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10-17-14 07:59:24 PM
fortyfive-antelope

Jul - Posts by Gecko
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Gecko
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Posted on 03-27-09 10:05:26 AM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
The Mario Kart 64 engine is based on Mario 64 and should not be too different from the original one. Do you think you could develop an editor for this game also, based on Toad's Tool? Or am I wrong and the engine is completely different?

I'm not asking you to do it in the near future, I'd like to know about the circumstances and the possibility.

Other than that, I'll be happy to be able to edit level geometry/ add new objects in the near feature. That's one of the few features needed for really changing the game and creating new content.

By the way, which editor did you use to create the spiral level?
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Posted on 03-29-09 09:52:50 AM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
It always amazes me to see how user friendly your editor is.
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Posted on 03-30-09 04:18:45 AM, in ToadsTool Suggestions Link
When I saw the guidelines-thread, I thought about integrating those guideline into the editor, e.g. by drawing a parabola for the wide jump, which shows how far Mario can jump, inside the editor. The starting point could be used like an object which can be rotated on one axis.

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Posted on 04-17-09 03:45:26 AM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
While VL-Tone is working on a more perfect editor which everybody will benefit from, everyone here is able to learn how to use a 3D editor.
One editor capable of exporting Wavefront obj. files is Blender. This editor is totally free and some of you may already know it from the movie "Big Buck Bunny" which was created with Blender. You will find lots of tutorials on YouTube and do not forget to model low res, because Mario 64's engine was created almost 15 years ago.
Low res modeling isn't as bad when you are able to create hi-res textures. One page dedicated to hi-res texturing N64 games is N64Redux which also provides tutorials.

http://www.blender.org/
http://www.youtube.com/results?search_type=&search_query=blender+tutorial&aq=f
http://www.n64redux.com/
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Posted on 04-18-09 01:06:19 PM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
The usage of one texture will open us the doors to sand, ice, slide or grass levels, for example.

I wonder if one will be able to distinguish geometry inside the level when only one texture is used. Does the engine create shadows?

Is the light source always the same or does it vary from level to level?
As far as I remember, the clock level uses fog. Have you found the corresponding level flag?

I think the question regarding creating new painting-level-entrys has already been asked, I'll probably recheck the thread.
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Posted on 04-20-09 04:42:29 AM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
Originally posted by VL-Tone
Originally posted by Gecko
The usage of one texture will open us the doors to sand, ice, slide or grass levels, for example.

I wonder if one will be able to distinguish geometry inside the level when only one texture is used. Does the engine create shadows?

Is the light source always the same or does it vary from level to level?
As far as I remember, the clock level uses fog. Have you found the corresponding level flag?

I think the question regarding creating new painting-level-entrys has already been asked, I'll probably recheck the thread.


The engine doesn't create real shadows by itself, but it does create live shading with a light source. And don't confuse the two: "shadows" are the dark areas projected by objects in the opposite direction as the light source, while "shading" is the fact that objects themselves will be less dark on the side of the light source. There are shadows in the game (such as under the bridge), but these are "baked" right into the level geometry and not generated live.

Fog is indeed used in some levels (including Bob Omb Battlefield), for now it will be turned off in custom levels in v0.6, but I'll probably add a way to turn it on or off in version 0.6.1 or so, as well as other global level parameters.

Creating new painting entrances would indeed be too much complicated as I explained, but you could create a hub level that would replace the castle, and use warp pipes and other kinds of warps to get to your levels. You'll have to be careful then to modify the exit warp (death or success) in your custom levels so that they point at exits in your hub levels instead of inside the castle.


Thank you for taking the time to answer my questions!

I understand what you mean and those baked shadows always looked darker than everything else in the game.

Do you know if the fog changes anything enginewise, e.g. allowing more geometry to be used because it adds vis-blocking? Visibility blocking refers to the engine not drawing level geometry behind a certain distance such as the object vis-blocking (objects will pop up when you reach a certain distance).
Is there vis-blocking when creating two rooms which are completely seperated from each other or is the level geometry always fully drawn?

You told us that your spiral level almost reached the engine limitations. I've been creating maps for the half-life engine which has a lot of limitations and there you have to possibility to lower the number of leaves by upscaling the texture.

On this picture every square resembles a leaf.
If you scale the texture up or down, the leaf also becomes bigger or smaller. The more leaves there are, the more often a texture gets repeated and the more hardware ressources are used resulting in reaching engine limitations when a texture often gets repeated/when there are many textures and texture recurrences drawn.

This would usually mean that you aren't able to create huge levels, but look at Banjo-Tooie for example. Rare created huge levels by scaling textures up, maybe it's also possible with Mario 64.
There are some maybe unwanted texture recurrences in your spiral map. If you look at 1:58 in the video, you'll see that the texture is scaled down. If you're able to scale it up again, you will maybe be able to set some more polygons free. Additionally, you could scale the texture in the whole map up in order to free up polygons if this experiment worked.

Does Mario 64 have a debug menu? Maybe there would be a subitem showing you how many polygons are drawn helping you with the engine limitations.
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Posted on 04-20-09 10:46:57 AM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
Originally posted by BigBrain
Originally posted by RDX
What program did you use to make that?

I use Blender, and it'd be somewhat difficult to make something that detailed out of the tiny cube they give you. Or the sphere. So I guess for now I'll have to use a different program when it comes to Mario stuff.

You usually don't modify the cube when creating new models but rather add new vertices yourself... (though a rectangle which is split in many subrectangles would probably be more appropriate in this case)

RDX, use planes for the ground: hit space -> add -> mesh -> plane. Scale it up using the button S and pressing the number 5, for example, to make it 5 times bigger. Then press TABULATOR to go into editing mode, press W and then select "Subdivide" to divide your plane into as many parts as you wish. Afterwards your plane is subdivided into many parts and you are able to move vertices or edges as you wish.

While being in edit mode (TABULATOR), you are able to select vertices and edges with your mouse. After pressing G you are able to move them.

I would not use the cube as it has 6 sides to render whereas you probably only need one for the level ground.

I'm not much further into Blender, yet. I'd like to know how to expand faces and how to merge vertices from one object to the other, e.g. I've added a cube and I'd like to connect it to the ground.
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Posted on 04-20-09 02:28:09 PM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) (last edited by Gecko at 04-20-09 02:28 PM) Link
Originally posted by messiaen
I just checked out and there's plenty of debug information going on the title screen, including a vertex counter. This debug information isn't printed on screen, but probably redirected to a console (ie, the SGI hardware the programmers used to develop the game). Disassembly of these functions are on "Nagra's Mario Resource" (from dextrose.com). Recently something similar was discovered in the debug Zelda ROM and using a hacked version of Mupen it was possible to recreate a console debugger.

Getting back to Mario, I did a quick check and the title screen (with Mario's face) use 2019 vertices of a possible total of 3989 (this is from one of the functions that checks overflow). Unfortunately, the debug only runs on the title screen, but I guess 4this information could be useful. There's also indicators of "Mtx/Light/Gfx" which I have to check out.


Your findings could be really useful, I'll bet you are able to include such a debugger into the game by default. No one should underestime the value of such a tool for level editing as it's something you can simply rely on when you're creating a level.
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Posted on 04-21-09 06:51:59 AM, in Using Blender (last edited by Gecko at 07-05-10 01:58 PM) Link
Update Feb 28th

I've uploaded a basic texturization tutorial showing breegullbeak's level.

Blender - Texturization Tutorial

--------------------
Update May 1st

The third tutorial will be postponed until there's a compatible way of texturization that fully works with the importer.
Until then, I'd suggest you to read the following tutorial: Vertex groups
There are also tutorials dealing with texturization, which you can also read. But, for the video I will try to show you the easiest way and I will also address problematic issues that will appear.

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

Blender is a 3D editor which is completely free and with its ability to export Wavefront .OBJ files predestined for the creation of level geometry for Mario 64.
I've created a tutorial which shows you the basic use of the editor. It will teach you how to create a 3D environment with Blender.

Blender - Preperations for Creating a 3D Environment

Blender - Creating a 3D Environment

Blender - Texturization Tutorial
--------------------

Ressources

I will always release my sources to the public, because I think it will others help understanding how I did certain things.

Finished map - Blender, .obj and material files

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

In the next step I will create a video showing you how to utilize those tools for the creation of a level.
I have created this tutorial, because I saw Bob Omb and RDX writing that they were having problems using Blender. I'm still a beginner by myself, but I can assure you that I haven't been using this editor for more an 2 hours and by now I'm somewhat able to create a 3D environment.

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

How to flip normals:



Only the top side of a plane gets drawn, which means that after assigning a material/texture to it, you'll see the texture on the top side. When you're looking on bottom side of the plane, it's invisible. If both sides of a plane would be drawn, the engine would also use twice as many ressources. Usually, you will never see the bottom side of a plane, because it would mean that you have to leave the map and fly to the bottom side of the level. However, you may have seen level geometry from it's back side becoming invisible to you.

Here's a top and bottom view of the level:


When extruding edges and creating new faces, Blender sometimes does not know which side is supposed to be the top and simply flips it over onto the wrong side resulting in it becoming invisible. In order to fix this issue, you have to flip normals, which is shown in the picture above.

Additionally, point 4 shows you how to change what you will select by right clicking. In the tutorial I always selected single vertices. Using these buttons will allow you to select edges or complete faces.

Point 2 shows you how to change model view: Textured mode (hotkey is ALT+Z), shaded mode, solid mode (Hotkey Z) or wireframe mode (Hotkey also Z).

At point 1 you're able to go into "Material mode" which allows you to assign textures.

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

Mario often fell through the ground around the tree bark which is covered by that rose texture at first or there were invisible walls which made it possible for Mario to pass through even though there were no obstacles.
I started rebuilding that ground after having deleted all faces and even could save some polygons and it worked afterwards. Mario did not push against invisible walls anymore. It could be that the engine has problems with planar grounds consisting of more polygons than actually needed like in the upper part of the picture. At the botton there are no unneeded faces anymore.


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

Something else bugging me was when Mario fell through the ground at some points. That always was due to the level geometry. I could trick the engine by extruding all those foul faces and put them minimally above their surrounding ground:
1. Select foul faces or the whole connected ground (edit mode - face selection - right click on faces holding shift)
2. Press E for extrusion
3. Press e.g. 0.01 (zero point zero one or any other minimal value)
4. Press Enter
The polygon count becomes bigger, but the buggy grounds vanished, at least for those I tried.
It would be nice if someone checked and veryfied/falsified this.

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

Next thing was disappearing objects and water after having added objects to the game in TT64.

I excluded object by object and found out that the Bullet Bill cannon was responsible for this. After deleting them everything worked fine again.
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Posted on 04-22-09 05:26:30 AM, in Using Blender Link
Thanks!

It's not possible to import level geometry, yet, but until VL-Tone ironed out the last bugs we can get things going and start creating levels or actually start to learn how to use 3D editors, which is the reason why I have created this tutorial.
This forum is a great place for exchanging ideas and knowledge and I'm happy that there are other beginners who start to get into 3D modeling, like me. I'd be really happy if I could help others to understand how to use Blender, even though I'm just beginning to understand the usage of the editor by myself.

I've tried to work with Google Sketch Up and even after watching some tutorials I unfortunately could not grasp how to use the program, even though it looked kind of intuitive. I wonder if it was laid out for the creation of 3D game environments due to its main purpose being creating models of buildings for Google Earth, unless I'm not mistaken.

For the next tutorial, it would be great if you could give me some advice on what I should model for you. Of course, it should not be too complicated and keep in mind that it should fit into Mario 64.
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Posted on 04-22-09 07:55:49 AM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
Originally posted by BigBrain
Originally posted by Gecko
I'm not much further into Blender, yet. I'd like to know how to expand faces and how to merge vertices from one object to the other, e.g. I've added a cube and I'd like to connect it to the ground.

What do you mean with "expand faces"?
For the second thing, IIRC you make the cube a child of the ground in that case.
Generally speaking, VL-Tone I strongly advice you to link to this tutorial series when you will have released TT64 6.0b , otherwise we'll get an even bigger crowd of people asking how to create .obj models


By expanding faces I meant extruding faces for which I fortunately found the right term.
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Posted on 04-23-09 10:48:28 AM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) Link
It could be a z-coordinate, because the room behind the portal also is shown when Mario levitates above the portal and it makes perfect sense that the portal triggers camera movement, like you said. Therefore it could be the same system used for camera changes inside the levels.
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Posted on 04-23-09 12:34:47 PM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) (last edited by Gecko at 04-23-09 12:37 PM) Link
My first map created with Blender is similar to the cloud level where you had to fly from platform to platform whereas in my map the platforms are bigger than in the original map. There are 4 platforms altogether and the world should be big enough for 100+ coins and some enemies. You will start at the bottom of the tower in the middle of the world.

Download Blender file



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Posted on 04-23-09 02:28:22 PM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
Nice idea! I haven't thought about those blowing winds, yet, but now that you've told me so, I will certainly include them in my level.
I do not know if Koopa is able to jump from one platform to another. In order to exemplify the size of the level, think of the cube on the top of the tower being a little bigger than Mario.
However, I will create a Koopa race map which will be a little bit more of a challenge than the original one.

Blender counts about 270 vertices and a little fewer faces on this level.
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Posted on 04-24-09 10:46:16 AM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
That's beautiful and inspiring!
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Posted on 04-24-09 04:28:30 PM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) (last edited by Gecko at 04-24-09 04:36 PM) Link
Something more of a level than my first try.
I think I'll wait for the release of TT 0.6b until I'll make another map. Even though the poly count should be ok, I cannot say if this map will work in Mario 64.

The map theme could be Giant skyscrapers, iceberg valley or something similar to Mario Kart's Kalimari Desert.

1st star - Get to the highest point of the map
2nd star - Collect 8 coins
3rd star - Fly through the coin rings
4rth star - Probably boss battle on a flying platform
5fth star - ?
6th star - ?
7th star - ?

Download Blender file



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Posted on 04-24-09 04:39:21 PM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link
Nice theme! That would be great for a Koopa race around on the table.
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Posted on 04-25-09 03:24:52 AM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) (last edited by Gecko at 04-25-09 04:37 AM) Link
That's why the obj. export didn't work. I was desperately looking for the cause until I read your posting respectively that obj. files need a UV map and now the export works. Yay!

Here's the map with a simple UV map from one texture. I have to learn how to create UV maps.
http://depositfiles.com/files/h718lxt99

Here's a quick multi UV test which probably won't work right as I haven't unwrapped all faces.
http://depositfiles.com/files/woifg7tf4

I'm already creating multi UV maps but I'm having trouble selecting all faces. I wonder what happens if I leave a face wrapped/without a material.
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Posted on 04-25-09 04:14:45 AM, in Toad's Tool 0.6.0 (On hiatus for an indefinite amount of time) (last edited by Gecko at 04-25-09 04:16 AM) Link
Originally posted by VL-Tone
Seeing all the nice level models people built, and how some of them would need multiple-textures, I began to think about how I could easily add multi-texture support in 0.6b...

What I realized is that it wouldn't be that hard. I had big plans for 0.7b so you'd be able to manually set textures to groups of objects and even to the polygon level, right in TT64. The idea was that I wanted to avoid using the .mtl file and external texture files that come with them, simply because there's too much variation on how these are generated by different 3d programs (some use relative file paths for textures, some don't, and they use different types of bitmap textures which TT64 can't all import, and some programs have broken/insufficient support for .MTL files).

But in my planning to avoid using .MTL files, I overlooked a simple solution that doesn't require a complex interface to manually assign textures to groups and polygons inside TT64...

OBJ files use a command called "usemtl texturename" to specify which texture to use for the following faces found in the file. The texture name in the usemtl command is pointing to a set of material parameters in the external .MTL file which also includes the texture file path. What I could do is simply ignore the .MTL file, but still use the usemtl commands found in the .OBJ command.

TT64 would list the texture names found in the .OBJ file, and offer to associate each of them with a 32x32 texture which would be importer right in TT64. When building the N64 polygon draw list code, it's simply a matter of inserting a "texture change" sequence of commands to switch the texture for the following triangles.

Overall, it wouldn't be that hard to implement. The hardest part would be to conceive the interface for the texture list. And to avoid having to create some pop-up menu interface, I would ideally need to extend the width of the importer's interface to 1024 to add the texture list on the right side.

When I first released TT64, a few (very few) people still had 800x600 monitors (laptops) so I always tried to make the interface in these, but hey we're in 2009... If you don't have at least a 1024x768 monitor, well just too bad.

Now the texture list interface in itself is not that complicated to do. The texture associations would be saved in the .T64 level file along with the other parameters. To keep things simple, there would be a fixed maximum number of textures (maybe 12 or 15, what do you guys think?) per level. The complex stuff would be dealing with situations where the texture names, order or amount changed since the last .OBJ importation in a given level file.

Ok, now that I've over-explained myself again. Here's the deal: I found a way to easily add multi-texture support for the importer in 0.6b, but that would mean a few more days of work. But... since my "real-life" job is keeping me busy and I only have 2 days off per week where I can really have time to work on it, this means a few more weeks of waiting.

The poll still indicates that the majority is ready to wait more if it means that the importer will be more "full featured". But seeing you guys starting to get excited about creating polygon models in Blender, it's a little disconcerting not to be able to release it earlier. Still as you guys create more and more level concepts, it becomes clearer and clearer that the real fun would be to have multi-texture import...


That's great news! Your solution to the texture loading issue seems reasonable and it raised a smile when I read about finding the solution to be the hardest part of the problem.
From my point of view, 12-15 textures should be enough, at least for now. I think it's pretty much dependent on how detailed a map can be. If I left my map in its current state, I should get along with maybe 8 textures. As soon as I'd to like to add e.g. rails on top of the building, I'd need a little more. If there's no limitative factor, which could be bugs resulting from the implementation of the RAM extension, I'd suggest a texture number somewhat higher than originally used in every Mario 64 level - (Bob Omb outputs at least 15 level textures excluding object textures).

For the resolution issue, I'd say that 1024x768 was a standard some years ago, it's higher now, but it should be ok as it would leave editing on older machines possible. Speaking off topic, Steampowered has been collecting user machine information for years, you can see the results on the following page: Hardware survey.

Originally posted by VL-Tone

I think that you mean a 2d coordinate on the horizontal plane? That would make sense, since the camera modes were switching in flat-world even though the floor is probably not at the same height as the floors found in the original levels.

That would explain why the castle is actually separated in 3 levels, so that the triggers don't overlap between the first, second floor and the basement.

That's exactly what I thought!

Also, thank you for your comment on my map.
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Posted on 04-25-09 08:32:33 AM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) (last edited by Gecko at 04-25-09 08:39 AM) Link
That tutorial is great! Thank you for the link. Fortunately, I speak German, hehe. XD
*digging out my German* Das Tutorial ist großartig! Danke dir für den Link.
Leopard print looks great on that marshmallowman.
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Rusted Logic

Acmlmboard - 07/23/2013 b378.03
©2000-2013 Acmlm, Xkeeper, Inuyasha, et al.
bargaining-tycoon
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line 251 column 15 - Warning: missing <td>
line 252 column 9 - Warning: <div> isn't allowed in <tr> elements
line 251 column 15 - Info: <tr> previously mentioned
line 254 column 9 - Warning: missing <tr>
line 268 column 13 - Warning: missing <tr>
line 269 column 27 - Warning: <nobr> is not approved by W3C
line 280 column 15 - Warning: missing <td>
line 281 column 9 - Warning: <div> isn't allowed in <tr> elements
line 280 column 15 - Info: <tr> previously mentioned
line 283 column 9 - Warning: missing <tr>
line 297 column 13 - Warning: missing <tr>
line 298 column 27 - Warning: <nobr> is not approved by W3C
line 332 column 15 - Warning: missing <td>
line 333 column 9 - Warning: <div> isn't allowed in <tr> elements
line 332 column 15 - Info: <tr> previously mentioned
line 335 column 9 - Warning: missing <tr>
line 349 column 13 - Warning: missing <tr>
line 350 column 27 - Warning: <nobr> is not approved by W3C
line 364 column 15 - Warning: missing <td>
line 365 column 9 - Warning: <div> isn't allowed in <tr> elements
line 364 column 15 - Info: <tr> previously mentioned
line 367 column 9 - Warning: missing <tr>
line 381 column 13 - Warning: missing <tr>
line 382 column 27 - Warning: <nobr> is not approved by W3C
line 390 column 15 - Warning: missing <td>
line 391 column 9 - Warning: <div> isn't allowed in <tr> elements
line 390 column 15 - Info: <tr> previously mentioned
line 393 column 9 - Warning: missing <tr>
line 407 column 13 - Warning: missing <tr>
line 408 column 27 - Warning: <nobr> is not approved by W3C
line 414 column 230 - Warning: unescaped & or unknown entity "&fmt"
line 432 column 1502 - Warning: unescaped & or unknown entity "&fmt"
line 487 column 15 - Warning: missing <td>
line 488 column 9 - Warning: <div> isn't allowed in <tr> elements
line 487 column 15 - Info: <tr> previously mentioned
line 490 column 9 - Warning: missing <tr>
line 504 column 13 - Warning: missing <tr>
line 505 column 27 - Warning: <nobr> is not approved by W3C
line 516 column 15 - Warning: missing <td>
line 517 column 9 - Warning: <div> isn't allowed in <tr> elements
line 516 column 15 - Info: <tr> previously mentioned
line 519 column 9 - Warning: missing <tr>
line 533 column 13 - Warning: missing <tr>
line 534 column 27 - Warning: <nobr> is not approved by W3C
line 543 column 15 - Warning: missing <td>
line 544 column 9 - Warning: <div> isn't allowed in <tr> elements
line 543 column 15 - Info: <tr> previously mentioned
line 546 column 9 - Warning: missing <tr>
line 560 column 13 - Warning: missing <tr>
line 561 column 27 - Warning: <nobr> is not approved by W3C
line 565 column 15 - Warning: missing <td>
line 566 column 9 - Warning: <div> isn't allowed in <tr> elements
line 565 column 15 - Info: <tr> previously mentioned
line 568 column 9 - Warning: missing <tr>
line 582 column 13 - Warning: missing <tr>
line 583 column 27 - Warning: <nobr> is not approved by W3C
line 593 column 15 - Warning: missing <td>
line 594 column 9 - Warning: <div> isn't allowed in <tr> elements
line 593 column 15 - Info: <tr> previously mentioned
line 596 column 9 - Warning: missing <tr>
line 610 column 13 - Warning: missing <tr>
line 611 column 27 - Warning: <nobr> is not approved by W3C
line 619 column 15 - Warning: missing <td>
line 620 column 9 - Warning: <div> isn't allowed in <tr> elements
line 619 column 15 - Info: <tr> previously mentioned
line 622 column 9 - Warning: missing <tr>
line 636 column 13 - Warning: missing <tr>
line 637 column 27 - Warning: <nobr> is not approved by W3C
line 641 column 15 - Warning: missing <td>
line 642 column 9 - Warning: <div> isn't allowed in <tr> elements
line 641 column 15 - Info: <tr> previously mentioned
line 644 column 9 - Warning: missing <tr>
line 658 column 13 - Warning: missing <tr>
line 659 column 27 - Warning: <nobr> is not approved by W3C
line 680 column 15 - Warning: missing <td>
line 681 column 9 - Warning: <div> isn't allowed in <tr> elements
line 680 column 15 - Info: <tr> previously mentioned
line 683 column 9 - Warning: missing <tr>
line 697 column 13 - Warning: missing <tr>
line 698 column 27 - Warning: <nobr> is not approved by W3C
line 702 column 15 - Warning: missing <td>
line 703 column 9 - Warning: <div> isn't allowed in <tr> elements
line 702 column 15 - Info: <tr> previously mentioned
line 705 column 9 - Warning: missing <tr>
line 719 column 13 - Warning: missing <tr>
line 720 column 27 - Warning: <nobr> is not approved by W3C
line 732 column 15 - Warning: missing <td>
line 733 column 9 - Warning: <div> isn't allowed in <tr> elements
line 732 column 15 - Info: <tr> previously mentioned
line 735 column 9 - Warning: missing <tr>
line 749 column 13 - Warning: missing <tr>
line 750 column 27 - Warning: <nobr> is not approved by W3C
line 784 column 15 - Warning: missing <td>
line 785 column 9 - Warning: <div> isn't allowed in <tr> elements
line 784 column 15 - Info: <tr> previously mentioned
line 787 column 9 - Warning: missing <tr>
line 801 column 13 - Warning: missing <tr>
line 802 column 27 - Warning: <nobr> is not approved by W3C
line 809 column 17 - Warning: discarding unexpected <table>
line 812 column 35 - Warning: missing <tr>
line 812 column 97 - Warning: unescaped & or unknown entity "&page"
line 812 column 130 - Warning: unescaped & or unknown entity "&page"
line 812 column 163 - Warning: unescaped & or unknown entity "&page"
line 812 column 196 - Warning: unescaped & or unknown entity "&page"
line 812 column 229 - Warning: unescaped & or unknown entity "&page"
line 812 column 50 - Warning: missing </font> before </td>
line 812 column 264 - Warning: missing </font> before </table>
line 814 column 35 - Warning: missing <tr>
line 814 column 50 - Warning: missing </font> before </td>
line 814 column 132 - Warning: missing </font> before </table>
line 816 column 17 - Warning: discarding unexpected </textarea>
line 816 column 28 - Warning: discarding unexpected </form>
line 816 column 35 - Warning: discarding unexpected </embed>
line 816 column 43 - Warning: discarding unexpected </noembed>
line 816 column 53 - Warning: discarding unexpected </noscript>
line 816 column 64 - Warning: discarding unexpected </noembed>
line 816 column 74 - Warning: discarding unexpected </embed>
line 816 column 82 - Warning: discarding unexpected </table>
line 816 column 90 - Warning: discarding unexpected </table>
line 825 column 9 - Warning: missing </font> before <table>
line 841 column 9 - Warning: inserting implicit <font>
line 853 column 23 - Warning: inserting implicit <font>
line 860 column 58 - Warning: discarding unexpected </font>
line 818 column 1 - Warning: missing </center>
line 91 column 9 - Warning: <img> lacks "alt" attribute
line 93 column 10 - Warning: <table> lacks "summary" attribute
line 95 column 63 - Warning: <img> lacks "alt" attribute
line 100 column 19 - Warning: <td> attribute "width" has invalid value "120px"
line 100 column 93 - Warning: <img> lacks "alt" attribute
line 117 column 19 - Warning: <td> attribute "width" has invalid value "120px"
line 117 column 98 - Warning: <img> lacks "alt" attribute
line 136 column 1 - Warning: <table> lacks "summary" attribute
line 136 column 240 - Warning: <td> attribute "bgcolor" lacks value
line 141 column 17 - Warning: <table> lacks "summary" attribute
line 143 column 17 - Warning: <table> lacks "summary" attribute
line 151 column 9 - Warning: <table> lacks "summary" attribute
line 155 column 22 - Warning: <img> lacks "alt" attribute
line 155 column 63 - Warning: <img> lacks "alt" attribute
line 155 column 112 - Warning: <img> lacks "alt" attribute
line 155 column 162 - Warning: <img> lacks "alt" attribute
line 156 column 11 - Warning: <img> lacks "alt" attribute
line 162 column 15 - Warning: <img> lacks "alt" attribute
line 165 column 11 - Warning: <table> lacks "summary" attribute
line 173 column 632 - Warning: <img> proprietary attribute value "absmiddle"
line 173 column 632 - Warning: <img> lacks "alt" attribute
line 179 column 9 - Warning: <table> lacks "summary" attribute
line 183 column 22 - Warning: <img> lacks "alt" attribute
line 183 column 63 - Warning: <img> lacks "alt" attribute
line 183 column 112 - Warning: <img> lacks "alt" attribute
line 183 column 162 - Warning: <img> lacks "alt" attribute
line 184 column 11 - Warning: <img> lacks "alt" attribute
line 190 column 15 - Warning: <img> lacks "alt" attribute
line 193 column 11 - Warning: <table> lacks "summary" attribute
line 201 column 9 - Warning: <table> lacks "summary" attribute
line 205 column 22 - Warning: <img> lacks "alt" attribute
line 205 column 63 - Warning: <img> lacks "alt" attribute
line 205 column 112 - Warning: <img> lacks "alt" attribute
line 205 column 162 - Warning: <img> lacks "alt" attribute
line 206 column 11 - Warning: <img> lacks "alt" attribute
line 212 column 15 - Warning: <img> lacks "alt" attribute
line 215 column 11 - Warning: <table> lacks "summary" attribute
line 221 column 359 - Warning: <img> lacks "alt" attribute
line 225 column 9 - Warning: <table> lacks "summary" attribute
line 229 column 22 - Warning: <img> lacks "alt" attribute
line 229 column 63 - Warning: <img> lacks "alt" attribute
line 229 column 112 - Warning: <img> lacks "alt" attribute
line 229 column 162 - Warning: <img> lacks "alt" attribute
line 230 column 11 - Warning: <img> lacks "alt" attribute
line 236 column 15 - Warning: <img> lacks "alt" attribute
line 239 column 11 - Warning: <table> lacks "summary" attribute
line 253 column 9 - Warning: <table> lacks "summary" attribute
line 257 column 22 - Warning: <img> lacks "alt" attribute
line 257 column 63 - Warning: <img> lacks "alt" attribute
line 257 column 112 - Warning: <img> lacks "alt" attribute
line 257 column 162 - Warning: <img> lacks "alt" attribute
line 258 column 11 - Warning: <img> lacks "alt" attribute
line 264 column 15 - Warning: <img> lacks "alt" attribute
line 267 column 11 - Warning: <table> lacks "summary" attribute
line 282 column 9 - Warning: <table> lacks "summary" attribute
line 286 column 22 - Warning: <img> lacks "alt" attribute
line 286 column 63 - Warning: <img> lacks "alt" attribute
line 286 column 112 - Warning: <img> lacks "alt" attribute
line 286 column 162 - Warning: <img> lacks "alt" attribute
line 287 column 11 - Warning: <img> lacks "alt" attribute
line 293 column 15 - Warning: <img> lacks "alt" attribute
line 296 column 11 - Warning: <table> lacks "summary" attribute
line 315 column 1977 - Warning: <img> proprietary attribute value "absmiddle"
line 315 column 1977 - Warning: <img> lacks "alt" attribute
line 323 column 2847 - Warning: <img> lacks "alt" attribute
line 326 column 3320 - Warning: <img> lacks "alt" attribute
line 334 column 9 - Warning: <table> lacks "summary" attribute
line 338 column 22 - Warning: <img> lacks "alt" attribute
line 338 column 63 - Warning: <img> lacks "alt" attribute
line 338 column 112 - Warning: <img> lacks "alt" attribute
line 338 column 162 - Warning: <img> lacks "alt" attribute
line 339 column 11 - Warning: <img> lacks "alt" attribute
line 345 column 15 - Warning: <img> lacks "alt" attribute
line 348 column 11 - Warning: <table> lacks "summary" attribute
line 366 column 9 - Warning: <table> lacks "summary" attribute
line 370 column 22 - Warning: <img> lacks "alt" attribute
line 370 column 63 - Warning: <img> lacks "alt" attribute
line 370 column 112 - Warning: <img> lacks "alt" attribute
line 370 column 162 - Warning: <img> lacks "alt" attribute
line 371 column 11 - Warning: <img> lacks "alt" attribute
line 377 column 15 - Warning: <img> lacks "alt" attribute
line 380 column 11 - Warning: <table> lacks "summary" attribute
line 388 column 1204 - Warning: <img> proprietary attribute value "absmiddle"
line 388 column 1204 - Warning: <img> lacks "alt" attribute
line 392 column 9 - Warning: <table> lacks "summary" attribute
line 396 column 22 - Warning: <img> lacks "alt" attribute
line 396 column 63 - Warning: <img> lacks "alt" attribute
line 396 column 112 - Warning: <img> lacks "alt" attribute
line 396 column 162 - Warning: <img> lacks "alt" attribute
line 397 column 11 - Warning: <img> lacks "alt" attribute
line 403 column 15 - Warning: <img> lacks "alt" attribute
line 406 column 11 - Warning: <table> lacks "summary" attribute
line 420 column 617 - Warning: <img> proprietary attribute value "absmiddle"
line 420 column 617 - Warning: <img> lacks "alt" attribute
line 444 column 2259 - Warning: <img> proprietary attribute value "absmiddle"
line 444 column 2259 - Warning: <img> lacks "alt" attribute
line 450 column 2373 - Warning: <img> lacks "alt" attribute
line 455 column 3036 - Warning: <img> lacks "alt" attribute
line 469 column 4496 - Warning: <img> lacks "alt" attribute
line 484 column 5356 - Warning: <img> lacks "alt" attribute
line 489 column 9 - Warning: <table> lacks "summary" attribute
line 493 column 22 - Warning: <img> lacks "alt" attribute
line 493 column 63 - Warning: <img> lacks "alt" attribute
line 493 column 112 - Warning: <img> lacks "alt" attribute
line 493 column 162 - Warning: <img> lacks "alt" attribute
line 494 column 11 - Warning: <img> lacks "alt" attribute
line 500 column 15 - Warning: <img> lacks "alt" attribute
line 503 column 11 - Warning: <table> lacks "summary" attribute
line 512 column 1002 - Warning: <img> proprietary attribute value "absmiddle"
line 512 column 1002 - Warning: <img> lacks "alt" attribute
line 518 column 9 - Warning: <table> lacks "summary" attribute
line 522 column 22 - Warning: <img> lacks "alt" attribute
line 522 column 63 - Warning: <img> lacks "alt" attribute
line 522 column 112 - Warning: <img> lacks "alt" attribute
line 522 column 162 - Warning: <img> lacks "alt" attribute
line 523 column 11 - Warning: <img> lacks "alt" attribute
line 529 column 15 - Warning: <img> lacks "alt" attribute
line 532 column 11 - Warning: <table> lacks "summary" attribute
line 539 column 941 - Warning: <img> proprietary attribute value "absmiddle"
line 539 column 941 - Warning: <img> lacks "alt" attribute
line 541 column 1104 - Warning: <img> proprietary attribute value "absmiddle"
line 541 column 1104 - Warning: <img> lacks "alt" attribute
line 545 column 9 - Warning: <table> lacks "summary" attribute
line 549 column 22 - Warning: <img> lacks "alt" attribute
line 549 column 63 - Warning: <img> lacks "alt" attribute
line 549 column 112 - Warning: <img> lacks "alt" attribute
line 549 column 162 - Warning: <img> lacks "alt" attribute
line 550 column 11 - Warning: <img> lacks "alt" attribute
line 556 column 15 - Warning: <img> lacks "alt" attribute
line 559 column 11 - Warning: <table> lacks "summary" attribute
line 567 column 9 - Warning: <table> lacks "summary" attribute
line 571 column 22 - Warning: <img> lacks "alt" attribute
line 571 column 63 - Warning: <img> lacks "alt" attribute
line 571 column 112 - Warning: <img> lacks "alt" attribute
line 571 column 162 - Warning: <img> lacks "alt" attribute
line 572 column 11 - Warning: <img> lacks "alt" attribute
line 578 column 15 - Warning: <img> lacks "alt" attribute
line 581 column 11 - Warning: <table> lacks "summary" attribute
line 589 column 542 - Warning: <img> lacks "alt" attribute
line 591 column 617 - Warning: <img> lacks "alt" attribute
line 595 column 9 - Warning: <table> lacks "summary" attribute
line 599 column 22 - Warning: <img> lacks "alt" attribute
line 599 column 63 - Warning: <img> lacks "alt" attribute
line 599 column 112 - Warning: <img> lacks "alt" attribute
line 599 column 162 - Warning: <img> lacks "alt" attribute
line 600 column 11 - Warning: <img> lacks "alt" attribute
line 606 column 15 - Warning: <img> lacks "alt" attribute
line 609 column 11 - Warning: <table> lacks "summary" attribute
line 613 column 210 - Warning: <img> proprietary attribute value "absmiddle"
line 613 column 210 - Warning: <img> lacks "alt" attribute
line 615 column 567 - Warning: <img> proprietary attribute value "absmiddle"
line 615 column 567 - Warning: <img> lacks "alt" attribute
line 621 column 9 - Warning: <table> lacks "summary" attribute
line 625 column 22 - Warning: <img> lacks "alt" attribute
line 625 column 63 - Warning: <img> lacks "alt" attribute
line 625 column 112 - Warning: <img> lacks "alt" attribute
line 625 column 162 - Warning: <img> lacks "alt" attribute
line 626 column 11 - Warning: <img> lacks "alt" attribute
line 632 column 15 - Warning: <img> lacks "alt" attribute
line 635 column 11 - Warning: <table> lacks "summary" attribute
line 639 column 106 - Warning: <img> proprietary attribute value "absmiddle"
line 639 column 106 - Warning: <img> lacks "alt" attribute
line 643 column 9 - Warning: <table> lacks "summary" attribute
line 647 column 22 - Warning: <img> lacks "alt" attribute
line 647 column 63 - Warning: <img> lacks "alt" attribute
line 647 column 112 - Warning: <img> lacks "alt" attribute
line 647 column 162 - Warning: <img> lacks "alt" attribute
line 648 column 11 - Warning: <img> lacks "alt" attribute
line 654 column 15 - Warning: <img> lacks "alt" attribute
line 657 column 11 - Warning: <table> lacks "summary" attribute
line 676 column 724 - Warning: <img> lacks "alt" attribute
line 678 column 800 - Warning: <img> lacks "alt" attribute
line 682 column 9 - Warning: <table> lacks "summary" attribute
line 686 column 22 - Warning: <img> lacks "alt" attribute
line 686 column 63 - Warning: <img> lacks "alt" attribute
line 686 column 112 - Warning: <img> lacks "alt" attribute
line 686 column 162 - Warning: <img> lacks "alt" attribute
line 687 column 11 - Warning: <img> lacks "alt" attribute
line 693 column 15 - Warning: <img> lacks "alt" attribute
line 696 column 11 - Warning: <table> lacks "summary" attribute
line 700 column 144 - Warning: <img> proprietary attribute value "absmiddle"
line 700 column 144 - Warning: <img> lacks "alt" attribute
line 704 column 9 - Warning: <table> lacks "summary" attribute
line 708 column 22 - Warning: <img> lacks "alt" attribute
line 708 column 63 - Warning: <img> lacks "alt" attribute
line 708 column 112 - Warning: <img> lacks "alt" attribute
line 708 column 162 - Warning: <img> lacks "alt" attribute
line 709 column 11 - Warning: <img> lacks "alt" attribute
line 715 column 15 - Warning: <img> lacks "alt" attribute
line 718 column 11 - Warning: <table> lacks "summary" attribute
line 722 column 254 - Warning: <img> proprietary attribute value "absmiddle"
line 722 column 254 - Warning: <img> lacks "alt" attribute
line 734 column 9 - Warning: <table> lacks "summary" attribute
line 738 column 22 - Warning: <img> lacks "alt" attribute
line 738 column 63 - Warning: <img> lacks "alt" attribute
line 738 column 112 - Warning: <img> lacks "alt" attribute
line 738 column 162 - Warning: <img> lacks "alt" attribute
line 739 column 11 - Warning: <img> lacks "alt" attribute
line 745 column 15 - Warning: <img> lacks "alt" attribute
line 748 column 11 - Warning: <table> lacks "summary" attribute
line 771 column 3841 - Warning: <img> proprietary attribute value "absmiddle"
line 771 column 3841 - Warning: <img> lacks "alt" attribute
line 780 column 5400 - Warning: <img> proprietary attribute value "absmiddle"
line 780 column 5400 - Warning: <img> lacks "alt" attribute
line 782 column 5502 - Warning: <img> proprietary attribute value "absmiddle"
line 782 column 5502 - Warning: <img> lacks "alt" attribute
line 786 column 9 - Warning: <table> lacks "summary" attribute
line 790 column 22 - Warning: <img> lacks "alt" attribute
line 790 column 63 - Warning: <img> lacks "alt" attribute
line 790 column 112 - Warning: <img> lacks "alt" attribute
line 790 column 162 - Warning: <img> lacks "alt" attribute
line 791 column 11 - Warning: <img> lacks "alt" attribute
line 797 column 15 - Warning: <img> lacks "alt" attribute
line 800 column 11 - Warning: <table> lacks "summary" attribute
line 804 column 122 - Warning: <img> proprietary attribute value "absmiddle"
line 804 column 122 - Warning: <img> lacks "alt" attribute
line 806 column 345 - Warning: <img> proprietary attribute value "absmiddle"
line 806 column 345 - Warning: <img> lacks "alt" attribute
line 146 column 17 - Warning: <table> lacks "summary" attribute
line 812 column 17 - Warning: <table> lacks "summary" attribute
line 814 column 17 - Warning: <table> lacks "summary" attribute
line 820 column 1 - Warning: <img> lacks "alt" attribute
line 821 column 1 - Warning: <img> lacks "alt" attribute
line 822 column 1 - Warning: <img> lacks "alt" attribute
line 829 column 9 - Warning: <table> lacks "summary" attribute
line 831 column 25 - Warning: <img> lacks "alt" attribute
line 861 column 17 - Warning: <table> lacks "summary" attribute
line 141 column 132 - Warning: trimming empty <font>
line 143 column 264 - Warning: trimming empty <font>
line 784 column 15 - Warning: trimming empty <tr>
line 812 column 264 - Warning: trimming empty <font>
line 814 column 132 - Warning: trimming empty <font>
line 153 column 11 - Warning: <a> cannot copy name attribute to id
line 181 column 11 - Warning: <a> cannot copy name attribute to id
line 203 column 11 - Warning: <a> cannot copy name attribute to id
line 227 column 11 - Warning: <a> cannot copy name attribute to id
line 255 column 11 - Warning: <a> cannot copy name attribute to id
line 284 column 11 - Warning: <a> cannot copy name attribute to id
line 336 column 11 - Warning: <a> cannot copy name attribute to id
line 368 column 11 - Warning: <a> cannot copy name attribute to id
line 394 column 11 - Warning: <a> cannot copy name attribute to id
line 491 column 11 - Warning: <a> cannot copy name attribute to id
line 520 column 11 - Warning: <a> cannot copy name attribute to id
line 547 column 11 - Warning: <a> cannot copy name attribute to id
line 569 column 11 - Warning: <a> cannot copy name attribute to id
line 597 column 11 - Warning: <a> cannot copy name attribute to id
line 623 column 11 - Warning: <a> cannot copy name attribute to id
line 645 column 11 - Warning: <a> cannot copy name attribute to id
line 684 column 11 - Warning: <a> cannot copy name attribute to id
line 706 column 11 - Warning: <a> cannot copy name attribute to id
line 736 column 11 - Warning: <a> cannot copy name attribute to id
line 788 column 11 - Warning: <a> cannot copy name attribute to id
Info: Document content looks like HTML Proprietary
Info: No system identifier in emitted doctype
401 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