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04-23-22 10:26:38 PM
Jul - SM64 Hacking (Archive) - Super Mario 64: The Missing Stars RELEASED! (Download link on first post) New poll - New thread - New reply
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messiaen
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Posted on 10-29-08 11:05:22 PM Link | Quote
It doesn't work, the piranha plant + Yoshi combo was a really lucky acident.

I finished the day/night cycle code. Every three different areas you enter, the background will be swapped. Now when the next TT64 is released version I need someone to work on the backgrounds, I'll guess some minor RGB changes will do the trick.

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Celux

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Posted on 10-30-08 03:44:47 AM (last edited by Celux at 12-09-14 08:49:48 AM) Link | Quote
Seeing as level designing will be quicker soon (with the new copy tool), i've decided to stop working on my current level for now, and start a new, much better level. The level will be based in a canyon called "Koopa Canyon" unless I (or someone else) think of a better name. My other level was boring to work on anyway .

Messiaen: If you like, I could help with some of the backgrounds. I'm a better drawer than my textures in my mod are xD.

Edit: Then again, if I did that I probably wouldn't get much level design done, so your decision. It depends how fast you want new levels. As for me, I don't mind either way.

Edit: Ok, here's a quick snap of my progress-
messiaen
Catgirl
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Posted on 10-30-08 10:16:36 AM Link | Quote
Looks really great Celux! I think you should focus on levels, your unique skills on that will really by needed for this hack to work. When I finish the "mechanics" of the first areas I'll want your help to take care of a few details and to make things more interesting.

After we finish a prototype ROM with 3 or 4 playable levels then we can work on a lot of details, such as building a simple storyline. I think 5 complete levels will probably be enough for the hack.

Again, if you want another set of enemies n the level, just drop a message.

One thing we should decide is about the final Bowser Battle. There are a few alternatives:

1 - Instead of having a Bowser Battle, some special event (ie, beating another boss only acessible later in the game or finding all stars) will give you the 'Power Star' spawned when you beat the third Bowser. A storyline could be built around that.

2 - Fight Bowser on one of the existing levels of the game (ie, in the top of the castle ).

3 - Fight Bowser in some custom 'battle arena'.

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Doogie1012
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Posted on 10-30-08 01:04:29 PM (last edited by Doogie1012 at 10-30-08 10:06 AM) Link | Quote
How about all of the above?

To battle bowser you must have gotten around 75-85% of stars, the first part of the Bowser battle is on the Castle Rooftop, then after you beat him, you can battle stage two which is in a custom battle arena

To battle the 'final' boss that gives the Power Star, you must have grabbed every star in the game. (and beaten the two bowser stages)
wwwarea
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Posted on 10-30-08 05:04:25 PM (last edited by wwwarea at 10-30-08 02:05 PM) Link | Quote
Very nice Celux! Hmm im thinking of making a temple. Im also going to move the hill and stuff. It took me awile to find the solid address but I found it I think. Well im not sure if I will because its hard to make the solid match with the grass. =(

Celux

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Posted on 10-30-08 07:51:14 PM (last edited by Celux at 12-09-14 08:51:38 AM) Link | Quote
5 levels? Seems ok... but there could be more. I'm willing to make up to 5 just on my own! Besides... Considering how big the hub is going to be, it would seem a little lacking only 5. (Unless of course, the reason you can' fit that many levels in is because of rom restrictions)

Note: About my rom, I am putting a long river through the canyon. Is there I a way I can make it splash when you walk through it?
Shadic
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Posted on 10-30-08 09:16:31 PM Link | Quote
messiaen
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Posted on 10-30-08 10:20:14 PM Link | Quote
Shadic: Some levels will be acessible by a "path" (like the ones showed in the first screenshots). Probably there will be a sign for each path ("Warning: Secret woods head, be careful"). Basically when you step on the end of the path a warp will teleport you to the area.

The "Lava" level will be probably acessible by entering a volcano and the cave could be either by a pipe or some sort of tunnel.

Celux: Well, if you can make 5 really nice levels there's no reason to have them all into the hack, space isn't an issue. However, I want to finish this experimental hack probably around the beggining of december. To be honest, I'm a bit worried that once VL-Tone releases the polygon importer, this hack won't look as impressive and people will be over-critical to it, forgetting how much work and research was needed to get into the current state.

But leaving these feelings aside (after all, discovering and experimenting stuff is what this hack should be about), I have experimented a bit with Bowser and it's easy to set it to act as either one of the three Bowser bosses. It reads the current "level number" (found in the conditional jump table of the main level scripts) to decide which one of the three varations will be used. I labeled a lot other places in the ROM where there is "level-conditional" stuff, so this could be useful to finding some hardcoded stuff later on.

By the way, let me advertise a bit on this. I'm always uploading to this folder updates on the checksum area disassembly. This is basically most code from the ROM (except for level/behavior/geo layout functions) disassembled with NEMU and with many comments. A lot of known functions are labeled (as well as many functions called from behaviors), so it helps a lot browsing through the code.

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Shadic
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Posted on 10-30-08 10:42:42 PM Link | Quote
AAA
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Posted on 11-02-08 03:08:36 PM (last edited by AAA at 11-02-08 01:58 PM) Link | Quote
Originally posted by Celux
Note: About my rom, I am putting a long river through the canyon. Is there I a way so I can make it splash when you walk through it?

You could possibly edit the river terrain and change the terrain properties to either snow or sand. It won't give you an exact water effect, but maybe it can be shallow water with mud?

EDIT: Here are the terrain functions known to my knowledge:
0=Normal Solid
1=Solid + Grass
2=Snow
3=Sand
4=Solid + Boardwalk
5=Soft, Mid, Hard Solids
6=Slippery

To edit terrain properties in TT64, select "Terrain Type?" and then by holding Alt+Left Clicking on the terrain number allows you to change the number.
Celux

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Posted on 11-02-08 10:36:21 PM (last edited by Celux at 12-09-14 08:52:33 AM) Link | Quote
Thanks alot AAA, I also set the ground to sand . I never knew how to edit those things, but now I know thanks to you (I mean all the things that you cant just click on to change).
AAA
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Posted on 11-02-08 11:23:37 PM Link | Quote
Originally posted by Celux
Thanks alot AAA, I also set the ground to sand . I never knew how to edit those things, but now I know thanks to you (I mean all the things that you cant just click on to change).

PS: ITS-A MY BIRTHDAY TODAY!


HAPPY BIRTHDAY!

And the terrain editing thing was pretty easy to find. All it takes is some experimenting with TT64; it's more flexible than it seems.
Celux

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Posted on 11-02-08 11:34:58 PM (last edited by Celux at 12-09-14 08:54:01 AM) Link | Quote
Thanks! So far, I've finished making a waterfall and i've added more of the canyon wall. I'm about to start on the first star, it will probably involve climbing up the side of the canyon (see the slope in the pic I posted before) and having to fight enemies on the way. I had an idea for another star: having to go kill a boss who blocked the waterfall with a log, in this star the river will be gone. Well, that's all from me for now. Off I go then...
Stevoisiak
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Posted on 11-03-08 02:04:45 PM Link | Quote
Originally posted by Celux
Thanks! So far now, Ive finished making a waterfall and ive added more of the canyon wall.Im about to start on the first star, it will probably involve climbing up the side of the canyon (see the slope in the pic I posted before) and having to fight enemy's on the way. I had an idea for another star in it; Having to go kill a boss who blocked the waterfall with a log, in this star the river will be gone. Well, thats all from me for now. Off I go then...

Note: As you can clearly see, I turned one today. Isn't that lovely? One. Yep, Im one.


Cool level idea! I see that this game is starting to incorporate some RPG elements, like a progressing time line. Also, lol, your one.
battleben

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Posted on 11-03-08 04:01:38 PM Link | Quote
Celux did you get that corked waterfall idea from super mario sunshine?
Also great levels guys this is clearly going to be the greatest super mario 64 hack ever!
messiaen
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Posted on 11-03-08 06:29:46 PM (last edited by messiaen at 11-03-08 05:59 PM) Link | Quote
I haven't worked much on this hack for the past week as my time was very limited and I was focusing on the music format. Nice work Celux, I'm looking forward to play this level.

Edit: I started working on something really useful. Now the "Universal Solid" behavior will have Param1 as "Scaling". That is, you can have multiple versions of the same platform in many sizes without doing any behavior/hex edit! I'll test it on the "Flat Lava Land" level and show some screenshots later on.

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VL-Tone
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Posted on 11-04-08 03:51:15 AM Link | Quote
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by messiaen
I haven't worked much on this hack for the past week as my time was very limited and I was focusing on the music format. Nice work Celux, I'm looking forward to play this level.

Edit: I started working on something really useful. Now the "Universal Solid" behavior will have Param1 as "Scaling". That is, you can have multiple versions of the same platform in many sizes without doing any behavior/hex edit! I'll test it on the "Flat Lava Land" level and show some screenshots later on.



That's really nice! Man... it's almost how SM64 should've been programmed in the first place!

I assume that the scaling factor also affects the collision map scale? Because Tiny/Huge Island uses the same polygon mesh for both sizes, but two different collision maps, I always thought that the scaling factor didn't affect the collision map, I'm more than probably wrong about it, since I've seen you make oversized green pipes with working collision.

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messiaen
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Posted on 11-04-08 11:35:56 AM (last edited by messiaen at 11-04-08 08:37 AM) Link | Quote
The scaling factor is set by the interesting 0x32 behavior command. What it does is to modify the X,Y,Z and collision X,Y,Z size modifiers of the RAM object. There is one limitation: it can't affect texture coordinates, so the object will look a bit stretched. That's probably why it's used more often on objects which use "colored polygons" (is that right?) instead of textures.

So, it's s bit different from the Geo Layout command which scales Tiny-Huge Island, but you really gave an idea, I will take a look at the Geo Layout scaling command ASM and see if I can spot how the size modifier works for the main terrain.

There will be one limitation with my scaling behavior, it will only work for "pure solid" objects, because there could be interfereces (ye, Param1 being processed two times for different things). I haven't decided yet how to implement the scaling factor, Param1 accepts values from 0x00 to 0xFF (255), but I want a wider range than this. What I'm thinking of doing is to multiply by 4 the input value, so that the range will be from 4% of the original size to 1020%.

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SecretGlitch
Nobody random
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Posted on 11-04-08 09:02:53 PM Link | Quote
Bleh, haven't been hacking recently because sky cage is too glitchy for me to work with anymore. I'm going to start a new level that still has a lot of gameplay but also looks better and isn't riddled with errors and annoyances.
messiaen
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Posted on 11-05-08 12:33:42 PM (last edited by messiaen at 11-07-08 06:29 AM) Link | Quote
Ok, but would you mind sending a .ppf patch with your Sky Cage level? I want to take a look and see if I can understand what causes the blue coins gitch. If there are other notable glitches/bugs, describe them (in a PM) so I can also look at them.

Yesterday I worked a bit more on the first screens and implemented the 'day-night' cycle just to see if it worked. Currently, it just cycles between two backgrounds (one for day and one for night), but once we have a few more background variations then the effect will be very interesting! It also opens the possibility of having objects which not only appears on specific acts but also in certain times of the day.

Edit: I got a few screens togheter to test the night-day cycle:

[Removed the video because of a few glitches]

Now I can begin trying to plug a few levels. Celux, have you reworked a bit on your Secret Woods level?

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Jul - SM64 Hacking (Archive) - Super Mario 64: The Missing Stars RELEASED! (Download link on first post) New poll - New thread - New reply


Rusted Logic

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

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line 768 column 352 - Warning: unescaped & or unknown entity "&page"
line 768 column 385 - Warning: unescaped & or unknown entity "&page"
line 768 column 419 - Warning: unescaped & or unknown entity "&page"
line 768 column 457 - Warning: unescaped & or unknown entity "&page"
line 768 column 491 - Warning: unescaped & or unknown entity "&page"
line 768 column 525 - Warning: unescaped & or unknown entity "&page"
line 768 column 559 - Warning: unescaped & or unknown entity "&page"
line 768 column 593 - Warning: unescaped & or unknown entity "&page"
line 768 column 627 - Warning: unescaped & or unknown entity "&page"
line 768 column 661 - Warning: unescaped & or unknown entity "&page"
line 768 column 695 - Warning: unescaped & or unknown entity "&page"
line 768 column 729 - Warning: unescaped & or unknown entity "&page"
line 768 column 763 - Warning: unescaped & or unknown entity "&page"
line 768 column 50 - Warning: missing </font> before </td>
line 768 column 800 - Warning: missing </font> before </table>
line 770 column 35 - Warning: missing <tr>
line 770 column 50 - Warning: missing </font> before </td>
line 771 column 37 - Warning: unescaped & or unknown entity "&id"
line 770 column 244 - Warning: missing </font> before </table>
line 772 column 17 - Warning: discarding unexpected </textarea>
line 772 column 28 - Warning: discarding unexpected </form>
line 772 column 35 - Warning: discarding unexpected </embed>
line 772 column 43 - Warning: discarding unexpected </noembed>
line 772 column 53 - Warning: discarding unexpected </noscript>
line 772 column 64 - Warning: discarding unexpected </noembed>
line 772 column 74 - Warning: discarding unexpected </embed>
line 772 column 82 - Warning: discarding unexpected </table>
line 772 column 90 - Warning: discarding unexpected </table>
line 774 column 9 - Warning: missing </font> before <table>
line 786 column 25 - Warning: discarding unexpected </font>
line 795 column 58 - Warning: discarding unexpected </font>
line 773 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 188 column 11 - Warning: <img> lacks "alt" attribute
line 189 column 22 - Warning: <img> lacks "alt" attribute
line 189 column 63 - Warning: <img> lacks "alt" attribute
line 189 column 112 - Warning: <img> lacks "alt" attribute
line 189 column 162 - Warning: <img> lacks "alt" attribute
line 190 column 11 - Warning: <img> lacks "alt" attribute
line 200 column 15 - Warning: <img> lacks "alt" attribute
line 207 column 393 - Warning: <img> proprietary attribute value "absmiddle"
line 207 column 393 - Warning: <img> lacks "alt" attribute
line 214 column 812 - Warning: <img> lacks "alt" attribute
line 222 column 22 - Warning: <img> lacks "alt" attribute
line 222 column 63 - Warning: <img> lacks "alt" attribute
line 222 column 111 - Warning: <img> lacks "alt" attribute
line 222 column 161 - Warning: <img> lacks "alt" attribute
line 233 column 15 - Warning: <img> lacks "alt" attribute
line 250 column 1086 - Warning: <img> proprietary attribute value "absmiddle"
line 250 column 1086 - Warning: <img> lacks "alt" attribute
line 260 column 22 - Warning: <img> lacks "alt" attribute
line 260 column 63 - Warning: <img> lacks "alt" attribute
line 260 column 112 - Warning: <img> lacks "alt" attribute
line 260 column 162 - Warning: <img> lacks "alt" attribute
line 271 column 15 - Warning: <img> lacks "alt" attribute
line 280 column 316 - Warning: <img> proprietary attribute value "absmiddle"
line 280 column 316 - Warning: <img> lacks "alt" attribute
line 290 column 22 - Warning: <img> lacks "alt" attribute
line 290 column 63 - Warning: <img> lacks "alt" attribute
line 290 column 112 - Warning: <img> lacks "alt" attribute
line 290 column 162 - Warning: <img> lacks "alt" attribute
line 301 column 15 - Warning: <img> lacks "alt" attribute
line 308 column 235 - Warning: <img> proprietary attribute value "absmiddle"
line 308 column 235 - Warning: <img> lacks "alt" attribute
line 317 column 11 - Warning: <img> lacks "alt" attribute
line 318 column 22 - Warning: <img> lacks "alt" attribute
line 318 column 63 - Warning: <img> lacks "alt" attribute
line 318 column 112 - Warning: <img> lacks "alt" attribute
line 318 column 162 - Warning: <img> lacks "alt" attribute
line 319 column 11 - Warning: <img> lacks "alt" attribute
line 329 column 15 - Warning: <img> lacks "alt" attribute
line 346 column 23 - Warning: <img> lacks "alt" attribute
line 346 column 64 - Warning: <img> lacks "alt" attribute
line 346 column 112 - Warning: <img> lacks "alt" attribute
line 346 column 162 - Warning: <img> lacks "alt" attribute
line 347 column 11 - Warning: <img> lacks "alt" attribute
line 357 column 15 - Warning: <img> lacks "alt" attribute
line 367 column 1692 - Warning: <img> lacks "alt" attribute
line 375 column 22 - Warning: <img> lacks "alt" attribute
line 375 column 63 - Warning: <img> lacks "alt" attribute
line 375 column 111 - Warning: <img> lacks "alt" attribute
line 375 column 161 - Warning: <img> lacks "alt" attribute
line 386 column 15 - Warning: <img> lacks "alt" attribute
line 397 column 839 - Warning: <img> proprietary attribute value "absmiddle"
line 397 column 839 - Warning: <img> lacks "alt" attribute
line 409 column 23 - Warning: <img> lacks "alt" attribute
line 409 column 64 - Warning: <img> lacks "alt" attribute
line 409 column 112 - Warning: <img> lacks "alt" attribute
line 409 column 162 - Warning: <img> lacks "alt" attribute
line 410 column 11 - Warning: <img> lacks "alt" attribute
line 420 column 15 - Warning: <img> lacks "alt" attribute
line 427 column 1073 - Warning: <div> anchor "shadic1-bg" already defined
line 427 column 1092 - Warning: <div> anchor "shadic1-sky" already defined
line 427 column 1112 - Warning: <div> anchor "shadic1-logo" already defined
line 427 column 1133 - Warning: <div> anchor "shadic1-ground" already defined
line 427 column 1156 - Warning: <div> anchor "shadic1-jd" already defined
line 428 column 1268 - Warning: <div> anchor "shadic1-box" already defined
line 431 column 2080 - Warning: <img> lacks "alt" attribute
line 439 column 22 - Warning: <img> lacks "alt" attribute
line 439 column 63 - Warning: <img> lacks "alt" attribute
line 439 column 112 - Warning: <img> lacks "alt" attribute
line 439 column 162 - Warning: <img> lacks "alt" attribute
line 450 column 15 - Warning: <img> lacks "alt" attribute
line 476 column 11 - Warning: <img> lacks "alt" attribute
line 477 column 22 - Warning: <img> lacks "alt" attribute
line 477 column 63 - Warning: <img> lacks "alt" attribute
line 477 column 112 - Warning: <img> lacks "alt" attribute
line 477 column 162 - Warning: <img> lacks "alt" attribute
line 478 column 11 - Warning: <img> lacks "alt" attribute
line 488 column 15 - Warning: <img> lacks "alt" attribute
line 495 column 120 - Warning: <img> proprietary attribute value "absmiddle"
line 495 column 120 - 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 112 - Warning: <img> lacks "alt" attribute
line 504 column 162 - Warning: <img> lacks "alt" attribute
line 515 column 15 - Warning: <img> lacks "alt" attribute
line 522 column 194 - Warning: <img> proprietary attribute value "absmiddle"
line 522 column 194 - Warning: <img> lacks "alt" attribute
line 524 column 413 - Warning: <img> proprietary attribute value "absmiddle"
line 524 column 413 - Warning: <img> lacks "alt" attribute
line 525 column 469 - Warning: <img> lacks "alt" attribute
line 535 column 11 - 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 563 column 22 - Warning: <img> lacks "alt" attribute
line 563 column 63 - Warning: <img> lacks "alt" attribute
line 563 column 112 - Warning: <img> lacks "alt" attribute
line 563 column 162 - Warning: <img> lacks "alt" attribute
line 574 column 15 - Warning: <img> lacks "alt" attribute
line 592 column 11 - Warning: <img> lacks "alt" attribute
line 593 column 21 - Warning: <img> lacks "alt" attribute
line 593 column 62 - Warning: <img> lacks "alt" attribute
line 593 column 111 - Warning: <img> lacks "alt" attribute
line 593 column 161 - Warning: <img> lacks "alt" attribute
line 604 column 15 - Warning: <img> lacks "alt" attribute
line 620 column 22 - Warning: <img> lacks "alt" attribute
line 620 column 63 - Warning: <img> lacks "alt" attribute
line 620 column 111 - Warning: <img> lacks "alt" attribute
line 620 column 161 - Warning: <img> lacks "alt" attribute
line 631 column 15 - Warning: <img> lacks "alt" attribute
line 648 column 22 - Warning: <img> lacks "alt" attribute
line 648 column 63 - Warning: <img> lacks "alt" attribute
line 648 column 112 - Warning: <img> lacks "alt" attribute
line 648 column 162 - Warning: <img> lacks "alt" attribute
line 659 column 15 - Warning: <img> lacks "alt" attribute
line 666 column 693 - Warning: <img> lacks "alt" attribute
line 672 column 2712 - Warning: <img> lacks "alt" attribute
line 672 column 2871 - Warning: <img> lacks "alt" attribute
line 680 column 22 - Warning: <img> lacks "alt" attribute
line 680 column 63 - Warning: <img> lacks "alt" attribute
line 680 column 111 - Warning: <img> lacks "alt" attribute
line 680 column 161 - Warning: <img> lacks "alt" attribute
line 691 column 15 - Warning: <img> lacks "alt" attribute
line 710 column 22 - Warning: <img> lacks "alt" attribute
line 710 column 63 - Warning: <img> lacks "alt" attribute
line 710 column 112 - Warning: <img> lacks "alt" attribute
line 710 column 162 - Warning: <img> lacks "alt" attribute
line 711 column 11 - Warning: <img> lacks "alt" attribute
line 721 column 15 - Warning: <img> lacks "alt" attribute
line 736 column 22 - Warning: <img> lacks "alt" attribute
line 736 column 63 - Warning: <img> lacks "alt" attribute
line 736 column 111 - Warning: <img> lacks "alt" attribute
line 736 column 161 - Warning: <img> lacks "alt" attribute
line 747 column 15 - Warning: <img> lacks "alt" attribute
line 771 column 44 - Warning: <img> proprietary attribute value "absmiddle"
line 771 column 142 - Warning: <img> proprietary attribute value "absmiddle"
line 771 column 245 - Warning: <img> proprietary attribute value "absmiddle"
line 780 column 25 - Warning: <img> lacks "alt" attribute
line 785 column 267 - Warning: <img> lacks "alt" attribute
line 666 column 1511 - Warning: trimming empty <font>
line 765 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 205 column 27 - Warning: <nobr> is not approved by W3C
line 238 column 27 - Warning: <nobr> is not approved by W3C
line 276 column 27 - Warning: <nobr> is not approved by W3C
line 306 column 27 - Warning: <nobr> is not approved by W3C
line 334 column 27 - Warning: <nobr> is not approved by W3C
line 362 column 27 - Warning: <nobr> is not approved by W3C
line 364 column 73 - Warning: <table> proprietary attribute "background"
line 365 column 1179 - Warning: <table> proprietary attribute "height"
line 391 column 27 - Warning: <nobr> is not approved by W3C
line 425 column 27 - Warning: <nobr> is not approved by W3C
line 427 column 73 - Warning: <table> proprietary attribute "background"
line 428 column 1179 - Warning: <table> proprietary attribute "height"
line 455 column 27 - Warning: <nobr> is not approved by W3C
line 493 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 579 column 27 - Warning: <nobr> is not approved by W3C
line 609 column 27 - Warning: <nobr> is not approved by W3C
line 636 column 27 - Warning: <nobr> is not approved by W3C
line 664 column 27 - Warning: <nobr> is not approved by W3C
line 666 column 157 - Warning: <table> proprietary attribute "height"
line 666 column 222 - Warning: <td> proprietary attribute "background"
line 666 column 318 - Warning: <td> proprietary attribute "background"
line 666 column 408 - Warning: <table> proprietary attribute "height"
line 666 column 488 - Warning: <td> proprietary attribute "background"
line 666 column 1443 - Warning: <td> proprietary attribute "background"
line 696 column 27 - Warning: <nobr> is not approved by W3C
line 726 column 27 - Warning: <nobr> is not approved by W3C
line 752 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 377 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