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04-24-22 02:59:57 AM
Jul - The Cutting Room Floor - Guitar Hero II stuff New poll - New thread - New reply
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LocalH
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Posted on 12-06-10 04:55:00 PM (last edited by LocalH at 12-06-10 01:56 PM) Link | Quote
I recently re-found my old copy of the GH2 10-song demo, and recently got a much improved method for loading hacked and custom discs on my PS2, so in the coming days I plan to document things that are either: A) in the demo and used but different to the retail, B) in the demo but unused normally, either locked behind a menu or not used at all, and C) in the demo but completely unused. I also have the four-song demo from OPM110, which is even earlier, but there's less to do as there are really only four songs on disc (unlike the 10-song demo which actually contains 31 songs). It has an interesting early attempt at practice mode that doesn't use the separate VGS files and offers more speeds, but sounds like ass. Normally it wouldn't help that the early demo has a watchdog timer that will reboot to the OPM disc's main menu if you leave it sitting still on a menu for 60 seconds, but I've already disabled that =P

I have nothing compiled up to post ATM, but since noone else has documented these types of things, I figure it's about time. One question - I currently have no way to capture in-game screenshots, and I really, REALLY don't want to slog through using PCSX2 for screenshots. For those types of shots, would it be acceptable for me to attempt to take the best possible shot I can get off-screen? For graphic assets of course, I will convert to PNG and upload directly.

After I do some good work on GH2, I might grab my old GH1 copy and dig out the things that were unused or from earlier betas (like a couple of really old "2x" and "4x" graphics that I think match up to the really early videos in function, if not in form).
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Posted on 12-06-10 05:00:34 PM Link | Quote
A decent capture card is fine, I guess. Especially considering how much of a pain pcsx2 is to use.

(Of course if you meant photographs of the screen, then... )

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LocalH
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Posted on 12-06-10 05:14:07 PM Link | Quote
Originally posted by Gig
A decent capture card is fine, I guess. Especially considering how much of a pain pcsx2 is to use.

(Of course if you meant photographs of the screen, then... )

Yeah, unfortunately I did mean photographs off-screen. If it helps, I might be able to do it with a tripod and an HD video camera (a good one, with manual exposure, white balance, and focus), on an HDTV (since the demos all have hidden widescreen functions, this is good). Here is an example of the quality I'll get when extracting 1080i frames from such a video, and I think it might be acceptable (and if I gain the ability to directly capture frames in the future then they could be replaced).

It'll be a little while before I'm even ready to put up a page or anything, as I'm going to basically just go through and compile everything I can find that would be relevant, as there's actually quite a bit of stuff, including unused textures and lots of GH1 leftovers.
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Posted on 12-06-10 05:22:58 PM Link | Quote
Oh, that's not quite as bad as I was thinking. Normally people do stupid shit like use flash, try to manually hold the camera, or other dumb shit. It's still noticeably bad, but it's not... terrible.

Feel free to dump your findings in this thread until you get it on the wiki, though. I'm curious

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LocalH
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Posted on 12-06-10 06:10:24 PM (last edited by LocalH at 12-06-10 06:19 PM) Link | Quote
I'll have to throw up some of the more major stuff, but I can mention a few things now (unless specified, this stuff is from the 10-song demo, henceforth called the late demo):

1) An early name for Casey Lynch was "Gina Hazard". I don't remember ever seeing that mentioned in press, unlike the early names for Eddie Knox (Dax Deville and King Kendall). This was borne out by a Google search for "Gina Hazard" "Guitar Hero". Also, her description in career mode actually references the generic name "Rocker" (all characters have a generic name used internally, such as "Glam" for Izzy or "Deth" for Lars).
2) The Grim Ripper is technically "present" in that he is selectable in career mode (but you have to hack an unlock all cheat code into the game, as you can't move past the first tier and so can't get enough money to buy him), but attempting to play a song with him set as your character causes the game to freeze on the loading screen).
3) HMX really screwed some fans with the early demo by locking away the entire video options menu, since there are working options for lefty flip, widescreen, and prog scan. Both demos also contains an early "sync offset" setting, which is only functional in the late demo (and doesn't require restarting the song to modify!)
4) The career mode store is quite broken in this build. The models for the guitars display off the left-hand side of the screen (if at all), none of the character models load for purchaseable characters or outfits, with the exception of Grim, but he shows up as a tiny headless model instead of the normal one. I'm thinking that the demo actually includes the GH1 version of Grim, which IIRC had to be handled separately as he was much bigger than the other characters.
5) As mentioned earlier, the late demo actually contains 31 songs (and duplicate references to those to pad out the setlist to 40 songs). However, thanks to the locking away of career mode, Quick Play just allows access to the first two tiers, just as always. I thought it was interesting that rather than specifically locking away all but 10 songs, they just relied on the way things already worked (which explains why I spent 45 minutes looking for a way to make all the songs show up before I thought of unlocking the menus). Only one of the songs present did not appear on the retail game (Bang Your Head by Quiet Riot), although it did later appear on GH80s, with the first solo removed (I can see why, it's fairly difficult for the time period). This marks the only song in the HMX GH series that was completely cut from the game and removed from the disc, that we have access to the chart for (*Trippolette and Graveyard Shift were of course still on the GH1 disc, and noone has gotten hold of the chart for I Want Candy from the GH80s review build that I just know is floating around out there in the wild somewhere, but haven't seen it available)

More later, I have some stuff I've got to take care of, and after that I've got to go through and extract some graphics from the .milo_ps2 files.
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Posted on 12-07-10 02:51:17 AM Link | Quote
That sounds really interesting, I would like to know what other secrets are hidden in those GHII demos.

Emm... have you found, by chance, evidence of a 3-player mode? If I remember well, in the final version of the game there were some text strings referring to a third player.
LocalH
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Posted on 12-07-10 03:45:13 AM Link | Quote
Nothing implemented, but I saw those references, too.
LocalH
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Posted on 12-27-10 03:14:25 AM Link | Quote
Just bumping this to let you guys know:

1) I'm still working on gathering up interesting facts, assets, and screenshots. On the latter point,
2) I found a remote that will work with my DVD recorder, so now I can finalize discs (meaning that I can get much better screenshots than even an HD camera on an HDTV with autofocus and autoexposure turned off)

I plan to have something up within the week, at least. I don't normally do much wiki editing in general, so I'm using this as an opportunity to "get into the groove", so to speak, with the personality and style of TCRF.

I'm currently having problems getting my menu-hacked copy of the early GH2 demo to boot, and I think it may be due to changes made between Open PS2 Loader 0.7 and 0.8 (plan on testing this with an image of the original disc, unmodded). If OPL fails to boot my original, then it looks like I'll have to crack out the trusty old ESR patcher and do this from a physical disc. Luckily, OPL uses normal ISO files when loading games from the network, so all I have to do is patch my already-existing hacked ISO and burn it.
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Posted on 12-27-10 08:17:09 PM Link | Quote
Nice, and glad to hear the update. I'd been wondering where you were.

Double nice on getting the DVD recorder working.

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LocalH
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Posted on 12-28-10 04:05:30 AM (last edited by LocalH at 12-28-10 01:39 AM) Link | Quote
Ok, currently in the process of making chart images similar to this one for all the songs in the early demo, the late demo, and the relevant ones on the retail disc. I plan on doing something similar to that awesome beta Wendy's castle image on the SMW page.

Only one small snag, but I'm just going to have to deal with it - the tool I'm using to generate chart images is primarily used nowadays for RB charts, and so when generating GH2 charts, it doesn't properly display HO/POs anymore. The only song this should be relevant on is Monkey Wrench, which used the default HO/PO threshold of 170 ticks in the late demo, but was changed to 250 ticks for retail.

Ok, two small snags - the tool I'm using apparently doesn't like the late demo's Jessica chart - it basically took a big shit over the first 18 bars or so. This did not happen with the retail Jessica chart. I'm waiting on the tool's author to get back to me on the issue, might end up having to slight edit the MIDI to make this not happen, but it shouldn't involve editing the actual gems or the star power demarcation, but there's probably something else in there this tool doesn't like.
LocalH
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Posted on 08-19-11 12:47:50 AM Link | Quote
Huge bump, but it's my topic and somewhat relevant so bite me.

As some of you may have seen, I've worked on the GH1 page a bit since it was already there. Especially on the notes page, got some stuff dumped from the DTBs. Got a little more to dump along with a few images, and then I'll start on a page for the early GH2 demo.
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Posted on 08-19-11 02:09:48 AM Link | Quote
Originally posted by LocalH
Huge bump, but it's my topic and somewhat relevant so bite me.
For future reference, we really don't give a crap about bumps, so long as you're adding something worthwhile to a topic. Carry on.

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LocalH
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Posted on 08-19-11 05:42:01 AM (last edited by LocalH at 08-19-11 11:36 AM) Link | Quote
I figured, I just wanted to take the opportunity to say bite me.

I have also learned of the existence of at least one copy of the GH2 E3 build in private hands. I have reason to believe it is earlier than the OPM demo yet contains more songs due to lack of public release. I'd be interested to see if any menus are locked, and if so what's behind the lock

This E3 build also allegedly contains a set of "techsongs" which were never found on any other build of any GH game. Perhaps it may also hold the key (no pun intended) to the debug mode?

Give me a little bit and I'll package up the tools (Windows) I'm using, so that anyone with any HMX GH-series disc can look through stuff themselves. Includes a mix of commandline and GUI tools. I suck at modern programming but I'd like to see a tool that could directly convert the images to RGBA PNG (which would include expanding 7-bit alpha to 8-bit). Right now image conversion is kinda...fun, to say the least.
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Posted on 09-16-11 07:45:44 AM Link | Quote
bit of an update regarding the early GH2 demo. As I mentioned earlier, I had been unable for quite a while to boot the demo using OPL (and trying to hack games on the PS2 and using physical discs fucking blows). Recently, I found a patch someone had made for OPL that allows setting an arbitrary main ELF filename (for use with demoscene productions that did not use the standard SL?S.XXX_XX naming) and it also works to use ELF files in subdirectories as the main boot ELF, which I think was the problem with the OPM110 disc (it had a menu that would then launch the desired demo from the disc, and this menu never loaded after OPL v0.7). Long story short, I can now boot the early demo without using my optical drive again Dunno if this might come in handy for any other games for TCRF purposes, but if anyone wants my patched OPL binary, just let me know and I'll upload it. Time to go digging through the early GH2 UI scripting.

Yeah, I know, I got lazy and never uploaded said tools, nor have I really had much time to work on even the GH1 page thanks to RL bullshit. To be honest, GH1 is kinda boring, not much leftover shit to extract that I can find. Plus the engine sucks ass =P
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Posted on 02-25-16 09:43:48 PM Link | Quote
Welp, it's me again, lol. Been really busy in life and haven't had much time to hack on any games. Decided to carve out a little time and work on a custom ISO for a private FB group I'm in, and figured I'd revisit this along the way.

First of all, I found an old copy of Open PS2 Loader with in-game screenshot functionality, that basically writes out the PS2's framebuffer to a binary file for later conversion. I would think that would be ideal to any other form of screenshot that could be used on TCRF? It basically looks like an emulator screenshot, except it can not upscale like PCSX2, and it exhibits the common "Playstation dithering" that plagued PS1 and PS2 (hopefully not PS3 and newer). Not sure if such screenshots should be aspect-ratio corrected (as many games run at 512x448 instead of the 640x448 that would normally be considered square pixel 4:3 with 42 black lines), or uploaded pixel exact.

Second, I do plan on revisiting GH1 and GH2. I can't rip proper alpha for the images in GH1 if they're stored in rnd_ps2 files, but I can rip proper alpha for GH2 images in milo_ps2 files. I have seen 16 and 256 color images in the milos, and all textures have a 7-bit alpha channel (so no values over 127), but not all images use the alpha channel for anything (the flame images for gem popping are black and white, and the game uses the image itself as the alpha channel). I have already found something that nobody has ever hacked or posted a screenshot of - the game has unused cyan, purple, and white colored materials for the insides of the gem smashers (but not the rings, which are only GRYBO). I can actually demonstrate both of these things with a single screenshot:



This is a screenshot taken directly from my PS2, showing the purple and white smashers. There are only two states for the smashers, on and off. Normally, there is a %s that expands to the slot, or color, to choose the right smasher color. If you change that, you can have a uniform slot color of any of the available states (off, and green, red, yellow, blue, orange, purple, cyan, white). There is also a gem_eyeball.mat and gem_eyeball.tex available in the file track/track_panel.milo_ps2, but I have been unable to properly load it, I have swapped the textures out but something just looks off to me. I'll try to get a screenshot of it, I have a disc with it hacked on my HDD.
LocalH
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Posted on 02-28-16 03:22:43 AM (last edited by LocalH at 02-28-16 03:34:16 AM) Link | Quote
Managed to get a decent screenshot of the eyeball gem texture. Guess it looks better than I thought from seeing it on a SD CRT. It's a pain to get screenshots, as the stability is sort of iffy (the hook requires GSM to be enabled, which means I can't grab screens from GH1, as GH1 doesn't like GSM, even when forced to NTSC) as the screenshot code basically has to temporarily halt DMA to take over the system long enough to pull the screenshot and write it to the hard drive, and GH2 likes to crash when this happens at the wrong time (I've also had similar issues screwing around with KERMIT, which is a combination of resident PS2 code and a PC application that can communicate over Firewire to dump memory and edit live PS2 memory, as well as more advanced debugging functions if running on a PS2 TOOL).



Screenshot was taken from a custom disc that I further modified to replace the normal gem texture with the eyeball. Also, on all screenshots I take during a song, the first four frets will always be lit, as the button combo is L1+L2+R1+2+Up, and the four shoulder buttons are the first four frets when playing with a DualShock2 connected.

Also, I found that GH2 still has unused copies of one of the original "star power" meter backgrounds from prototype GH1 (I put "star power" in quotes because at the time it was used in GH1, there didn't seem to be any star power). Here's a direct rip from the game, and a press screenshot showing it in use in 2005:



LocalH
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Posted on 04-09-18 01:02:01 AM Link | Quote
Bumping to throw out there - we just found drum gems in the 4-song demo.

GH2 Drum Gems Found
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Jul - The Cutting Room Floor - Guitar Hero II stuff New poll - New thread - New reply


Rusted Logic

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

30 database queries, 11 query cache hits.
Query execution time:  0.104672 seconds
Script execution time:  0.023387 seconds
Total render time:  0.128059 seconds


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line 239 column 311 - Warning: <img> lacks "alt" attribute
line 250 column 23 - Warning: <img> lacks "alt" attribute
line 250 column 64 - Warning: <img> lacks "alt" attribute
line 250 column 113 - Warning: <img> lacks "alt" attribute
line 250 column 163 - Warning: <img> lacks "alt" attribute
line 251 column 11 - Warning: <img> lacks "alt" attribute
line 261 column 15 - Warning: <img> lacks "alt" attribute
line 268 column 333 - Warning: <img> lacks "alt" attribute
line 270 column 958 - Warning: <img> proprietary attribute value "absmiddle"
line 270 column 958 - Warning: <img> lacks "alt" attribute
line 270 column 1054 - Warning: <img> lacks "alt" attribute
line 278 column 22 - Warning: <img> lacks "alt" attribute
line 278 column 63 - Warning: <img> lacks "alt" attribute
line 278 column 112 - Warning: <img> lacks "alt" attribute
line 278 column 162 - Warning: <img> lacks "alt" attribute
line 289 column 15 - Warning: <img> lacks "alt" attribute
line 312 column 21 - Warning: <img> lacks "alt" attribute
line 312 column 62 - Warning: <img> lacks "alt" attribute
line 312 column 111 - Warning: <img> lacks "alt" attribute
line 312 column 160 - Warning: <img> lacks "alt" attribute
line 323 column 15 - Warning: <img> lacks "alt" attribute
line 340 column 22 - Warning: <img> lacks "alt" attribute
line 340 column 63 - Warning: <img> lacks "alt" attribute
line 340 column 112 - Warning: <img> lacks "alt" attribute
line 340 column 162 - Warning: <img> lacks "alt" attribute
line 351 column 15 - Warning: <img> lacks "alt" attribute
line 366 column 22 - Warning: <img> lacks "alt" attribute
line 366 column 63 - Warning: <img> lacks "alt" attribute
line 366 column 112 - Warning: <img> lacks "alt" attribute
line 366 column 162 - Warning: <img> lacks "alt" attribute
line 377 column 15 - Warning: <img> lacks "alt" attribute
line 399 column 23 - Warning: <img> lacks "alt" attribute
line 399 column 64 - Warning: <img> lacks "alt" attribute
line 399 column 113 - Warning: <img> lacks "alt" attribute
line 399 column 163 - Warning: <img> lacks "alt" attribute
line 400 column 11 - Warning: <img> lacks "alt" attribute
line 410 column 15 - Warning: <img> lacks "alt" attribute
line 417 column 333 - Warning: <img> lacks "alt" attribute
line 417 column 725 - Warning: <img> proprietary attribute value "absmiddle"
line 417 column 725 - Warning: <img> lacks "alt" attribute
line 419 column 837 - Warning: <img> proprietary attribute value "absmiddle"
line 419 column 837 - Warning: <img> lacks "alt" attribute
line 419 column 934 - Warning: <img> lacks "alt" attribute
line 427 column 22 - Warning: <img> lacks "alt" attribute
line 427 column 63 - Warning: <img> lacks "alt" attribute
line 427 column 112 - Warning: <img> lacks "alt" attribute
line 427 column 162 - Warning: <img> lacks "alt" attribute
line 438 column 15 - Warning: <img> lacks "alt" attribute
line 457 column 22 - Warning: <img> lacks "alt" attribute
line 457 column 63 - Warning: <img> lacks "alt" attribute
line 457 column 112 - Warning: <img> lacks "alt" attribute
line 457 column 162 - Warning: <img> lacks "alt" attribute
line 468 column 15 - Warning: <img> lacks "alt" attribute
line 484 column 11 - Warning: <img> lacks "alt" attribute
line 485 column 23 - Warning: <img> lacks "alt" attribute
line 485 column 64 - Warning: <img> lacks "alt" attribute
line 485 column 113 - Warning: <img> lacks "alt" attribute
line 485 column 163 - Warning: <img> lacks "alt" attribute
line 486 column 11 - Warning: <img> lacks "alt" attribute
line 496 column 15 - Warning: <img> lacks "alt" attribute
line 511 column 22 - Warning: <img> lacks "alt" attribute
line 511 column 63 - Warning: <img> lacks "alt" attribute
line 511 column 112 - Warning: <img> lacks "alt" attribute
line 511 column 162 - Warning: <img> lacks "alt" attribute
line 522 column 15 - Warning: <img> lacks "alt" attribute
line 529 column 139 - Warning: <img> proprietary attribute value "absmiddle"
line 529 column 139 - Warning: <img> lacks "alt" attribute
line 531 column 489 - Warning: <img> proprietary attribute value "absmiddle"
line 531 column 489 - Warning: <img> lacks "alt" attribute
line 543 column 22 - Warning: <img> lacks "alt" attribute
line 543 column 63 - Warning: <img> lacks "alt" attribute
line 543 column 112 - Warning: <img> lacks "alt" attribute
line 543 column 162 - Warning: <img> lacks "alt" attribute
line 554 column 15 - Warning: <img> lacks "alt" attribute
line 561 column 799 - Warning: <img> proprietary attribute value "absmiddle"
line 561 column 799 - Warning: <img> lacks "alt" 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 582 column 15 - Warning: <img> lacks "alt" attribute
line 595 column 1785 - Warning: <img> lacks "alt" attribute
line 605 column 22 - Warning: <img> lacks "alt" attribute
line 605 column 63 - Warning: <img> lacks "alt" attribute
line 605 column 112 - Warning: <img> lacks "alt" attribute
line 605 column 162 - Warning: <img> lacks "alt" attribute
line 616 column 15 - Warning: <img> lacks "alt" attribute
line 625 column 889 - Warning: <img> lacks "alt" attribute
line 631 column 1621 - Warning: <img> lacks "alt" attribute
line 633 column 1684 - Warning: <img> lacks "alt" attribute
line 641 column 22 - Warning: <img> lacks "alt" attribute
line 641 column 63 - Warning: <img> lacks "alt" attribute
line 641 column 112 - Warning: <img> lacks "alt" attribute
line 641 column 162 - Warning: <img> lacks "alt" attribute
line 652 column 15 - Warning: <img> lacks "alt" attribute
line 670 column 44 - Warning: <img> proprietary attribute value "absmiddle"
line 670 column 142 - Warning: <img> proprietary attribute value "absmiddle"
line 670 column 246 - Warning: <img> proprietary attribute value "absmiddle"
line 679 column 25 - Warning: <img> lacks "alt" attribute
line 684 column 267 - Warning: <img> lacks "alt" attribute
line 149 column 50 - Warning: trimming empty <font>
line 664 column 17 - Warning: trimming empty <tr>
line 667 column 50 - Warning: trimming empty <font>
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 207 column 27 - Warning: <nobr> is not approved by W3C
line 235 column 27 - Warning: <nobr> is not approved by W3C
line 266 column 27 - Warning: <nobr> is not approved by W3C
line 294 column 27 - Warning: <nobr> is not approved by W3C
line 328 column 27 - Warning: <nobr> is not approved by W3C
line 356 column 27 - Warning: <nobr> is not approved by W3C
line 382 column 27 - Warning: <nobr> is not approved by W3C
line 415 column 27 - Warning: <nobr> is not approved by W3C
line 443 column 27 - Warning: <nobr> is not approved by W3C
line 473 column 27 - Warning: <nobr> is not approved by W3C
line 501 column 27 - Warning: <nobr> is not approved by W3C
line 527 column 27 - Warning: <nobr> is not approved by W3C
line 559 column 27 - Warning: <nobr> is not approved by W3C
line 587 column 27 - Warning: <nobr> is not approved by W3C
line 621 column 27 - Warning: <nobr> is not approved by W3C
line 657 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 265 warnings and 2 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