Register - Login
Views: 99378170
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - Stats - Latest Posts - Color Chart - Smilies
04-23-22 09:57:19 PM
Jul - SM64 Hacking (Archive) - Brainstorming ideas for Mushroom Battlefield New poll - New thread - New reply
Pages: 1 2 3 Next newer thread | Next older thread
messiaen
Catgirl
Level: 68


Posts: 62/1085
EXP: 2594027
For next: 134773

Since: 11-20-07


Since last post: 8.1 years
Last activity: 7.2 years

Posted on 05-01-08 03:36:22 AM Link | Quote
Hello people.

For the past month I've been studying a lot the SM64 documents and testing the possibilities of Flatworld. I think that now I have sufficient knowledge to try (at least, start working on) a full 6-level stars from scratch.

This level will use models from a variety of levels and probably the texture set of Bob-Omb's Battlefield / Shifting Sand Land. The only sure thing for now is that it will feature mushroom platforms of all sizes , as this will be the main concept of the level.

Other things I have ready is the grass platform from Whomp's Fortress and a solid Green Pipe (without warp). I want it to have a "classic" SMB feel, if you know what I mean.

In this Mushroom Battlefield Test video I posted earlier on the Screenshots thread you can see some of the elements I have to begin working with, but this is still the very beggining.

The purpose of this thread is to brainstorm ideas regarding buiding a level from scratch. The closest experience I have to creating 3D levels is Duke Nukem 3D edit, but that`s more a "2.5D" game.

So, I'm open to all suggestions. What kinds of things would you expect in a level with this theme? What kind of puzzles and goals? What objects from the game (any level, no limitations on this) would you think fit on this? How can I obtain variety within the level?

The geometry can change significantly for each star, because almost everything will be made of 0x24 objects. Remember that these objects can be rotated along all 3 axis and scaled as much as you want, so if you have interesting ideas with giant/micro objets, speak!

Don't be inhibited to post your ideas!
AlexAR
Member
Level: 39


Posts: 42/306
EXP: 388170
For next: 16601

Since: 11-30-07


Since last post: 9.0 years
Last activity: 9.0 years

Posted on 05-01-08 04:33:34 PM (last edited by AlexAR at 05-01-08 01:42 PM) Link | Quote
You can never go wrong with a 1-1 recreation. You know level 1-1 from SMB (NES).
Obviously, dealing with an extra dimension will throw a wrench into the works, but some sort of funess can be squeezed out if this no doubt.

If the whole world could be constricted to a narrow(er) plane, you could more easily accomplish this.

A simpler idea would be to make a really cool/complex tower. You know the Top of the Tower Mission in Thwomp's Fortress? I like that concept of climbing up and up a tower, going in circles around it. You mentioned that only mushroom platforms can be used so...I guess this isnt feasible...

I guess you are actually pretty limited in terms of level design with only grass platforms and mushroom platforms. You could create a mission where every type of jump is required.

Two platforms that require a long jump to get across, two walls close to each other that require wall jumping, a section requiring backflips/U-turn jumps.. I don't know.. Perhaps a section where you have to continualy jump on those shy guys and float across large gaps.

I'll design some of these ideas in a 3-D app to better explain. Woohoo for some free time!!! School is OUT!!..at least until the summermester starts

Oh and by the way, all the work you have done concerning SM64 and its inards is just astounding. It makes me feel unimportant and lazy when you post all your discoveries and insights into the game's code. I really hope you continue your work towards a more flexible, dynamic SM64 editor.

Not to say ToadsTool is not fantastic already( Vl Tone is still a god), its just that I personally stopped using after I realized I could create more original/fun stuff with other game editors that are more open and versatile.
messiaen
Catgirl
Level: 68


Posts: 63/1085
EXP: 2594027
For next: 134773

Since: 11-20-07


Since last post: 8.1 years
Last activity: 7.2 years

Posted on 05-01-08 05:17:30 PM (last edited by messiaen at 05-01-08 04:32 PM) Link | Quote
Thanks for ideas, I guess the tower idea could be somewhat adapted to a Giant mushroom, which requires some platforming to reach it. So one act could be vertically while others would require more ground work.

I'm not only using mushroom platforms and grass platforms, that's what I have ready for now. Importing geometry from other levels and building movable collision when needed takes some work, so I need some design ideas of what I want to achieve otherwise I'll just waste time on objects I won't use. So, play M64 a bit, browse levels in Toad's Tool and share your ideas! 2D drawings are fine.

I'm taking a look about how areas are handled. If I get this to work, the level may feature an underground area, acessible by a pipe. If it is possible to change the loaded banks, it may feature a lot of textures/enemies/objects from Hazy Maze.

I hope my work shows that there is still a lot of things we can do in TT64 and with the documents produced by VL-Tone. If nobody cares to read things and experiment nothing will happen.

---

One of things I'm trying to decide is if I want to use the "island in the air" level style, such as Whomp's Fortress. Here is a test collision map:




The yellow plane is the "death on the bottom", while the white is the terrain. So, when you walk in the limits of the grass, you will fall and die. I guess I should follow the Bob-Omb level and just keep it like Flatworld. However, the template could be used in the future for a platform oriented level.

---

Using parts of level geometry may be easier than I thought. I was looking at the Bob-omb level terrain geometry layout, and the terrain is splited into 5 jump commands. I used TT64 to render these layers as separate 0x24 objects in Flatworld and found some interesting things:

First, one of the layers is composed of all "tree shadows". Getting a invidual model will be very easy. I won't do this now because I'm keeping my 0x24 spots for more useful things, such as this:




This is the warp tunnel at the Bob-omb mountain. This will be very useful, as it can work both as a tunnel or as a hole in the ground. There also a bunch of other objects I could get from the terrain in Bob-omb, but these would require more work. For now, the tunnel will surely get in my level.
AlexAR
Member
Level: 39


Posts: 44/306
EXP: 388170
For next: 16601

Since: 11-30-07


Since last post: 9.0 years
Last activity: 9.0 years

Posted on 05-02-08 03:47:55 AM Link | Quote
Interesting stuff. Regardless whether this is even remotely doable and/or fun this was fun to make...hehe I'll make the tower level later.



bigger image...


messiaen
Catgirl
Level: 68


Posts: 65/1085
EXP: 2594027
For next: 134773

Since: 11-20-07


Since last post: 8.1 years
Last activity: 7.2 years

Posted on 05-02-08 09:50:41 AM (last edited by messiaen at 05-02-08 06:57 AM) Link | Quote
This looks nice . It's doable, and indeed VL-Tone already tried doing a bit of this on Bob-omb's Battlefield. (Video). With Flatworld, however, you could set a very narrow terrain and with good scaling the result would be very nice.

However, let's focus on entirely original designs/ideas. Another possible object to use is the tilting bridge from Bob-omb, probably as a static object connecting some floating platforms.

There is, however, something that bothers me. Both the tilting platform and the grass platform are solid, but their solidity data is neither defined by a 0x2A behavior pointer or in terrain collision. I remember reading somewhere that 0x43 objects do have some different kind of collision pointer, and even though the bridge is a 0x24 this may be related. As a last resource building anothet set of collision for these specific objects won't be very dificult.

I'll see if today I can further deconstruct the geometry of Bob-omb. One of the "polygon layers" holds most "objects" and finding specific locations for these won't be difficult, I'll just feed TT64 with the geometry jumps of that specific "polygon layer". If other people are willing to help, we can do a entire polygon pointer map of the Bob-omb level, at least for the most discernible objects, but this should be done probably in another thread .
Vinnyboiler
Catgirl
Level: 66


Posts: 32/1044
EXP: 2439766
For next: 22085

Since: 12-27-07

From: London, England

Since last post: 6 days
Last activity: 3 days

Posted on 05-03-08 03:52:23 PM Link | Quote
Since VL-Tone allready created world 1-1 why don't we use world 1-2 instead.
I love the idear since sm64 was ment to have been 2d.
messiaen
Catgirl
Level: 68


Posts: 67/1085
EXP: 2594027
For next: 134773

Since: 11-20-07


Since last post: 8.1 years
Last activity: 7.2 years

Posted on 05-03-08 06:23:27 PM (last edited by messiaen at 05-03-08 04:16 PM) Link | Quote
Like I said, I'm focusing on a original level I hope to achive some good balance between interesting puzzles - some of them created by heavy behavior editing -, exploring things around and maybe some difficult jumps for one of the acts.

One thing I fell like implementing is the "bring" the key to the lock from Super Mario World. Maybe this would give more sense to some difficult jumps, I'm really not a fan of sheer difficulty and there are other mods that explore this very well.

Another one is possibly some fake walls', actually polygons without collision, or maybe just one side collision (you can get in but you can't get out), creating some secret areas.

Keep coming with ideas!
Vinnyboiler
Catgirl
Level: 66


Posts: 33/1044
EXP: 2439766
For next: 22085

Since: 12-27-07

From: London, England

Since last post: 6 days
Last activity: 3 days

Posted on 05-04-08 10:19:39 AM (last edited by vinnyboiler at 05-04-08 07:23 AM) Link | Quote
I have a good idea. Why dont we make a yoshi island level?
I herd Nintendo was going to make a level like that but got rushed for time so they left it out.
messiaen
Catgirl
Level: 68


Posts: 68/1085
EXP: 2594027
For next: 134773

Since: 11-20-07


Since last post: 8.1 years
Last activity: 7.2 years

Posted on 05-04-08 06:13:36 PM Link | Quote
That is a good idea, but it would require a lot more research on water. Right now I feel more like working on implementing a underground area and/or "cave" on the level. I don't think it is possible to switch banks, so maybe the cave idea is easier (the entrance would be the warp tunnel).

I'm trying to bring the Yoshi model into the level (I'm creating a custom behavior for him), but so far it didn't work. I checked the loaded banks and there seems to be nothing wrong, but I have to look further if he uses some specific level bank pointers (from the Castle Grounds).

Since everything will be movable collision, once the hex editing is done it will be easy to create the actual level, so I may create a little hack with two or tree levels. One idea I have is to replace the castle grounds for something a bit different, such as a forest with warp pipes that lead to the levels. I guess this could be made by changing more of the 0x10 level bank pointers and/or some of the jump condicionals of the main level script.
Linkin800
User
Level: 11


Posts: 1/17
EXP: 5008
For next: 977

Since: 05-01-08


Since last post: 13.0 years
Last activity: 12.4 years

Posted on 05-05-08 12:29:31 AM Link | Quote
How about a act where you have to use the koopa shell to get around everywhere. Sorta like the Bloober racing levels in SMS (Super Mario Sunshine) but instead of a race course it would be more like a giant obsticle course.
messiaen
Catgirl
Level: 68


Posts: 69/1085
EXP: 2594027
For next: 134773

Since: 11-20-07


Since last post: 8.1 years
Last activity: 7.2 years

Posted on 05-05-08 11:35:14 AM (last edited by messiaen at 05-05-08 08:39 AM) Link | Quote
I haven't played Super Mario Sunshine - in fact, my last Mario game was Mario 64! - but I absolutely loved your idea, as it may bring some innovative gameplay into the level.

It could be implemented in one of the "indoor" areas. I will test how the Koopa Shell behave in some collision terrains, the idea is that if you lose it you die. The race could have a lot of moving obstacles/jumps and the terrain will be very narrow horizontally, like a slide level. I guess playing again NES Battletoads Level 3 will give me some ideas!

I'm experiment a bit with the 0xB7 set geometry mode command, and I had also the idea of creating a limited time maze puzzle. Basically you step on a "!" switch and culling settings will change for all 0x24 objects, unveiling a hidden path of fake walls.

Too bad my time will be very limited for the coming weeks, I really needed a full day on SM64 to experiment more.
Me-me
340
Level: 41


Posts: 24/341
EXP: 461678
For next: 18467

Since: 08-05-07


Since last post: 9.7 years
Last activity: 8.1 years

Posted on 05-05-08 06:31:11 PM Link | Quote
This is great!

Only one small thing....
3D objects are only visible when Mario is nearby.
This makes it impossible to ''hide'' red coins for
an example. In fact.... the whole level will
look empty if Mario isn't nearby.

I don't want to knock your ideas down,
but there must be some way to avoid this...
messiaen
Catgirl
Level: 68


Posts: 70/1085
EXP: 2594027
For next: 134773

Since: 11-20-07


Since last post: 8.1 years
Last activity: 7.2 years

Posted on 05-05-08 09:37:12 PM (last edited by messiaen at 05-05-08 06:43 PM) Link | Quote
This is an important issue, but I'm not very worried by it.

So far, I know two ways to control drawing/disappear distance: in the geometry layout, which sets global properties for a model and in the behavior, which may override those global settings for a specific object. Unfortunately, N64 has its limitations so I can't set them all of them to maximum vales, otherwise the level may get too slow. I should test more with this, because my mushroom platform uses twice as many polygons as it really needs to.

Choosing the most important objects will be one of the last decisions, because if I need something to show up all the time, I may hard code it in the level terrain/collision data.

If I don't leave too many blanks spots in the level, this will hardly be a problem, because there will be always objects drawn on screen and you will never get the "emptyness" effect.

Now that you mentioned red coins, I will study the geometry layout/behavior of this, because these objects can be viewed from very far. Maybe there is some command besides the ones I know that set this, so this could be useful for important geometry.
weckar
User
Level: 11


Posts: 4/16
EXP: 4578
For next: 1407

Since: 04-19-08


Since last post: 13.5 years
Last activity: 14.0 years

Posted on 05-07-08 08:15:09 PM Link | Quote
I was looking at (I believe it's called) Rainbow Ride and Temansion course (realy bad with names, sorry) , and wouldn't it just be really cool to make somekind of tribute to other characters (Waluigi, Daisy, I mean, we can import textures!) In shape of a Nintendo-Castle?

The underground area could be a perfect dungeon, and there are really cool stars that could be made for it. It could feature the (re-textured) pieces of the castle grounds castle, and furniture from the mansion and the caste in the sky.

Possible stars could be a race VS Yoshi (koopa-the-quick-ish), flying to the balconies of the castle, navigating the dungeon, saving Daisy (re-textured Peach?) from some creature...


Alright, so I may be going a bit far with my ideas when it comesto bhav editing and all, but I thought it was a good idea. I had another idea, but it featured water.
GhostMaster3000
Member
Level: 18


Posts: 11/53
EXP: 27632
For next: 2265

Since: 04-07-08

From: United States

Since last post: 12.5 years
Last activity: 12.5 years

Posted on 05-08-08 01:01:20 AM Link | Quote
Once we figure out the Hazy Maze "Haze", we can make a toxic waste land or say Bowser poisoned a level. I may be getting a little far on this, but at least it is a suggestion

____________________
Consoles Own: Atari 2600, NES, Game Boy, PlayStation, Nintendo 64, Game Boy Color, Sega Dreamcast, PlayStation 2, Gamecube, Xbox, Gameboy Advance (and SP), Nintendo DS (and DS Lite), PSP, Xbox 360, and Wii
messiaen
Catgirl
Level: 68


Posts: 71/1085
EXP: 2594027
For next: 134773

Since: 11-20-07


Since last post: 8.1 years
Last activity: 7.2 years

Posted on 05-08-08 11:27:33 AM (last edited by messiaen at 05-08-08 08:42 PM) Link | Quote
Some of these ideas are probably too hard for now, but don't refrain from posting them.

Behavior editing is surely limited, but I believe there are several cool things you can do with it. My idea for the Koopa was not exactly a race, but something inspired by the SMW World hack "Brutal Mario". In that fantastic hack, there is a level where you have to catch Yoshi (you can find it in the "Features Hacks" section of SMW Central).

I tried to implement this by making Koopa-the-Quick just wander around Flatworld in 2x speed (that's HARD to catch, but not impossible) and when you kill him you get a star. However, I think I did not make the right choice concerning the code that gives you a star when you kill him, because his animations became glitched and he almost didn't move. I will try later something different, there are behaviors commands that spawn "sub-objects" so I may try something related to this.

And just a little update on getting geometry from levels: I managed to get that Warp Tunnel fom Bob-Omb as a separate object, but now there is another step towards making it fully usable. Unlike 0x24 objects, level terrain vertexes are absolute, not relative. That is, if a place that tunnel at (0,0,0), it will be drawn exactly on the position it was on Bob-Omb Battlefield. I need to convert all vertexes so that it is centered at (0,0,0). This is probably simple, I just didn't spend time yet thinking the math side of it , or if I should get a 3D program that could make this for me.

I'm also looking more at the drawing/disappear distance problem Me-Me talked about.
Even with maximum values, this could be still a problem when you go to the edge of the terrain. I'm curently trying a few things to overcome this problem:

1 - Looking at the specific behavior of objects that can be viewed from VERY far (red coins, stars).
2 - Looking at the level terrain Geo Layout. After all, level terrain is yet another object called by a 0x22 pointer, maybe some of the Geo Layout code determines that it is drawn all the time (no success on this yet).
3 - "Special 3D objects" such as bowsers platforms can be viewed just like level terrain (no drawing distance limitations). However, their collision is not movable and these commands are not very documented, but maybe this is worth looking, IF they have 0x22 pointers.

----

New video! This is the custom Koopa behavior. Can you catch the star?

<object width="425" height="350"> <embed src="http://www.youtube.com/v/85DxCZvCEdk" type="application/x-shockwave-flash" width="425" height="350"> </embed> </object>

This is the same, combined with a new FIXED camera behavior. This is still very experimental, and it basically uses a function to interrupt the camera I tracked with the Nemu disassembler. If someone knows how to change the initial camera setting, so that the camera starts very far from Mario, this could be very useful to create a "minigame" inside M64.

<object width="425" height="350"> <embed src="http://www.youtube.com/v/lUenNm1l2Ig" type="application/x-shockwave-flash" width="425" height="350"> </embed> </object>
weckar
User
Level: 11


Posts: 5/16
EXP: 4578
For next: 1407

Since: 04-19-08


Since last post: 13.5 years
Last activity: 14.0 years

Posted on 05-09-08 12:36:27 PM Link | Quote
Pretty cool that, once cought, the star actually goes blue

I had a more feasable idea, but I ran into a problem, which is that flatworld is a 1-area course. If there's any way to change that, this is something you may want to try:

Take the tiny-huge island principle (2 identical worlds with fixed warp pipe positions), but instead of everything being tiny or hige, change the world from a fire and lava to a water and ice style. there are enough objects available to do such a thing!

And, for your dungeon idea, the entrance to HMC would be a very cool thing to play around with. I mean, ou can jump in d get thrown out of it already. SO if you put 2 of those in your dungeon and just chanegd warp points to point to each other somehow, you could jump into one and be thrown out of the other. Maybe this idea can also be applied to the shifting sand pits?
messiaen
Catgirl
Level: 68


Posts: 73/1085
EXP: 2594027
For next: 134773

Since: 11-20-07


Since last post: 8.1 years
Last activity: 7.2 years

Posted on 05-10-08 01:42:09 PM Link | Quote
Areas probably won't be an limitation. I looked at the "Cool Cool Mountain" Level script and it it seems all I need is to make two sets of Level Terrain/Collision/Terrain Geo Layout/items/warps delimited by specific "Start' and "End" area commands. The "entry point" is the same for both areas. I haven't tried implementing these yet, but even if TT64 doesn't recognize my areas, there area always ways to trick it , such as creating a temporary entry-point for the second area and changing one of the "Level jumps", so that when I open Whomp´s Fortress Level, I'll get the second area of my level).

Your snow/lava idea is way too hard. because I can't load both textures set at the same time (look at the Textures thread and you'll see I posted a list of the texture sets used). However, the idea could be somewhat applied to a grass/desert settings, to get different "seasons" inside a level. That could be a interesting theme to explore.

I don't think a dungeon (this idea didn't came from me) would fit my level, I'm thinking more about a mountain interior or something else which I won't talk about, because I don't want to spoil everything .
weckar
User
Level: 11


Posts: 6/16
EXP: 4578
For next: 1407

Since: 04-19-08


Since last post: 13.5 years
Last activity: 14.0 years

Posted on 05-10-08 02:44:34 PM Link | Quote
Alright, just trying to help
Stevoisiak
Member
Level: 38


Posts: 74/283
EXP: 345474
For next: 24973

Since: 11-22-07

From: New York, Long Island

Since last post: 12.3 years
Last activity: 5.6 years

Posted on 05-10-08 04:06:41 PM Link | Quote
So let me check out the ideas so far.

1. Run-away stars
2. Multiple area levels
3. Seasons in a level
4. Camera freeze minigames
5. A classic level recreation (Or a new one that looks old school)
6. Use mirrors/glass to keep people in a path or make a maze.
7. Shell surfing
8. Huge yoshi race involving flying, beating bosses, ect.
Pages: 1 2 3 Next newer thread | Next older thread
Jul - SM64 Hacking (Archive) - Brainstorming ideas for Mushroom Battlefield New poll - New thread - New reply


Rusted Logic

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

35 database queries, 12 query cache hits.
Query execution time:  0.116617 seconds
Script execution time:  0.026138 seconds
Total render time:  0.142755 seconds


TidyHTML vomit below
line 1 column 1 - Warning: missing <!DOCTYPE> declaration
line 2 column 310 - Warning: unescaped & or unknown entity "&page"
line 119 column 11 - Warning: <form> isn't allowed in <table> elements
line 118 column 10 - Info: <table> previously mentioned
line 120 column 11 - Warning: missing <tr>
line 120 column 119 - Warning: missing </font> before </td>
line 124 column 16 - Warning: plain text isn't allowed in <tr> elements
line 120 column 11 - Info: <tr> previously mentioned
line 125 column 68 - Warning: missing </nobr> before </td>
line 141 column 68 - Warning: missing </nobr> before <tr>
line 147 column 35 - Warning: missing <tr>
line 147 column 50 - Warning: missing </font> before </td>
line 148 column 37 - Warning: unescaped & or unknown entity "&id"
line 147 column 215 - Warning: missing </font> before </table>
line 149 column 35 - Warning: missing <tr>
line 149 column 96 - Warning: unescaped & or unknown entity "&page"
line 149 column 128 - Warning: unescaped & or unknown entity "&page"
line 149 column 50 - Warning: missing </font> before </td>
line 149 column 163 - Warning: missing </font> before </table>
line 156 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 158 column 9 - Warning: missing <tr>
line 176 column 13 - Warning: missing <tr>
line 177 column 99 - Warning: unescaped & or unknown entity "&postid"
line 198 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 200 column 9 - Warning: missing <tr>
line 218 column 13 - Warning: missing <tr>
line 219 column 99 - Warning: unescaped & or unknown entity "&postid"
line 239 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 241 column 9 - Warning: missing <tr>
line 259 column 13 - Warning: missing <tr>
line 260 column 99 - Warning: unescaped & or unknown entity "&postid"
line 275 column 1470 - Warning: unescaped & or unknown entity "&i"
line 286 column 2587 - Warning: unescaped & or unknown entity "&i"
line 291 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 293 column 9 - Warning: missing <tr>
line 311 column 13 - Warning: missing <tr>
line 312 column 99 - Warning: unescaped & or unknown entity "&postid"
line 324 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 326 column 9 - Warning: missing <tr>
line 344 column 13 - Warning: missing <tr>
line 345 column 99 - Warning: unescaped & or unknown entity "&postid"
line 356 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 358 column 9 - Warning: missing <tr>
line 376 column 13 - Warning: missing <tr>
line 377 column 99 - Warning: unescaped & or unknown entity "&postid"
line 383 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 385 column 9 - Warning: missing <tr>
line 403 column 13 - Warning: missing <tr>
line 404 column 99 - Warning: unescaped & or unknown entity "&postid"
line 416 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 418 column 9 - Warning: missing <tr>
line 436 column 13 - Warning: missing <tr>
line 437 column 99 - Warning: unescaped & or unknown entity "&postid"
line 443 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 445 column 9 - Warning: missing <tr>
line 463 column 13 - Warning: missing <tr>
line 464 column 99 - Warning: unescaped & or unknown entity "&postid"
line 473 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 475 column 9 - Warning: missing <tr>
line 493 column 13 - Warning: missing <tr>
line 494 column 99 - Warning: unescaped & or unknown entity "&postid"
line 499 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 501 column 9 - Warning: missing <tr>
line 519 column 13 - Warning: missing <tr>
line 520 column 99 - Warning: unescaped & or unknown entity "&postid"
line 531 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 533 column 9 - Warning: missing <tr>
line 551 column 13 - Warning: missing <tr>
line 552 column 99 - Warning: unescaped & or unknown entity "&postid"
line 566 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 568 column 9 - Warning: missing <tr>
line 586 column 13 - Warning: missing <tr>
line 587 column 99 - Warning: unescaped & or unknown entity "&postid"
line 600 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 602 column 9 - Warning: missing <tr>
line 620 column 13 - Warning: missing <tr>
line 621 column 99 - Warning: unescaped & or unknown entity "&postid"
line 633 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 635 column 9 - Warning: missing <tr>
line 653 column 13 - Warning: missing <tr>
line 654 column 99 - Warning: unescaped & or unknown entity "&postid"
line 659 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 661 column 9 - Warning: missing <tr>
line 679 column 13 - Warning: missing <tr>
line 680 column 99 - Warning: unescaped & or unknown entity "&postid"
line 701 column 2638 - Warning: discarding unexpected <param>
line 701 column 2704 - Warning: discarding unexpected </param>
line 705 column 3273 - Warning: discarding unexpected <param>
line 705 column 3339 - Warning: discarding unexpected </param>
line 708 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 710 column 9 - Warning: missing <tr>
line 728 column 13 - Warning: missing <tr>
line 729 column 99 - Warning: unescaped & or unknown entity "&postid"
line 740 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 742 column 9 - Warning: missing <tr>
line 760 column 13 - Warning: missing <tr>
line 761 column 99 - Warning: unescaped & or unknown entity "&postid"
line 770 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 772 column 9 - Warning: missing <tr>
line 790 column 13 - Warning: missing <tr>
line 791 column 99 - Warning: unescaped & or unknown entity "&postid"
line 796 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 798 column 9 - Warning: missing <tr>
line 816 column 13 - Warning: missing <tr>
line 817 column 99 - Warning: unescaped & or unknown entity "&postid"
line 831 column 17 - Warning: missing <tr>
line 831 column 17 - Warning: discarding unexpected <table>
line 834 column 35 - Warning: missing <tr>
line 834 column 96 - Warning: unescaped & or unknown entity "&page"
line 834 column 128 - Warning: unescaped & or unknown entity "&page"
line 834 column 50 - Warning: missing </font> before </td>
line 834 column 163 - Warning: missing </font> before </table>
line 836 column 35 - Warning: missing <tr>
line 836 column 50 - Warning: missing </font> before </td>
line 837 column 37 - Warning: unescaped & or unknown entity "&id"
line 836 column 215 - Warning: missing </font> before </table>
line 838 column 17 - Warning: discarding unexpected </textarea>
line 838 column 28 - Warning: discarding unexpected </form>
line 838 column 35 - Warning: discarding unexpected </embed>
line 838 column 43 - Warning: discarding unexpected </noembed>
line 838 column 53 - Warning: discarding unexpected </noscript>
line 838 column 64 - Warning: discarding unexpected </noembed>
line 838 column 74 - Warning: discarding unexpected </embed>
line 838 column 82 - Warning: discarding unexpected </table>
line 838 column 90 - Warning: discarding unexpected </table>
line 840 column 9 - Warning: missing </font> before <table>
line 852 column 25 - Warning: discarding unexpected </font>
line 861 column 58 - Warning: discarding unexpected </font>
line 839 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 111 - Warning: <img> lacks "alt" attribute
line 161 column 161 - Warning: <img> lacks "alt" attribute
line 172 column 15 - Warning: <img> lacks "alt" attribute
line 183 column 538 - Warning: <img> proprietary attribute value "absmiddle"
line 183 column 538 - Warning: <img> lacks "alt" attribute
line 203 column 22 - Warning: <img> lacks "alt" attribute
line 203 column 63 - Warning: <img> lacks "alt" attribute
line 203 column 112 - Warning: <img> lacks "alt" attribute
line 203 column 162 - Warning: <img> lacks "alt" attribute
line 204 column 11 - Warning: <img> lacks "alt" attribute
line 214 column 15 - Warning: <img> lacks "alt" attribute
line 232 column 1329 - Warning: <img> proprietary attribute value "absmiddle"
line 232 column 1329 - Warning: <img> lacks "alt" attribute
line 244 column 22 - Warning: <img> lacks "alt" attribute
line 244 column 63 - Warning: <img> lacks "alt" attribute
line 244 column 111 - Warning: <img> lacks "alt" attribute
line 244 column 161 - Warning: <img> lacks "alt" attribute
line 255 column 15 - Warning: <img> lacks "alt" attribute
line 274 column 1328 - Warning: <img> lacks "alt" attribute
line 275 column 1501 - Warning: <img> lacks "alt" attribute
line 285 column 2454 - Warning: <img> lacks "alt" attribute
line 286 column 2609 - Warning: <img> lacks "alt" attribute
line 296 column 22 - Warning: <img> lacks "alt" attribute
line 296 column 63 - Warning: <img> lacks "alt" attribute
line 296 column 112 - Warning: <img> lacks "alt" attribute
line 296 column 162 - Warning: <img> lacks "alt" attribute
line 297 column 11 - Warning: <img> lacks "alt" attribute
line 307 column 15 - Warning: <img> lacks "alt" attribute
line 316 column 220 - Warning: <img> lacks "alt" attribute
line 320 column 393 - Warning: <img> lacks "alt" attribute
line 329 column 22 - Warning: <img> lacks "alt" attribute
line 329 column 63 - Warning: <img> lacks "alt" attribute
line 329 column 111 - Warning: <img> lacks "alt" attribute
line 329 column 161 - Warning: <img> lacks "alt" attribute
line 340 column 15 - Warning: <img> lacks "alt" attribute
line 347 column 89 - Warning: <img> proprietary attribute value "absmiddle"
line 347 column 89 - Warning: <img> lacks "alt" attribute
line 353 column 1532 - Warning: <img> proprietary attribute value "absmiddle"
line 353 column 1532 - Warning: <img> lacks "alt" attribute
line 361 column 22 - Warning: <img> lacks "alt" attribute
line 361 column 63 - Warning: <img> lacks "alt" attribute
line 361 column 112 - Warning: <img> lacks "alt" attribute
line 361 column 162 - Warning: <img> lacks "alt" attribute
line 362 column 11 - Warning: <img> lacks "alt" attribute
line 372 column 15 - Warning: <img> lacks "alt" attribute
line 388 column 22 - Warning: <img> lacks "alt" attribute
line 388 column 63 - Warning: <img> lacks "alt" attribute
line 388 column 111 - Warning: <img> lacks "alt" attribute
line 388 column 161 - Warning: <img> lacks "alt" attribute
line 399 column 15 - Warning: <img> lacks "alt" attribute
line 421 column 22 - Warning: <img> lacks "alt" attribute
line 421 column 63 - Warning: <img> lacks "alt" attribute
line 421 column 112 - Warning: <img> lacks "alt" attribute
line 421 column 162 - Warning: <img> lacks "alt" attribute
line 422 column 11 - Warning: <img> lacks "alt" attribute
line 432 column 15 - Warning: <img> lacks "alt" attribute
line 448 column 22 - Warning: <img> lacks "alt" attribute
line 448 column 63 - Warning: <img> lacks "alt" attribute
line 448 column 111 - Warning: <img> lacks "alt" attribute
line 448 column 161 - Warning: <img> lacks "alt" attribute
line 459 column 15 - Warning: <img> lacks "alt" attribute
line 478 column 22 - Warning: <img> lacks "alt" attribute
line 478 column 63 - Warning: <img> lacks "alt" attribute
line 478 column 112 - Warning: <img> lacks "alt" attribute
line 478 column 162 - Warning: <img> lacks "alt" attribute
line 489 column 15 - Warning: <img> lacks "alt" attribute
line 504 column 22 - Warning: <img> lacks "alt" attribute
line 504 column 63 - Warning: <img> lacks "alt" attribute
line 504 column 111 - Warning: <img> lacks "alt" attribute
line 504 column 161 - Warning: <img> lacks "alt" attribute
line 515 column 15 - Warning: <img> lacks "alt" attribute
line 535 column 15 - Warning: <img> proprietary attribute value "absmiddle"
line 535 column 15 - Warning: <img> lacks "alt" attribute
line 535 column 58 - Warning: <img> proprietary attribute value "absmiddle"
line 535 column 58 - Warning: <img> lacks "alt" attribute
line 535 column 101 - Warning: <img> proprietary attribute value "absmiddle"
line 535 column 101 - Warning: <img> lacks "alt" attribute
line 535 column 144 - Warning: <img> proprietary attribute value "absmiddle"
line 535 column 144 - Warning: <img> lacks "alt" attribute
line 535 column 187 - Warning: <img> proprietary attribute value "absmiddle"
line 535 column 187 - Warning: <img> lacks "alt" attribute
line 535 column 230 - Warning: <img> proprietary attribute value "absmiddle"
line 535 column 230 - Warning: <img> lacks "alt" attribute
line 536 column 22 - Warning: <img> lacks "alt" attribute
line 536 column 63 - Warning: <img> lacks "alt" attribute
line 536 column 112 - Warning: <img> lacks "alt" attribute
line 536 column 162 - Warning: <img> lacks "alt" attribute
line 537 column 11 - Warning: <img> lacks "alt" attribute
line 547 column 15 - 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 111 - Warning: <img> lacks "alt" attribute
line 571 column 161 - Warning: <img> lacks "alt" attribute
line 582 column 15 - 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 638 column 22 - Warning: <img> lacks "alt" attribute
line 638 column 63 - Warning: <img> lacks "alt" attribute
line 638 column 112 - Warning: <img> lacks "alt" attribute
line 638 column 162 - Warning: <img> lacks "alt" attribute
line 639 column 11 - Warning: <img> lacks "alt" attribute
line 649 column 15 - Warning: <img> lacks "alt" attribute
line 664 column 22 - Warning: <img> lacks "alt" attribute
line 664 column 63 - Warning: <img> lacks "alt" attribute
line 664 column 111 - Warning: <img> lacks "alt" attribute
line 664 column 161 - Warning: <img> lacks "alt" attribute
line 675 column 15 - Warning: <img> lacks "alt" attribute
line 688 column 1535 - Warning: <img> proprietary attribute value "absmiddle"
line 688 column 1535 - Warning: <img> lacks "alt" attribute
line 713 column 22 - Warning: <img> lacks "alt" attribute
line 713 column 63 - Warning: <img> lacks "alt" attribute
line 713 column 112 - Warning: <img> lacks "alt" attribute
line 713 column 162 - Warning: <img> lacks "alt" attribute
line 724 column 15 - Warning: <img> lacks "alt" attribute
line 731 column 132 - Warning: <img> proprietary attribute value "absmiddle"
line 731 column 132 - Warning: <img> lacks "alt" attribute
line 745 column 22 - Warning: <img> lacks "alt" attribute
line 745 column 63 - Warning: <img> lacks "alt" attribute
line 745 column 111 - Warning: <img> lacks "alt" attribute
line 745 column 161 - Warning: <img> lacks "alt" attribute
line 756 column 15 - Warning: <img> lacks "alt" attribute
line 763 column 488 - Warning: <img> proprietary attribute value "absmiddle"
line 763 column 488 - Warning: <img> lacks "alt" attribute
line 767 column 1283 - Warning: <img> proprietary attribute value "absmiddle"
line 767 column 1283 - Warning: <img> lacks "alt" attribute
line 775 column 22 - Warning: <img> lacks "alt" attribute
line 775 column 63 - Warning: <img> lacks "alt" attribute
line 775 column 112 - Warning: <img> lacks "alt" attribute
line 775 column 162 - Warning: <img> lacks "alt" attribute
line 786 column 15 - Warning: <img> lacks "alt" attribute
line 793 column 102 - Warning: <img> proprietary attribute value "absmiddle"
line 793 column 102 - Warning: <img> lacks "alt" attribute
line 801 column 22 - Warning: <img> lacks "alt" attribute
line 801 column 63 - Warning: <img> lacks "alt" attribute
line 801 column 112 - Warning: <img> lacks "alt" attribute
line 801 column 162 - Warning: <img> lacks "alt" attribute
line 812 column 15 - Warning: <img> lacks "alt" attribute
line 837 column 44 - Warning: <img> proprietary attribute value "absmiddle"
line 837 column 142 - Warning: <img> proprietary attribute value "absmiddle"
line 837 column 245 - Warning: <img> proprietary attribute value "absmiddle"
line 846 column 25 - Warning: <img> lacks "alt" attribute
line 851 column 267 - Warning: <img> lacks "alt" attribute
line 831 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 219 column 27 - Warning: <nobr> is not approved by W3C
line 260 column 27 - Warning: <nobr> is not approved by W3C
line 312 column 27 - Warning: <nobr> is not approved by W3C
line 345 column 27 - Warning: <nobr> is not approved by W3C
line 377 column 27 - Warning: <nobr> is not approved by W3C
line 404 column 27 - Warning: <nobr> is not approved by W3C
line 437 column 27 - Warning: <nobr> is not approved by W3C
line 464 column 27 - Warning: <nobr> is not approved by W3C
line 494 column 27 - Warning: <nobr> is not approved by W3C
line 520 column 27 - Warning: <nobr> is not approved by W3C
line 552 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 654 column 27 - Warning: <nobr> is not approved by W3C
line 680 column 27 - Warning: <nobr> is not approved by W3C
line 729 column 27 - Warning: <nobr> is not approved by W3C
line 761 column 27 - Warning: <nobr> is not approved by W3C
line 791 column 27 - Warning: <nobr> is not approved by W3C
line 817 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 305 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