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04-24-22 08:52:40 PM
Jul - Posts by omega59
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omega59
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Posted on 09-15-13 06:25:31 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
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?
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Posted on 09-15-13 06:37:24 AM, in HL2 E3 2003 demo (last edited by omega59 at 09-15-13 06:38:52 AM) Link
I don't know if anyone else has discovered this, I found HL2 E3 tech demo from 2003. Somebody ripped the files a while back, and it's been released as "Missing Information". I wasn't the one that personally got it, but I think it may be on Steam (somebody confirm this). I currently don't have a link, but I played through the tech demo today. One thing to be noted though, is that a few textures, and one or more models is missing. Nothing major is affected though. It even comes with a prototype map, which immediately gives you the iceaxe. Oh, and one thing that's pretty annoying to me: The L4D gun-smoke is in the demo, but it's missing the textures, so you'll end up getting lots of pink checkerboard "smoke" obscuring the screen with a couple of guns. Look up the Demo on youtube so you know how to advance the tech demo levels.
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Posted on 09-15-13 03:41:01 PM, in HL2 E3 2003 demo Link
Yeah, and I kind of randomly came across it. The old weapons are pretty interesting, but there was a random GMod pack with them in it. It doesn't function quite the same though, which is a little wierd. I must say though, using a flare gun to light Combine on fire is satisfying.
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Posted on 09-16-13 07:28:50 AM, in HL2 E3 2003 demo Link
Originally posted by Celice
There's also the initial leak of the game, which pushed back the release date and lead to a large revision of the game, available online. If this e3 version was interesting to you, you should definitely check out the initial leak.

I think the copy I came across was called hl2-anon or something like that.

Thanks, I'll check it out. There's not too much to this demo, but I haven't disected it yet. The Combine's much different in modelling, animation, and even has a more elite and a convincing A.I. than the final release. Alyx's clothing textures are majorly different too.
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Posted on 09-18-13 06:22:32 AM, in Borderlands 2 Curiosity Link
Sort of a necro, but I figured out how to load specific maps, through the use of a shortcut. Inside WillowEngine.ini, at the very top, change both entries for "menumap.umap" to the desired map, but ending in .umap rather than UPK. Set the file to read only, otherwise it gets defaulted. Then, make a shortcut to BL2's exe file. Put the package name you wish to load after it. So if you set Benchmark_p.umap in WillowEngine.ini, you must then set the shortcut to end in "Benchmark_p.upk" It causes it to directly load Benchmark.umap from Benchmark.upk. Next, let's talk about this specific map. It's an unused benchmark based around the Bloodshot Stronghold. I have no idea if this is even the actual map for the stronghold, as I JUST discovered this method. If this post isn't too detailed, it's because I'm really freaking tired and have been loading maps for around 3 hours now. Nothing too interesting, but if the menumap and localmap aren't the same map, you'll get the message that you've lost the connection to the server and you'll get booted to the main menu, as a lvl 1 Axton. Make sure to delete these newly generated files. I'll see if a command line can load a specific character, but for now, this will just have to be dealt with. Also, if someone could effectively record the benchmark, that'd be great. My video card is too stuttery, so it keeps flashing on the recorded video. Anyway, after about 2 minutes (i haven't timed this), the level will reload, putting the camera at a set point in the level. You're unable to move until the next startup.
omega59
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Posted on 09-21-13 08:46:22 PM, in Borderlands 2 Curiosity Link
I'm already on the forums under the same name. I'm more active there too.
An interesting find that you can't really see normally too (I used UmodelGUI to look at it): Salvador's brass knuckles aren't just plain brass knuckles, they were part of a sword or a knife that was snapped off. That's pretty cool to put THAT much detail into a hard to see model.

And as for Skins, they use a holy crapton of color modifiers with a few decal textures (like the company skins, or Pink Pandoracorn for instance). These color modifiers and decals correspond on heads too. Pretty interesting, and considering the work it would take for one skin, the designers of them must have loved making them.
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Posted on 09-24-13 03:41:52 AM, in General information about the GB/GBC Codebreaker Link
It's quite interesting, but I believe it should go in the "ROM Hacking" section. TCRF is about games after all.
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Posted on 09-29-13 03:47:52 PM, in General information about the GB/GBC Codebreaker Link
Originally posted by KingMike
I had wondered if it would have been possible for someone to write a GB dumper that could work with only a Transfer Pak and a N64 controller USB adapter.

I'd guess if it was, someone would've done it by now?

Nope, not really likely that would be possible. With a customly programmed transfer pack maybe, but it'd be better to just make a USB drive to put the cartridge into.
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Posted on 09-30-13 05:27:45 AM, in Weird Discoveries Link
Originally posted by koolaidman

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...

It could've been used as some sort of debugging interface, the GBA functionality. That's a good way to get rid of screen clutter while debugging.
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Posted on 10-10-13 01:18:07 AM, in General information about the GB/GBC Codebreaker Link
Originally posted by Keitaro
Originally posted by omega59
Originally posted by KingMike
I had wondered if it would have been possible for someone to write a GB dumper that could work with only a Transfer Pak and a N64 controller USB adapter.

I'd guess if it was, someone would've done it by now?

Nope, not really likely that would be possible. With a customly programmed transfer pack maybe, but it'd be better to just make a USB drive to put the cartridge into.


Why not? The transfer pack is literally just a GameBoy cartridge connection attached via ribbon cable to a circuit board which interfaces the accessory port of the N64 controller. It has full SRAM read/write capabilities, so it would stand to reason that any other functionality cartridge interfacing would entail should also work. It would just be a matter of creating something software side to actually do anything useful, I would imagine.

Fair enough. Sounds more reasonable to me now.
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Posted on 10-23-13 05:12:07 AM, in Weird Discoveries Link
Originally posted by Zeek
The Stanley Parable has remnants of an editor located under /The Stanley Parable/platform/Models/editor. There's images of icons that I assume would be placed for scripted sequences.

I don't believe I've found all the endings yet, so I haven't delved into the main files for the game since I'd rather not spoil myself.

Yeah, that's just remnants of Portal 2's version of Hammer (I think that's Source Engine's editor). Document as much as you can find though, I need the Stanley Parable soon!
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Posted on 10-31-13 04:55:19 AM, in Weird Discoveries Link
Originally posted by Foxhack
So.

Ride to Hell: Retribution. Currently holds the lowest Metascore ranking on Steam. Arguably one of the buggiest games I've ever heard of. A game that made Angry Joe, a guy I don't usually like to watch, lose his mind.

So of course, I had to buy it.

I installed it, and what's the first thing I see in the binaries folder? Well that looks like a ton of Unreal Development Kit binaries! What else? Oh, looks like ScaleForm AMP and Scaleform CLIK Tools!

And a program called "gfxexport.exe" with a DLL file called PVRTexLib.dll. Hm! Wonder what they used that for?

Oh and there's three logs in there from June 26, 2013. The day the game shipped to Steam. The logs contain the name of the user who built the game, the folder it was stored in, basically how the game was built.

AND, I found something really curious: Apparently this game was supposed to ship with something called "Silverlink", which would enable exclusive features or something. This is also mentioned in Saints Row IV - people seem to think it was supposed to be DLC, but judging from this, it isn't. It's just another stupid social networking tool.


About="About Silverlink"
AboutText="Silverlink is a rewards system for Deep Silver games. A free, no-hassle Silverlink account lets you unlock exclusive rewards for any Silverlink-enabled Deep Silver game, just by playing! With the help of Silverlink, we can deliver new content and bonuses directly to your device. Deep Silver values your business and respects your privacy. Start using Silverlink right now and see for yourself."


Woah... that's an impressive find. What's in those logs though? Whoever made it obviously doesn't know what they need to delete to ship a game though, as they left in Scaleform tools like you've said. I may just check this out sometime. Let me guess though, if you add the commandline "editor" or "-editor" to the .exe file's shortcut, you can access the Unreal Editor?
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Posted on 11-04-13 05:02:06 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by oddMLan
This is amazing!
There're always A LOT of hidden goodies in Rareware games.
It might sound dumb but... with all these findings, would it be possible do a restoration of the game in a playable state?

I wonder if someday the original Dinosaur Planet ROM and Conker's Twelve Tales will leak to the internet. One can dream...

Of course, that's just the guy who's restoring it's take on how it would've been. No idea if it could be restored to playability, someone a bit more knowledgeable about these findings than I am would need to be the judge on this matter. It would be cool though.
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Posted on 11-04-13 05:11:35 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by 2Tie
Something interesting I know about SFA that I don't know if it applies to most other games, but any *polygons* that aren't in the camera's frustum simply aren't rendered at all. You can see this if you use Dolphin's auxiliary camera while on foot. I assume this was done to improve framerate/speed of the game. If this was carried over from DP, I think it's safe to say that instead of handling each polygon, it just stops rendering a chunk of a level (as broken up in the BLOCK files) once it leaves the camera. Sorry if this is common knowledge, or someone pointed it out that I missed :/

Some games do this. I know LOZ: Twilight Princess does it, Halo (PC), but it's at about 180º where it stops the render for both, so you absolutely can't tell. LOZ: Wind Waker likely does this as well. I don't know of any others, as it's hard to find out on non-emulated games. Only way I found out about Halo was a DirectX exporter that exports the rendered frame as a model. Also, Halo is extremely flat when exported.
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Posted on 11-06-13 12:48:55 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by Kett
I don't think that 'The Wind Waker' does that too, looking at the map models reveals them in a whole piece instead of being split up.

Twilight Princess just doesn't render most things behind Link. Since Wind Waker is very similar, I'm pretty sure it would act the same way as Twilight Princess does.
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Posted on 11-07-13 04:06:35 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by xdaniel
Didn't get to experiment and code much the last few days, been sick, or rather still am. Still, some changes to "DP Remnant Viewer" as the viewer thingy's called now, mainly on the GUI side, but also in that I've applied some semi-arbitrary coloring to polygons - it's taken from data in the primitives that aren't actually colors, but serve well enough to visualize the models better, I think:



The previous rendering style can still be re-enabled from the menu, by unchecking the colorization and checking the wireframe options; will be posting a new build with all this later, I guess, and likely with the C# source, too.


Impressive, really, it is. The colorization helps bring out the shape quite a bit more than before.
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Posted on 11-09-13 05:14:00 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by Tamkis
Originally posted by CoinCollector
Originally posted by puddinpops
Besides waiting for this Phil, we still haven't gotten a real n64 pro in here to look at any of this, have we?

Think it's time we start looking

Yeah that'd be pretty good, wouldn't it?

Alrighty, I sent off some emails/PMs to the N64 ultradudes I could think of off the top of my head: marshalh, Coolboyman, Zoinkity, & SubDrag.


It also couldn't hurt to maybe email/PM Skelux (of SMSR fame) and Kaze. Although both are primarily involved with SM64 hacking, both have an excellent grasp on MIPS R4300i, and both are members on Jul.
. Just my 2c.


I'd say it's worth a shot. Nothing bad can really come from that can it? Also, I'm impressed by the progress being made almost daily, keep this up, it's awesome.
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Posted on 11-09-13 05:17:20 AM, in Do we do unreleased games, that were never meant to be released? Link
I'd say you should document a normal playthrough of the demo, then document what isn't used in a normal demo playthrough.
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Posted on 11-17-13 08:24:00 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by Celice
Originally posted by Hugo_Peters


3. I'm pretty sure it doesn't use any code from CBFD, as the code from DP was "directly evolved" from the codebase of Diddy Kong Racing, besides, DP and CBFD were being developed by different teams, and at Rare teams were barely allowed to see each other's games, the company was "incredibly secretive", so, DP format is mix of DKR & CBFD? No. DP format is DKR? Yes,


As a side note, according to the developer commentary playthrough videos of Conker's Bad Fur Day, a couple elements from the early Conker's Twisted Tales (or whatever it was called) were unknowlingly lifted from their project by one of the Banjo Kazooie developers; the developers in the commentary had stated that they went back and tossed out or redesigned a lot of the "borrowed" assets and designs, because they couldn't have an overlap in game play like that in a final game.

Which kinda suggests it was kinda available for one dev team to spy on another pretty openly :o

Whoever lifted it was probably keeping an eye on the other somehow and was just trying to make their job easier. We wouldn't really know for certain, would we?
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Posted on 11-18-13 05:48:00 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by Hugo_Peters
Originally posted by Celice
Originally posted by omega59
Originally posted by Celice
Originally posted by Hugo_Peters


3. I'm pretty sure it doesn't use any code from CBFD, as the code from DP was "directly evolved" from the codebase of Diddy Kong Racing, besides, DP and CBFD were being developed by different teams, and at Rare teams were barely allowed to see each other's games, the company was "incredibly secretive", so, DP format is mix of DKR & CBFD? No. DP format is DKR? Yes,


As a side note, according to the developer commentary playthrough videos of Conker's Bad Fur Day, a couple elements from the early Conker's Twisted Tales (or whatever it was called) were unknowlingly lifted from their project by one of the Banjo Kazooie developers; the developers in the commentary had stated that they went back and tossed out or redesigned a lot of the "borrowed" assets and designs, because they couldn't have an overlap in game play like that in a final game.

Which kinda suggests it was kinda available for one dev team to spy on another pretty openly :o

Whoever lifted it was probably keeping an eye on the other somehow and was just trying to make their job easier. We wouldn't really know for certain, would we?

Well, when a developer directly states that another internal team took their ideas and got them working before they themselves could, that's a pretty stoic statement to consider. The Conker dev team felt that they couldn't present the idea that was now taken and used in a Banjo game because it would look bad on them--there was no way to prove that the gameplay idea and mechanic was originally part of the Conker project. I think I remember one of the devs saying that it was stuff like this that started putting the Conker project out of fuel early on before it was retracked as Bad Fur Day.

it's a brit eat brit world D:

Actually, when you watch GameGrumps (the one with Grant Kirkhope), he reveals that Conker Twelve Tales was in development before Banjo, and the Banjo team then took inspiration from Conker as their game sucked(?) and Conker looked amazing. So while the Banjo team was making their game more like Conker, the producer of Twelve Tales was eventually swapped with Chris Seavor, who then decided to turn the game into Bad Fur Day.

I need to watch that Game Grumps Episode. I've heard about it before, and that's pretty interesting.
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Jul - Posts by omega59


Rusted Logic

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

25 database queries, 52 query cache hits.
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Script execution time:  0.024828 seconds
Total render time:  0.096257 seconds


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line 778 column 25 - Warning: discarding unexpected </font>
line 787 column 58 - Warning: discarding unexpected </font>
line 765 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 161 column 22 - Warning: <img> lacks "alt" attribute
line 161 column 63 - Warning: <img> lacks "alt" attribute
line 161 column 112 - Warning: <img> lacks "alt" attribute
line 161 column 162 - Warning: <img> lacks "alt" attribute
line 172 column 15 - 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 200 column 15 - Warning: <img> lacks "alt" attribute
line 204 column 145 - Warning: <font> attribute "color" had invalid value "97ACEF" and has been replaced
line 215 column 22 - Warning: <img> lacks "alt" attribute
line 215 column 63 - Warning: <img> lacks "alt" attribute
line 215 column 112 - Warning: <img> lacks "alt" attribute
line 215 column 162 - Warning: <img> lacks "alt" attribute
line 226 column 15 - Warning: <img> lacks "alt" attribute
line 241 column 22 - Warning: <img> lacks "alt" attribute
line 241 column 63 - Warning: <img> lacks "alt" attribute
line 241 column 112 - Warning: <img> lacks "alt" attribute
line 241 column 162 - Warning: <img> lacks "alt" attribute
line 252 column 15 - Warning: <img> lacks "alt" attribute
line 270 column 22 - Warning: <img> lacks "alt" attribute
line 270 column 63 - Warning: <img> lacks "alt" attribute
line 270 column 112 - Warning: <img> lacks "alt" attribute
line 270 column 162 - Warning: <img> lacks "alt" attribute
line 281 column 15 - Warning: <img> lacks "alt" attribute
line 296 column 22 - Warning: <img> lacks "alt" attribute
line 296 column 63 - Warning: <img> lacks "alt" attribute
line 296 column 112 - Warning: <img> lacks "alt" attribute
line 296 column 162 - Warning: <img> lacks "alt" attribute
line 307 column 15 - Warning: <img> lacks "alt" attribute
line 325 column 22 - Warning: <img> lacks "alt" attribute
line 325 column 63 - Warning: <img> lacks "alt" attribute
line 325 column 112 - Warning: <img> lacks "alt" attribute
line 325 column 162 - Warning: <img> lacks "alt" attribute
line 336 column 15 - Warning: <img> lacks "alt" attribute
line 351 column 22 - Warning: <img> lacks "alt" attribute
line 351 column 63 - Warning: <img> lacks "alt" attribute
line 351 column 112 - Warning: <img> lacks "alt" attribute
line 351 column 162 - Warning: <img> lacks "alt" attribute
line 362 column 15 - Warning: <img> lacks "alt" attribute
line 380 column 22 - Warning: <img> lacks "alt" attribute
line 380 column 63 - Warning: <img> lacks "alt" attribute
line 380 column 112 - Warning: <img> lacks "alt" attribute
line 380 column 162 - Warning: <img> lacks "alt" attribute
line 391 column 15 - Warning: <img> lacks "alt" attribute
line 410 column 22 - Warning: <img> lacks "alt" attribute
line 410 column 63 - Warning: <img> lacks "alt" attribute
line 410 column 112 - Warning: <img> lacks "alt" attribute
line 410 column 162 - Warning: <img> lacks "alt" attribute
line 421 column 15 - Warning: <img> lacks "alt" attribute
line 442 column 22 - Warning: <img> lacks "alt" attribute
line 442 column 63 - Warning: <img> lacks "alt" attribute
line 442 column 112 - Warning: <img> lacks "alt" attribute
line 442 column 162 - Warning: <img> lacks "alt" attribute
line 453 column 15 - Warning: <img> lacks "alt" attribute
line 471 column 22 - Warning: <img> lacks "alt" attribute
line 471 column 63 - Warning: <img> lacks "alt" attribute
line 471 column 112 - Warning: <img> lacks "alt" attribute
line 471 column 162 - Warning: <img> lacks "alt" attribute
line 482 column 15 - Warning: <img> lacks "alt" attribute
line 513 column 22 - Warning: <img> lacks "alt" attribute
line 513 column 63 - Warning: <img> lacks "alt" attribute
line 513 column 112 - Warning: <img> lacks "alt" attribute
line 513 column 162 - Warning: <img> lacks "alt" attribute
line 524 column 15 - Warning: <img> lacks "alt" attribute
line 531 column 167 - Warning: <img> proprietary attribute value "absmiddle"
line 531 column 167 - Warning: <img> lacks "alt" attribute
line 544 column 22 - Warning: <img> lacks "alt" attribute
line 544 column 63 - Warning: <img> lacks "alt" attribute
line 544 column 112 - Warning: <img> lacks "alt" attribute
line 544 column 162 - Warning: <img> lacks "alt" attribute
line 555 column 15 - Warning: <img> lacks "alt" attribute
line 571 column 22 - Warning: <img> lacks "alt" attribute
line 571 column 63 - Warning: <img> lacks "alt" attribute
line 571 column 112 - Warning: <img> lacks "alt" attribute
line 571 column 162 - Warning: <img> lacks "alt" attribute
line 582 column 15 - Warning: <img> lacks "alt" attribute
line 598 column 22 - Warning: <img> lacks "alt" attribute
line 598 column 63 - Warning: <img> lacks "alt" attribute
line 598 column 112 - Warning: <img> lacks "alt" attribute
line 598 column 162 - Warning: <img> lacks "alt" attribute
line 609 column 15 - Warning: <img> lacks "alt" attribute
line 618 column 559 - Warning: <img> lacks "alt" attribute
line 630 column 22 - Warning: <img> lacks "alt" attribute
line 630 column 63 - Warning: <img> lacks "alt" attribute
line 630 column 112 - Warning: <img> lacks "alt" attribute
line 630 column 162 - Warning: <img> lacks "alt" attribute
line 641 column 15 - Warning: <img> lacks "alt" attribute
line 650 column 461 - Warning: <img> proprietary attribute value "absmiddle"
line 650 column 461 - Warning: <img> lacks "alt" attribute
line 651 column 574 - Warning: <img> proprietary attribute value "absmiddle"
line 651 column 574 - Warning: <img> lacks "alt" attribute
line 665 column 22 - Warning: <img> lacks "alt" attribute
line 665 column 63 - Warning: <img> lacks "alt" attribute
line 665 column 112 - Warning: <img> lacks "alt" attribute
line 665 column 162 - Warning: <img> lacks "alt" attribute
line 676 column 15 - Warning: <img> lacks "alt" attribute
line 691 column 22 - Warning: <img> lacks "alt" attribute
line 691 column 63 - Warning: <img> lacks "alt" attribute
line 691 column 112 - Warning: <img> lacks "alt" attribute
line 691 column 162 - Warning: <img> lacks "alt" attribute
line 702 column 15 - Warning: <img> lacks "alt" attribute
line 724 column 22 - Warning: <img> lacks "alt" attribute
line 724 column 63 - Warning: <img> lacks "alt" attribute
line 724 column 112 - Warning: <img> lacks "alt" attribute
line 724 column 162 - Warning: <img> lacks "alt" attribute
line 735 column 15 - Warning: <img> lacks "alt" attribute
line 772 column 25 - Warning: <img> lacks "alt" attribute
line 777 column 267 - Warning: <img> lacks "alt" attribute
line 147 column 134 - Warning: trimming empty <font>
line 149 column 406 - Warning: trimming empty <font>
line 655 column 1129 - Warning: trimming empty <label>
line 655 column 1189 - Warning: trimming empty <label>
line 655 column 1238 - Warning: trimming empty <label>
line 757 column 17 - Warning: trimming empty <tr>
line 760 column 406 - Warning: trimming empty <font>
line 762 column 134 - 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 231 column 27 - Warning: <nobr> is not approved by W3C
line 257 column 27 - Warning: <nobr> is not approved by W3C
line 286 column 27 - Warning: <nobr> is not approved by W3C
line 312 column 27 - Warning: <nobr> is not approved by W3C
line 341 column 27 - Warning: <nobr> is not approved by W3C
line 367 column 27 - Warning: <nobr> is not approved by W3C
line 396 column 27 - Warning: <nobr> is not approved by W3C
line 426 column 27 - Warning: <nobr> is not approved by W3C
line 458 column 27 - Warning: <nobr> is not approved by W3C
line 487 column 27 - Warning: <nobr> is not approved by W3C
line 529 column 27 - Warning: <nobr> is not approved by W3C
line 560 column 27 - Warning: <nobr> is not approved by W3C
line 587 column 27 - Warning: <nobr> is not approved by W3C
line 614 column 27 - Warning: <nobr> is not approved by W3C
line 646 column 27 - Warning: <nobr> is not approved by W3C
line 681 column 27 - Warning: <nobr> is not approved by W3C
line 707 column 27 - Warning: <nobr> is not approved by W3C
line 740 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 265 warnings and 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