Rigs.. didn't the Big Rigs devs put out another game on Steam more recently, then acted like a complete douche when everyone yelled at him at how broken it was?

I'm referring to Infestation: Survivor Stories, of course. (todo: check that game)
Pages: 1 2
Jul - Posts by Wack0






Rusted Logic

Acmlmboard - 07/23/2013 b378.03
©2000-2013 Acmlm, Xkeeper, Inuyasha, et al.
bargaining-tycoon
20 database queries, 9 query cache hits.
Query execution time:  0.035762 seconds
Script execution time:  0.049433 seconds
Total render time:  0.085195 seconds


TidyHTML vomit below
line 1 column 1 - Warning: missing <!DOCTYPE> declaration
line 94 column 11 - Warning: <form> isn't allowed in <table> elements
line 93 column 10 - Info: <table> previously mentioned
line 95 column 11 - Warning: missing <tr>
line 95 column 124 - Warning: missing </font> before </td>
line 99 column 16 - Warning: plain text isn't allowed in <tr> elements
line 95 column 11 - Info: <tr> previously mentioned
line 100 column 68 - Warning: <nobr> is not approved by W3C
line 100 column 68 - Warning: missing </nobr> before </td>
line 117 column 68 - Warning: <nobr> is not approved by W3C
line 117 column 68 - Warning: missing </nobr> before <tr>
line 121 column 18 - Warning: missing </a> before <div>
line 121 column 114 - Warning: discarding unexpected </a>
line 141 column 35 - Warning: missing <tr>
line 141 column 50 - Warning: missing </font> before </td>
line 141 column 132 - Warning: missing </font> before </table>
line 143 column 35 - Warning: missing <tr>
line 143 column 96 - Warning: unescaped & or unknown entity "&page"
line 143 column 50 - Warning: missing </font> before </td>
line 143 column 133 - Warning: missing </font> before </table>
line 150 column 9 - Warning: <div> isn't allowed in <tr> elements
line 149 column 9 - Info: <tr> previously mentioned
line 152 column 9 - Warning: missing <tr>
line 166 column 13 - Warning: missing <tr>
line 167 column 27 - Warning: <nobr> is not approved by W3C
line 205 column 2918 - Error: <z> is not recognized!
line 205 column 2918 - Warning: discarding unexpected <z>
line 205 column 2963 - Error: <z> is not recognized!
line 205 column 2963 - Warning: discarding unexpected <z>
line 211 column 3590 - Error: <z> is not recognized!
line 211 column 3590 - Warning: discarding unexpected <z>
line 211 column 3635 - Error: <z> is not recognized!
line 211 column 3635 - Warning: discarding unexpected <z>
line 217 column 4260 - Error: <z> is not recognized!
line 217 column 4260 - Warning: discarding unexpected <z>
line 217 column 4305 - Error: <z> is not recognized!
182 warnings, 54 errors were found! Not all warnings/errors were shown.

The table summary attribute should be used to describe
the table structure. It is very helpful for people using
non-visual browsers. The scope and headers attributes for
table cells are useful for specifying which headers apply
to each table cell, enabling non-visual browsers to provide
a meaningful context for each cell.

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 may also want to try
"http://www.cast.org/bobby/" which is a free Web-based
service for checking URLs for accessibility.

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.

To learn more about HTML Tidy see http://tidy.sourceforge.net
Please fill bug reports and queries using the "tracker" on the Tidy web site.
Additionally, questions can be sent to html-tidy@w3.org
HTML and CSS specifications are available from http://www.w3.org/
Lobby your company to join W3C, see http://www.w3.org/Consortium