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04-23-22 10:46:11 PM
Jul - SM64 Hacking (Archive) - ToadsTool Suggestions New poll - New thread - Thread closed
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Deleted User
Collection of nobodies
Posted on 09-13-08 06:32:11 AM (last edited by Blaster at 09-14-08 12:08 AM) Link
My suggestions:

1. An undo and redo feature

2. An option to not allow objects to go through each other.

3. If you make an undo or redo feature, an option to set how many times you can undo and redo, to save ram.
Linkin800
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Posted on 09-13-08 03:22:50 PM (last edited by Linkin800 at 09-13-08 12:23 PM) Link
Custom Texture slots, they could be just empty slots on the texture viewer that you can use to put custom textures in game so your not limited to use just the textures that are already in game. It could be used for the new 3D models, Like their could be a list of 3D objects in a list that you could choose from and checkmark which ones would use the texture.

This could be almost impossible I guess, but if its not it would be cool if you made it.
VL-Tone
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Posted on 09-14-08 03:04:32 AM Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by Blaster
My suggestions:

1. An undo and redo feature

2. An option to not allow objects to go through each other.

3. If you make an undo or redo feature, and option to set how many times you can undo and redo, to save ram.



1 and 3. I'll see what I can do. I had planned an undo version but it wasn't working properly so I kind of forgot about it. Multiple undos might be a little more complicated.

2. It's a good idea, though it might not be easy to do, it would require implementing a collision system.

Originally posted by Linkin800
Custom Texture slots, they could be just empty slots on the texture viewer that you can use to put custom textures in game so your not limited to use just the textures that are already in game. It could be used for the new 3D models, Like their could be a list of 3D objects in a list that you could choose from and checkmark which ones would use the texture.

This could be almost impossible I guess, but if its not it would be cool if you made it.



Far from impossible, these are planned features in TT64 0.6

The importer will create a new texture bank, and will import the .obj textures in it. You'll also be able to add custom textures to this new bank, and you'll be able to assign and override the textures assigned to models, meshes and even individual triangles.


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Posted on 09-18-08 03:42:32 AM (last edited by Blaster at 09-18-08 02:38 AM) Link
A way to edit the hard coded camera moves in TT64.

Edit:
Originally posted by VL-Tone
Originally posted by Blaster
My suggestions:
2. An option to not allow objects to go through each other.




2. It's a good idea, though it might not be easy to do, it would require implementing a collision system.



Actually, I don't think it would come in handy to often. If it's too hard you probably shouldn't worry about it.
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Posted on 09-18-08 12:05:16 PM Link
If you "zoom in" enough, you can actually see when objects start to collide because the texture will flicker.

The game actually don't care if you collide two solid objects, so I'm not sure if it's worth working on this.

About camera positions, this is something we know very little. So far, the only hardcoded camera setting I've found (almost by accident) was the initial castle grounds position. I guess we'll have to see how the game will handle a imported level (camera-wise) before choosing the best option to deal with it.

As for bosses star coordinates, if somebody is willing to help I have a working method for finding them using Nemu. It's just a matter of sitting at the computer, beating the bosses and collecting some numbers from the debugger.
If anybody is interested in helping so this can get implemented soon on TT64 I can work out a detailed guide with screenshots. No ASM knowledge is required.

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Stevoisiak
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Posted on 09-18-08 06:19:44 PM Link
Originally posted by Blaster
A way to edit the hard coded camera moves in TT64.


I think I said this before somewhere, but in castle grounds, theres a few objects titled "Camera Anchor?". Mybe those might do something?
Deleted User
Collection of nobodies
Posted on 09-18-08 11:45:50 PM (last edited by Blaster at 09-19-08 11:53 PM) Link
Originally posted by Stevoisiak
Originally posted by Blaster
A way to edit the hard coded camera moves in TT64.


I think I said this before somewhere, but in castle grounds, theres a few objects titled "Camera Anchor?". Mybe those might do something?


Yes, I know, but I want to edit the camera in BOB, not castle grounds.

Edit:
1. A way in TT64 to copy and paste objects, including one or more.

2. Speed improvements. The latest version (0.5.99b) is much slower than the last version at everything except the 3d view.

3. Being able to see lava and water in the editor.

4. TT64 being able to remember unused object combos.
GhostMaster3000
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Posted on 09-20-08 02:26:12 PM Link
The ability to add/remove water, lava, haze, etc. To levels
Also being able to lower or raise the things listed above

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messiaen
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Posted on 09-20-08 02:46:07 PM Link
Blaster: Regarding your suggestion no. 4, I posted something about it in the bugs report thread. VL-Tone replied and asked for a few
specific details (which I haven't tested yet), so take a look at this post and if possible try to test them out.

As for performance, the only thing that has slowed down for me is when selecting a 0x24/0x43 object. When I click it, either on the object itself or in the object listing, it takes about a second to select it. After this slight delay, everything is normal again.

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VL-Tone
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Posted on 09-22-08 01:50:01 AM Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by Blaster
Originally posted by Stevoisiak
Originally posted by Blaster
A way to edit the hard coded camera moves in TT64.


I think I said this before somewhere, but in castle grounds, theres a few objects titled "Camera Anchor?". Mybe those might do something?


Yes, I know, but I want to edit the camera in BOB, not castle grounds.

Edit:
1. A way in TT64 to copy and paste objects, including one or more.

2. Speed improvements. The latest version (0.5.99b) is much slower than the last version at everything except the 3d view.

3. Being able to see lava and water in the editor.

4. TT64 being able to remember unused object combos.



Forget about the "camera anchor" objects, I don't even think they have anything to do with cameras.

1. You can already copy and paste objects, but you first have to select parameters by clicking on them in the parameter bar (holding shift to select multiple params). Selected params will have a yellow outline. Click on "Copy param", select another object, or multiple objects and click "paste params". This gives you a lot of flexibility, since you can chose to copy only the model ID or only the position, or everything.

But I understand that a standard "copy object" function would be useful too, copying all parameters at once. Also, while you can paste the params over multiple objects, it could be useful to be able to copy/paste multiple different objects.

2. Like messiaen pointed out, the only thing that's really slower in the latest version is when you select objects. I don't know why it's much slower now, I'll investigate the question.

3. Having water and lava in levels should be interesting, and editing also. But adding or removing water or lava in the original levels is out of the question, as it would require inserting commands and moving and repointing stuff. The exception will be new levels created with the importer. I will likely add an option where you can chose to enable water/lava in this level.

4. I'll have to debug the label system for the new level/object importer anyway, I'll try to see where the problem is.

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Posted on 09-22-08 02:29:22 AM (last edited by Blaster at 09-22-08 03:00 AM) Link
Originally posted by VL-Tone
Originally posted by Blaster
Originally posted by Stevoisiak
Originally posted by Blaster
A way to edit the hard coded camera moves in TT64.


I think I said this before somewhere, but in castle grounds, theres a few objects titled "Camera Anchor?". Mybe those might do something?


Yes, I know, but I want to edit the camera in BOB, not castle grounds.

Edit:
1. A way in TT64 to copy and paste objects, including one or more.

2. Speed improvements. The latest version (0.5.99b) is much slower than the last version at everything except the 3d view.

3. Being able to see lava and water in the editor.

4. TT64 being able to remember unused object combos.


Forget about the "camera anchor" objects, I don't even think they have anything to do with cameras.

1. You can already copy and paste objects, but you first have to select parameters by clicking on them in the parameter bar (holding shift to select multiple params). Selected params will have a yellow outline. Click on "Copy param", select another object, or multiple objects and click "paste params". This gives you a lot of flexibility, since you can chose to copy only the model ID or only the position, or everything.

But I understand that a standard "copy object" function would be useful too, copying all parameters at once. Also, while you can paste the params over multiple objects, it could be useful to be able to copy/paste multiple different objects.

2. Like messiaen pointed out, the only thing that's really slower in the latest version is when you select objects. I don't know why it's much slower now, I'll investigate the question.

3. Having water and lava in levels should be interesting, and editing also. But adding or removing water or lava in the original levels is out of the question, as it would require inserting commands and moving and repointing stuff. The exception will be new levels created with the importer. I will likely add an option where you can chose to enable water/lava in this level.

4. I'll have to debug the label system for the new level/object importer anyway, I'll try to see where the problem is.

Actually, when I said everything was slower in this version than the last version except for the 3d view, I exaggerated. I haven't actually tried everything yet, but I have noticed that selecting objects, changing the size of the TT64 window and turning on/off act stars on objects is slower. Sorry.

Edit: Actually, I how found more things which are slower and I have to disagree that the only thing that has slowed down in the current version is selecting objects.
VL-Tone
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Posted on 09-23-08 04:53:46 AM Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by Blaster

Actually, when I said everything was slower in this version than the last version except for the 3d view, I exaggerated. I haven't actually tried everything yet, but I have noticed that selecting objects, changing the size of the TT64 window and turning on/off act stars on objects is slower. Sorry.

Edit: Actually, I how found more things which are slower and I have to disagree that the only thing that has slowed down in the current version is selecting objects.



Could you give some examples? It's hard to me to know what's slower since most everything is much faster on my Mac since it's now an intel native version (vs. the previous emulated PPC version).

One thing I know is that everything that refreshes the selection boxes states, that includes selecting 3d objects and changing act stars, but if resizing the window is slower, it should be for another reason (resizing refreshes the 3d view itself, not the selection boxes states).

At some point in TT64's development, I had to make a change that made refreshing selection boxes states much slower, it seems that this particular process is even slower in Director 11 for some reason. I'll have to do some serious rewriting of this part if I want to make it faster.

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Posted on 09-23-08 05:01:46 AM (last edited by Blaster at 09-23-08 02:09 AM) Link
Originally posted by VL-Tone
Originally posted by Blaster

Actually, when I said everything was slower in this version than the last version except for the 3d view, I exaggerated. I haven't actually tried everything yet, but I have noticed that selecting objects, changing the size of the TT64 window and turning on/off act stars on objects is slower. Sorry.

Edit: Actually, I how found more things which are slower and I have to disagree that the only thing that has slowed down in the current version is selecting objects.


Could you give some examples? It's hard to me to know what's slower since most everything is much faster on my Mac since it's now an intel native version (vs. the previous emulated PPC version).

On the start, when you click the splash screen, it takes longer for the open rom window to come on. Also, it takes longer to enable/disable the object combo list and change between the object combo, behavour and model ID lists.
Me-me
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Posted on 09-23-08 10:08:38 AM Link
The camera anchors are in fact, static sound effects.
In castle grounds, the one close to the waterfall, for an example, makes the waterfall noise.
The other ones makes those insect and bird noises.
In shifting sand land there's one object wich makes the sandfall sound.

Well, uh, let's get back to the topic.

Deleted User
Collection of nobodies
Posted on 09-25-08 01:47:31 PM Link
Suggestions:

1. Drawable selection boxes, like dragging with the mouse or something to create a selection box to select a group of objects.

2. An option to be able to see the level boundries, so you can tell if you are making your level in the right place. (Like, for example, so you don't place objects past the level boundries and are unable to get to them.)
Me-me
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Posted on 10-02-08 02:06:58 PM Link
A function that sorts all various kinds
of objects into categories.
Like an ''enemy'' folder or an ''collectable objects'' folder.

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Wow! SM64 is totally turned upside-down!
Deleted User
Collection of nobodies
Posted on 10-03-08 06:25:46 AM Link
Tabs, so more than one level can be edited by the user at once.
A auto-save feature that if TT64 crashed, it could be loaded back up as if nothing occured.
Preview animations for objects with moving behaviors and textures that move along geography.

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===================
[Posted by Glitschen]
Me-me
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Posted on 10-05-08 04:56:11 PM Link
TT64 already have auto-save, but you'll have too
check that box in the prefences.
(This might slow the program down)

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Wow! SM64 is totally turned upside-down!
Deleted User
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Posted on 10-08-08 08:49:30 AM Link
Ah, Thanks.

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===================
[Posted by Glitschen]
Stevoisiak
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Posted on 10-09-08 12:17:55 AM Link
Once again, It's time for me to list the best of the suggestions

-An undo button
-Objects organized into categories
-Integrate Text Editor, Rom Extender, and Toads Tool into one program
-Update Flatworld to Messiaen's Version
-Automatic texture resizing
-Ability to manually insert RGB values for Mario's color
-Combine the paintings into one texture
-Ability to set preferences before loading the ROM
-A "Save As" Button
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Jul - SM64 Hacking (Archive) - ToadsTool Suggestions New poll - New thread - Thread closed


Rusted Logic

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

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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 216 - Warning: <img> proprietary attribute value "absmiddle"
line 159 column 37 - Warning: <img> lacks "alt" attribute
line 179 column 22 - Warning: <img> lacks "alt" attribute
line 179 column 63 - Warning: <img> lacks "alt" attribute
line 179 column 112 - Warning: <img> lacks "alt" attribute
line 179 column 162 - Warning: <img> lacks "alt" attribute
line 190 column 15 - Warning: <img> lacks "alt" attribute
line 207 column 22 - Warning: <img> lacks "alt" attribute
line 207 column 63 - Warning: <img> lacks "alt" attribute
line 207 column 112 - Warning: <img> lacks "alt" attribute
line 207 column 162 - Warning: <img> lacks "alt" attribute
line 218 column 15 - Warning: <img> lacks "alt" attribute
line 225 column 693 - Warning: <img> lacks "alt" attribute
line 244 column 3179 - Warning: <img> lacks "alt" attribute
line 244 column 3338 - Warning: <img> lacks "alt" attribute
line 250 column 37 - Warning: <img> lacks "alt" attribute
line 275 column 22 - Warning: <img> lacks "alt" attribute
line 275 column 63 - Warning: <img> lacks "alt" attribute
line 275 column 111 - Warning: <img> lacks "alt" attribute
line 275 column 161 - Warning: <img> lacks "alt" attribute
line 286 column 15 - Warning: <img> lacks "alt" attribute
line 308 column 22 - Warning: <img> lacks "alt" attribute
line 308 column 63 - Warning: <img> lacks "alt" attribute
line 308 column 112 - Warning: <img> lacks "alt" attribute
line 308 column 162 - Warning: <img> lacks "alt" attribute
line 319 column 15 - Warning: <img> lacks "alt" attribute
line 335 column 37 - Warning: <img> lacks "alt" attribute
line 362 column 22 - Warning: <img> lacks "alt" attribute
line 362 column 63 - Warning: <img> lacks "alt" attribute
line 362 column 112 - Warning: <img> lacks "alt" attribute
line 362 column 162 - Warning: <img> lacks "alt" attribute
line 363 column 11 - Warning: <img> lacks "alt" attribute
line 373 column 15 - Warning: <img> lacks "alt" attribute
line 389 column 22 - Warning: <img> lacks "alt" attribute
line 389 column 63 - Warning: <img> lacks "alt" attribute
line 389 column 111 - Warning: <img> lacks "alt" attribute
line 389 column 161 - Warning: <img> lacks "alt" attribute
line 400 column 15 - Warning: <img> lacks "alt" attribute
line 418 column 22 - Warning: <img> lacks "alt" attribute
line 418 column 63 - Warning: <img> lacks "alt" attribute
line 418 column 112 - Warning: <img> lacks "alt" attribute
line 418 column 162 - Warning: <img> lacks "alt" attribute
line 429 column 15 - Warning: <img> lacks "alt" attribute
line 436 column 693 - Warning: <img> lacks "alt" attribute
line 461 column 4037 - Warning: <img> lacks "alt" attribute
line 461 column 4196 - Warning: <img> lacks "alt" attribute
line 467 column 37 - Warning: <img> lacks "alt" attribute
line 509 column 22 - Warning: <img> lacks "alt" attribute
line 509 column 63 - Warning: <img> lacks "alt" attribute
line 509 column 112 - Warning: <img> lacks "alt" attribute
line 509 column 162 - Warning: <img> lacks "alt" attribute
line 520 column 15 - Warning: <img> lacks "alt" attribute
line 527 column 693 - Warning: <img> lacks "alt" attribute
line 536 column 3009 - Warning: <img> lacks "alt" attribute
line 536 column 3168 - Warning: <img> lacks "alt" attribute
line 542 column 37 - Warning: <img> lacks "alt" attribute
line 561 column 15 - Warning: <img> proprietary attribute value "absmiddle"
line 561 column 15 - Warning: <img> lacks "alt" attribute
line 561 column 58 - Warning: <img> proprietary attribute value "absmiddle"
line 561 column 58 - Warning: <img> lacks "alt" attribute
line 561 column 101 - Warning: <img> proprietary attribute value "absmiddle"
line 561 column 101 - Warning: <img> lacks "alt" attribute
line 561 column 144 - Warning: <img> proprietary attribute value "absmiddle"
line 561 column 144 - Warning: <img> lacks "alt" attribute
line 561 column 187 - Warning: <img> proprietary attribute value "absmiddle"
line 561 column 187 - Warning: <img> lacks "alt" attribute
line 561 column 230 - Warning: <img> proprietary attribute value "absmiddle"
line 561 column 230 - Warning: <img> lacks "alt" attribute
line 562 column 22 - Warning: <img> lacks "alt" attribute
line 562 column 63 - Warning: <img> lacks "alt" attribute
line 562 column 112 - Warning: <img> lacks "alt" attribute
line 562 column 162 - Warning: <img> lacks "alt" attribute
line 563 column 11 - Warning: <img> lacks "alt" attribute
line 573 column 15 - Warning: <img> lacks "alt" attribute
line 593 column 37 - Warning: <img> lacks "alt" attribute
line 610 column 15 - Warning: <img> proprietary attribute value "absmiddle"
line 610 column 15 - Warning: <img> lacks "alt" attribute
line 610 column 58 - Warning: <img> proprietary attribute value "absmiddle"
line 610 column 58 - Warning: <img> lacks "alt" attribute
line 610 column 101 - Warning: <img> proprietary attribute value "absmiddle"
line 610 column 101 - Warning: <img> lacks "alt" attribute
line 610 column 144 - Warning: <img> proprietary attribute value "absmiddle"
line 610 column 144 - Warning: <img> lacks "alt" attribute
line 610 column 187 - Warning: <img> proprietary attribute value "absmiddle"
line 610 column 187 - Warning: <img> lacks "alt" attribute
line 610 column 230 - Warning: <img> proprietary attribute value "absmiddle"
line 610 column 230 - Warning: <img> lacks "alt" attribute
line 611 column 22 - Warning: <img> lacks "alt" attribute
line 611 column 63 - Warning: <img> lacks "alt" attribute
line 611 column 112 - Warning: <img> lacks "alt" attribute
line 611 column 162 - Warning: <img> lacks "alt" attribute
line 612 column 11 - Warning: <img> lacks "alt" attribute
line 622 column 15 - Warning: <img> lacks "alt" attribute
line 637 column 37 - Warning: <img> lacks "alt" attribute
line 646 column 447 - Warning: <font> attribute "color" had invalid value "888888" and has been replaced
line 652 column 15 - Warning: <img> proprietary attribute value "absmiddle"
line 652 column 15 - Warning: <img> lacks "alt" attribute
line 652 column 58 - Warning: <img> proprietary attribute value "absmiddle"
line 652 column 58 - Warning: <img> lacks "alt" attribute
line 652 column 101 - Warning: <img> proprietary attribute value "absmiddle"
line 652 column 101 - Warning: <img> lacks "alt" attribute
line 652 column 144 - Warning: <img> proprietary attribute value "absmiddle"
line 652 column 144 - Warning: <img> lacks "alt" attribute
line 652 column 187 - Warning: <img> proprietary attribute value "absmiddle"
line 652 column 187 - Warning: <img> lacks "alt" attribute
line 652 column 230 - Warning: <img> proprietary attribute value "absmiddle"
line 652 column 230 - Warning: <img> lacks "alt" attribute
line 653 column 22 - Warning: <img> lacks "alt" attribute
line 653 column 63 - Warning: <img> lacks "alt" attribute
line 653 column 112 - Warning: <img> lacks "alt" attribute
line 653 column 162 - Warning: <img> lacks "alt" attribute
line 654 column 11 - Warning: <img> lacks "alt" attribute
line 664 column 15 - Warning: <img> lacks "alt" attribute
line 679 column 37 - Warning: <img> lacks "alt" attribute
line 686 column 204 - Warning: <font> attribute "color" had invalid value "888888" and has been replaced
line 693 column 22 - Warning: <img> lacks "alt" attribute
line 693 column 63 - Warning: <img> lacks "alt" attribute
line 693 column 112 - Warning: <img> lacks "alt" attribute
line 693 column 162 - Warning: <img> lacks "alt" attribute
line 704 column 15 - Warning: <img> lacks "alt" attribute
line 730 column 44 - Warning: <img> proprietary attribute value "absmiddle"
line 730 column 142 - Warning: <img> proprietary attribute value "absmiddle"
line 730 column 216 - Warning: <img> proprietary attribute value "absmiddle"
line 739 column 25 - Warning: <img> lacks "alt" attribute
line 744 column 267 - Warning: <img> lacks "alt" attribute
line 225 column 1511 - Warning: trimming empty <font>
line 231 column 1893 - Warning: trimming empty <font>
line 436 column 1511 - Warning: trimming empty <font>
line 439 column 2029 - Warning: trimming empty <font>
line 527 column 1511 - Warning: trimming empty <font>
line 724 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 164 column 47 - Warning: <nobr> is not approved by W3C
line 195 column 27 - Warning: <nobr> is not approved by W3C
line 223 column 27 - Warning: <nobr> is not approved by W3C
line 225 column 157 - Warning: <table> proprietary attribute "height"
line 225 column 222 - Warning: <td> proprietary attribute "background"
line 225 column 318 - Warning: <td> proprietary attribute "background"
line 225 column 408 - Warning: <table> proprietary attribute "height"
line 225 column 488 - Warning: <td> proprietary attribute "background"
line 225 column 1443 - Warning: <td> proprietary attribute "background"
line 255 column 47 - Warning: <nobr> is not approved by W3C
line 291 column 27 - Warning: <nobr> is not approved by W3C
line 324 column 27 - Warning: <nobr> is not approved by W3C
line 340 column 47 - Warning: <nobr> is not approved by W3C
line 378 column 27 - Warning: <nobr> is not approved by W3C
line 405 column 27 - Warning: <nobr> is not approved by W3C
line 434 column 27 - Warning: <nobr> is not approved by W3C
line 436 column 157 - Warning: <table> proprietary attribute "height"
line 436 column 222 - Warning: <td> proprietary attribute "background"
line 436 column 318 - Warning: <td> proprietary attribute "background"
line 436 column 408 - Warning: <table> proprietary attribute "height"
line 436 column 488 - Warning: <td> proprietary attribute "background"
line 436 column 1443 - Warning: <td> proprietary attribute "background"
line 472 column 47 - Warning: <nobr> is not approved by W3C
line 525 column 27 - Warning: <nobr> is not approved by W3C
line 527 column 157 - Warning: <table> proprietary attribute "height"
line 527 column 222 - Warning: <td> proprietary attribute "background"
line 527 column 318 - Warning: <td> proprietary attribute "background"
line 527 column 408 - Warning: <table> proprietary attribute "height"
line 527 column 488 - Warning: <td> proprietary attribute "background"
line 527 column 1443 - Warning: <td> proprietary attribute "background"
line 547 column 47 - Warning: <nobr> is not approved by W3C
line 578 column 27 - Warning: <nobr> is not approved by W3C
line 598 column 47 - Warning: <nobr> is not approved by W3C
line 627 column 27 - Warning: <nobr> is not approved by W3C
line 642 column 47 - Warning: <nobr> is not approved by W3C
line 669 column 27 - Warning: <nobr> is not approved by W3C
line 684 column 47 - Warning: <nobr> is not approved by W3C
line 709 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 339 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