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04-24-22 01:29:58 AM
Jul - Posts by koolaidman
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koolaidman
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Posted on 08-21-13 07:00:33 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by koolaidman at 08-21-13 07:02:55 PM) Link
I couldn't find the title song. But maybe it was just a place holder and they got rid of it once a theme was made (83 - 0000005E 000A1A54?). Although SubDrag said that there was more lz compressed data near the end of some of the sound files, so maybe there's more in there.

But here are the extra jingles I forgot to include.
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Posted on 09-02-13 06:43:27 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Not really. The only thing I did so far was I took DLLS.bin in IDA Pro and applied the UltraLib signatures from hcs and even though it looked like it found a couple, it doesn't look like it actually found any at all. But I would assume Rare would use their own libraries instead of the ones Nintendo provides to every developer.

The Dolphin situation doesn't look that great since they're getting ready for the release of 4.0. I haven't stressed on the issue much since they always seemed preoccupied with something else.

However I can confirm that the standalone GCM works with the Wii with DIOS MIOS, but the game uses audio streaming for voices so I don't think they play at all.
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Posted on 09-10-13 02:39:28 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by gonetogo
What's actually the problem with Dolphin? I'm using Dolphin 3.5-367 in dual-core mode and I just finished the Krystal part?

Apart from the missing text in the beginning and a slightly different way from Thorntail Hollow to the shopkeeper, I haven't noticed any differences yet. Do you know whether it's really the full game?


Post your settings plz. Also do you have "Use Panic Handlers" enabled?
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Posted on 09-11-13 10:33:01 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by gonetogo
Originally posted by koolaidman
Originally posted by gonetogo
What's actually the problem with Dolphin? I'm using Dolphin 3.5-367 in dual-core mode and I just finished the Krystal part?

Apart from the missing text in the beginning and a slightly different way from Thorntail Hollow to the shopkeeper, I haven't noticed any differences yet. Do you know whether it's really the full game?


Post your settings plz. Also do you have "Use Panic Handlers" enabled?


I use the standard settings unless something went wrong with "Use Panic Handlers" disabled. Is there any way to extract the setting details so I can post them. It's pretty much the first time for me to use Dolphin as my PC is way too slow. Played through the Arwing mission and the Ice Mountain mission at 15fps (and less). Also started the main game and I just got the staff in Thorntail Hollow. Had a crash once and disabled "Use Panic Handlers" afterwards (despite knowing what it really does, just based on your recommendation).


Hm, when you disable "Use Panic Handlers" it hides any error pop up message so you can still play. However with this game in particular, there are a ton of shader error logs that get generated even when the setting is turned off. With Use Panic Handlers enabled it'll allow to go through and look at each error message individually. But with it turned off it'll spam a ton of log files into your /User/Dump directory. I'd check that folder if I were you just to make sure that there aren't like a bazillion bad_ps_####.txt files. If there aren't any and yet you were able to play with Use Panic Handlers disabled then maybe you're on to something in your other settings.
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Posted on 09-14-13 02:53:19 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
I tried making the Dump folder read-only before but the setting wouldn't stick for some reason. The emulator still writes a bunch of logs to it. OpenGL writes less logs. :\

Any other ideas besides creating a RAM drive?
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Posted on 09-14-13 03:24:11 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by Sik
Make it create a log file (even if tiny), then turn the file read only (honestly I didn't think that making the folder read only would even work, it never did for me). Alternatively make a blank file with the same name and make that read only.


I tried that too. It just passes over the file and continues to create log files after that number. Unless I'm doing it wrong (I made bad_ps_0000.txt read only but it didn't stop the logs from coming).

Also I just realized that some of the music I ripped is different from the versions that were released on the game's website at one time.

For example, Ice Mountain (Ice Race) vs In game version. The Test of ____ music lack the voice samples for the test name, but they were obviously in at some point. The strange part is that in the case of the Ice Race track, the voice samples still exist. It's just that they aren't used anywhere in the sequence data. Although when the sequence data got converted, I noticed that one of the channels had no sequencing anywhere. In the Test of ____ music's case, I couldn't find the voice samples for each Test either. Hopefully the conversion process wasn't bugged somehow. :\
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Posted on 09-15-13 12:19:59 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by omega59
Originally posted by Sik
Originally posted by koolaidman
I tried that too. It just passes over the file and continues to create log files after that number. Unless I'm doing it wrong (I made bad_ps_0000.txt read only but it didn't stop the logs from coming).

Oi, didn't know it created separate files (no, I don't use Dolphin). Well, screw that, preventing it from touching the folder is the only option then, I guess.

Yeah, that's a smart way to tackle it. Why not make an extra copy of Dolphin and make it read-only?


That still doesn't work. It'd be nice if the setting would stick to the folders and not just the files.

The only way at this point is to physically remove the lines that generate the log files from the source code and just compile a special version we can use. :\
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Posted on 09-25-13 02:42:33 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Yep, I recognized Phil right away from an article I read a while back about the switch from Dinosaur Planet and Star Fox Adventures here. I don't think he'd remember the things I mentioned in the thread though, but it would be nice if he could remember if they had to change data formats many of the data formats they were using when going from DP -> SFA. Obviously the audio engine changed from AmSeq or whatever to MusyX, but I don't know about the modeling format.

Speaking of which, here's BLOCKS.bin along with a few uncompressed model files. It seems that what's inside BLOCKS.bin is a similar format to the seperate model files, but there are slight differences (probably hinting at older versions). But I'm curious as to how much modeling data is in BLOCKS.bin, since it's a pretty big file. Maybe it has some DP models? It'd be nice if someone could take a look at the model format and see if it could be similar to something else (like another Rare game).
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Posted on 09-28-13 06:48:17 PM, in Weird Discoveries (last edited by koolaidman at 09-29-13 12:13:32 AM) Link
Ralf over at gscentral.org posted codes for enabling a ton of debug stuff in the PAL version of Eternal Darkness.


Eternal Darkness: Sanity's Requiem

[DOL-GEDP01-EUR]; Game-ID: 080


Insanity Mode
YU8R-NXRN-RTUQ0
U1F0-7MQD-4RJ54

Beta Stamina Meter
D7BB-HPH1-URAM2
2YBJ-CDWA-BCJRB

Slow Motion On/Off (Press Z + A/B)
3DKC-UF1Y-T5X0N
CV6T-6GUP-RJ04U
DMXK-RU2D-PTXBY
7P3Q-R5JX-YFWMD
RXDC-RUTU-JX7YU

2 Steps Mode On/Off (Press Z + X/Y)
XPJQ-NG0E-ZXTCQ
5923-WYT0-TQ6QH
33UR-5RUY-HY6D2
GM0B-M8GK-36PMV
9W6Q-0H1U-VQRZ9

Enable Debug Mode v1
X8PQ-1T92-0TUM4
FJKE-H7NH-4H4E4
DKV0-V80C-MMM0N
R9RX-BTTX-M6KKT
UA21-NN0P-V7FM2
BW1C-Q5TH-JPJ15
UY5F-4TW6-756E6
KPTM-8P2W-Y5XBF

Enable Debug Mode v2 (Press C-Stick Up/Down/Left/Right)
BC8G-1M2B-DWFA0
FJKE-H7NH-4H4E4
DKV0-V80C-MMM0N
R9RX-BTTX-M6KKT
UA21-NN0P-V7FM2
BW1C-Q5TH-JPJ15
UY5F-4TW6-756E6
CAMB-T1XX-6KBFD
PTV3-KMM8-GN1GH
WWEE-JXMY-ZEW3P
VN0N-JA3T-N7ZAX
FPRZ-A9KJ-83T4A
W378-KTDD-JVFGJ
5NDB-21B9-53WB6
KPTM-8P2W-Y5XBF

C-Stick Up/Down = Debug Mode On/Off
C-Stick Left/Right = Debug List On/Off


Debug Info Codes

Debug Safe Frame
6Q7K-3GYM-7B7Z1
QMTP-PB8W-RQP4F

Debug Performance Graph
M6DA-7M98-HY1RX
H7AN-2JW9-UTT9U

Sound Source Debug Info
J95T-0G9W-GXZJE
HMFA-24KA-WBYNQ

Texture Render Debug Info
CX8Z-WB7P-R0RVH
R6EV-PZ6A-KFKWR

Vertex Debug Info
HCMU-2U7Y-P2K2M
9G4G-A2DZ-2H1Z2

Region Debug Info
J4NV-2G9K-G3XEP
20AR-1DM0-ANY77

Portal Debug Info
C8XE-69TW-489WK
PG0K-E9N9-537MV

Lighting Debug Info
6Q3V-M22E-N8HT5
MV52-408Q-7473J

Force Field Debug Info
AFRX-2RDB-05AJT
09C5-AMHV-UQBQ5

AI Object Debug Info
UYKM-JAKA-GWAF2
MA3T-GJ84-RFHB8

Special Object Debug Info
VKM8-0RTA-MQ4VF
UWB2-8VWB-9WAF3

Ceiling Debug Info
K11Y-0Y9V-VZV0Q
QRJ7-H7WV-NHNKR

Sky Debug Info
BHUN-RVQZ-F3F2K
AGR2-FUW6-6FWB3

GF Debug Info
F30X-BR3W-XE2VF
XR4B-UNX0-TBZ9N

Enemy Vector Debug Info
7JQE-3A77-TEGZF
VT86-A5CP-6U74F

Projectile Weapon Vector Debug Info
DYCJ-AXUE-CVPFX
NZXT-27D6-Y2P6Y

Character Vector Debug Info
3UC4-5MCA-K09J7
AR9F-U7AX-CHJE1

Character cRad Debug Info
E8BA-F6KK-URJQJ
VQBQ-A34X-YRVTT

Object cRad Debug Info
12YR-H87N-6175K
GBXA-W3CT-AYP2C

Spawn Point Debug Info
U2T3-RFVU-2PYNG
KTPT-8088-97J7D

Collision Debug Info
FXR2-AHYD-DZ1AN
F3UW-3QMN-JVCGX

Geometry Debug Info
ME8C-6WGF-N1A1N
517P-7ZMH-1MGU3

Note: Don't use too many debug codes at a time, or the game will crash.


I remember checking Eternal Darkness a while back for debug things but couldn't find anything. I checked the demo version that was included in one of the 2002 demo discs (which apparently also has some differences) and noticed a ton of debugger strings (for menus and stuff). For some reason there aren't any debugging things in my NTSC-U copy of the game, so this must only exist in the PAL version.

Would be cool investigating given the game's history and the cool things the game play features.

EDIT: Hmmmm. I checked Wave Race Blue Storm and found a particular file called client.bin. I recognized this file from a lot of Gamecube games that transfer data to the GBA over the link cable (like the Tinkle Tuner in WW). I opened up the file in a hex editor and sure enough I found the "AGBJ" header. There are some strings and what appears to be graphic data after the strings. Here are the strings:

AGBJ.....RACE MAP....TACH....RACE STATUS.....WEATHER.....PIT CREW: .....JET SKI POSITIONS...LOAD MAP....LOAD TACH...LOAD STATUS.....LOAD PRE RACE...KEY INPUT...HANGE STATE.....NO MESSAGE..You won!.... Finish!....New record!.....Lap completed!..Passed opponent!.... Final lap!.....Wrong way!..Get back in the race!...Get back in the water!..You were passed!....Turbo used!.....Missed buoy!....Passed buoy!....Start the race!.....Short cut coming up!....Warning! Opponent on right!.....Warning! Opponent on left!...Warning! Large wave!....Warning! Jump approaching!..Warning! Hazard approaching!....Next buoy on right..Next buoy on left..WIND:...RAIN:...WATER:..DISCONNECTED

It looks like at one point Wave Race Blue Storm used the GBA as some sort of monitor during play at some point but got removed, at least I think so. I can't remember any functionality like this in the game and a Google search turned up nothing.

You can download the file here if you'd like to analyze it. As far as I know there's no way to emulate it, so...
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Posted on 10-30-13 08:15:05 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by koolaidman at 10-30-13 09:02:57 PM) Link
I pretty much had the same thought when I looked at all of this back in August, but it's crazy to even think about the possibility of everything being here. Pretty much everything needed for Dinosaur Planet seems to be here - code, art, music, etc. The only problem is that it's not in a compiled ROM like format, since as far as I know there's no mention of a potential rom header. So there's no telling how much would actually be needed to restore the game in a playable state using what we have. If anyone would be interested in doing so, the only thing I can think of is to try and disassemble DLLS.bin. I still haven't figured out if it's really filled with compiled MIPS code or not, but it seems likely that it's all MIPS. DLLS.bin should contain all the instructions/programming for various parts of the Dinosaur Planet (sound engine, various game play mechanics, physics, enemies, and possible the core engine itself). The file seems to be referencing addresses for sure, but if those addresses are pointing outside the file or what I have no idea. But you'd have to disassemble and piece together the ENTIRE game together, and your efforts might become fruitless after some point if something that DLLS.bin is looking for is missing. I'd ask someone who knows a fair amount of N64 hacking/hardware to see if it's possible though, since I'm only assuming here. Maybe someone who works with N64 emulation could tell you what's needed for a game to "work".

I would ask Phil if he remembers what the .TAB files are (tables?), since each file has an equivalent .TAB file (even the DP files) and if he remembers why these files are here in the first place. I wonder if a lot of the engine in SFA is similar to DP (besides any utilization of 3rd party things of course). Maybe the N64 version of DP was once playable alongside SFA on the Gamecube during development?

Also take a look at STORYBOARD.BIN, this file should be very interesting. It's another potential DP file, probably used for cutscenes. But I can't judge what it could actually be since there's no plaintext in the file (compressed most like, but in what format I have no idea).

BLOCKS.bin definitely has models, and it's not compressed in anything (everything is just clumped together). The model format looks exactly the same as the format SFA uses based on looking at an uncompressed version of the mod##.bin files. It looks like the file could contain all kinds of models (enemies, player, areas, etc) since the model format is the same between everything. I've seen videos of someone replacing model data from one object with another (the staff with something else), you could take some of this data and replace the model data for the staff with data from BLOCKS and see what you get.

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Posted on 10-30-13 10:20:27 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by koolaidman at 10-30-13 10:25:47 PM) Link
I don't think it'd be that simple. The header needs a value for the program counter at 0x8 which may be the address of the first instruction for the game's actual code (I'm not sure about this though), two double words for two CRC numbers, and some other information that the game may/may not look at. I don't know what the address could be for the program counter value and if we can even determine it by what DLLS.bin can provide us. Then I think you'll need boot code at 0x40 that runs till 0xFFF (0x1000 is where the game code begins, something from DLLS.bin would start here). This is all coming from this. I don't know what we can do to create all this information (except for arbitrary things like the game name, cartridge ID, and country code).

But again I don't know very much about stuff like this so I don't really know what's possible and what isn't. With DLLS.bin in a disassembler, I'm not always sure what's supposed to be represented as data and what's supposed to be represented as code (if it really is MIPSR). I don't know what the first few hundred/thousand bytes of the file could actually be, either it's code, data, or some kind of file header I don't know. But code has to start somewhere in the file.
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Posted on 10-31-13 10:52:14 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by koolaidman at 10-31-13 11:06:49 PM) Link
We'd need to figure out the base/loading address for DLLS.bin in order to disassemble it properly (I think). As I said earlier, there's a list of 599 addresses in DLLSIMPO.BIN and DLLSIMPORTTAB.BIN (both files are 1:1 the same). The lowest address the list has is 80000300, the highest address in the list is 80101BE0 with a difference of 1018E0. INCLUDE.bin contains symbol names for maybe 446 various flags, functions, objects, actions, etc in alphabetical order. I don't know if I mentioned this earlier, but every symbol name in INCLUDE.bin has one byte immediately before the first character of the name with a random value associated for each one, anyone know what it could be? One thing I didn't mention before is that the included default.dol on the root of the disc image (the one with those shared strings from DLLS.bin) loaded both DLLS.tab and DLLSIMPO.bin before the game crashed at start up. I don't know if the game was going to or was trying to load DLLS.bin at that point though, the error that OSReport stated as I said before was:




49:04:680 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: GXInitTexObj: width too large in "GXTexture.c" on line 512.
49:04:680 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
49:04:681 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Address: Back Chain LR Save
49:04:681 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x803b3f18: 0x803b3fa8 0x80009aa8
49:04:681 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x803b3fa8: 0x803b4020 0x80025d18
49:04:682 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x803b4020: 0x803b4060 0x800a5734
49:04:682 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x803b4060: 0x803b40c0 0x800a4dac
49:04:683 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x803b40c0: 0x803b40d8 0x80077c14
49:04:683 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x803b40d8: 0x803b40f0 0x800779fc
49:04:683 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x803b40f0: 0x803b4100 0x800a47e8
49:04:684 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x803b4100: 0x803b4110 0x8018fc54
49:04:684 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x803b4110: 0x803b4160 0x80077e58
49:04:684 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x803b4160: 0x803b4170 0x80077cec
49:04:685 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x803b4170: 0xffffffff 0x800031ec

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Posted on 11-02-13 01:52:49 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by koolaidman at 11-02-13 02:05:01 PM) Link
Not sure what you exactly mean by "the whole story". Obviously it does have something to do with cutscenes, but I was questioning what kind of data is actually in the file. Not sure if it contains cutscene animations, compressed text, etc. DLLS does mention these strings for it though:


ROM:00187600 00000026 C triggers: unknown trigger object %d.\n                                                                              

ROM:00187628 00000022 C TRIGGER: warning Script overflow\n
ROM:0018764C 00000021 C Trigger [%d], Gamplay Vulnerable
ROM:00187670 00000037 C Trigger [%d], Music Action, Action Num [%d] Free
ROM:001876A8 00000036 C Trigger [%d], Music Action, Action Num [%d] Set
ROM:001876E0 00000042 C Trigger [%d], Sound FX, Action Num [%d],Handle Num [%d]
ROM:00187724 0000004D C Trigger [%d], Camera, Action [%d], Camera Num [%d], PassDir [%d]
ROM:00187774 0000001B C Trigger [%d], Track Sky On
ROM:00187790 0000001C C Trigger [%d], Track Sky Off
ROM:001877AC 00000021 C Trigger [%d], Track AntiAlias On
ROM:001877D0 00000022 C Trigger [%d], Track AntiAlias Off
ROM:001877F4 00000022 C Trigger [%d], Track SkyObjects On
ROM:00187818 00000023 C Trigger [%d], Track SkyObjects Off
ROM:0018783C 0000001C C Trigger [%d], Track Dome On
ROM:00187858 0000001D C Trigger [%d], Track Dome Off
ROM:00187878 00000022 C Trigger [%d], Track MrSheen On %d
ROM:0018789C 00000020 C Trigger [%d], Track MrSheen Off
ROM:001878BC 0000003E C Trigger [%d], Environment Effect, Action Num [%d], Range [%d]
ROM:001878FC 0000004D C Trigger [%d], Lighting, Action [%d], Range [%d], PassDir [%d]
ROM:0018794C 0000003C C Trigger [%d], Anim Sequence, SequenceID [%d], Activate
ROM:00187988 0000003C C Trigger [%d], Anim Sequence, SequenceID [%d], Flag = 1
ROM:001879C4 0000003C C Trigger [%d], Anim Sequence, SequenceID [%d], Flag = 0
ROM:00187A00 00000032 C Trigger [%d], Trigger, Local ID [%d]
ROM:00187A34 0000002C C Storyboard disabled, please remove trigger\n
ROM:00187A60 0000001D C Trigger [%d], LOD Model [%d]
ROM:00187A80 00000043 C Trigger [%d], Setup Point, Level [%d], SetupPoint [%d]
ROM:00187AC4 00000014 C Trigger [%d], Bits\n
ROM:00187AD8 0000001B C Trigger [%d], Object Load\n
ROM:00187AF4 0000001B C Trigger [%d], Object Free\n
ROM:00187B10 0000001D C Trigger [%d], Object Toggle\n
ROM:00187B30 00000018 C Trigger [%d], Tex Load\n
ROM:00187B48 00000018 C Trigger [%d], Tex Free\n
ROM:00187B60 00000021 C TRIGGER: warning DLL not loaded\n
ROM:00187B84 0000001D C Script [%d], Subscript [%d]\n
ROM:00187BA4 0000001B C Trigger [%d], Object Load\n
ROM:00187BC0 0000001B C Trigger [%d], Object Free\n
ROM:00187BDC 00000012 C Restart Set [%d]\n
ROM:00187BF0 00000014 C Restart Clear [%d]\n
ROM:00187C04 00000013 C Restart Goto [%d]\n
ROM:00187C18 00000012 C killing sidekick\n
ROM:00187C2C 0000000D C findobj %i \n
ROM:00187C3C 00000043 C Trigger [%d], amSfxWaterFallsSetFlags, Action [%d], PassDir [%d]



But I don't know what kind of data is inside the file.

Also I found something extremely useful. The .tab files are definitely 4 byte aligned "tables" of addresses for their corresponding file. This means we might be able to determine where certain pieces of data (either they be code or data) begin and end, and how many are actually in the file. For assets like models and sounds, we might be able to code something quick to split the file up. For instance, according to their .tab files:

BLOCKS.bin - 1265 models (base address: 00000000)
STORYBOARD.bin - 92 of something (base address: 00000000)
MPEG.bin - 1037 voice clips (base address: 00000000)
ANIM.bin - 2550 animations (base address: 00000000)
TEX.bin - 352 textures (base address: 00000000)

Some weird tables:
AUDIO.bin - We all know this is where sequence data for the music is stored, but there's some more information completely unrelated to audio (seems to be more for textures) that's padded onto the file at 0x11BCFC till EOF. The table for the file has 3 addresses that make sense for audio, the first address is 00000000, which is the start of a list of addresses with a base of 00000000 for the contents of the file itself. 0xE000 is the start of the actual music sequencing data, 0xB8A78 looks to be the start of the sound effect sequencing data. But whatever that information that's padded at 0x11BCFC, the address table for the file has addresses for each one. No idea what it could've been used for. Here's a snippet:



/DRkrazstatuetopr.rgb.at..N...81...(D...textures/DRlavat..N.ck.r...httr.....C..........,..90ures....ocks...0at.r....ttr...y........h......5.ures/DRrocksrepeatlighter.rg..N.tr.F...hD.......ures....usty..90lNOs....rgb...N..Ch....(...,textures/DRrustymetalsha



DLLS.bin - "DLLSIMPO" and "DLLSIMPORTTAB" already have addresses, but DLLS.bin has a few with a base address of 00000000. 0x5B, 0xAE, 0x0, 0xC6. Does anyone wanna see what this could correlate to in the file? Maybe 0xC6 is the start of the instructions while all the other addresses point to certain parts of the file's header?
(note: last entries in the .tab lists are usually null (FFFFFFFF) or zero)

I wonder if anyone can write a model viewer for these model files? The textures are a combination of RGB and RGBA.
koolaidman
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Posted on 11-02-13 07:43:33 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by koolaidman at 11-02-13 07:47:02 PM) Link
Well this is interesting...







These are from TEX.bin (I used N64Rip). Sorry for the bad sizes, but the colors look correct. This doesn't resemble anything from DP AT ALL. There may be some Dinosaur Planet textures thrown around here and there, but I have no idea (it is a pretty decent sized file after all). In fact, these look a lot like something from Diddy Kong Racing. But I don't recognize any of these from Diddy Kong Racing either. Any of these familiar to anyone? Diddy Kong Racing 2?

...
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Posted on 11-02-13 08:10:42 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
The other files need to be uncompressed since they're using zlib. Strangely enough even though the demo/retail game doesn't load TEX0/TEX1 the default.dol that's on the root of the disc loads the .tab for TEX1 and both tab and bin for TEX0. Which is weird.

Can someone who likes ripping textures out get all the stuff out of TEX.bin? You can download it here. I'm starting to think the textures for DP aren't in this file, but quite possibly from Diddy Kong Racing (2). But I'm not good at using N64Rip, so someone with more know how should try it.
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Posted on 11-02-13 09:12:45 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by koolaidman at 11-02-13 09:15:08 PM) Link
Originally posted by divingkataetheweirdo

gilgamesh means to say that a lot of the stuff found here was already found by him a couple of years ago (like the voice clips, the spacey background, as well as all those files in general). Still, there's plenty of things here I've learned about from his topic.


Alright. Not to start anything, but the difference here is that I'm pretty much telling you exactly where these are coming from, whereas he said absolutely nothing about the origins/context of whatever he posted. So it's difficult to treat anything he says seriously.

I shouldn't have to be doing any of this. If he said exactly where his information came from, people who are more technically capable would've been doing a lot of what I'm doing over a year a go already. Terrible decision on his part. But whatever.


Also, when I first saw "STORYBOARD,bin", I thought it actually contained still images of cutscenes not yet animated, which is I think of when I hear the word 'storyboard'. It wouldn't be unlikely that it's just how the game's cutscenes were/are organized and/or played though.


Maybe. I noticed that the addresses provided in the table correlate to the 92 "parts" of the file with what looks like a header (or at least part of one). "8470000009" seems to be a common pattern, but anything else after that still seems like gobbly gook (compressed). Maybe the file itself isn't compressed but it's composed of multiple compressed files? I'm not sure, I'm sure SubDrag might have an idea since he's dealt with a lot of Rare's compression formats.

Originally posted by Rena
Originally posted by koolaidman



/DRkrazstatuetopr.rgb.at..N...81...(D...textures
/DRlavat..N.ck.r...httr.....C..........,..90ures....ocks...
0at.r....ttr...y........h......5.ures/DRrocksrepeatlighter
.rg..N.tr.F...hD.......ures....usty..90lNOs....rgb...N..
Ch....(...,textures/DRrustymetalsha



This looks compressed.


I was thinking the same thing too. I believe the last time I talked to SubDrag he was thinking that it might be some form of LZ compression that he hadn't supported before.

Originally posted by xdaniel
"zz_StarFox051702_e3.gcm", right? And TEX.tab/TEX.bin in the root?

*snip*

Haven't figured out how to properly convert the other textures in the file yet, so that's it for now...



I love you xdaniel. I figured you'd try at it since I saw you on the board around the time I posted.

It definitely looks like Diddy Kong Racing for sure, but definitely not the one I'm familiar with...
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Posted on 11-03-13 12:48:28 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Extracted BLOCKS.bin.

Like I said before, the models aren't compressed in anything in the file, everything is just padding onto one big file. Using the addresses provided in the .tab file you can get all the models out of the file. Even though there are over a 1000 models, they're really just "parts" that make up a model. For example, mod5 has 21 separate models that make it up. There's no texture data in BLOCKS.bin though, just modeling data.

Now we just need a model viewer...*looks at xdaniel*

That'd be funny if the models turned out to be something from Diddy Kong Racing 2 again.
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Posted on 11-07-13 07:15:28 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by koolaidman at 11-07-13 07:44:20 PM) Link
The mod files in the root don't seem to be used. Only mods located in folders seem to be used. I could be wrong though, I still wish there was decent Dolphin support for this build of the game as I'm still getting spammy error logs. See this to see what this build loads up.

Also, speaking of compression, has anyone analyzed the zlib stuff inside TEX0/TEX1 and some of the other files? The blog post I posted before says it's a normal zlib stream but I can't seem to get anything out correctly. These two files plus MODELS.bin (which doesn't seem to be used in either the compiled demo or the default.dol) have appended zlb archives. Might be worth getting MODELS.bin stuff out to see what's inside...probably character/object models.

I also agree we should get someone more involved with N64 hardware to look at DLLS.bin.

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Posted on 11-08-13 10:10:44 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by koolaidman at 11-08-13 10:11:09 PM) Link
Noticed that STORYBOARD.bin and TRACKS.bin seem to have similar headers for each part contained in the file, at least maybe part of it. Based on the tab files for each, the 0x3 byte in what I think is the header is 0009. It definitely does look compressed in something though. What formats did Diddy Kong Racing use? Maybe these are similar?

TRACKS.bin should be something from Diddy Kong Racing since both FRONTTEXT.bin and TEX.bin have the same date as TRACKS.bin according to the 'out' log. In fact, there are quite a few files modified on Jan 6 1999. Some of the sizes in the 'out' log are different from the sizes included on the disc though, so this log is obviously a remnant from an earlier date (it probably wasn't made in 2001/2002).
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Posted on 11-09-13 01:28:58 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) (last edited by koolaidman at 11-09-13 01:40:54 PM) Link
OBJECTS.bin contains strings for a variety of objects used in the game, with some kind of data in between each object. In the prototype, believe it or not, this file is significantly bigger than the final retail version. And to top it all off, the prototype even includes a second OBJECTS file that contains significantly less entries that's not used called OBJECTS.bin2. Here are the list of objects name contained in that file (I used Hex Workshop to export the list of strings so there might be some inconsistencies):


Address        "Length (dec)"  "Length (hex)"  Strings

00000058 11 0B DummyObject
00000118 9 09 AnimDummy
000001D8 5 05 Sabre
00000998 7 07 Krystal
000011D8 6 06 Tricky
000014B8 11 0B TrickyBadge
00001578 15 0F TrickyBadgeChea
00001638 15 0F AnimTrickyBadge
000016F8 15 0F ModelsWithTrick
000017F8 10 0A AnimTricky
000018B8 8 08 AnimKyte
00001998 15 0F TrickyExclamati
00001A58 14 0E TrickyQuestion
00001B18 10 0A TrickyFood
00001BD8 5 05 sword
00001CD8 5 05 staff
00001E18 10 0A fox_shield
00001ED8 9 09 staffAnim
00001F98 8 08 staffEnd
00002058 15 0F AnimStandardFir
00002118 8 08 BackPack
000021D8 11 0B groundquake
00002298 10 0A SCweaponT1
00002358 14 0E animSCweaponT1
00002418 10 0A SCweaponT2
000024D8 10 0A SCweaponT3
00002598 10 0A SCweaponT4
00002658 10 0A LFweaponT1
00002718 10 0A LFweaponT2
000027D8 9 09 BGSweapon
00002898 8 08 projball
00002957 15 0F 6rapidFireLaser
00002A18 7 07 grenade
00002AD8 7 07 icebeam
00002B98 15 0F FlameThrowerSpe
00002C58 9 09 FlameBall
00002D18 11 0B SkeetlaWall
00002DD8 8 08 ChukChuk
00002EB8 9 09 Kaldachom
00003018 7 07 Grimble
00003118 8 08 Snipluck
000032D8 8 08 Snaplack
00003498 15 0F TumbleWeedBush1
00003578 15 0F TumbleWeedBush2
00003658 15 0F TumbleWeedBush3
00003738 15 0F TumbleWeedBush4
00003818 9 09 GuardClaw
000039B8 13 0D GCRobotPatrol
00003AB8 6 06 Vambat
00003B78 7 07 Firebat
00003C38 10 0A HagabonMK2
00003CF8 9 09 Mikaladon
00003DB8 11 0B SpittingEba
00003E78 10 0A MutatedEba
00003F58 7 07 Rachnop
00004038 6 06 PinPon
000041D8 6 06 Weevil
00004298 11 0B BattleDroid
00004398 6 06 Kooshy
00004478 10 0A KooshyHill
00004538 10 0A HoodedZyck
000045F8 11 0B FireCrawler
000046F8 6 06 RedEye
000048D8 12 0C ShadowHunter
000049D8 12 0C SwampStrider
00004A98 7 07 Hagabon
00004B58 11 0B SwarmBaddie
00004C18 10 0A WispBaddie
00004CD7 16 10 1KaldachomShield
00004D97 16 10 1LaserTurretShie
00004E57 14 0E 1KaldachomSpit
00004F17 12 0C 1PinPonSpike
00004FD7 9 09 1MikaBomb
00005097 15 0F 1MikaBombShadow
00005157 8 08 1IceBall
00005217 13 0D 1IceBallSmall
000052D7 11 0B 1ChukaChuck
00005397 7 07 1Pollen
00005457 15 0F 1PollenFragment
00005517 12 0C 1Tumbleweed1
000055F7 12 0C 1Tumbleweed2
000056D7 12 0C 1Tumbleweed3
000057B7 12 0C 1Tumbleweed4
00005877 16 10 1Tumbleweed1twig
00005977 16 10 1Tumbleweed2twig
00005A77 16 10 1Tumbleweed3twig
00005B77 16 10 1GCRobotLightBea
00005C38 12 0C GCRobotBlast
00005CF7 16 10 1GCRobotPatrolLi
00005DB7 15 0F 1GCbaddieShield
00005E78 15 0F sharpclawSnowcl
000061B8 14 0E sharpclawGrunt
00006578 15 0F sharpclawSoldie
00006898 15 0F sharpclawComman
00006BB8 15 0F sharpclawAssass
00006ED8 15 0F sharpclawShadow
000071F8 10 0A CannonClaw
00007358 15 0F BossGeneralScal
000076B8 15 0F baddieInterestP
00007778 12 0C AnimSnowClaw
00007878 13 0D AnimSharpclaw
00007978 15 0F AnimSharpclawSo
00007A78 15 0F AnimSharpclawCo
00007B78 15 0F AnimSharpclawAs
00007C78 8 08 DIM_Boss
00007FF8 11 0B DIM_BossGut
000080B8 14 0E DIM_BossTonsil
000081D8 15 0F DIM_BossGutSpik
00008298 15 0F DIMBossIceSmash
00008378 12 0C DIM_BossSpit
00008438 13 0D DIMSpellstone
000084F8 15 0F DIMbosscrackpar
000085B8 15 0F DIMbossfiregrat
00008677 11 0B " AnimDrakor"
00008737 11 0B " BossDrakor"
000088B7 14 0E " DrakorMissile"
00008977 15 0F " DrakorHoverPad"
00008A57 13 0D " DrakorEnergy"
00008B17 12 0C " DrakorCrate"
00008BD7 16 10 " DrakorSpellston"
00008C97 15 0F 8DRDebrisGirder
00008D57 14 0E 8DRDebrisPipes
00008E17 13 0D 8DRDebrisPipe
00008ED7 16 10 " BossDrakorDeath"
00008F98 5 05 Timer
00009058 15 0F BossDarkorFlame
00009117 16 10 " BossDrakorFireH"
000091D7 16 10 " BossDrakor_sequ"
000092B7 16 10 " BossDrakor_Dumm"
00009377 12 0C !KT_RexLevel
00009437 7 07 !KT_Rex
00009677 16 10 !KT_RexSequences
00009757 16 10 !KT_RexDoorPlaye
00009837 15 0F !KT_RexDoorTrex
00009917 16 10 !KT_RexFloorSwit
000099D7 13 0D !KT_Lazerwall
00009A97 14 0E !KT_Lazerlight
00009B57 9 09 !KT_Torch
00009C17 16 10 !KT_Fallingrocks
00009CD7 16 10 !KT_AnimSpellSto
00009D98 13 0D generalscales
0000A098 8 08 KytesMum
0000A238 12 0C AnimKytesMum
0000A2F8 13 0D AnimGuardClaw
0000A3B8 6 06 steggy
0000A478 6 06 Nutter
0000A538 7 07 Mammoth
0000A5F8 5 05 Trex1
0000A6B8 6 06 Krazoa
0000A778 13 0D AnimGuardClaw
0000A8B8 14 0E CFrunnerstatue
0000A978 14 0E CFrunnerstatue
0000AA38 13 0D CFLightPillar
0000AAF8 14 0E CFDungeonLight
0000ABB8 11 0B CFGCrubble1
0000AC78 11 0B CFGCrubble2
0000AD38 11 0B CFGCrubble3
0000ADF8 11 0B CFGCrubble4
0000AEB8 13 0D CFGCpillbreak
0000AF78 14 0E CFGCsmallblock
0000B038 7 07 SkyDome
0000B0F8 14 0E CFLevelControl
0000B1B8 15 0F CFCloudCalPicku
0000B2D8 15 0F CFAnimCloudCall
0000B398 11 0B CFCloudCall
0000B458 15 0F CloudPrisonCont
0000B518 15 0F CloudShipContro
0000B5D8 13 0D CF_ObjCreator
0000B698 13 0D CFPrisonGuard
0000B7D8 11 0B CFPrisonKey
0000B8F8 15 0F CFPickKrystalSt
0000BA18 11 0B CFPowerLock
0000BB18 12 0C CFPrisonDoor
0000BBF8 15 0F CFWinPrisonDoor
0000BCD8 13 0D CFPrisonUncle
0000BE18 15 0F CFProjectileFra
0000BED8 7 07 CFPerch
0000BFD8 12 0C CFPrisonCage



You can view the object list for OBJECTS.bin in both the prototype and the final US version here (because the list is enormous, I won't post everything here):

Prototype
US Final

The only thing that seems to be missing from OBJECTS.bin2 (besides everything after CFPrisonCage) is 8InfoTablet.

Also to Hugo: did you show Phil the music I ripped?
Pages: 1 2 3 4 5 6
Jul - Posts by koolaidman


Rusted Logic

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

21 database queries, 56 query cache hits.
Query execution time:  0.083330 seconds
Script execution time:  0.040895 seconds
Total render time:  0.124225 seconds


TidyHTML vomit below
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line 376 column 22 - Warning: <img> lacks "alt" attribute
line 376 column 63 - Warning: <img> lacks "alt" attribute
line 376 column 112 - Warning: <img> lacks "alt" attribute
line 376 column 162 - Warning: <img> lacks "alt" attribute
line 387 column 15 - Warning: <img> lacks "alt" attribute
line 404 column 22 - Warning: <img> lacks "alt" attribute
line 404 column 63 - Warning: <img> lacks "alt" attribute
line 404 column 112 - Warning: <img> lacks "alt" attribute
line 404 column 162 - Warning: <img> lacks "alt" attribute
line 415 column 15 - Warning: <img> lacks "alt" attribute
line 419 column 146 - Warning: <font> attribute "color" had invalid value "7C60B0" and has been replaced
line 592 column 22 - Warning: <img> lacks "alt" attribute
line 592 column 63 - Warning: <img> lacks "alt" attribute
line 592 column 112 - Warning: <img> lacks "alt" attribute
line 592 column 162 - Warning: <img> lacks "alt" attribute
line 603 column 15 - Warning: <img> lacks "alt" attribute
line 607 column 176 - Warning: <font> attribute "color" had invalid value "7C60B0" and has been replaced
line 626 column 22 - Warning: <img> lacks "alt" attribute
line 626 column 63 - Warning: <img> lacks "alt" attribute
line 626 column 112 - Warning: <img> lacks "alt" attribute
line 626 column 162 - Warning: <img> lacks "alt" attribute
line 637 column 15 - Warning: <img> lacks "alt" attribute
line 641 column 176 - Warning: <font> attribute "color" had invalid value "7C60B0" and has been replaced
line 654 column 22 - Warning: <img> lacks "alt" attribute
line 654 column 63 - Warning: <img> lacks "alt" attribute
line 654 column 112 - Warning: <img> lacks "alt" attribute
line 654 column 162 - Warning: <img> lacks "alt" attribute
line 665 column 15 - Warning: <img> lacks "alt" attribute
line 669 column 176 - Warning: <font> attribute "color" had invalid value "7C60B0" and has been replaced
line 696 column 22 - Warning: <img> lacks "alt" attribute
line 696 column 63 - Warning: <img> lacks "alt" attribute
line 696 column 112 - Warning: <img> lacks "alt" attribute
line 696 column 162 - Warning: <img> lacks "alt" attribute
line 707 column 15 - Warning: <img> lacks "alt" attribute
line 711 column 176 - Warning: <font> attribute "color" had invalid value "7C60B0" and has been replaced
line 785 column 22 - Warning: <img> lacks "alt" attribute
line 785 column 63 - Warning: <img> lacks "alt" attribute
line 785 column 112 - Warning: <img> lacks "alt" attribute
line 785 column 162 - Warning: <img> lacks "alt" attribute
line 796 column 15 - Warning: <img> lacks "alt" attribute
line 800 column 176 - Warning: <font> attribute "color" had invalid value "7C60B0" and has been replaced
line 805 column 109 - Warning: <img> lacks "alt" attribute
line 806 column 168 - Warning: <img> lacks "alt" attribute
line 807 column 227 - Warning: <img> lacks "alt" attribute
line 808 column 286 - Warning: <img> lacks "alt" attribute
line 809 column 345 - Warning: <img> lacks "alt" attribute
line 813 column 981 - Warning: <img> proprietary attribute value "absmiddle"
line 813 column 981 - Warning: <img> lacks "alt" attribute
line 821 column 22 - Warning: <img> lacks "alt" attribute
line 821 column 63 - Warning: <img> lacks "alt" attribute
line 821 column 112 - Warning: <img> lacks "alt" attribute
line 821 column 162 - Warning: <img> lacks "alt" attribute
line 832 column 15 - Warning: <img> lacks "alt" attribute
line 849 column 22 - Warning: <img> lacks "alt" attribute
line 849 column 63 - Warning: <img> lacks "alt" attribute
line 849 column 112 - Warning: <img> lacks "alt" attribute
line 849 column 162 - Warning: <img> lacks "alt" attribute
line 860 column 15 - Warning: <img> lacks "alt" attribute
line 864 column 176 - Warning: <font> attribute "color" had invalid value "7C60B0" and has been replaced
line 895 column 2970 - Warning: <img> proprietary attribute value "absmiddle"
line 895 column 2970 - Warning: <img> lacks "alt" attribute
line 906 column 22 - Warning: <img> lacks "alt" attribute
line 906 column 63 - Warning: <img> lacks "alt" attribute
line 906 column 112 - Warning: <img> lacks "alt" attribute
line 906 column 162 - Warning: <img> lacks "alt" attribute
line 917 column 15 - Warning: <img> lacks "alt" attribute
line 938 column 22 - Warning: <img> lacks "alt" attribute
line 938 column 63 - Warning: <img> lacks "alt" attribute
line 938 column 112 - Warning: <img> lacks "alt" attribute
line 938 column 162 - Warning: <img> lacks "alt" attribute
line 949 column 15 - Warning: <img> lacks "alt" attribute
line 953 column 176 - Warning: <font> attribute "color" had invalid value "7C60B0" and has been replaced
line 970 column 22 - Warning: <img> lacks "alt" attribute
line 970 column 63 - Warning: <img> lacks "alt" attribute
line 970 column 112 - Warning: <img> lacks "alt" attribute
line 970 column 162 - Warning: <img> lacks "alt" attribute
line 981 column 15 - Warning: <img> lacks "alt" attribute
line 985 column 176 - Warning: <font> attribute "color" had invalid value "7C60B0" and has been replaced
line 998 column 22 - Warning: <img> lacks "alt" attribute
line 998 column 63 - Warning: <img> lacks "alt" attribute
line 998 column 112 - Warning: <img> lacks "alt" attribute
line 998 column 162 - Warning: <img> lacks "alt" attribute
line 1009 column 15 - Warning: <img> lacks "alt" attribute
line 1013 column 176 - Warning: <font> attribute "color" had invalid value "7C60B0" and has been replaced
line 1225 column 25 - Warning: <img> lacks "alt" attribute
line 1230 column 267 - Warning: <img> lacks "alt" attribute
line 147 column 137 - Warning: trimming empty <font>
line 149 column 269 - Warning: trimming empty <font>
line 1210 column 17 - Warning: trimming empty <tr>
line 1213 column 269 - Warning: trimming empty <font>
line 1215 column 137 - Warning: trimming empty <font>
line 125 column 68 - Warning: <nobr> is not approved by W3C
line 141 column 68 - Warning: <nobr> is not approved by W3C
line 177 column 27 - Warning: <nobr> is not approved by W3C
line 205 column 27 - Warning: <nobr> is not approved by W3C
line 235 column 27 - Warning: <nobr> is not approved by W3C
line 265 column 27 - Warning: <nobr> is not approved by W3C
line 299 column 27 - Warning: <nobr> is not approved by W3C
line 327 column 27 - Warning: <nobr> is not approved by W3C
line 360 column 27 - Warning: <nobr> is not approved by W3C
line 392 column 27 - Warning: <nobr> is not approved by W3C
line 420 column 27 - Warning: <nobr> is not approved by W3C
line 608 column 27 - Warning: <nobr> is not approved by W3C
line 642 column 27 - Warning: <nobr> is not approved by W3C
line 670 column 27 - Warning: <nobr> is not approved by W3C
line 712 column 27 - Warning: <nobr> is not approved by W3C
line 801 column 27 - Warning: <nobr> is not approved by W3C
line 837 column 27 - Warning: <nobr> is not approved by W3C
line 865 column 27 - Warning: <nobr> is not approved by W3C
line 922 column 27 - Warning: <nobr> is not approved by W3C
line 954 column 27 - Warning: <nobr> is not approved by W3C
line 986 column 27 - Warning: <nobr> is not approved by W3C
line 1014 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 260 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