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luckwii
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Posted on 11-30-10 11:42:03 PM Link | Quote
Originally posted by Spenstar

Have you looked at the value of the tile you are using?
A tile that is solid has the value "00 00 01 00"
While a tile with a slant that goes to the right has the value "01 00 20 00"

Make sure your tiles have the right behavior values.


Yes I have been editing the tile behaviors.


I have been testing on 1-1 area 1. I have a partial full tileset. But it is taking on the forms and values of 1-1-1. I haven't tried starting from scratch on a level and importing the full tileset. Would I be better off going that route? I am more testing all the editing features now. But, the tilesets are going to be the most important part of this hack as I will be using as little of the original Mario pieces as possible.
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Posted on 11-30-10 11:47:29 PM Link | Quote
@luckwii

Ahh, I read you first post again and I now get what you are trying to ask. You want to change the objects using the tiles, not the tile values of the tiles themselves.

Well, I would just delete all the old objects from the 'Objects' tab and start new. That is probably the best route to take.
luckwii
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Posted on 12-01-10 01:10:59 AM Link | Quote
Originally posted by Spenstar
@luckwii

Ahh, I read you first post again and I now get what you are trying to ask. You want to change the objects using the tiles, not the tile values of the tiles themselves.

Well, I would just delete all the old objects from the 'Objects' tab and start new. That is probably the best route to take.



That is what I was thinking. Maybe that will release the level specific tile constraints within the tileset groups.

NsmB_PrO
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Posted on 12-01-10 10:43:16 AM Link | Quote
Originally posted by dirbaio
Vines?

There's an object in tileset 0 that lets you put one in the level directly.
Alternatively you can use the vines coming out of ? blocks / bricks / invisible blocks.

I've never seen them crashing... What's the one you're trying to use?

I mean the vine sprite!
not the object...

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dirbaio
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Posted on 12-01-10 11:41:35 AM Link | Quote
The vine sprite that is used somewhere in world 4? It should work... Have you enabled the proper sprite set?

@luckwii: The next version will have a button to delete everything in a tileset. Probably that's what you want...
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Posted on 12-01-10 12:23:51 PM Link | Quote
I still don't know how to make a falling platform. *sigh* I'm looking through levels, but not finding anything.

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Posted on 12-01-10 12:58:58 PM Link | Quote
A platform that falls when you step on it?

You can use the moving platform on line but without any line. It falls if it doesn't find a line.
luckwii
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Posted on 12-01-10 01:46:29 PM Link | Quote
Originally posted by dirbaio
The vine sprite that is used somewhere in world 4? It should work... Have you enabled the proper sprite set?

@luckwii: The next version will have a button to delete everything in a tileset. Probably that's what you want...


Yes, that would be very helpful, thanks. Could you also add a simple way to assign objects an object number after editing them in map16?
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Posted on 12-01-10 02:45:23 PM Link | Quote
Originally posted by dirbaio
The vine sprite that is used somewhere in world 4? It should work... Have you enabled the proper sprite set?


yeah...
I have set the level to the same sprite set.
But the vines are crashing everytime!
try it out yourself and then you will see...

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luckwii
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Posted on 12-01-10 11:32:28 PM Link | Quote
Found some work arounds to get my tiles going.

I have run into 2 problems I have spent hours on and can't figure out.
1. One of my levels looks fine in the editor, but when I pay it, the tiles are garbled on the DS.
2. I had the warp pipes working for many revisions now. But, all the sudden one level has two return pipes that crash the game (black screen). The entrance pipes work to the sub areas, but returning to the main level in either return pipe causes crash. Nothing about the pipes has been changed.
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Posted on 12-02-10 03:11:06 PM (last edited by NsmB_PrO at 12-02-10 01:25 PM) Link | Quote
Is it possible to make zones (not views) littler than 256x192 ?
If yes how?

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Elemi
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Posted on 12-02-10 03:15:58 PM Link | Quote
I'm pretty sure that's impossible.
IIRC 256x192 is the same size as a DS screen and any smaller would cause major graphical errors (probably wouldn't even boot) as the game was not programmed for using different frame sizes.
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Posted on 12-02-10 04:24:59 PM Link | Quote
Originally posted by Luigi987
I'm pretty sure that's impossible.
IIRC 256x192 is the same size as a DS screen and any smaller would cause major graphical errors (probably wouldn't even boot) as the game was not programmed for using different frame sizes.

no, i dont mean views, i mean zones!
zones would not cause graphical errors or something like that!

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Posted on 12-02-10 04:38:53 PM Link | Quote
I was able to make zones that were smaller than 256x192 and work.
dirbaio
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Posted on 12-02-10 05:56:03 PM Link | Quote
Oh, true... That's my fault!
I first coded editor support for views, and prevented them from being less than 256x192. As zones had the same format on the level file, and were edited the same way, I reused the code for the zones too, but I didn't think about the limit...

This is nice, there are being a lot of bug reports here lately
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Posted on 12-02-10 07:46:41 PM Link | Quote
Still having troubles with the editor. I can fully edit and understand all the features and abilities of tile editing. But, the trouble I am having mainly is when the editor show the tileset I made and want, yet the game ends up with a bunch of mixed up tiles. I have tried importing and exporting every possible way, but same result.

I did notice that the original tilesets have an orientation on the map 16 grid. Has anyone here had issues when trying to move custom tiles into a different location on the map 16?

I have been able to edit and assign objects in the tile editor fine. Also, I have all the tile behaviors correct. I have also made sure that I haven't accidentally layered over tiles in the editor/map itself.

Anyone know how to fix the difference from editor to game?

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Posted on 12-02-10 10:42:23 PM Link | Quote
Just wondering if anyone has a list of tile behaviors.

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dirbaio
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Posted on 12-03-10 08:15:18 AM Link | Quote
@luckwii: Could you post a screenshot of the tileset in-game and in-editor?

@NeonGaming: Yes, there's one. It's not complete but it has most of the stuff.



--- BASIC ---
00 00 00 00 - Walkable
00 00 01 00 - Solid
00 00 00 80 - Solid-on-top platform
00 10 01 00 - Icy solid

--- SPECIAL ---
00 60 01 00 - Horizontal rope (Like in W2-Tower)
00 A0 00 00 - Vertical pole (Like in W3-Castle)
04 00 00 10 - Lava - Instant death
02 00 01 10 - Spikes facing up
03 00 01 10 - Spikes facing down
01 70 01 10 - Spikes facing right
00 70 01 10 - Spikes facing left
00 40 01 00 - Conveyor belt (Must check direction/speed)
00 50 01 00 - See above
01 40 01 00 - See above
01 50 01 00 - See above
00 00 00 01 - Door - bottom left tile (Assumed)
01 00 00 01 - Door - bottom right tile (Assumed)
02 00 00 01 - Mini-Mario door
03 00 00 01 - Boss door (3x3) - bottom left tile
04 00 00 01 - Boss door (3x3) - bottom centre tile
05 00 00 01 - Boss door (3x3) - bottom right tile
01 02 00 80 - Falling platform from beach levels - left tile
02 02 00 80 - Falling platform from beach levels - right tile
00 30 00 80 - Quicksand
0X 00 00 08 - Patterns of solid 8x8 blocks.
X is a bitfield: 1 = top left, 2 = top right, 4 = bottom left, 8 = bottom right
Default patterns from the Mini Mario bonus room tileset:
http://treeki.shacknet.nu/screenshots/romhacking/mmblocks.png
00 E0 01 00 - Ground which Mummy-Pokey can come out of

--- CLIMBABLE FENCES ---
[Normal Fences]
02 00 00 04 - Top left corner
03 00 00 04 - Top side
04 00 00 04 - Top right corner
05 00 00 04 - Left side
06 00 00 04 - Middle
07 00 00 04 - Right side
08 00 00 04 - Bottom left corner
09 00 00 04 - Bottom side
0A 00 00 04 - Bottom right corner
[Flip Fences]
0B 00 00 04 - Top left corner
0C 00 00 04 - Top side
0D 00 00 04 - Top right corner
0E 00 00 04 - Left side
0F 00 00 04 - Middle
10 00 00 04 - Right side
11 00 00 04 - Bottom left corner
12 00 00 04 - Bottom side
13 00 00 04 - Bottom right corner

--- PATHS ---
These are used for moving platforms. They are all walkable!
01 00 00 00 - Diagonal path, from Bottom Left to Top Right
02 00 00 00 - Diagonal path, from Top Left to Bottom Right
03 00 00 00 - Corner (Place on the top left)
04 00 00 00 - Corner (Combines horizontal + vertical path)
05 00 00 00 - Horizontal path
06 00 00 00 - Vertical path
22 00 00 00 - Reverses direction of the platform/object?

--- SLOPES ---
00 00 20 00 - 1x1 slope, from Bottom Left to Top Right
01 00 20 00 - 1x1 slope, from Top Left to Bottom Right
02 00 20 00 - Left part of 2x1 slope, from Bottom Left to Top Right
03 00 20 00 - Right part of 2x1 slope, from Bottom Left to Top Right
04 00 20 00 - Left part of 2x1 slope, from Top Left to Bottom Right
05 00 20 00 - Left part of 2x1 slope, from Top Left to Bottom Right
06 00 20 00 - Top part of 1x2 slope, from Bottom Left to Top Right
07 00 20 00 - Bottom part of 1x2 slope, from Bottom Left to Top Right
08 00 20 00 - Top part of 1x2 slope, from Top Left to Bottom Right
09 00 20 00 - Bottom part of 1x2 slope, from Top Left to Bottom Right
0A 00 20 00 - Always used directly under any sloped tiles?

--- ICY SLOPES ---
0X 10 20 00 - Seems to be the same as the normal slopes section, but acts like ice.

--- UPSIDE DOWN SLOPES ---
0X 00 40 00 - Seems to be the same as the normal slopes section, but Y flipped.

--- MUSHROOM PLATFORMS ---
0X B0 20 80 - These are a little more complicated to explain so here are images of all the matching tiles:
http://treeki.shacknet.nu/screenshots/romhacking/mplat.png
I'm pretty sure these are mapped in a similar way to the normal slopes, although they have different behaviour bytes. Not sure exactly what the difference is.

--- GHOST HOUSE NORMAL STAIRS ---
0X B0 20 80 - Apparently, the stairs in ghost houses (Normal ones - NOT the collapsing ones) also use the mushroom platform behaviours.
Just refer to the normal slope info.

I also found blocks with these attributes in the ghost house tileset, but I don't know what they do:
0A B0 A0 00, 0A B0 21 00, 00 D0 01 00

--- GHOST HOUSE COLLAPSING STAIRS ---
These are split into two parts.
First off, you have the -top- part of the stairs (The bit you can stand on) which uses:
0X 70 20 00 - Refer to the 1x2 normal slopes for the value of X.
Next up, you have the bottom part of the stairs (which you can't jump through, but is a diagonal roof) which uses the upside down slopes:
0X 00 40 00 - Refer to the 1x2 upside down slopes.
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Posted on 12-03-10 10:31:29 AM Link | Quote
I edited Tower 1 and Castle 1 and have already set Progress Path. But the progress doesn't move ingame. Please help!
dirbaio
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Posted on 12-03-10 06:25:38 PM Link | Quote
Did you set the progress path ID in the view?

Also, keep in mind the game takes all the progress paths in a level (from ALL the areas) and "sorts" them. For example, if you want a level path like this:

Area 1, View 0 ---> Area 2, View 0 ---> Area 1, View 1

you'll need three progress paths with 3 different ID's, one for each view, and IN ORDER.
1 (in area 1, linked to view 0)
2 (in area 2, linked to view 0)
3 (in area 1, linked to view 1)

The game automatically calculates the length of each one and splits the whole level progress between them all proportionally.

Also, if you want two alternate paths in a level, they must "share" a Progress Path (set the Progress Path ID of the 2 views to the same.) If I remember correctly, 3-tower uses that trick.

Progress path ID's should start from 1. If you set a view's Progress Path ID to 0 , the indicator on the bottom screen will blink and stay in the same position, like in the bonus rooms from the original levels.
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Rusted Logic

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

32 database queries, 9 query cache hits.
Query execution time:  0.089031 seconds
Script execution time:  0.024975 seconds
Total render time:  0.114006 seconds


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line 869 column 558 - Warning: unescaped & or unknown entity "&page"
line 869 column 592 - Warning: unescaped & or unknown entity "&page"
line 869 column 626 - Warning: unescaped & or unknown entity "&page"
line 869 column 660 - Warning: unescaped & or unknown entity "&page"
line 869 column 698 - Warning: unescaped & or unknown entity "&page"
line 869 column 732 - Warning: unescaped & or unknown entity "&page"
line 869 column 766 - Warning: unescaped & or unknown entity "&page"
line 869 column 800 - Warning: unescaped & or unknown entity "&page"
line 869 column 834 - Warning: unescaped & or unknown entity "&page"
line 869 column 868 - Warning: unescaped & or unknown entity "&page"
line 869 column 902 - Warning: unescaped & or unknown entity "&page"
line 869 column 936 - Warning: unescaped & or unknown entity "&page"
line 869 column 970 - Warning: unescaped & or unknown entity "&page"
line 869 column 1004 - Warning: unescaped & or unknown entity "&page"
line 869 column 50 - Warning: missing </font> before </td>
line 869 column 1041 - Warning: missing </font> before </table>
line 871 column 35 - Warning: missing <tr>
line 871 column 50 - Warning: missing </font> before </td>
line 872 column 37 - Warning: unescaped & or unknown entity "&id"
line 871 column 213 - Warning: missing </font> before </table>
line 873 column 17 - Warning: discarding unexpected </textarea>
line 873 column 28 - Warning: discarding unexpected </form>
line 873 column 35 - Warning: discarding unexpected </embed>
line 873 column 43 - Warning: discarding unexpected </noembed>
line 873 column 53 - Warning: discarding unexpected </noscript>
line 873 column 64 - Warning: discarding unexpected </noembed>
line 873 column 74 - Warning: discarding unexpected </embed>
line 873 column 82 - Warning: discarding unexpected </table>
line 873 column 90 - Warning: discarding unexpected </table>
line 875 column 9 - Warning: missing </font> before <table>
line 887 column 25 - Warning: discarding unexpected </font>
line 896 column 57 - Warning: discarding unexpected </font>
line 874 column 1 - Warning: missing </center>
line 120 column 63 - Warning: <img> lacks "alt" attribute
line 125 column 19 - Warning: <td> attribute "width" has invalid value "120px"
line 125 column 93 - Warning: <img> lacks "alt" attribute
line 141 column 19 - Warning: <td> attribute "width" has invalid value "120px"
line 141 column 98 - Warning: <img> lacks "alt" attribute
line 148 column 44 - Warning: <img> proprietary attribute value "absmiddle"
line 148 column 142 - Warning: <img> proprietary attribute value "absmiddle"
line 148 column 245 - Warning: <img> proprietary attribute value "absmiddle"
line 161 column 22 - Warning: <img> lacks "alt" attribute
line 161 column 63 - Warning: <img> lacks "alt" attribute
line 161 column 112 - Warning: <img> lacks "alt" attribute
line 161 column 162 - Warning: <img> lacks "alt" attribute
line 172 column 15 - Warning: <img> lacks "alt" attribute
line 197 column 11 - Warning: <img> lacks "alt" attribute
line 198 column 22 - Warning: <img> lacks "alt" attribute
line 198 column 63 - Warning: <img> lacks "alt" attribute
line 198 column 111 - Warning: <img> lacks "alt" attribute
line 198 column 161 - Warning: <img> lacks "alt" attribute
line 199 column 11 - Warning: <img> lacks "alt" attribute
line 209 column 15 - Warning: <img> lacks "alt" attribute
line 218 column 258 - Warning: <img> proprietary attribute value "absmiddle"
line 218 column 258 - Warning: <img> lacks "alt" attribute
line 228 column 22 - Warning: <img> lacks "alt" attribute
line 228 column 63 - Warning: <img> lacks "alt" attribute
line 228 column 112 - Warning: <img> lacks "alt" attribute
line 228 column 162 - Warning: <img> lacks "alt" attribute
line 239 column 15 - Warning: <img> lacks "alt" attribute
line 248 column 335 - Warning: <img> proprietary attribute value "absmiddle"
line 248 column 335 - Warning: <img> lacks "alt" attribute
line 263 column 22 - Warning: <img> lacks "alt" attribute
line 263 column 63 - Warning: <img> lacks "alt" attribute
line 263 column 112 - Warning: <img> lacks "alt" attribute
line 263 column 162 - Warning: <img> lacks "alt" attribute
line 264 column 11 - Warning: <img> lacks "alt" attribute
line 274 column 15 - Warning: <img> lacks "alt" attribute
line 296 column 23 - Warning: <img> lacks "alt" attribute
line 296 column 64 - Warning: <img> lacks "alt" attribute
line 307 column 15 - Warning: <img> lacks "alt" attribute
line 324 column 22 - Warning: <img> lacks "alt" attribute
line 324 column 63 - Warning: <img> lacks "alt" attribute
line 324 column 112 - Warning: <img> lacks "alt" attribute
line 324 column 162 - Warning: <img> lacks "alt" attribute
line 325 column 11 - Warning: <img> lacks "alt" attribute
line 335 column 15 - Warning: <img> lacks "alt" attribute
line 342 column 274 - Warning: <img> lacks "alt" attribute
line 352 column 23 - Warning: <img> lacks "alt" attribute
line 352 column 64 - Warning: <img> lacks "alt" attribute
line 363 column 15 - Warning: <img> lacks "alt" attribute
line 380 column 22 - Warning: <img> lacks "alt" attribute
line 380 column 63 - Warning: <img> lacks "alt" attribute
line 380 column 112 - Warning: <img> lacks "alt" attribute
line 380 column 162 - Warning: <img> lacks "alt" attribute
line 391 column 15 - Warning: <img> lacks "alt" attribute
line 411 column 22 - Warning: <img> lacks "alt" attribute
line 411 column 63 - Warning: <img> lacks "alt" attribute
line 411 column 112 - Warning: <img> lacks "alt" attribute
line 411 column 162 - Warning: <img> lacks "alt" attribute
line 412 column 11 - Warning: <img> lacks "alt" attribute
line 422 column 15 - Warning: <img> lacks "alt" 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 453 column 15 - Warning: <img> lacks "alt" attribute
line 472 column 22 - Warning: <img> lacks "alt" attribute
line 472 column 63 - Warning: <img> lacks "alt" attribute
line 472 column 112 - Warning: <img> lacks "alt" attribute
line 472 column 162 - Warning: <img> lacks "alt" attribute
line 473 column 11 - Warning: <img> lacks "alt" attribute
line 483 column 15 - Warning: <img> lacks "alt" attribute
line 498 column 15 - Warning: <img> proprietary attribute value "absmiddle"
line 498 column 15 - Warning: <img> lacks "alt" attribute
line 498 column 58 - Warning: <img> proprietary attribute value "absmiddle"
line 498 column 58 - Warning: <img> lacks "alt" attribute
line 498 column 101 - Warning: <img> proprietary attribute value "absmiddle"
line 498 column 101 - Warning: <img> lacks "alt" attribute
line 498 column 144 - Warning: <img> proprietary attribute value "absmiddle"
line 498 column 144 - Warning: <img> lacks "alt" attribute
line 498 column 187 - Warning: <img> proprietary attribute value "absmiddle"
line 498 column 187 - Warning: <img> lacks "alt" attribute
line 499 column 22 - Warning: <img> lacks "alt" attribute
line 499 column 63 - Warning: <img> lacks "alt" attribute
line 499 column 112 - Warning: <img> lacks "alt" attribute
line 499 column 162 - Warning: <img> lacks "alt" attribute
line 500 column 11 - Warning: <img> lacks "alt" attribute
line 510 column 15 - Warning: <img> lacks "alt" attribute
line 526 column 22 - Warning: <img> lacks "alt" attribute
line 526 column 63 - Warning: <img> lacks "alt" attribute
line 526 column 112 - Warning: <img> lacks "alt" attribute
line 526 column 162 - Warning: <img> lacks "alt" attribute
line 527 column 11 - Warning: <img> lacks "alt" attribute
line 537 column 15 - Warning: <img> lacks "alt" attribute
line 554 column 11 - Warning: <img> lacks "alt" attribute
line 555 column 22 - Warning: <img> lacks "alt" attribute
line 555 column 63 - Warning: <img> lacks "alt" attribute
line 555 column 111 - Warning: <img> lacks "alt" attribute
line 555 column 161 - Warning: <img> lacks "alt" attribute
line 556 column 11 - Warning: <img> lacks "alt" attribute
line 566 column 15 - Warning: <img> lacks "alt" attribute
line 581 column 23 - Warning: <img> lacks "alt" attribute
line 581 column 64 - Warning: <img> lacks "alt" attribute
line 592 column 15 - Warning: <img> lacks "alt" attribute
line 602 column 418 - Warning: <img> proprietary attribute value "absmiddle"
line 602 column 418 - Warning: <img> lacks "alt" attribute
line 610 column 22 - Warning: <img> lacks "alt" attribute
line 610 column 63 - Warning: <img> lacks "alt" attribute
line 610 column 112 - Warning: <img> lacks "alt" attribute
line 610 column 162 - Warning: <img> lacks "alt" attribute
line 621 column 15 - Warning: <img> lacks "alt" attribute
line 644 column 22 - Warning: <img> lacks "alt" attribute
line 644 column 63 - Warning: <img> lacks "alt" attribute
line 644 column 112 - Warning: <img> lacks "alt" attribute
line 644 column 162 - Warning: <img> lacks "alt" attribute
line 645 column 11 - Warning: <img> lacks "alt" attribute
line 655 column 15 - Warning: <img> lacks "alt" attribute
line 662 column 217 - Warning: <img> lacks "alt" attribute
line 672 column 23 - Warning: <img> lacks "alt" attribute
line 672 column 64 - Warning: <img> lacks "alt" attribute
line 683 column 15 - Warning: <img> lacks "alt" attribute
line 803 column 14 - Warning: <img> proprietary attribute value "absmiddle"
line 803 column 14 - Warning: <img> lacks "alt" attribute
line 804 column 21 - Warning: <img> lacks "alt" attribute
line 804 column 62 - Warning: <img> lacks "alt" attribute
line 804 column 111 - Warning: <img> lacks "alt" attribute
line 804 column 161 - Warning: <img> lacks "alt" attribute
line 815 column 15 - Warning: <img> lacks "alt" attribute
line 830 column 23 - Warning: <img> lacks "alt" attribute
line 830 column 64 - Warning: <img> lacks "alt" attribute
line 841 column 15 - Warning: <img> lacks "alt" attribute
line 872 column 44 - Warning: <img> proprietary attribute value "absmiddle"
line 872 column 142 - Warning: <img> proprietary attribute value "absmiddle"
line 872 column 245 - Warning: <img> proprietary attribute value "absmiddle"
line 881 column 25 - Warning: <img> lacks "alt" attribute
line 886 column 267 - Warning: <img> lacks "alt" attribute
line 866 column 17 - Warning: trimming empty <tr>
line 125 column 68 - Warning: <nobr> is not approved by W3C
line 141 column 68 - Warning: <nobr> is not approved by W3C
line 177 column 27 - Warning: <nobr> is not approved by W3C
line 214 column 27 - Warning: <nobr> is not approved by W3C
line 244 column 27 - Warning: <nobr> is not approved by W3C
line 279 column 27 - Warning: <nobr> is not approved by W3C
line 312 column 27 - Warning: <nobr> is not approved by W3C
line 340 column 27 - Warning: <nobr> is not approved by W3C
line 368 column 27 - Warning: <nobr> is not approved by W3C
line 396 column 27 - Warning: <nobr> is not approved by W3C
line 427 column 27 - Warning: <nobr> is not approved by W3C
line 458 column 27 - Warning: <nobr> is not approved by W3C
line 488 column 27 - Warning: <nobr> is not approved by W3C
line 515 column 27 - Warning: <nobr> is not approved by W3C
line 542 column 27 - Warning: <nobr> is not approved by W3C
line 571 column 27 - Warning: <nobr> is not approved by W3C
line 597 column 27 - Warning: <nobr> is not approved by W3C
line 626 column 27 - Warning: <nobr> is not approved by W3C
line 660 column 27 - Warning: <nobr> is not approved by W3C
line 688 column 27 - Warning: <nobr> is not approved by W3C
line 820 column 27 - Warning: <nobr> is not approved by W3C
line 846 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 330 warnings and 0 errors!


The alt attribute should be used to give a short description
of an image; longer descriptions should be given with the
longdesc attribute which takes a URL linked to the description.
These measures are needed for people using non-graphical browsers.

For further advice on how to make your pages accessible
see http://www.w3.org/WAI/GL.
You are recommended to use CSS to specify the font and
properties such as its size and color. This will reduce
the size of HTML files and make them easier to maintain
compared with using <FONT> elements.

You are recommended to use CSS to control line wrapping.
Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

About HTML Tidy: https://github.com/htacg/tidy-html5
Bug reports and comments: https://github.com/htacg/tidy-html5/issues
Official mailing list: https://lists.w3.org/Archives/Public/public-htacg/
Latest HTML specification: http://dev.w3.org/html5/spec-author-view/
Validate your HTML documents: http://validator.w3.org/nu/
Lobby your company to join the W3C: http://www.w3.org/Consortium

Do you speak a language other than English, or a different variant of
English? Consider helping us to localize HTML Tidy. For details please see
https://github.com/htacg/tidy-html5/blob/master/README/LOCALIZE.md