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10-16-14 08:28:30 PM
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Jul - Posts by shyguyhex
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shyguyhex

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Posted on 01-03-14 09:50:53 PM, in Introduce yourself here. DON'T ACT LIKE AN IDIOT IN THIS FORUM OR YOU WILL BE DESTROYED! (last edited by shyguyhex at 01-23-14 02:32:44 AM) Link
Hello,

I just recently took interest in hacking this game and making gameshark codes with cheat engine and nemu's debugger. It's been really fun and addicting learning mips among other things, and since I have no one to talk to about this kind of stuff, here I am I guess haha.

--------------------
Bowser - SM64 Live object editor
http://www.youtube.com/watch?v=zLT7LFvi5ss
shyguyhex

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Posted on 05-13-14 04:34:11 AM, in .NET dependencies? Link
Visual Basic 6 doesn't have support for multithreading, which is unfortunate because the program I'm (re)making needs it desperately. The newer versions of Visual Basic have support for multithreading but require .NET framework. Usually wherever there's something with "requires .NET framework version X.X" in its description, there's bound to be an angry mob complaining about a broken application.

So wut do?

Is there some type of magic workaround for VB6 with multithreading?
Is there an easy programming language like VB6 that will allow me to do multithreading?
Should I bite the bullet and give C++ a shot?
Should I sell my soul to satan and just do it in a newer VB?
Does thinking about .NET give you angry tics and make your blood boil?

--------------------
Bowser - SM64 Live Object Editor
http://www.youtube.com/watch?v=zLT7LFvi5ss
shyguyhex

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Posted on 06-19-14 02:43:04 AM, in SM64 RAM addresses thread (last edited by shyguyhex at 07-22-14 07:09:43 PM) Link

Some functions (I may have mixed up some of the "top"/"bottom" args)

Printer for HUD numbers:
802D62D8 (A0 = int left, A1 = int bottom, A2 = pointer ascii_format_string, A3 = int value)
Base converter: 802D5E54 (A0 = value, A1 = int base, A2 = pointer ??, A3 = pointer ??)

Printer for HUD symbols:
802D6554 (A0 = int left, A1 = int bottom, A2 = pointer ascii_string)

Printer for "PRESS START" at starting screen:
802D66C0 (A0 = int left, A1 = int top, A2 = pointer ascii_string)

Printer for "SELECT FILE" and "NEW" in select file screen:
802D7B84 (A0 = byte charset, A1 = int left, A2 = int top, A3 = pointer sm64_string)
Latin charset = 1
Japan charset = 2

Create menu (course pause screen):
802DBE68 (A0 = int left, A1 = int bottom, A2 = pointer option)
(Option is normally 80331490)

Create R camera submenu (course pause screen):
802DBB24 (A0 = int left, A1 = int bottom, A2 = pointer option, A3 = int arrow_offsetx)

Print animated red coin:
802DB498 (A0 = int left, A1 = int bottom)

Create menu box and arrows (castle pause screen):
802DC15C (A0 = int left, A1 = int top)

Create menu text (castle pause screen):
802DCC48 (A0 = int left, A1 = int bottom)

Shade screen:
802db3b8 ()

Print "PAUSE":
802dc478 ()

Print generic text (star select screens, file select screens, etc):
802D77DC (A0 = int left, A1 = int bottom, A2 = pointer sm64_string)

Print power meter:
80325688 (A1 = float left, A2 = float bottom)

Printers for Lakitu HUD symbols:
802E2CF0 (A0 = int left, A1 = int bottom, A2 = img_segmented_address): used for lakitu, camera, mario, and X symbols
802E2E58 (A0 = int left, A1 = int bottom, A2 = img_segmented_address): used for zooming C button symbols

Converters for segmented addressing:
80277F50(A0 = segmented_address): will take a segmented address such as 080192D0 and return 8017C7C0 to V0 (used for graphics, animations, collisions)
The segments table is located at 8033B400, and changes depending on what level you're in.

Load data from rom:
8027883C(A0 = RAM address, A1 = ROM start address, A2 = ROM end address)



--------------------
Bowser - SM64 Live Object Editor
http://www.youtube.com/watch?v=zLT7LFvi5ss
shyguyhex

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Posted on 06-24-14 07:40:36 PM, in SM64 RAM addresses thread (last edited by shyguyhex at 07-19-14 09:50:38 PM) Link
Surface Debugger - prints surface pointer, type, and parameter. Surface type can be modified using dpad left and dpad right.


812E3790 0C0D
812E3792 C000
81370000 03E0
81370002 F020
81370004 3C14
81370006 8037
81370008 3C15
8137000A 8034
8137000C 26B5
8137000E C600
81370010 8EB5
81370014 8EB6
81370018 2404
8137001A 000A
8137001C 2405
8137001E 0021
81370020 2686
81370022 0200
81370024 0015
81370026 3C02
81370028 0C0B
8137002A 58B6
81370030 2404
81370032 003A
81370034 2405
81370036 0021
81370038 2686
8137003A 0200
8137003C 0015
8137003E 3C00
81370040 0007
81370042 3C02
81370044 0C0B
81370046 58B6
8137004C 2404
8137004E 000A
81370050 2405
81370052 0011
81370054 2686
81370056 0210
81370058 02C0
8137005A 3820
8137005C 0C0B
8137005E 58B6
81370064 0016
81370066 B402
81370068 8E97
8137006A 0100
8137006C 3C13
8137006E 0001
81370070 1677
81370072 0005
81370078 22D6
8137007A FFFF
8137007C A6B6
81370080 1000
81370082 0006
81370088 3C13
8137008A 0002
8137008C 1677
8137008E 0004
81370094 22D6
81370096 0001
81370098 A6B6
813700A0 03C0
813700A2 0008
D133AFA0 0000
81370100 0000
D133AFA0 0200
81370100 0001
D133AFA0 0100
81370100 0002
81370200 2530
81370202 3478
81370210 2530
81370212 3878


Edit: might as well add a list of collision flags
00 Environment default
01 Burn/Frostbite
0A Death floor
0B Close camera
0D Water
0E Water (flowing)*
12 ?? Freezes game
13 Slippery
14 Slippery (slightly)
15 Anti-slippery
1B Endless stairs check
21 Sand
22 Quicksand (lethal, slow)
23 Quicksand (lethal, instant)
24 Quicksand (non-lethal, flowing)*
26 Quicksand (non-lethal)
27 Quicksand (non-lethal, flowing)2*
28 ?? cannons, platforms, the star thing in the courtyard, warp pipe surface
29 Grass
2A ?? hill with the red coing in BoB?
2C Windy*
2D Quicksand (lethal, flowing)*
2E Slippery (ice)
2F Wing cap level entrance
30 Hard floor
32 Kill mario?
33 Timer start
34 Timer stop
35 Grass?
36 Grass slippery?
37 Hard floor anti-slippery
38 Flying windy
65 Far camera (King Bobomb's platform)
6F ? wooden bridge in bowser level
70 ? grass next to rolling balls in bob
75 Slippery
76 ? Orange boxes, tick tock clock floor, crystals, things in mirror room, whomps
79 Close camera
7A ? Dorrie's back, purple buttons
A6 Painting wobble (BoB 1)
A7 Painting wobble (BoB 2)
A8 Painting wobble (BoB 3)
A9 Painting wobble (CCM 1)
AA Painting wobble (CCM 2)
AB Painting wobble (CCM 3)
AC Painting wobble (WF 1)
AD Painting wobble (WF 2)
AE Painting wobble (WF 3)
AF Painting wobble (JRB 1)
B0 Painting wobble (JRB 2)
B1 Painting wobble (JRB 3)
B2 Painting wobble (LLL 1)
B3 Painting wobble (LLL 2)
B4 Painting wobble (LLL 3)
B5 Painting wobble (SSL 1)
B6 Painting wobble (SSL 2)
B7 Painting wobble (SSL 3)
B8 Painting wobble (?)
B9 Painting wobble (?)
BA Painting wobble (?)
BB Painting wobble (BFS)
BC Painting wobble (BFS?)
BD Painting wobble (BFS?)
BE Painting wobble (WDW 1)
BF Painting wobble (WDW 2)
C0 Painting wobble (WDW 3)
C1 Painting wobble (THI t 1)
C2 Painting wobble (THI t 2)
C3 Painting wobble (THI t 3)
C4 Painting wobble (TTM 1)
C5 Painting wobble (TTM 2)
C6 Painting wobble (TTM 3)
C7 Painting wobble (?)
C8 Painting wobble (?)
C9 Painting wobble (?)
CA Painting wobble (SML 1, unused)
CB Painting wobble (SML 2, unused)
CC Painting wobble (SML 3, unused)
CD Painting wobble (THI h 1)
CE Painting wobble (THI h 2)
CF Painting wobble (THI h 3)
D0 Painting wobble (Metal cap)
D1 Painting wobble (Metal cap?)
D2 Painting wobble (Metal cap?)
D3 Horizontal level entrance (still have to label these)
D4 Horizontal level entrance ()
D5 Horizontal level entrance ()
D6 Horizontal level entrance ()
D7 Horizontal level entrance ()
D8 Horizontal level entrance ()
D9 Horizontal level entrance ()
DA Horizontal level entrance ()
DB Horizontal level entrance ()
DC Horizontal level entrance ()
DE Horizontal level entrance ()
DF Horizontal level entrance ()
F0 Horizontal level entrance ()
F1 Horizontal level entrance ()
F2 Horizontal level entrance ()
F3 Horizontal level entrance ()
F4 Horizontal level entrance ()
F5 Horizontal level entrance ()
F6 Horizontal level entrance ()
F7 Horizontal level entrance ()
F8 Horizontal level entrance ()
F9 Horizontal level entrance ()
FA Horizontal level entrance ()
FB Horizontal level entrance ()
FC Horizontal level entrance ()
FD Vertical level entrances ?
FF Bowser1 entrance ?


--------------------
Bowser - SM64 Live Object Editor
http://www.youtube.com/watch?v=zLT7LFvi5ss
shyguyhex

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Posted on 07-05-14 08:15:37 PM, in Web R4300i (N64) Assembler Link
sgASM


It's very unfinished but it works pretty well, aside from the syntax highlighter which uses a hacky double buffer thing which makes it a little buggy.

Todo:
-fix any little buggy things
-add ascii and sm64 text encoding features for the generic hex part
-add gsc output
-need to add a lot more opcodes
-cop1 register name interpretation (right now cop1 instructions will just show the gp register names)
-maybe branch address interpretation
-???? I'll take any good suggestions

Feel free to use any source from the page, just leave credit somewhere please.

--------------------
Web R4300i Assembler
Guide to SM64 Behavior Scripts
GS Code Formatter for Nemu's silly Cheats.ini
shyguyhex

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Posted on 07-08-14 03:53:22 AM, in SM64 RAM addresses thread (last edited by shyguyhex at 07-08-14 02:38:16 PM) Link

[!] Boxes
-------------------------------------------------------------------------------
Opaque Model: 8018D17C // specifically bobomb battlefield
Trans Model: 8018D0B4 / 201370
Behavior: 800ED3D0 / 21C050

Color = (OBJ+0x0F0)
Item = (OBJ+0x144)
-------------------------------------------------------------------------------
Translucent Model
Layout script @ 8018D0B4 / 21C050
002F0001 (0)(0)(OBJ)(1) 012C 001C
00280001 (1)(1)(0)(2) 00 46 B4 0A
010C0001 (7)(7)(1)(3) 8029DB48 xxxxxxxx 0004(CASE) // checks (OBJ+0xF0) and switches accordingly
001B0501 (6)(4)(2)(-) 08024F88 // R @ 80188478
001B0501 (3)(5)(2)(-) 08024FA8 // G @ 80188498
001B0501 (4)(6)(2)(-) 08024FC8 // B @ 801884B8
001B0501 (5)(3)(2)(-) 08024FE8 // Y @ 801884D8
001B0401 (2)(2)(1)(-) 080259F8 // Dots @ 80188EE8

Submodels
R 80188478: 06000000 08024F30 03860010 08024CC0 03880010 08024CB8 06010000 08024F58
G 80188498: 06000000 08024F30 03860010 08024CD8 03880010 08024CD0 06010000 08024F58
B 801884B8: 06000000 08024F30 03860010 08024CF0 03880010 08024CE8 06010000 08024F58
Y 801884D8: 06000000 08024F30 03860010 08024D08 03880010 08024D00 06010000 08024F58
^Color ^Color2
R: 801881B0 801881A8
G: 801881C8 801881C0
B: 801881D0 801881D8
Y: 801881F8 801881F0
Opaque Model
Layout script @ 8018D17C
002F0001 (0)(0)(OBJ)(1) 012C 0001
00280001 (1)(1)(0)(2) 00 46 B4 0A
010C0001 (2)(2)(1)(3) 8029DB48 xxxxxxxx 0004(CASE) // checks (OBJ+0xF0) and switches accordingly
001B0101 (6)(4)(2)(-) 08019318 // R @ 8017C808
001B0101 (3)(5)(2)(-) 08019378 // G @ 8017C868
001B0101 (4)(6)(2)(-) 080193D8 // B @ 8017C8C8
001B0101 (5)(3)(2)(-) 08019438 // Y @ 8017C928

Submodels //(shortened)
R 8017C808: ... FD100000 08015E28 ... FD100000 08016628
G 8017C868: ... FD100000 08014628 ... FD100000 08014E28
B 8017C8C8: ... FD100000 08012E28 ... FD100000 08013628
Y 8017C928: ... FD100000 08017628 ... FD100000 08017E28
^Texture(X/Z) ^Texture(Y)
----------------------------------------------------------------------------
Behavior script @ 800ED3D0 / 21C050
00090000
11010009
2A000000 08025F78 // collision polygon @ 8018F8E8
11010001
0E43012C
2D000000
08000000
0C000000 802C19C0 //opaque vs translucent, collision on/off, size, handle events
09000000

802C19C0():
8029F430(F12 size = 40000000) // sets size of both model and collision
802A3E30(A0 event_table = 80330C20) // handles everything else

Event table @ 80330C20:
80330C20 802C1308 ?() // ?? triggered when entering levels
80330C24 802C13EC box_trans_default() // trans default state, handle collision (ignore it)
80330C28 802C14B0 box_opaque_default() // opaque default state, handle collision
80330C2C 802C15B8 box_breaking() // box is breaking, do smooshing resize thing
80330C30 802C18D0 box_break() // break box, spawn objects (will also delete spinning ! object if there is one)
80330C34 802C1988 box_wait() // gone, waiting to respawn

box_break():
802C18E8 802C17BC(A0 spawn_table = 0x80330BA0, A1 index = (OBJ+0x144)) // spawn hats, coins, etc.
802C18F8 802AAE8C(A0 ? = 0, A1 ? = 0, A2 size = 0x42380000) // fog explosion
802C1918 802AE0CC(A0 num_stars = 0x14, A1 gfx_id = 0x8B, A2 size = 0x3E99999A, A3 color = (OBJ+0xF0)) // stars explosion
802C1924 802CA144(A0 sound = 0x3041C081) // play sound
if((OBJ+0x144) < 3) { // if it's a hat, the box will respawn
802C1954 8029F6BC()
} else { // don't respawn
802C1968 802A0568(A0 = OBJ)
}


--------------------
Web R4300i Assembler
Guide to SM64 Behavior Scripts
GS Code Formatter for Nemu's silly Cheats.ini
shyguyhex

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Posted on 07-10-14 10:46:01 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by Yoshimaster96
How do I use the 2D animated star (as seen in the beta)? What is its model ID and behavior value?


I could be wrong but I don't think the images were left in the final game. You would have to add the images manually and write a geo layout script (which I imagine would be very similar to the 2D coin's script), and then edit the behavior's asm to make the object's frames animate.

--------------------
Web R4300i Assembler
Guide to SM64 Behavior Scripts
GS Code Formatter for Nemu's silly Cheats.ini
shyguyhex

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Posted on 07-10-14 06:19:13 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by Yoshimaster96

If they aren't in the final game, then what is in the Mario head intro?



My bad, completely forgot about those ones

--------------------
Web R4300i Assembler
Guide to SM64 Behavior Scripts
GS Code Formatter for Nemu's silly Cheats.ini
shyguyhex

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Posted on 07-10-14 10:12:43 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by Yoshimaster96
Originally posted by shyguyhex
Originally posted by Yoshimaster96

If they aren't in the final game, then what is in the Mario head intro?

My bad, completely forgot about those ones

Do you know its model ID and behavior?


I think since the star is just used as a graphical entity for the starting screen, it wouldn't have a behavior. And I'm not familiar with the level commands so I'm not sure how it would be loaded in as a model ID.

I don't know if it helps but this is the area in ram with the commands used to draw the star - 801B1A80

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

Web R4300i Assembler
Guide to SM64 Behavior Scripts
GS Code Formatter for Nemu's silly Cheats.ini
shyguyhex

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Posted on 07-12-14 03:15:16 AM, in RAM tools thread (last edited by shyguyhex at 07-20-14 12:41:24 AM) Link
I didn't see a thread for ram editing resources on here so I thought I'd start one.
If you have any Cheat Engine tables, tools that you made, emulator dll's, etc, I guess this would be a good place to post them.

Here's a command line tool I just started writing: (Image album)

Download SG64 7.19a (I'll probably be updating this link very often)
Some more ram stuff // c header for editing emulator memory, a cheat engine table for nemu



SG64 7.19a
Usage guide 7/19/2014
__________________________________________________
-------- Commands & Keys -------------------------

'objects' command:
Starts the objects browser
[left] Next object
[right] Previous object
[up] Next object (0x10)
[down] Previous object (0x10)
[ctrl+C] Exit

[E] Edit object
Input: 3 char hex offsets and 32bit values
Example: >014 800F0860
Type x x to exit
[I] Inject data/injo file to object // not added yet
File format: plain text 3 char hex offsets and 32bit values
[B] View behavior script
[B] Exit
[E] Export // not added yet
[I] Import // not added yet
[R] Locate in rom // not added yet
[N] Name pointer // not added yet
[M] Copy model pointer(0x14) and case (0xF0) to Mario's object
[N] Copy animation pointer to Mario's object
[P] Move Mario to object

'inj' command:
Starts 32bit hex injector
Input: 8 char hex address and 32bit value
Example: >8033B21C 06640880
Type x x to exit

'injf' command:
Injects file from data/injf/
Example: >injf grounds/top
File format example:

8033B1AC 43474DC3
8033B1B0 45466000
8033B1B4 C5AA4F45

'injf_raw' command: // not added yet
Injects file from data/injfraw/ as raw binary
Example: >injfraw test.bin 80400000

'mwarp' command:
Saves 'injf' file with Mario's coordinates to data/injf

'segments' command:
Prints 8033B400 ram segments table

'seg' command: // not added yet
Converts segmented address to address and prints
Example: >seg 0400CC98

'collision' command:
Prints info on current collision
(Press any key to exit)
// some editing functionality will be added eventually

'script' command: // not added yet
Inject sg64 script

'ls' command: // not added yet
Recursively list data/ files
Example: >ls path/path/

'clear' command:
Clear the console

________________________________________________
-------- Default Files -------------------------

sg64.exe
guide.txt
data/
config/
asm_instructions
asm_regnames
help
rompath

behaviors/
bobomb

injf/
bob/
warp_island
warp_top
ccm/
warp_penguin
warp_start
grounds/
warp_doors
warp_top
die
heal
reset

injo/
mario

script/
example

tables/
behaviors
collisions
emulators

________________________________________________
------------------------------------------------





SG64 7.19a
Changelog 7/19/14
________________________________________
----------------------------------------

7.14a:
- emulator support is now loaded from 'data/emulators' file
- added injf command - loads file from data/injf and injects (check guide.txt for format)
- added mwarp command - creates injf file for moving mario around a level

7.19a
- added changelog.txt and guide.txt
- reorganized the files a bit
- made console printing less 'flickery' looking
- patched up mem leaks
- added 'collision' command
- removed useless info from the object browser




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

Web R4300i Assembler
Guide to SM64 Behavior Scripts
GS Code Formatter for Nemu's silly Cheats.ini
shyguyhex

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Posted on 07-13-14 02:11:36 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking (last edited by shyguyhex at 07-13-14 02:13:51 AM) Link
Originally posted by Yoshimaster96
Thanks! Do you know what its arguments are?

The 'FD' commands in that section are all followed by segment-offset pointers to the stars' raw image data.

If you're trying to make a level object that uses the beta sprites then I would suggest either writing an asm hack that copies the uncompressed images and commands over to another place in ram during the starting screen, or get it loaded into a level from rom somehow. You would also need to make a geolayout script and a behavior to get a working model with animated frames. For the layout script you could probably just copy the 2D coin's script and change all of the pointers, and for the objects behavior, you would want to have 0C000000 802AB70C in the active part of the script, which is the asm function used by coins to continually rotate the gfx case in the object's structure.

Here's the coin's layout script:
(ram version @ 800F8AA4)

00280001 800F8AA4 800F8AA4 00000000 800F8ABC 0032B401
010C0001 800F8ABC 800F8ABC 800F8AA4 800F8ADC 8029DB48 00000000 00080000 // 8 frame switch
001B0401 800F8B84 800F8AF4 800F8ABC 00000000 03007800
001B0401 800F8ADC 800F8B0C 800F8ABC 00000000 03007800
001B0401 800F8AF4 800F8B24 800F8ABC 00000000 03007828
001B0401 800F8B0C 800F8B3C 800F8ABC 00000000 03007828
001B0401 800F8B24 800F8B54 800F8ABC 00000000 03007850
001B0401 800F8B3C 800F8B6C 800F8ABC 00000000 03007850
001B0401 800F8B54 800F8B84 800F8ABC 00000000 03007878
001B0401 800F8B6C 800F8ADC 800F8ABC 00000000 03007878
^cmd ^cmd ptr ^cmd ptr ^cmd ptr ^cmd ptr ^segment-offset pointers to 'E7' commands



First E7 @ 800BB7B0


E7000000 00000000
FD700000 03005780 // 800B9730 the raw image data
06000000 03007780 // 800BB730 another E7 and other cmds
04300040 030056C0 // 800B9670 a bunch of signed short ints that scale the image and set other properties
06010000 030077D0 // 800BB780 two BF commands, they account for halves of the image somehow



There's probably an easier way of doing this that I'm unaware of though lol

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

Web R4300i Assembler
Guide to SM64 Behavior Scripts
GS Code Formatter for Nemu's silly Cheats.ini
shyguyhex

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Posted on 07-14-14 04:42:52 AM, in Behaviour Scripts (last edited by shyguyhex at 07-14-14 04:43:52 AM) Link
I made a document based on your guys' findings (and some of my own messing around) here that I beefed up with html and js for super easy reading, if anyone is interested.

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

Web R4300i Assembler
Guide to SM64 Behavior Scripts
GS Code Formatter for Nemu's silly Cheats.ini
shyguyhex

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Posted on 07-16-14 01:07:15 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking (last edited by shyguyhex at 07-16-14 05:03:14 AM) Link
Hey guys, I'm adding a little collision thing to my program.


Is there any documentation on that big group of signed shorts?

edit: first int is actually 2 bytes - first byte is 01 or 03 when it's an object and second byte changes per room/zone

edit2:

Worked out what most of the stuff is, I had the bytes ordered wrong in the first pic, ha

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Posted on 07-17-14 03:28:27 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking (last edited by shyguyhex at 07-17-14 03:30:41 PM) Link
Originally posted by SpazTron64[NC
]
Edit 3(oh god here we go again...):Ah crap now that ive fixed that im getting more errors in the code for example
M64_FIRST_OBJ_STRUCT undeclared (first use in this function)
and in function _start it doesnt say whats wrong.


You're either missing a file or the paths are screwed up somehow

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Posted on 07-17-14 07:39:05 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking (last edited by shyguyhex at 07-17-14 07:42:43 PM) Link
Originally posted by Yoshimaster96
Originally posted by Yoshimaster96
What collision do I use so the Chill Bully won't destroy itself?
Does anyone know of the correct collision to use for the Chill Bully?





He's standing on top of 2E and the surface below the platform is 01 which is lava/frostbite ice

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Posted on 07-17-14 08:52:39 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking (last edited by shyguyhex at 07-17-14 09:21:38 PM) Link
Hey guys, I think I found something beta/unused and I don't know where to post it (since the beta stuff thread is closed), so I'll just post it here (apologies if this was already found).

I was labeling all of the collision flags for the painting wobble triggers and I noticed that there are some unused slots, then I remembered that the snowman's land wall doesn't wobble when you walk near it. So I went next to it and started changing the floor's collision to some of the unused flags and sure enough, the wall started wobbling



The unused flags are CA, CB and CC.

Edit: here are the other ones in the 'painting wobble' range that appear to be unused as well
B8, B9, BA
C7, C8, C9

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Posted on 07-19-14 09:47:45 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking (last edited by shyguyhex at 07-19-14 10:26:41 PM) Link
Originally posted by Lyskar
IIRC, the flags are present on all or most walls and you can turn them on or off; not specific to that wall.

I could be totally wrong on this, but I'm the closest thing to a person from long ago here to answer your query, though.


Mmkay, so the paintings sort of 'come packaged' with the collision flags ready by default but it was probably just turned off for this particular one. I guess that makes sense considering there are only two collision spots on the ground next to this wall.

I'm still sort of puzzled by B8 and C7 though, I haven't checked the actual code but they don't seem to be related to any paintings at all.

edit: I figure B8 is probably associated with the hazy maze cave entrance

00 Environment default
01 Burn/Frostbite
0A Death floor
0B Close camera
0D Water
0E Water (flowing)*
12 ?? Freezes game
13 Slippery
14 Slippery (slightly)
15 Anti-slippery
1B Endless stairs check
21 Sand
22 Quicksand (lethal, slow)
23 Quicksand (lethal, instant)
24 Quicksand (non-lethal, flowing)*
26 Quicksand (non-lethal)
27 Quicksand (non-lethal, flowing)2*
28 ?? cannons, platforms, the star thing in the courtyard, warp pipe surface
29 Grass
2A ?? hill with the red coing in BoB?
2C Windy*
2D Quicksand (lethal, flowing)*
2E Slippery (ice)
2F Wing cap level entrance
30 Hard floor
32 Kill mario?
33 Timer start
34 Timer stop
35 Grass?
36 Grass slippery?
37 Hard floor anti-slippery
38 Flying windy
65 Far camera (King Bobomb's platform)
6F ? wooden bridge in bowser level
70 ? grass next to rolling balls in bob
75 Slippery
76 ? Orange boxes, tick tock clock floor, crystals, things in mirror room, whomps
79 Close camera
7A ? Dorrie's back, purple buttons
A6 Painting wobble (BoB 1)
A7 Painting wobble (BoB 2)
A8 Painting wobble (BoB 3)
A9 Painting wobble (CCM 1)
AA Painting wobble (CCM 2)
AB Painting wobble (CCM 3)
AC Painting wobble (WF 1)
AD Painting wobble (WF 2)
AE Painting wobble (WF 3)
AF Painting wobble (JRB 1)
B0 Painting wobble (JRB 2)
B1 Painting wobble (JRB 3)
B2 Painting wobble (LLL 1)
B3 Painting wobble (LLL 2)
B4 Painting wobble (LLL 3)
B5 Painting wobble (SSL 1)
B6 Painting wobble (SSL 2)
B7 Painting wobble (SSL 3)
B8 Painting wobble (?)
B9 Painting wobble (?)
BA Painting wobble (?)
BB Painting wobble (BFS)
BC Painting wobble (BFS?)
BD Painting wobble (BFS?)
BE Painting wobble (WDW 1)
BF Painting wobble (WDW 2)
C0 Painting wobble (WDW 3)
C1 Painting wobble (THI t 1)
C2 Painting wobble (THI t 2)
C3 Painting wobble (THI t 3)
C4 Painting wobble (TTM 1)
C5 Painting wobble (TTM 2)
C6 Painting wobble (TTM 3)
C7 Painting wobble (?)
C8 Painting wobble (?)
C9 Painting wobble (?)
CA Painting wobble (SML 1, unused)
CB Painting wobble (SML 2, unused)
CC Painting wobble (SML 3, unused)
CD Painting wobble (THI h 1)
CE Painting wobble (THI h 2)
CF Painting wobble (THI h 3)
D0 Painting wobble (Metal cap)
D1 Painting wobble (Metal cap?)
D2 Painting wobble (Metal cap?)
D3 Horizontal level entrance (still have to label these)
D4 Horizontal level entrance ()
D5 Horizontal level entrance ()
D6 Horizontal level entrance ()
D7 Horizontal level entrance ()
D8 Horizontal level entrance ()
D9 Horizontal level entrance ()
DA Horizontal level entrance ()
DB Horizontal level entrance ()
DC Horizontal level entrance ()
DE Horizontal level entrance ()
DF Horizontal level entrance ()
F0 Horizontal level entrance ()
F1 Horizontal level entrance ()
F2 Horizontal level entrance ()
F3 Horizontal level entrance ()
F4 Horizontal level entrance ()
F5 Horizontal level entrance ()
F6 Horizontal level entrance ()
F7 Horizontal level entrance ()
F8 Horizontal level entrance ()
F9 Horizontal level entrance ()
FA Horizontal level entrance ()
FB Horizontal level entrance ()
FC Horizontal level entrance ()
FD Vertical level entrances ?
FF Bowser1 entrance ?


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Posted on 07-19-14 10:50:23 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking (last edited by shyguyhex at 07-20-14 04:37:41 AM) Link
Anybody knowledgeable with the PI registers?



lui t0, 0xA460 // pi registers
lw s0, 0x10 (t0) // pi_status
bne r0 s0 0x09 // break if pi_status != 0
nop
lui t2, 0x0040 // ram address 80400000
sw t2 0x0 t0 // pi_ram = 00400000
lui t2 0x107F // rom address 007FFFF0
ori t2 t2 0xFFF0 // ^
sw t2 0x4 t0 // pi_rom = 0x107FFFF0
ori t2 r0 0x03
sw t2 0xC t0 // pi_length = 0x3
nop
jr ra // done


I wrote this as a test for loading a word from the rom and it seems to work fine in nemu but I'm not sure if it's 'conventionally correct'/would work on real hardware?

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Posted on 07-20-14 02:53:08 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
Originally posted by Joe
The PI bus requires a minimum of two byte alignment, but RDRAM has a stricter alignment requirement - something like eight or sixteen bytes, if I recall correctly. I don't know how the DMA behaves when you request an aligned address with a misaligned length.


Thanks Joe, that's exactly what I needed

Originally posted by Luca91
why the address is 0x81400000 ? is this a standard sm64 value for hacks or what ? Thanks


That's where the 4MB of expansion pack memory starts, it was never used by the original SM64 so you can put as much data there as you want without interrupting the game

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Posted on 07-20-14 04:40:33 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking (last edited by shyguyhex at 07-20-14 05:00:32 PM) Link
Originally posted by Luca91
Sorry for the noob question, but can you explain me how exactly this works ? I mean, as far as I've understood the code is injected at 0x81400000 because at that address there is the 4mb expansion pack that ins't used by the game, but how the code get called by the game ? does the game automatically call any code located at 0x81400000 ?
Thanks for your time


CheatName1Code0=812CB26C 0C10
CheatName1Code1=812CB26E 0000

^ If you convert the 32bit value from this part of the code (0C100000) to MIPS ASM you'll get

JAL 0x80400000

This instruction will move the program counter to the expansion pack

Also the memory location isn't actually at 81400000, it's at 80400000. The "81" is just a prefix that tells gameshark to write a 16bit value instead of an 8bit value

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Rusted Logic

Acmlmboard - 07/23/2013 b378.03
©2000-2013 Acmlm, Xkeeper, Inuyasha, et al.
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28 database queries, 49 query cache hits.
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line 212 column 11 - Warning: <img> lacks "alt" attribute
line 218 column 15 - Warning: <img> lacks "alt" attribute
line 221 column 11 - Warning: <table> lacks "summary" attribute
line 287 column 9 - Warning: <table> lacks "summary" attribute
line 290 column 11 - Warning: <img> lacks "alt" attribute
line 291 column 22 - Warning: <img> lacks "alt" attribute
line 291 column 63 - Warning: <img> lacks "alt" attribute
line 291 column 112 - Warning: <img> lacks "alt" attribute
line 291 column 162 - Warning: <img> lacks "alt" attribute
line 292 column 11 - Warning: <img> lacks "alt" attribute
line 298 column 15 - Warning: <img> lacks "alt" attribute
line 301 column 11 - Warning: <table> lacks "summary" attribute
line 306 column 202 - Warning: <img> lacks "alt" attribute
line 306 column 269 - Warning: <img> lacks "alt" attribute
line 503 column 9 - Warning: <table> lacks "summary" attribute
line 506 column 11 - Warning: <img> lacks "alt" attribute
line 507 column 22 - Warning: <img> lacks "alt" attribute
line 507 column 63 - Warning: <img> lacks "alt" attribute
line 507 column 112 - Warning: <img> lacks "alt" attribute
line 507 column 162 - Warning: <img> lacks "alt" attribute
line 508 column 11 - Warning: <img> lacks "alt" attribute
line 514 column 15 - Warning: <img> lacks "alt" attribute
line 517 column 11 - Warning: <table> lacks "summary" attribute
line 522 column 198 - Warning: <img> lacks "alt" attribute
line 541 column 9 - Warning: <table> lacks "summary" attribute
line 544 column 11 - Warning: <img> lacks "alt" attribute
line 545 column 22 - Warning: <img> lacks "alt" attribute
line 545 column 63 - Warning: <img> lacks "alt" attribute
line 545 column 112 - Warning: <img> lacks "alt" attribute
line 545 column 162 - Warning: <img> lacks "alt" attribute
line 546 column 11 - Warning: <img> lacks "alt" attribute
line 552 column 15 - Warning: <img> lacks "alt" attribute
line 555 column 11 - Warning: <table> lacks "summary" attribute
line 566 column 9 - Warning: <table> lacks "summary" attribute
line 569 column 11 - Warning: <img> lacks "alt" attribute
line 570 column 22 - Warning: <img> lacks "alt" attribute
line 570 column 63 - Warning: <img> lacks "alt" attribute
line 570 column 112 - Warning: <img> lacks "alt" attribute
line 570 column 162 - Warning: <img> lacks "alt" attribute
line 571 column 11 - Warning: <img> lacks "alt" attribute
line 577 column 15 - Warning: <img> lacks "alt" attribute
line 580 column 11 - Warning: <table> lacks "summary" attribute
line 592 column 9 - Warning: <table> lacks "summary" attribute
line 595 column 11 - Warning: <img> lacks "alt" attribute
line 596 column 22 - Warning: <img> lacks "alt" attribute
line 596 column 63 - Warning: <img> lacks "alt" attribute
line 596 column 112 - Warning: <img> lacks "alt" attribute
line 596 column 162 - Warning: <img> lacks "alt" attribute
line 597 column 11 - Warning: <img> lacks "alt" attribute
line 603 column 15 - Warning: <img> lacks "alt" attribute
line 606 column 11 - Warning: <table> lacks "summary" attribute
line 619 column 9 - Warning: <table> lacks "summary" attribute
line 622 column 11 - Warning: <img> lacks "alt" attribute
line 623 column 22 - Warning: <img> lacks "alt" attribute
line 623 column 63 - Warning: <img> lacks "alt" attribute
line 623 column 112 - Warning: <img> lacks "alt" attribute
line 623 column 162 - Warning: <img> lacks "alt" attribute
line 624 column 11 - Warning: <img> lacks "alt" attribute
line 630 column 15 - Warning: <img> lacks "alt" attribute
line 633 column 11 - Warning: <table> lacks "summary" attribute
line 650 column 9 - Warning: <table> lacks "summary" attribute
line 653 column 11 - Warning: <img> lacks "alt" attribute
line 654 column 22 - Warning: <img> lacks "alt" attribute
line 654 column 63 - Warning: <img> lacks "alt" attribute
line 654 column 112 - Warning: <img> lacks "alt" attribute
line 654 column 162 - Warning: <img> lacks "alt" attribute
line 655 column 11 - Warning: <img> lacks "alt" attribute
line 661 column 15 - Warning: <img> lacks "alt" attribute
line 664 column 11 - Warning: <table> lacks "summary" attribute
line 672 column 735 - Warning: <img> lacks "alt" attribute
line 819 column 9 - Warning: <table> lacks "summary" attribute
line 822 column 11 - Warning: <img> lacks "alt" attribute
line 823 column 22 - Warning: <img> lacks "alt" attribute
line 823 column 63 - Warning: <img> lacks "alt" attribute
line 823 column 112 - Warning: <img> lacks "alt" attribute
line 823 column 162 - Warning: <img> lacks "alt" attribute
line 824 column 11 - Warning: <img> lacks "alt" attribute
line 830 column 15 - Warning: <img> lacks "alt" attribute
line 833 column 11 - Warning: <table> lacks "summary" attribute
line 872 column 9 - Warning: <table> lacks "summary" attribute
line 875 column 11 - Warning: <img> lacks "alt" attribute
line 876 column 22 - Warning: <img> lacks "alt" attribute
line 876 column 63 - Warning: <img> lacks "alt" attribute
line 876 column 112 - Warning: <img> lacks "alt" attribute
line 876 column 162 - Warning: <img> lacks "alt" attribute
line 877 column 11 - Warning: <img> lacks "alt" attribute
line 883 column 15 - Warning: <img> lacks "alt" attribute
line 886 column 11 - Warning: <table> lacks "summary" attribute
line 896 column 9 - Warning: <table> lacks "summary" attribute
line 899 column 11 - Warning: <img> lacks "alt" attribute
line 900 column 22 - Warning: <img> lacks "alt" attribute
line 900 column 63 - Warning: <img> lacks "alt" attribute
line 900 column 112 - Warning: <img> lacks "alt" attribute
line 900 column 162 - Warning: <img> lacks "alt" attribute
line 901 column 11 - Warning: <img> lacks "alt" attribute
line 907 column 15 - Warning: <img> lacks "alt" attribute
line 910 column 11 - Warning: <table> lacks "summary" attribute
line 915 column 397 - Warning: <img> lacks "alt" attribute
line 922 column 651 - Warning: <img> lacks "alt" attribute
line 929 column 9 - Warning: <table> lacks "summary" attribute
line 932 column 11 - Warning: <img> lacks "alt" attribute
line 933 column 22 - Warning: <img> lacks "alt" attribute
line 933 column 63 - Warning: <img> lacks "alt" attribute
line 933 column 112 - Warning: <img> lacks "alt" attribute
line 933 column 162 - Warning: <img> lacks "alt" attribute
line 934 column 11 - Warning: <img> lacks "alt" attribute
line 940 column 15 - Warning: <img> lacks "alt" attribute
line 943 column 11 - Warning: <table> lacks "summary" attribute
line 958 column 9 - Warning: <table> lacks "summary" attribute
line 961 column 11 - Warning: <img> lacks "alt" attribute
line 962 column 22 - Warning: <img> lacks "alt" attribute
line 962 column 63 - Warning: <img> lacks "alt" attribute
line 962 column 112 - Warning: <img> lacks "alt" attribute
line 962 column 162 - Warning: <img> lacks "alt" attribute
line 963 column 11 - Warning: <img> lacks "alt" attribute
line 969 column 15 - Warning: <img> lacks "alt" attribute
line 972 column 11 - Warning: <table> lacks "summary" attribute
line 979 column 676 - Warning: <img> lacks "alt" attribute
line 987 column 9 - Warning: <table> lacks "summary" attribute
line 990 column 11 - Warning: <img> lacks "alt" attribute
line 991 column 22 - Warning: <img> lacks "alt" attribute
line 991 column 63 - Warning: <img> lacks "alt" attribute
line 991 column 112 - Warning: <img> lacks "alt" attribute
line 991 column 162 - Warning: <img> lacks "alt" attribute
line 992 column 11 - Warning: <img> lacks "alt" attribute
line 998 column 15 - Warning: <img> lacks "alt" attribute
line 1001 column 11 - Warning: <table> lacks "summary" attribute
line 1007 column 871 - Warning: <img> proprietary attribute value "absmiddle"
line 1007 column 871 - Warning: <img> lacks "alt" attribute
line 1009 column 931 - Warning: <img> lacks "alt" attribute
line 1021 column 9 - Warning: <table> lacks "summary" attribute
line 1024 column 11 - Warning: <img> lacks "alt" attribute
line 1025 column 22 - Warning: <img> lacks "alt" attribute
line 1025 column 63 - Warning: <img> lacks "alt" attribute
line 1025 column 112 - Warning: <img> lacks "alt" attribute
line 1025 column 162 - Warning: <img> lacks "alt" attribute
line 1026 column 11 - Warning: <img> lacks "alt" attribute
line 1032 column 15 - Warning: <img> lacks "alt" attribute
line 1035 column 11 - Warning: <table> lacks "summary" attribute
line 1041 column 645 - Warning: <img> proprietary attribute value "absmiddle"
line 1041 column 645 - Warning: <img> lacks "alt" attribute
line 1166 column 9 - Warning: <table> lacks "summary" attribute
line 1169 column 11 - Warning: <img> lacks "alt" attribute
line 1170 column 22 - Warning: <img> lacks "alt" attribute
line 1170 column 63 - Warning: <img> lacks "alt" attribute
line 1170 column 112 - Warning: <img> lacks "alt" attribute
line 1170 column 162 - Warning: <img> lacks "alt" attribute
line 1171 column 11 - Warning: <img> lacks "alt" attribute
line 1177 column 15 - Warning: <img> lacks "alt" attribute
line 1180 column 11 - Warning: <table> lacks "summary" attribute
line 1207 column 9 - Warning: <table> lacks "summary" attribute
line 1210 column 11 - Warning: <img> lacks "alt" attribute
line 1211 column 22 - Warning: <img> lacks "alt" attribute
line 1211 column 63 - Warning: <img> lacks "alt" attribute
line 1211 column 112 - Warning: <img> lacks "alt" attribute
line 1211 column 162 - Warning: <img> lacks "alt" attribute
line 1212 column 11 - Warning: <img> lacks "alt" attribute
line 1218 column 15 - Warning: <img> lacks "alt" attribute
line 1221 column 11 - Warning: <table> lacks "summary" attribute
line 1237 column 9 - Warning: <table> lacks "summary" attribute
line 1240 column 11 - Warning: <img> lacks "alt" attribute
line 1241 column 22 - Warning: <img> lacks "alt" attribute
line 1241 column 63 - Warning: <img> lacks "alt" attribute
line 1241 column 112 - Warning: <img> lacks "alt" attribute
line 1241 column 162 - Warning: <img> lacks "alt" attribute
line 1242 column 11 - Warning: <img> lacks "alt" attribute
line 1248 column 15 - Warning: <img> lacks "alt" attribute
line 1251 column 11 - Warning: <table> lacks "summary" attribute
line 1265 column 1085 - Warning: <img> proprietary attribute value "absmiddle"
line 1265 column 1085 - Warning: <img> lacks "alt" attribute
line 146 column 17 - Warning: <table> lacks "summary" attribute
line 1275 column 17 - Warning: <table> lacks "summary" attribute
line 1277 column 17 - Warning: <table> lacks "summary" attribute
line 1283 column 1 - Warning: <img> lacks "alt" attribute
line 1284 column 1 - Warning: <img> lacks "alt" attribute
line 1285 column 1 - Warning: <img> lacks "alt" attribute
line 1292 column 9 - Warning: <table> lacks "summary" attribute
line 1294 column 25 - Warning: <img> lacks "alt" attribute
line 1324 column 17 - Warning: <table> lacks "summary" attribute
line 141 column 136 - Warning: trimming empty <font>
line 143 column 133 - Warning: trimming empty <font>
line 559 column 74 - Warning: trimming empty <font>
line 584 column 74 - Warning: trimming empty <font>
line 610 column 74 - Warning: trimming empty <font>
line 676 column 1137 - Warning: trimming empty <span>
line 792 column 4816 - Warning: trimming empty <span>
line 794 column 4849 - Warning: trimming empty <span>
line 812 column 5673 - Warning: trimming empty <span>
line 1235 column 15 - Warning: trimming empty <tr>
line 1275 column 133 - Warning: trimming empty <font>
line 1277 column 136 - Warning: trimming empty <font>
line 153 column 11 - Warning: <a> cannot copy name attribute to id
line 178 column 11 - Warning: <a> cannot copy name attribute to id
line 209 column 11 - Warning: <a> cannot copy name attribute to id
line 289 column 11 - Warning: <a> cannot copy name attribute to id
line 505 column 11 - Warning: <a> cannot copy name attribute to id
line 543 column 11 - Warning: <a> cannot copy name attribute to id
line 568 column 11 - Warning: <a> cannot copy name attribute to id
line 594 column 11 - Warning: <a> cannot copy name attribute to id
line 621 column 11 - Warning: <a> cannot copy name attribute to id
line 652 column 11 - Warning: <a> cannot copy name attribute to id
line 821 column 11 - Warning: <a> cannot copy name attribute to id
line 874 column 11 - Warning: <a> cannot copy name attribute to id
line 898 column 11 - Warning: <a> cannot copy name attribute to id
line 931 column 11 - Warning: <a> cannot copy name attribute to id
line 960 column 11 - Warning: <a> cannot copy name attribute to id
line 989 column 11 - Warning: <a> cannot copy name attribute to id
line 1023 column 11 - Warning: <a> cannot copy name attribute to id
line 1168 column 11 - Warning: <a> cannot copy name attribute to id
line 1209 column 11 - Warning: <a> cannot copy name attribute to id
line 1239 column 11 - Warning: <a> cannot copy name attribute to id
Info: Document content looks like HTML Proprietary
Info: No system identifier in emitted doctype
452 warnings, 0 errors were found!


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