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10-17-14 08:00:36 PM

Jul - Posts by Doogie1012
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Doogie1012
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Posted on 10-21-08 06:40:23 AM, in SM64 Side-View Platformer Idea Link
Camera ASM

Well after reading this I was thinking...

Would it be possible to make a Super Mario 64 Side-View Platformer like the old SNES days. By editing where the camera is pointing from and to and disabling vertical axis input/movement (would that ASM routine be difficult to find?)

Anyway its just an idea.

(Actually now that I think about it, Enemy Routines would have to be edited/rewritten )
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Posted on 10-23-08 03:08:08 AM, in Level editing, WITH GAMESHARK?!? Link
Wow. I didn't realize people even looked at my Mario Object Editor anymore .

Maybe VL-Tone should consider a reverse of the Rom Extender where it compresses the rom again (if thats possible). In fact, the project your working on messiaen has got me interested in Mario 64 rom hacking again. If there is anything I can do for you to make things easier, let me know.
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Posted on 10-24-08 10:42:56 AM, in Level editing, WITH GAMESHARK?!? Link
Well I assume that the reason to compress MIO0 files again was so that Nemu could run the rom and allowing you to be able to debug easier. But as you said, problems would arise if the rom got bigger.

anyway, since a mod wants to close this topic, I'll leave it be and post a new topic if I have more queries or w/e.
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Posted on 10-24-08 10:49:30 AM, in Level Editing Topic (last edited by Doogie1012 at 10-26-08 08:09 AM) Link
Seems to be a need for a generalized 'Level editing' topic, I'll use this one then. Sorry for the hijack.
Various people: Ask your level structure questions here. -Metal Man


Well I have a few Q's about how levels operate.

Basically, I tried to copy the entire level code from Bom-omb Battlefield and override Whomps Fortress.

Of course, I didn't expect this to work as it was a MAJOR long shot in getting levels not the same size to execute.

Bom-Omb Battlefield Level Size - 1360 bytes
Whomp's Fortress Level Size - 3264 bytes

Since there are a few people here who actually know how SM64 is structured and have N64 asm knowledge, I was wondering if there are any key values to possibly help make level copying a reality or explain to me why it isn't possible.

Thanks for your time.
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Posted on 10-26-08 08:05:08 AM, in Level Editing Topic Link
Alright, after reading it over for a while, I finally grasp what your saying

So would copying the Bom-Omb Battlefield level to 014A0000 work, since all the data after that is just bytes with the value of 1. (and there is MORE then enough space )

Of course I would have to change where the Whomp's Fortress HUB code points to correct? So the code would be:

00 10 00 0E 014A0000 014A0550 0E000264

Which is located at 2AC224/2802212 address.
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Posted on 10-28-08 05:19:42 AM, in Super Mario 64: The Missing Stars RELEASED! (Download link on first post) Link
Originally posted by messiaen
Some glitches may be caused by the "Wire Box", I used some different RSP commands borrowed from another object to get the transparency, and it somehow affects other objects. I have never seen anything happening with stars or the HUD though.

But changing a bit the topic, now that I have worked a bit with a conditional command to load Mario/Luigi based on the player's choice, It wouldn't be hard to implement a day-night cycle. All that I would need is a few different versions of some of the backgrounds or choosing a background order using existing ones. So, one background would be used for the morning, another one for afternoon, another one for the night, etc.

Basically, the game would keep a RAM variable, an integer which would be incremented each time you enter a level. Then, every 3 levels (or any other number) you enter the backgrounds would advance to the next setting. The same variable could be used for cool effects, such as: talk to Yoshi early in the morning and you'll get a star.

I have never really messed with Tile Molester or graphic utilities that can edit ROM textures, so I was wondering if it would be possible to make a few varations of the same background (ie, make it a bit darker) to get even more variety. A long time ago someone posted a program to change RGB of textures, I was wondering if something similar to this would work.



O.M.G, that is an awesome idea. When you do implement the day and night cycle, can you make a detailed tutorial on the steps taken to do that and how it works (like explain the ASM for example). If its not to much to ask of course. I would love to see a tut on how you implemented character switching on the menu as well, that would be sweeeet.
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Posted on 10-30-08 10:04:29 AM, in Super Mario 64: The Missing Stars RELEASED! (Download link on first post) (last edited by Doogie1012 at 10-30-08 10:06 AM) Link
How about all of the above?

To battle bowser you must have gotten around 75-85% of stars, the first part of the Bowser battle is on the Castle Rooftop, then after you beat him, you can battle stage two which is in a custom battle arena

To battle the 'final' boss that gives the Power Star, you must have grabbed every star in the game. (and beaten the two bowser stages)
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Posted on 11-04-08 07:11:55 AM, in Level Editing Topic Link
NOTE: You may need to refer to VL-Tone's hacking documents to see what commands I talk about and possibly the rom bank document.

Alright, so basically I've been looking through my hex editor refering to the VL-Tone documents about how the geometry/polygons are loaded and etc. Im trying to find the RSP commands for specific levels so I can attempt to make my own level editor (I realize I dont need to, I have Toads Tool, but Im doing this just to understand how the game works a bit better).

Anyway I started with Bom-Omb's Battlefield and I searched for the command that loads polygon commands. I noted the various addresses that I had found and after swapping values around and running Mario 64 I determined these load the polygons of the level (obviously since thats what the hacking document says).


Found at 00405F48 / 4218696
---------------------------
15 01 00 00 07 004390 (offset: 17296, goto: 1459824 )
009D80
00A470
00A920
00DD18
00E338



For a while I messed around with trying to find what the address is of what this is pointing to. Then I found the ROM Banks document so 07 on the ROM Banks document was :


007 = 01442528 - 01443440 << Geo/Scr


Knowing this, I jumped to that address to find it executes commands '0D' and '02'.



0D 80 29 80
23 80 0F 80

02 C1 7F 15
7E 0F 7C C3



Now what '0D' does is currently unknown/undocumented. But '02' jumps to an address in the segment. Knowing this I converted 7E to 126 (Hooray MS Calculator) and looked up the ROM Bank document again.



126 = 17979563 - 18014833 << Poly/Tex



So now I convert 0F 7C C3 to 1014979.
So I assumed that by adding 17979563 + 1014979 together the address and offset I would come across more commands if I jumped to that address.

But I did not, just a heap of bytes of 01.

So where did I go wrong?
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Posted on 11-04-08 09:52:58 AM, in Level Editing Topic (last edited by Doogie1012 at 11-04-08 09:53 AM) Link
Ah Thank you. I assumed that the commands jumped to RAM addresses but when I tried out adding the two together it came across to fairly valid commands so I disregarded my assumption.

I'll have a look in the Bom-Omb Battlefield level script then. Thanks.
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Posted on 12-06-08 08:33:21 AM, in SM64 Music Editing Link
Your sir are a freaking legend.
That has got to be the coolest thing ever. Good job. Keep it up.
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Posted on 12-06-08 11:27:05 PM, in What should we do about this? Link
Yeah, give us an update, this is possibly the coolest thread ever. I wish I was in your shoes right now, finding evidence and bringing them down.

OBJECTION!
TAKE THAT!
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Posted on 12-11-08 07:40:07 AM, in Super Mario 64: The Missing Stars RELEASED! (Download link on first post) Link
messiaen: I sent you a private message ages ago asking about the 0C command (not the asm opcode which ironically has the same 'jump' purpose, I think.)
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Posted on 12-18-08 08:40:55 AM, in Super Mario 64: The Missing Stars RELEASED! (Download link on first post) Link
I'm just wondering, is it possible to change the star behaviour so when grabbed it wont send you back to the Castle and you'll be able to continue walking around?
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Posted on 12-25-08 10:33:45 AM, in Doogie's Super Mario 64 Editor Link
Well after much procrastination, bug finding, and hopefully enough polish so no one runs into any errors. I present to you, Doogie's Super Mario 64 Editor.

This program can do two tasks, copy an entire level over another level (if there is enough space) and it will adjust the start,end and entry point addresses accordingly.

You can also change where the start,end address is so that you can make it copy over empty data at the end of the file.

The second feature is the command editor. This will read how the level script command is structured from easy to configure txt files, it will be able to scan a level and find the addresses of where the command is located, but thats not all. You can click on the addresses found and edit the object based on how the command file was structured.

The UI I admit, is fairly bland, but after reading the README.txt included, you should be able to navigate around it fairly well.

Merry X-Mas.

DOWNLOAD:
Download Super Mario 64 Editor 0.10.zip

SCREENSHOT:
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Posted on 12-25-08 08:38:09 PM, in Doogie's Super Mario 64 Editor Link
For some reason Game Maker seems to get a bad reputation due to the first impression of the IDE. It actually has a code block which allows you to type code, the syntax is a lot like C++ except it has nice and easy to use functions for manipulating sprites, strings, and almost anything.

It can also call upon external DLL's, I have done this so I can read different data types as Game Maker only supports reading a program byte by byte.

I also want to add that some commands will be false, to easily overcome this just check to make sure the lengthbyte is correct.
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Posted on 12-29-08 06:58:24 AM, in Doogie's Super Mario 64 Editor (last edited by Doogie1012 at 12-29-08 09:06 PM) Link
I'm not entirely sure what you mean with textures being shared between levels. I would have thought that in the level script the textures are loaded. (As this program does copy the entire level script from one to another)

I'll investigate background swapping, implementing this feature shouldn't take to long.

EDIT: My program already has the ability to background swap, though it isn't useful for noobies I guess... Using the Command Editor you can scan the map, look at the "Norm. Data" tab (level command 0x17 [load uncompressed data]) and find the command where "RAM Seg." is equal to 0A/10. You can manually edit the addresses yourself with ease.



In the screenshot above, I have edited Bom-Omb Battlefields 0A RAM segment to load the Bowser Course 1 background.
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Posted on 12-29-08 09:43:10 AM, in Behaviour Scripts Link
I was wondering if anyone had checked to see if the speeches by Bowser, King Bom-Omb etc could be removed via the behaviour script, I'm hoping they used one 0C command for the speech so we could possibly remove it?

If we achieve this, then we can make multiple bowser boss fights without the player having to speak to all of them. Though I guess the speech asm would end up triggering/turning on the boss fight anyway.
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Posted on 12-29-08 08:23:59 PM, in Doogie's Super Mario 64 Editor (last edited by Doogie1012 at 12-29-08 09:34 PM) Link
Originally posted by wwwarea
He means like texture's like if you retexture the grass in the level that been replaced then the grass in the other level that you use to copy will be replace with the same texture you replace with.





Ahh, so the levels would end up linking to the same texture segment... hmmm, maybe I could implement it so when you copy the levels it keeps the original texture segment and copies the other level's texture segment over the current one. (hoping that all textures are the same size)

At the moment I'm mainly just cleaning up my code, condensing my code into easy to use functions and etc so It's easier to edit.

The next thing I'll be working on is making the Level Command Scanner be more accurate by starting from the entry-point and being able to use the jump/return commands.
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Posted on 12-30-08 07:10:24 AM, in __ Link
why is there a random topic in the trash can?
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Posted on 12-31-08 04:51:26 AM, in How to properly read level scripts? (last edited by Doogie1012 at 12-31-08 04:52 AM) Link
In my Mario 64 Editor I am currently working on making my level scanner actually jump when it needs to and scan ram segments etc.

Currently it just scans from start to finish which provides inaccurate commands (false postitives).

(Bom-Omb's Battlefield)
405D44 - 06 08 0000 15 000660

Command = 06, Jump to offset in ram segment
Length Byte = 08
Ram Segment No. = 15
Offset = 000660

To be able to allow my level scanner to jump to this location I need to know where Ram Segment Number 15 is loaded, unfortunately my hex editor can only search for 3 hex values at once (17 0C 00).

Based on results from my level scanner this bank is not loaded at the entry-point of the level.

(Just to be clear, everything here is hex, so the Ram Segment is 15 in hex and 21 in dec)
Pages: 1 2
Jul - Posts by Doogie1012






Rusted Logic

Acmlmboard - 07/23/2013 b378.03
©2000-2013 Acmlm, Xkeeper, Inuyasha, et al.

32 database queries, 45 query cache hits.
Query execution time:  0.029253 seconds
Script execution time:  0.074320 seconds
Total render time:  0.103573 seconds


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line 233 column 162 - Warning: <img> lacks "alt" attribute
line 240 column 15 - Warning: <img> lacks "alt" attribute
line 243 column 11 - Warning: <table> lacks "summary" attribute
line 265 column 9 - Warning: <table> lacks "summary" attribute
line 269 column 22 - Warning: <img> lacks "alt" attribute
line 269 column 63 - Warning: <img> lacks "alt" attribute
line 269 column 112 - Warning: <img> lacks "alt" attribute
line 269 column 162 - Warning: <img> lacks "alt" attribute
line 276 column 15 - Warning: <img> lacks "alt" attribute
line 279 column 11 - Warning: <table> lacks "summary" attribute
line 283 column 150 - Warning: <img> proprietary attribute value "absmiddle"
line 283 column 150 - Warning: <img> lacks "alt" attribute
line 285 column 375 - Warning: <img> proprietary attribute value "absmiddle"
line 285 column 375 - Warning: <img> lacks "alt" attribute
line 295 column 9 - Warning: <table> lacks "summary" attribute
line 299 column 22 - Warning: <img> lacks "alt" attribute
line 299 column 63 - Warning: <img> lacks "alt" attribute
line 299 column 112 - Warning: <img> lacks "alt" attribute
line 299 column 162 - Warning: <img> lacks "alt" attribute
line 306 column 15 - Warning: <img> lacks "alt" attribute
line 309 column 11 - Warning: <table> lacks "summary" attribute
line 326 column 9 - Warning: <table> lacks "summary" attribute
line 330 column 22 - Warning: <img> lacks "alt" attribute
line 330 column 63 - Warning: <img> lacks "alt" attribute
line 330 column 112 - Warning: <img> lacks "alt" attribute
line 330 column 162 - Warning: <img> lacks "alt" attribute
line 337 column 15 - Warning: <img> lacks "alt" attribute
line 340 column 11 - Warning: <table> lacks "summary" attribute
line 346 column 316 - Warning: <img> proprietary attribute value "absmiddle"
line 346 column 316 - Warning: <img> lacks "alt" attribute
line 352 column 9 - Warning: <table> lacks "summary" attribute
line 356 column 22 - Warning: <img> lacks "alt" attribute
line 356 column 63 - Warning: <img> lacks "alt" attribute
line 356 column 112 - Warning: <img> lacks "alt" attribute
line 356 column 162 - Warning: <img> lacks "alt" attribute
line 363 column 15 - Warning: <img> lacks "alt" attribute
line 366 column 11 - Warning: <table> lacks "summary" attribute
line 414 column 9 - Warning: <table> lacks "summary" attribute
line 418 column 22 - Warning: <img> lacks "alt" attribute
line 418 column 63 - Warning: <img> lacks "alt" attribute
line 418 column 112 - Warning: <img> lacks "alt" attribute
line 418 column 162 - Warning: <img> lacks "alt" attribute
line 425 column 15 - Warning: <img> lacks "alt" attribute
line 428 column 11 - Warning: <table> lacks "summary" attribute
line 438 column 9 - Warning: <table> lacks "summary" attribute
line 442 column 22 - Warning: <img> lacks "alt" attribute
line 442 column 63 - Warning: <img> lacks "alt" attribute
line 442 column 112 - Warning: <img> lacks "alt" attribute
line 442 column 162 - Warning: <img> lacks "alt" attribute
line 449 column 15 - Warning: <img> lacks "alt" attribute
line 452 column 11 - Warning: <table> lacks "summary" attribute
line 461 column 9 - Warning: <table> lacks "summary" attribute
line 465 column 22 - Warning: <img> lacks "alt" attribute
line 465 column 63 - Warning: <img> lacks "alt" attribute
line 465 column 112 - Warning: <img> lacks "alt" attribute
line 465 column 162 - Warning: <img> lacks "alt" attribute
line 472 column 15 - Warning: <img> lacks "alt" attribute
line 475 column 11 - Warning: <table> lacks "summary" attribute
line 486 column 9 - Warning: <table> lacks "summary" attribute
line 490 column 22 - Warning: <img> lacks "alt" attribute
line 490 column 63 - Warning: <img> lacks "alt" attribute
line 490 column 112 - Warning: <img> lacks "alt" attribute
line 490 column 162 - Warning: <img> lacks "alt" attribute
line 497 column 15 - Warning: <img> lacks "alt" attribute
line 500 column 11 - Warning: <table> lacks "summary" attribute
line 508 column 9 - Warning: <table> lacks "summary" attribute
line 512 column 22 - Warning: <img> lacks "alt" attribute
line 512 column 63 - Warning: <img> lacks "alt" attribute
line 512 column 112 - Warning: <img> lacks "alt" attribute
line 512 column 162 - Warning: <img> lacks "alt" attribute
line 519 column 15 - Warning: <img> lacks "alt" attribute
line 522 column 11 - Warning: <table> lacks "summary" attribute
line 530 column 9 - Warning: <table> lacks "summary" attribute
line 534 column 22 - Warning: <img> lacks "alt" attribute
line 534 column 63 - Warning: <img> lacks "alt" attribute
line 534 column 112 - Warning: <img> lacks "alt" attribute
line 534 column 162 - Warning: <img> lacks "alt" attribute
line 541 column 15 - Warning: <img> lacks "alt" attribute
line 544 column 11 - Warning: <table> lacks "summary" attribute
line 564 column 1212 - Warning: <img> lacks "alt" attribute
line 568 column 9 - Warning: <table> lacks "summary" attribute
line 572 column 22 - Warning: <img> lacks "alt" attribute
line 572 column 63 - Warning: <img> lacks "alt" attribute
line 572 column 112 - Warning: <img> lacks "alt" attribute
line 572 column 162 - Warning: <img> lacks "alt" attribute
line 579 column 15 - Warning: <img> lacks "alt" attribute
line 582 column 11 - Warning: <table> lacks "summary" attribute
line 594 column 9 - Warning: <table> lacks "summary" attribute
line 598 column 22 - Warning: <img> lacks "alt" attribute
line 598 column 63 - Warning: <img> lacks "alt" attribute
line 598 column 112 - Warning: <img> lacks "alt" attribute
line 598 column 162 - Warning: <img> lacks "alt" attribute
line 605 column 15 - Warning: <img> lacks "alt" attribute
line 608 column 11 - Warning: <table> lacks "summary" attribute
line 618 column 746 - Warning: <img> lacks "alt" attribute
line 624 column 9 - Warning: <table> lacks "summary" attribute
line 628 column 22 - Warning: <img> lacks "alt" attribute
line 628 column 63 - Warning: <img> lacks "alt" attribute
line 628 column 112 - Warning: <img> lacks "alt" attribute
line 628 column 162 - Warning: <img> lacks "alt" attribute
line 635 column 15 - Warning: <img> lacks "alt" attribute
line 638 column 11 - Warning: <table> lacks "summary" attribute
line 648 column 9 - Warning: <table> lacks "summary" attribute
line 652 column 22 - Warning: <img> lacks "alt" attribute
line 652 column 63 - Warning: <img> lacks "alt" attribute
line 652 column 112 - Warning: <img> lacks "alt" attribute
line 652 column 162 - Warning: <img> lacks "alt" attribute
line 659 column 15 - Warning: <img> lacks "alt" attribute
line 662 column 11 - Warning: <table> lacks "summary" attribute
line 679 column 9 - Warning: <table> lacks "summary" attribute
line 683 column 22 - Warning: <img> lacks "alt" attribute
line 683 column 63 - Warning: <img> lacks "alt" attribute
line 683 column 112 - Warning: <img> lacks "alt" attribute
line 683 column 162 - Warning: <img> lacks "alt" attribute
line 690 column 15 - Warning: <img> lacks "alt" attribute
line 693 column 11 - Warning: <table> lacks "summary" attribute
line 701 column 9 - Warning: <table> lacks "summary" attribute
line 705 column 22 - Warning: <img> lacks "alt" attribute
line 705 column 63 - Warning: <img> lacks "alt" attribute
line 705 column 112 - Warning: <img> lacks "alt" attribute
line 705 column 162 - Warning: <img> lacks "alt" attribute
line 712 column 15 - Warning: <img> lacks "alt" attribute
line 715 column 11 - Warning: <table> lacks "summary" attribute
line 146 column 17 - Warning: <table> lacks "summary" attribute
line 741 column 17 - Warning: <table> lacks "summary" attribute
line 743 column 17 - Warning: <table> lacks "summary" attribute
line 749 column 1 - Warning: <img> lacks "alt" attribute
line 750 column 1 - Warning: <img> lacks "alt" attribute
line 751 column 1 - Warning: <img> lacks "alt" attribute
line 758 column 9 - Warning: <table> lacks "summary" attribute
line 760 column 25 - Warning: <img> lacks "alt" attribute
line 770 column 67 - Warning: <img> lacks "alt" attribute
line 790 column 17 - Warning: <table> lacks "summary" attribute
line 141 column 137 - Warning: trimming empty <font>
line 143 column 132 - Warning: trimming empty <font>
line 699 column 15 - Warning: trimming empty <tr>
line 741 column 132 - Warning: trimming empty <font>
line 743 column 137 - Warning: trimming empty <font>
line 153 column 11 - Warning: <a> cannot copy name attribute to id
line 183 column 11 - Warning: <a> cannot copy name attribute to id
line 207 column 11 - Warning: <a> cannot copy name attribute to id
line 231 column 11 - Warning: <a> cannot copy name attribute to id
line 267 column 11 - Warning: <a> cannot copy name attribute to id
line 297 column 11 - Warning: <a> cannot copy name attribute to id
line 328 column 11 - Warning: <a> cannot copy name attribute to id
line 354 column 11 - Warning: <a> cannot copy name attribute to id
line 416 column 11 - Warning: <a> cannot copy name attribute to id
line 440 column 11 - Warning: <a> cannot copy name attribute to id
line 463 column 11 - Warning: <a> cannot copy name attribute to id
line 488 column 11 - Warning: <a> cannot copy name attribute to id
line 510 column 11 - Warning: <a> cannot copy name attribute to id
line 532 column 11 - Warning: <a> cannot copy name attribute to id
line 570 column 11 - Warning: <a> cannot copy name attribute to id
line 596 column 11 - Warning: <a> cannot copy name attribute to id
line 626 column 11 - Warning: <a> cannot copy name attribute to id
line 650 column 11 - Warning: <a> cannot copy name attribute to id
line 681 column 11 - Warning: <a> cannot copy name attribute to id
line 703 column 11 - Warning: <a> cannot copy name attribute to id
Info: Document content looks like HTML Proprietary
Info: No system identifier in emitted doctype
335 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