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04-24-22 11:58:37 AM
Jul - Posts by brian151
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brian151
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Posted on 12-23-16 04:25:39 AM, in How terrible is your ISP? Link

WIP



Hope I'm not violating any rules replying to such an old thread, but I have something pretty relevant.

So, for speed, my parent's ISP is usually pretty good
It's usually stable, but sometimes disconnects for unknown reasons... Not sure if the modem is glitchy or if they're doing unannounced technical maintenance...

I don't really like to gloat about this stuff, and I accept that people do NOT have unlimited bandwidth
Supposedly we get 100 MBPS, but the computers here are too old to likely be taking advantage of that...

Now, right when I was getting ready to come back here to check something, their "Acceptable Use Policy" agreement popped-up. Just clicked "accept" as is the universal thing to do with EULAs that no one actually follows by the book (or at all, oftentimes) ... lol

Anyways, noteworthy entries pertain to stuff like hacking and transmitting/downloading copyrighted content, the whole nine yards. Pretty sure sprite-ripping, downloading ripped spites, and mirroring webgames/websites violates most of these. Whatever...
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Posted on 12-23-16 09:12:26 PM, in Conker: Live & Reloaded unused and cut content wanted Link

WIP



From what I've read elsewhere, no one has been able to actually ACCESS most of the disk contents.
IDK if this has changed recently, but I'm guessing it hasn't, or that no one has shared their process/tools.
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Posted on 12-25-16 03:16:25 AM, in Why MineCraft (or any game) seems to get stale... Link

WIP



Welp, didn't expect this thread to just explode... lol

Don't think I really have much more to say.

I agree the tech trees in mods are ridiculous, though. And that's really an understatement. Modding in itself isn't all too fun, anymore, and has fallen so far behind the game (most of which being forge has become the "only official/legitimate" way to mod. Forge is another whole super-complex program in itself, that truthfully only advanced mods even NEED)

I also agree with the "can't unsee" thing...

Griefers are a problem, won't deny that. Most of the servers I joined had griefers and/or hackers running amok... The only good servers I found have shut-down. Most of my multiplayer games have been with friends, only... In general, multiplayer mode has too many problems. This is a problem plagued by just about any game, but the severity varies... Simple fact is some people are assholes that have nothing better to do than ruin the game for others. I haven't played ANY multiplayer game without that problem. Even some of my friends could be dicks at times... And then there's the games that are simply POORLY programmed...
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Posted on 12-27-16 05:50:05 AM, in Monster Maker Link

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Do these IEF files have the INDXmeta header thingy?

So, all I have found-out about the monster maker files is they're at least PARTIALLY a container format... I THINK... some of the meta-data from mmath.exe has references to a cpp source file that has the code for decoding ImaginEngine files (which is probably what IEF means)

now, colors...
I found the palettes in monster maker because i successfully dir-opened the actual director movie from the demo for monster maker (and had someone open the .dir, cuz my current situation leaves me without director). the colors are 4 bytes each. tilledGGD is setup to read them as four bytes per pixel/color big-endian with alpha at the start, but ignored.

unless you could even get some idea what the color palettes are like when loaded (monster maker demo even varies slightly from release, and this confused me at first), not sure...

in-file, the colors are four bytes RGB + A?

I am sure other IEF files exist, but I don't know if they will be of any use for finding-out more about this format.

I also have a couple ten megabytes of various attempts at decompiling mmath.exe, if anyone wants to look at that? The MOST reliable part is probably the disassembly, since it *theoretically* didn't change much from the "original" form, thus might at least be somewhat valid.

honestly, for my purposes, i'd want the sprites extracted with the pixel data remaining paletted, probably not unlike its current form, but more organized. monster maker uses a LOT of color-swapping for the monster parts.

Compression, I have no idea about. Pretty much confirmed the audio is some form of uncompressed PCM, but just like graphics and other data, without all the information that tells WHERE stuff is, what size, etc... not much luck extracting that, either...

Sorry I really can't help much more, this project is reaching the point I've probably done all I can do... /:


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Posted on 12-27-16 06:34:24 AM, in I make crap, too! Link

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This is to be open source, I'm just not confident with the code at ALL right now...
It's ugly, and currently is incapable of doing...MANY things it needs to...

I censored some stuff because, well, mainly it has just enough to potentially lead people towards a NSFW fan-game that's been repetitively cancelled and taken-over by new owners...

The name of the shown JS file, if not the filename of this image should be a pretty good indicator EXACTLY what this is supposed to be part of. I probably will include it in my game library as an optional default/included library for if you seriously wanted to load one of those and use its assets in an HTML5 game (WHY WOULD YOU DO THAT?!) interpreting/compiling the code is not on list of planned features, however. exporting it MIGHT be. (this is actually trivial)

Shown here is a new function, as I recently learned that SOME people like to make work harders for others by sometimes storing data in a different format T-T
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Posted on 12-27-16 10:31:31 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link

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Originally posted by MrQuetch
It's been awhile... Been busy... I'd love to start discovering DP N64 files! Unfortunately, I'm not sure where to start, nor will I have much time in the future like all of you guys - I've got a consistent job. As far as the N64 programming is concerned, I've got two books on C since this Christmas. If I can just start learning more C now, hopefully things will become much easier.

Maybe if everyone could just sacrifice roughly 10 - 20 minutes a day, maybe we could start getting somewhere. It's amazing just how high quality DP was for an N64 game. I'm just hoping Rare still has the original files - I'm sure they do, they must have them. If they truly care about their work, they will have the N64 remains somewhere at their HQ.


I don't think everyone here has free time, either...
I, myself won't much longer, because I'm req- MANDATED/EXPECTED to go to college and get a job.

People just don't think/work that way, even me (usually). I do actually agree with you, though. If you have absolutely NO TIME to do even a little bit of a side task outside of your work/school/'normal life' routine, then you've got some serious issues. work and school should NEVER literally dominate your life. You're little more than a slave when it reaches that point. Or you just don't care about family,friends,hobbies, anymore. I agree, doing it little bit at a time like that is ideal. I don't typically operate by deadlines/timers, though. I operate by completed tasks. Problem is just sorting all this information is SEVERAL tasks, at this point.

As for remnants:
Rare does still have traces of DP at HQ. Be that in actual game files is unknown. It's currently believed/known that their last copy of the cart is either lost or broken. (and regardless, getting them to leak would be like pulling teeth due to the very real fear/threat of legal actions being taken. We're also forgetting M$ owns Rare, now...) The source code, assets, and other presumably filled devcarts are with Nintendo, allegedly (nothing short of bribery, legal shenanigans, buying rights, or by some miracle [a Nintendo guy leaking those] [a petition not only getting enough signers, but being honored by Nintendo]) is going to get that data to us. Their are rumors of collectors possessing carts (and hopefully ROMs, the carts don't last forever), and while this may likely be true, collectors don't usually part with this stuff without a couple G's. They sure aren't inclined to dump/distribute the ROM, either. The marketing/story materials have surfaced, but it's unknown what the current status of these is. Smaller parts of the marketing/story were released online, but it's not a whole lot to go on. What we do know is some parts of DP have survived, especially in the kiosk demo, but this likely does not include characters. Some files have not yet been examined (all attempts at reading them have failed). Some of the tools have vanished off the face of the earth, as have their authors. There's also been more than a few hoaxes of people claiming to have acquired a cart/ROM...

I could try compiling/sorting all the information in this thread into one place/document, but I will NOT maintain the page, that's really not my cup of tea.
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Posted on 12-27-16 11:19:39 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link

WIP



skimmed first four pages of stuff and grabbed permalinks...
they have some brief notation as to what each is about

i tried to limit what i marked for later examination to stuff that seemed relevant. I might've skipped a few things, but probably not much...

I'll do 4-5 pages at a time

Once I have a list of links, I'll start making a more proper document/folder to catalogue/sort it.
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Posted on 12-28-16 12:14:43 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link

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Originally posted by divingkataetheweirdo
I do have one of the tools, Kyte's Command, archived on my computer. I can re-upload it somewhere like Google Drive, if you want.


Please do, that's among the missing tools that's quite valuable to these efforts (including those of restoring/remaking the game)

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Posted on 12-29-16 01:59:52 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link

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A lot of people don't work on these things cuz of a job... or in the case of youtube, their job is now unsustainable...

no one can... again, nintendo would be first bet for source code or assets. but even if MS does have some stuff as far as that's concerned, there's a million trademark/copyright disputes to settle with the big N since they shoehorned starfox in there. honestly, re-making DP will probably stir some controversy among fans of both series, and topics such as "should SFA and SF Assault be erased from the timeline?" will become a part of that...

umm, games are not ALL asm code. most are bytecode. at the end of the day, they BREAK DOWN to ASM/machine lang when the CPU processes them. just thought i'd correct that

i know how you feel... i would ALLOW for a system to swap between n64-level (or in DP case, pushing gamecube-level) geometry and ...TODAY geometry (WITHIN REASON) , if i made, requested, or commissioned a port/re-make of DP. I probably wouldn't make a ROM, but i'd constrain myself to some limitations of the n64, yes. (like its controller). The ONLY reason i'd even allow the advanced geometry is... a: modern gamers don't complain "dated graphics" . b : curious how DP would look with more detailed models (the rareminion leaks actually show a slight preview of this...) . for my purposes, I'd almost exclusively play using the n64-level geometry/effects. krystal indeed does look so cute that way!

rare were true masters of their trade. (and ironically, started out as total amateurs and hobbyist hackers, etc...) DP was pushing n64 limits and proving some general assumptions about the console's real power to be completely false. even SFA, which they were forced to convert DP into, has their magic touch. it's graphics can stand-up even against some of today's stuff, and yet the game still ran smoothly. (and considering they had fur-shading going on top of all the usual stuff, that's saying something) they were ahead of their time. I aspire to be at least SOMEWHAT like them, I know I will fail.

as for "programming is boring/tricky" that's just it, it's really not. in concept, it's simple. in practice, it's complicated by the fact that given your limited toolset, how do you achieve these effects? (let's face it, no toolset gives you the complete solution to your problem, you WILL make more tools just for your purpose even with the amazing power that is Flash,Unity,Unreal,Game Maker, etc...) I haven't gotten into C, but I've dabbled with x86 ASM and tutorials for it (never committed all the way) I can grasp the basic concepts of it pretty fast. C++ on the other hand... THAT one is notorious for being pretty damn difficult in all aspects. I find assembly code easier to read than C++ (and others do, too) people perpetuate that programming is so difficult most likely because of the whole "computer engineering" thing... but you can teach nearly any idiot how to code. However, only those who dedicate themselves to improving will make GOOD code. programming also has some elitism going on. There are a LOT of people who look down on those that started with stuff like BASIC, and BATCH. and they even talk about how GOTO is bad. ASM uses goto/jmp/, and CPUS probably always will. the problem is not GOTO and such, it's people who can't make a decent control flow. (in which case, they'll probably totally screw-up OOP and such, also) I started with batch, and I'm not mentally corrupted. Anything I can't learn about so-called PROPER programming (or programming in general) is solely because I can't find anyone/anything that explains it in a way I CAN learn from.


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Posted on 12-29-16 02:11:26 AM, in I make crap, too! Link

WIP



So, I worked some more on this project, and then I noticed some things about the DOMDocument.xml files in flash:

namely, version information.

There's not much to say about legit .fla's created by an adobe utility, these are filled completely and correctly, as would be expected

Now, here's the kicker:
COMMERCIAL decompilers vs FREE decompilers

here are the attributes of the DOMDocument's root tag from an fla I created with a commercial decompiler:
currentTimeline="1" xflVersion="2.0" xmlns="http://ns.adobe.com/xfl/2008/" xsi="http://www.w3.org/2001/XMLSchema-instance" width="700" height="530" frameRate="42.00" backgroundColor="#FFFFFF"

no version information... proprietary software is like, NOTORIOUS for leaving calling cards

Now, the version info (the noteworthy parts of it) for JPEXS Free Flash Decompiler:
creatorInfo="JPEXS Free Flash Decompiler" platform="Windows" versionInfo="Saved by JPEXS Free Flash Decompiler v.6.0.2"

the NON-COMMERCIAL one signs it??? ok... whatever

Just thought that was interesting.

Current breakthroughs in said project: jszip library loading POST-XFL/CS5 .fla files

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Posted on 12-29-16 08:31:52 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link

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Let's just say if I ever have a project get C&D'd... I won't comply, nor will I obligate my supporters/team members to.

the BIOS can be found on piratebay, just sayin'

I don't think you're pushing this thread much off-topic. It's actually had more than a few posts not tied to the kiosk ROM even slightly, but rather rare/DP in general...

Dolphin has a file explorer you can dissect .gcm/.iso with, the kicker is these cannot be put BACK together. They extract just fine.

Matrices are hard to understand without the right guide. I don't plan to tackle 3d much anytime soon. I AM looking into 2d skeletal animation, however.

I don't know/use C, but i can partially read C code...

You want to make a DP ROM? by all means, go ahead. One of the main goals of this whole discussion was to restore or re-make DP. just don't SELL it... (also, going under radar REALLY wouldn't hurt, Nintendo is on a roll abusing their copyrights...)

I can't seem to navigate the other replies atm, sry...

I don't think you've done/said anything here, though, that isn't welcome.
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Posted on 12-30-16 06:51:00 AM, in Is there anything you'd like to see here? Link

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Originally posted by FieryIce

Now, this might just be me being weird, as I know I have quite a few quirks when it comes to posting on forums, but I do have this feeling that somehow it's "wrong" to post something specific like I mentioned in a general forum like Gaming. I'm not saying it's because of any rule anyone has written, the feeling simply comes from what's on the forum itself. Most of the threads are "[Insert Game Here] Discussion" threads. It gives off the impression (and this might just be me being quirky) that I can only post about games that already have a generic discussion thread, or if I want to talk about one that doesn't then I need to create a generic discussion thread for it.

And I'm not saying there's anything wrong with that, either. Just saying that it might be worth considering whether a situation like this results in less activity or not.

We could do an experiment. Maybe we can hold some kind of poll among the community to see what kind of really specific topic (for which we have a generic forum like Entertainment or Gaming) has a lot of interest among the active users, and we create a forum for that. We see whether the forum works out and grows with discussion that we hadn't seen in the generic equivalent, and if it does, whether it's something we could replicate with more specific forums that interest the community. It might be fun



I agree
I feel my project threads about hacking/researching game-making tools don't fit in game hacking.
And stuff to do with ripping, is an iffy one, for while VERY relevant to the overall concept of 'hacking' ... game hacking USUALLY refers to the code (cuz, stereotypes/nitpicking).
In fact, I'm an expert at finding a category that considering what's ACTUALLY available for me, doesn't really 'fit' in anything. I almost ALWAYS have this issue with my artwork on Deviantart. Hundreds of categories, and none EXACTLY fits what I have made.

However, be careful HOW specific you go.
vg-resource's forum structure is an example (no offense to them, but...)
there are four sections for actual RIPPING, after the four resource sub-sites they provide:
spriters-resource
models-resource
textures-resource
sounds.resource
now, these all have sub forums
-ripping help
-project organization
-feedback/showreel

Here's the problem, though:
scenario A : models /textures / sprites are very intertwined as-is. so, someone who is going after ALL graphics in the game has quite the dilemma, already.
scenario B : some people (myself included) want to rip/dump something BESIDES models, like text/maps(the data part, these massive screenshots really annoy me when looking for TILES)/configs/animation stuff (proper spritesheets aren't as common these days, texture atlases and 2d skeletal animation are becoming pretty popular, also)/etc...

There's also this guy, where it's rather the name of the thread should change to suit the use:
game development > This thread has been accepted as the general dump-heap for programming projects of all kinds

In the case of A, the question is:
"do I pollute the resource threads by creating a thread in each category for the assets I'm ripping?"
OR
"do I post something that might be related to textures and/or sprites and/or sounds to models-resource?"
In the case of B, it's
"CRAP, WHERE THE HELL DO I POST THIS, PERIOD?"
gamedev: re-name programming/hacking

Now, on that same note, there's the opposite problem of over-generalization that creates ambiguities. let's take game sorting into account here

genres/types:
FPS
RPG
OPEN WORLD
PLATFORMER
PUZZLE
SIM
etc...

graphics:
3D
2D
2.5D

platform:
NES
SNES
N64
GAMECUBE
PC
XBOX
PLAYSTATION
MOBILE
etc...

series and or fairly obvious bootleg of series:
LOZ
Epic Battle Fantasy
Pokemon
Diablo
GTA

developers:
Nintendo
Microsoft
EA
Blizzard


game locations:
let's not...

Let's pretend someone doesn't know the name of the game in all cases (and this happens even with something that's EXTREMELY popular at the time)

Candy Crush Saga:
genre: puzzle (extremely generic! this is why we have sub-genres)
platform: mobile
developer: KING
series: let's just say saga

ocarina of time:
genre: ARPG
other modifiers: open world (apparently... the term is ambiguous)
series: LOZ
Developer: Nintendo
platform: n64, gamecube
locations: deku tree, gannon's castle, lost woods
HOLD ON...
OoT 2D
developer: fan-made, various
platform: PC
side notes: tried (and failed) many times, so this one in itself... the current results would be the one using aLTTP style, what if you want an older attempt?
OoT 3D
developer: nintendo
platform: 3DS

Epic Battle Fantasy 5:
developer: Matt Roszak/Kupogames
status: unreleased/indev
platform: presumably PC-WEB-FLASH, but I don't think it's yet set in stone
series: Epic Battle Fantasy
genre: [turn-based] RPG
modifiers: open world (as far as RPGs with rigid main quests go...) , has overworld

Alright, so here's where all these various terms become ambiguous.

legend of zelda ocarina of time:
i played it once as a kid, and was then banned from playing my brother-in-law's games due to a dumb-ass miss-understanding at school. (ironically, was allowed to watch)
at the time, only knew it as "legend of zelda" , and that my brother-in-law (actually, at the time just my sister's boyfriend) played it on the gamecube. things I remember most: sucking at playing, the deku tree

More 'recently' was doing LOZ research and learn:
platform: Nintendo 64! (CRAPPY COMPUTERS CAN EMULATE THIS!)
size: 32 MB (small download)
title: Ocarina of Time
realizations: just how MUCH of this I had seen my brother-in-law play when I was younger, and not realize IT WAS ALL THE SAME GAME. just how easy it is to clear that first dungeon, my problem was not understanding controls well. honestly, i definitely should've been a legend of zelda fan all along.
my keywords: '[inside the] deku tree'
any other search terms, I most likely wouldn't have found it.

Candy Crush Saga: who cares? but it'd be lost among the mess of puzzle and mobile games if it weren't so overrated/popular. One might find it if they recalled the developer, King... (IDK how many games they have, though...again I just don't care)

Epic Battle Fantasy 2 (you thought I was going to talk about 5, huh?):
I played this at some point after discovering Newgrounds
I sucked at it and ragequit, but did want to re-start at some point.
However, less tech-savvy/aware me didn't save links or remember name, nor really kept track of developers. all that stuck in my brain, standing the ultimate test of time "fantasy" (yeah, that narrows it down, huh?)
Sometime later, found EBF3 on Arcade Pre-hacks and THEN I remembered what game I had played and utterly FAILED at It was the art that gave it away, though. I now follow Matt Roszak on Deviantart! I even got two of my friends at school so damn addicted to it their talking about strategies and accomplishments for it was kind of annoying to me... lol But, hey, we all get that way about our favorite things...

Now, that MASSIVE textwall now out of the way, even very specific things can become too generic.
If someone is looking for a certain game, it might take several pieces of information, or a very specific piece of information unique to that exact game, to re-discover it.

Sorry for my lifestory, but I really believed that was the best way to explain this, as someone who is constantly challenged by the very ral problems of "how do i sort this shit?" "how do i find this shit i thought was cool?" "in what ways does this shit fall into a certain category?" , I know a thing or two about optimal ways to organize/categorize stuff, because I've dealt with the nightmare of what happens when you have too much or too little organization/labeling.

Now, Xkeeper, if you're talking about tags as in
#RPG,#ZELDA,#NINTENDO,etc...
I'd strongly advise having this kind of system, combined with a search bar.
The problem with tagging systems, though, is similar to what breaks other categories, anything from too few to too many.

One MAJOR gripe I have about this place is it's not streamlined for actually FINDING something if it's buried behind 1000 other things in the same general category.

When designing or setting-up a forum/wiki (or, ok, ANYTHING), you need to carefully craft your overall layout/organization according to a combination of general-purpose and nitpicky-specific categories, and then add additional meta-data and a search function to most optimally allow someone to actually FIND what they're seeking. You might not have a lot of activity, but you have a cumulative build-up of THOUSANDS of threads, and no one really likes manually sifting through a forum to see if something tickles their fancy. I help moderate a wiki that's not very much dead/quiet. The problem isn't just that there's an awful organization strategy for NEW content, but our OLD content, some of which is significant, has been completely BURIED by having pages in bad categories, and information on bad pages, and THOUSANDS of completely not-sorted threads/photos. There are actually things that try as we might, WE CAN'T FIND... (even WITH a search function)

That's my...
screw it...
$2.00
(lol)

If you'd like a more detailed and optimized to this site (well, in my opinion, as it's based on my unique experiences) , I'd love to shed some light on that.
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Posted on 12-30-16 07:17:31 PM, in Migrating Pokémon from Generation 2 to 3 Link

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As the old saying goes, "where there's a will, there's a way"

You could probably make the GBA load + play n64 or gamecube games with the right kind of hardware modifications. How much of the original GBA functionality/system would actually be left from that is debate-able, but I'm sure even something crazy like THAT could be done, with the right skills and patience.

What you're suggesting is probably possible, but it sounds like the core problem here is 8-bit vs 32-bit and the cartridge pinouts, from what is mentioned in earlier posts?

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Posted on 12-30-16 09:31:28 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link

WIP



ground-through indexing pages 5-13

Funny story, you'd think someone who used to be in a choir and loves singing/music/etc... wouldn't have this problem. But fuck, the several posts about MUSIC and SOUND EFFECTS were mind-numbing...

Would anyone like my .txt file I'm saving links to?

I also have skipped a lot due to redundancies and overall relevance to the core discussion

Call me stupid/lazy, but where is that page?

Now, I'm going to do something else, tedious tasks are tedious....
brian151
Banned
The administration (as well as a few users) have decided that you're creepy/weird enough that it's time to activate the sploded clause.
Laters.


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Posted on 12-31-16 07:29:28 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link

WIP



Before I go to bed, here's a hypothetical question:

If DP were to be re-made for a modern system:
What system would you prefer?
Who should make it?
Copyrights/licensing/etc... Who owns it? Is it open source or public domain?
Graphics style(s) ?
How should the SFA conflict dilemma be addressed?

My thoughts:

I am quite partial to PC, because I do not have a console, and I very much despise mobile games and/or their control schemes... Also, I don't own a mobile device, either

I do not think the current Rare, or Nintendo should have much say in this. Some ex-rare devs should be involved, however... Perhaps a partnership between some of the Rare devs who originally were making the game, and those of us fans who could actually program or create assets.

Nintendo,Rare,MS shouldn't own it. Ideally, avoiding a larger company or forming a collaboration team funded via kickstarter or similar might be better. DP kind of suffered in part because it was at the mercy of two decent sized companies... I'm alright with it being protected as long as those protections are not abused and the game doesn't devolve into a cash cow series...

I'd prefer 3D or 2.5D (or even 3D locked to isometric), personally, since the game was originally to be 3D. I welcome a 2d version, but would greatly prefer to keep it 3D... Trying to stay true to the original graphics style would be ideal, but if it's not too much to ask, a swapping feature between something more modern and that would be neat. The overall artistic style should also be maintained.

The million dollar question if this reality should ever come to pass... No matter how you look at it, SFA and the other two sequels are a problem. There could be copyright disputes with the fact SFA was originally DP, and there's no changing that... But even if the copyrights are resolved, there's the fans. Some of DP's fans might want a more "fresh" story and cast. Some of Starfox's fans could very well be pissed if suddenly it was announced SFA , Assault, and Command are no longer official canon. I wish I knew how to answer this. No matter HOW it's addressed, someone is probably going to be upset by this. I still also have concerns the legal standpoint on all of this would pretty much result in having to re-invent over 90% of the game... Even if the final product turns-out to still be very unique, I can promise you I'd be greatly upset/angry if THAT were to happen... Anyways, touchy subject, but that's a very real possibility to consider... even a fan-made port/clone probably will be met by opposition.
brian151
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The administration (as well as a few users) have decided that you're creepy/weird enough that it's time to activate the sploded clause.
Laters.


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Posted on 12-31-16 10:06:17 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link

WIP



Originally posted by MrQuetch
It's interesting that you mention all of that, Ihad.

There's this one place in southern California that my family and I like to go to once in awhile. It's called 'Painted Canyon', and I'm not sure if anyone else here is going to believe me, but whenever I go there - I get a strong, and I mean seriously strong DP N64 vibe from it! It's like my 'drug high' for DP - it's as close to getting to DP realistically as it's ever going to get (unless devs or someone do LEAK the rom). It's better to see the place in person and hike through it - mostly a flat hike, not too many heavy slopes which is nice. Some parts even have ladders to climb that are heavily tied / tacked to rocks. I've only been so far through the area, and I plan to hike even farther miles in the future when I revisit the location. Just Google images to see what I mean.

Something that just occurred to me, if Hugo Peters has got pictures that he took from the LA E3 2000 of DP, why didn't he somehow get a copy of the game? I know that sounds super illegal, but think about it - he got to see the game on the hardware... Although we've got a taste with screenshots, music, dialogue, sound effects, and even an hour of gameplay footage... I guess that's more of a handful, but still... If Hugo had somehow got a copy during the time, we'd probably already have a rom for download. But nope, and then Miyamoto screwed Rare.

Forgive me if this sounds really dumb, but what's so special about Hugo other than all of the DP stuff? Did he work on the N64 game during the time or what? I'm just genuinely curious, I cannot find a specific answer anywhere.

By the way, if DP were to be re-made, I wouldn't mind higher resolution graphics, as long as everything else stays true to the original! That's the biggest one of all - if it's not true, I'm going to be pissed. If you think about it in the first place, SFA and all of that is pretty much unofficial cannon - it turned out to be horrible because both stories executed and jumbled into one made it that way. I personally think it's best to have DP or SF alone, not all in one! But again, if it weren't for Miyamoto, the game would be a legend by today's standards and there might have been a prequel, sequels, other installments, etc. It WOULD have been the BEST N64 game - even beating Conker, and that's saying something. Again, I don't mind Conker though. I love to play the game just for the graphics, and I'm not even very fond of the rotten jokes.


ah, you have no idea how far out of context you're taking my username...LOL...

Sounds familiar, but I'd never had heard THAT much detail of it before... I'll do that...

Illegal? yes? Likely to get caught? unknown... All one would had to have done is lift a cartridge when no one's looking. Another security flaw is that if you can't trust the guys collecting/erasing them at the end, stuff could've leaked THAT way... There's also this very real fact to consider: There's no way in HELL the Rare employees all just accepted Nintendo shoehorning Starfox in there... The developers, THEMSELVES have stated many were quite upset. There's a very real possibility at least ONE disgruntled employee has/had a secret/stolen copy or two, and hopefully has dumped the ROM. Whether they'd ever share it is unknown. (12 Tales Conker 64 was CONFIRMED to have survived, but the guy died, and since then no one knows where the game is. Hopefully safe, and hopefully NOT under lock-and-key.) Further backing this is teams were still able to spy on, and perhaps steal from each other, and it indeed happened. So, I don't imagine stealing from the company would've been *too* much harder, right?

As for Hugo Peters, he is/was in contact with Phill Tossel, one of the Rare devs who worked on DP/SFA. He's not directly affiliated with Rare, as far as we know, but he does seem to be an exceptional hacker. If he's ever stolen a ROM cartridge, I'd imagine he'd have leaked it by now. Then again, he could be playing it safe. I must admit I'd have done the same if I somehow ever got my hands on it... He has busted-open other games BESIDES DP, so what's so special is his value as both a communication liaison between Phil, and as a hacker. In short, he's basically an asset. (not saying this in any demeaning way, as his efforts are greatly appreciated) I think he also is/was making his own games.

Yeah. And what about it being 2D and still mimicking the style as much as possible?
I agree, the story that was put in SFA can best be described as running the story of DP through a shredder, burning it, and then haphazardly putting it back together with staples, paperclips, and glue... (and ofc, re-writing some parts with BS that just doesn't work...) SFA is still a legend by today's standards, at least as far as graphics are concerned. Well, what I'd want to happen is for DP to be re-made as faithfully as possible. SF would have no part, but you still can't change that SFA exists. Staying true to the original story, there will be MANY overlaps between DP and SFA. Now, Nintendo COULD go and completely re-write and re-design SFA, but then they have to do Assualt and Command. They would have to declare the original SFA , Assault, Command as not being canon. Will they? Unlikely... Or... maybe HIGHLY likely (Zero...). Command could be easier written off, it's hated by just about everyone. Anyways, there's a mess of legalities and technicalities to be sifted through if this were to be done. I'd honestly be pissed, too, if it's to be completely re-written, or ends-up forced into still tying-into Starfox. But again, it's hard to say.

At the very least, I hope either the original source code + assets + tools, or a ROM (perhaps one in every major stage of development if we could be so lucky) is leaked some day.

Now, I'm going to sift-through more pages of this thread...





brian151
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Posted on 12-31-16 11:27:29 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link

WIP



pages 14-23....

also:

post links:
http://jul.rustedlogic.net/thread.php?pid=424483#424483 [tech stuff, link to file]
http://jul.rustedlogic.net/thread.php?pid=424490#424490 [what rebirth.thp is... and filemonitor in dolphin says DP files are being loaded]
http://jul.rustedlogic.net/thread.php?pid=424516#424516 [dlls.bin talk 01, 2 executables]
http://jul.rustedlogic.net/thread.php?pid=424521#424521 [english.c.new]
http://jul.rustedlogic.net/thread.php?pid=424567#424567 [eng is only language, more tech stuff about the files]
http://jul.rustedlogic.net/thread.php?pid=424607#424607 [question about includes.bin]
http://jul.rustedlogic.net/thread.php?pid=424611#424611 [mentions timber]
http://jul.rustedlogic.net/thread.php?pid=424618#424618 [tech stuff, disassembly attempt, .bat files]
http://jul.rustedlogic.net/thread.php?pid=424628#424628 [MusyX for audio]
http://jul.rustedlogic.net/thread.php?pid=424642#424642
http://jul.rustedlogic.net/thread.php?pid=424643#424643 [disassembly 2]
http://jul.rustedlogic.net/thread.php?pid=424656#424656 [use openGL backend]
http://jul.rustedlogic.net/thread.php?pid=425022#425022 [audio breakthrough]
http://jul.rustedlogic.net/thread.php?pid=425069#425069 [hex cell textures]
http://jul.rustedlogic.net/thread.php?pid=425125#425125 [audio dl]
http://jul.rustedlogic.net/thread.php?pid=425139#425139 [follow up on hex texture]
http://jul.rustedlogic.net/thread.php?pid=425155#425155 [zlib and model data]
http://jul.rustedlogic.net/thread.php?pid=426539#426539 [cards and "ptossel"]
http://jul.rustedlogic.net/thread.php?pid=426541#426541 [more model stuff]
http://jul.rustedlogic.net/thread.php?pid=427776#427776 [a lot of tech stuff]
//end pages 1-4
http://jul.rustedlogic.net/thread.php?pid=427853#427853 [similarities between DKR and DP/SFA]
http://jul.rustedlogic.net/thread.php?pid=427892#427892 [storyboard theory]
http://jul.rustedlogic.net/thread.php?pid=427893#427893 [some GUI textures]
http://jul.rustedlogic.net/thread.php?pid=427901#427901 [ANOTHER disassembly attept]
http://jul.rustedlogic.net/thread.php?pid=427907#427907 [where textures were found]
http://jul.rustedlogic.net/thread.php?pid=427916#427916 [disassembly is a bust, again...]
http://jul.rustedlogic.net/thread.php?pid=427917#427917 [logo talk]
http://jul.rustedlogic.net/thread.php?pid=427927#427927 [where's the base address of the code in dlls.bin ? ]
http://jul.rustedlogic.net/thread.php?pid=427951#427951 [fixed dl link]
http://jul.rustedlogic.net/thread.php?pid=428042#428042 [tab files info]
http://jul.rustedlogic.net/thread.php?pid=428051#428051 [clarify storyboard theory]
http://jul.rustedlogic.net/thread.php?pid=428060#428060 [are these textures from DP?]
http://jul.rustedlogic.net/thread.php?pid=428071#428071 [tex.bin is probably from DKR]
http://jul.rustedlogic.net/thread.php?pid=428087#428087 [a bunch of textures from tex.bin]
http://jul.rustedlogic.net/thread.php?pid=428090#428090 [music stuff, thx hugo peters]
http://jul.rustedlogic.net/thread.php?pid=428097#428097 [talk about a reliable prototype source alledgedly having had an opportunity to acquire DP]
http://jul.rustedlogic.net/thread.php?pid=428103#428103 [tex.bin dump]
http://jul.rustedlogic.net/thread.php?pid=428147#428147 [MAJOR filesize discrepancy between exports and source]
http://jul.rustedlogic.net/thread.php?pid=428149#428149 [filesize issues could be from PNG compression]
http://jul.rustedlogic.net/thread.php?pid=428157#428157 [busted blocks.bin]
http://jul.rustedlogic.net/thread.php?pid=428172#428172 [model viewer]
http://jul.rustedlogic.net/thread.php?pid=428173#428173 [seems familiar]
http://jul.rustedlogic.net/thread.php?pid=428175#428175 [gameplay video discrepancies]
http://jul.rustedlogic.net/thread.php?pid=428179#428179 [matching-up MORE extracted models]
http://jul.rustedlogic.net/thread.php?pid=428187#428187 [TOOL LINK, MODEL VIEWER - XDANIEL]
http://jul.rustedlogic.net/thread.php?pid=428191#428191 [rendering talks]
http://jul.rustedlogic.net/thread.php?pid=428193#428193 [overlay a screenshot with model wireframe...PERFECTLY]
http://jul.rustedlogic.net/thread.php?pid=428194#428194 [MORE LOCATIONS FOUND]
http://jul.rustedlogic.net/thread.php?pid=428197#428197 [more speculations on stuff]
http://jul.rustedlogic.net/thread.php?pid=428342#428342 [somewhat arbitrary shading in the viewer]
http://jul.rustedlogic.net/thread.php?pid=428385#428385 [filesizes!]
http://jul.rustedlogic.net/thread.php?pid=428346#428346 [info teaser]
http://jul.rustedlogic.net/thread.php?pid=428397#428397 [UPDATED XDANIEL MODEL VIEWER]
http://jul.rustedlogic.net/thread.php?pid=428404#428404 [some files won't open]
http://jul.rustedlogic.net/thread.php?pid=428422#428422 [files in e3 version, and NOT final SFA]
http://jul.rustedlogic.net/thread.php?pid=428427#428427 [crap starfox .h4m]
http://jul.rustedlogic.net/thread.php?pid=428474#428474 [tracks.bin is probably from DKR, storyboard seems to have some headers]
http://jul.rustedlogic.net/thread.php?pid=428490#428490 [texts in MAPSINFO.bin]
http://jul.rustedlogic.net/thread.php?pid=428496#428496 [objects.bin texts]
http://jul.rustedlogic.net/thread.php?pid=428507#428507 [tilemolester on a retail file - hugo peters]
http://jul.rustedlogic.net/thread.php?pid=428544#428544 [name tidbits]
http://jul.rustedlogic.net/thread.php?pid=428546#428546 [technical audio talk]
http://jul.rustedlogic.net/thread.php?pid=428547#428547 [more name stuff]
http://jul.rustedlogic.net/thread.php?pid=428599#428599 [dlls.bin is practically useless without the main ENGINE code]
http://jul.rustedlogic.net/thread.php?pid=428601#428601 [the 'big info' revealed]
http://jul.rustedlogic.net/thread.php?pid=428680#428680 [more sound stuff]
http://jul.rustedlogic.net/thread.php?pid=428689#428689 [audio compare]
http://jul.rustedlogic.net/thread.php?pid=428695#428695 [more downloads]
http://jul.rustedlogic.net/thread.php?pid=428767#428767 [from DKR sequel? (img broken)]
http://jul.rustedlogic.net/thread.php?pid=428786#428786 [conker similarirty speculaion, and yes, probably DKR sequel]
http://jul.rustedlogic.net/thread.php?pid=428791#428791 [can't compile the game again, and it's NOT related to Conker. DEFINITELY related to DKR]
http://jul.rustedlogic.net/thread.php?pid=428813#428813 [unzipping a ROM with 7zip]
http://jul.rustedlogic.net/thread.php?pid=428825#428825 [devs (were stupid to) include ip headers]
http://jul.rustedlogic.net/thread.php?pid=428845#428845 [MOAR SOUND STUFF + DL]
http://jul.rustedlogic.net/thread.php?pid=428850#428850 [sound bugs]
http://jul.rustedlogic.net/thread.php?pid=428897#428897 [more music dl, link temp]
http://jul.rustedlogic.net/thread.php?pid=428915#428915 [and more sound stuff]
http://jul.rustedlogic.net/thread.php?pid=428930#428930 [more..]
http://jul.rustedlogic.net/thread.php?pid=428933#428933 [.....]
http://jul.rustedlogic.net/thread.php?pid=429006#429006 [.............]
http://jul.rustedlogic.net/thread.php?pid=429034#429034 [torrent for sound/music]
http://jul.rustedlogic.net/thread.php?pid=429049#429049 [MusyX success]
http://jul.rustedlogic.net/thread.php?pid=429089#429089 [a VERY bad idea]
//end pages 5-13
http://jul.rustedlogic.net/thread.php?pid=429121#429121 [VERY bad idea, indeed]
http://jul.rustedlogic.net/thread.php?pid=429130#429130 [KCat audio tools src, broke link]
http://jul.rustedlogic.net/thread.php?pid=429151#429151 [another compression system]
http://jul.rustedlogic.net/thread.php?pid=429171#429171 [interview with Phil Tossel]
http://jul.rustedlogic.net/thread.php?pid=429180#429180 [from gametext.bin]
http://jul.rustedlogic.net/thread.php?pid=429182#429182 [default.dol refers to Kyte, a LOT]
http://jul.rustedlogic.net/thread.php?pid=429184#429184 [not DKR2, unused DKR]
http://jul.rustedlogic.net/thread.php?pid=429185#429185 [blocks are same size? let's put them together!]
http://jul.rustedlogic.net/thread.php?pid=429406#429406 [mpeg.bin dump]
http://jul.rustedlogic.net/thread.php?pid=429459#429459 [xdaniel model viewer udated again, link]
http://jul.rustedlogic.net/thread.php?pid=429463#429463 [bootloader dump HTML]
http://jul.rustedlogic.net/thread.php?pid=429474#429474 [kcat, surface normals]
http://jul.rustedlogic.net/thread.php?pid=429494#429494 [special dolphin version, x64]
http://jul.rustedlogic.net/thread.php?pid=429524#429524 [kcat tools link again, now with model viewer]
http://jul.rustedlogic.net/thread.php?pid=429548#429548 [models.bin]
http://jul.rustedlogic.net/thread.php?pid=429566#429566 [objects.bin ID compare models.bin output]
http://jul.rustedlogic.net/thread.php?pid=429584#429584 [tricky's ball model?]
http://jul.rustedlogic.net/thread.php?pid=429589#429589 [more technical stuff on models]
http://jul.rustedlogic.net/thread.php?pid=429703#429703 [tricky, sort of]
http://jul.rustedlogic.net/thread.php?pid=431755#431755 [attempt to boot default.dol]
http://jul.rustedlogic.net/thread.php?pid=431765#431765 [low-level cpu talk here]
http://jul.rustedlogic.net/thread.php?pid=431851#431851 [more low-level stuff]
http://jul.rustedlogic.net/thread.php?pid=431853#431853 [texure stuff again]
http://jul.rustedlogic.net/thread.php?pid=431854#431854 [tex.bin dumper - xdaniel]
http://jul.rustedlogic.net/thread.php?pid=431859#431859 [putting the blocks together]
http://jul.rustedlogic.net/thread.php?pid=431860#431860 [texture debugging]
http://jul.rustedlogic.net/thread.php?pid=431875#431875 [textures are...FUN]
http://jul.rustedlogic.net/thread.php?pid=431981#431981 [another map...]
http://jul.rustedlogic.net/thread.php?pid=431982#431982 [hugo peters audio tool]
http://jul.rustedlogic.net/thread.php?pid=432028#432028 [hugo peters talks about loading and compression]
http://jul.rustedlogic.net/thread.php?pid=432031#432031 [tab/bin exporter -hugo peters]
http://jul.rustedlogic.net/thread.php?pid=432040#432040 [MusyX player v 2]
http://jul.rustedlogic.net/thread.php?pid=432062#432062 [xdaniel tools again]
http://jul.rustedlogic.net/thread.php?pid=432103#432103 [more dumps and tools - hugo peters]
http://jul.rustedlogic.net/thread.php?pid=432152#432152 [thorntail hollow map]
http://jul.rustedlogic.net/thread.php?pid=432346#432346 [if only a copy from 2001 or earlier...]
http://jul.rustedlogic.net/thread.php?pid=432386#432386 [warlock mountain]
http://jul.rustedlogic.net/thread.php?pid=432578#432578 [kyte's command - hugo peters]
http://jul.rustedlogic.net/thread.php?pid=432597#432597 [dl kyte's command]
http://jul.rustedlogic.net/thread.php?pid=432614#432614 [compare screenshots with textures]
http://jul.rustedlogic.net/thread.php?pid=432620#432620 [version 1.1 of kyte's command]
http://jul.rustedlogic.net/thread.php?pid=432630#432630 [link to list of levels]
http://jul.rustedlogic.net/thread.php?pid=432718#432718 [warlock]
http://jul.rustedlogic.net/thread.php?pid=432742#432742 [more texture compare to screenshots]
http://jul.rustedlogic.net/thread.php?pid=432781#432781 [various previews of models with textures]
http://jul.rustedlogic.net/thread.php?pid=432783#432783 [they're from a portfolio]
http://jul.rustedlogic.net/thread.php?pid=432790#432790 [more screen / texture compare]
http://jul.rustedlogic.net/thread.php?pid=432819#432819 [n64 references]
http://jul.rustedlogic.net/thread.php?pid=432889#432889 [concept arts]
http://jul.rustedlogic.net/thread.php?pid=433561#433561 [fixing a dead ROM dl link again]
http://jul.rustedlogic.net/thread.php?pid=434382#434382 [a tumblr about dp > sfa]
http://jul.rustedlogic.net/thread.php?pid=434706#434706 [more sound stuff]
http://jul.rustedlogic.net/thread.php?pid=435299#435299 [AR CODES]
http://jul.rustedlogic.net/thread.php?pid=435499#435499 [more codes]
//end pages 14 - 23

this is my entire list of hopefully relevant links thus far
Posting here in case something happens to that file, I would be unbelievably pissed if I lose another text document chalk full of information...

I think tomorrow I'll try to go through the remainder of the posts...
brian151
Banned
The administration (as well as a few users) have decided that you're creepy/weird enough that it's time to activate the sploded clause.
Laters.


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Posted on 01-01-17 04:23:51 AM, in I make crap, too! Link

WIP



https://github.com/Brian151/Various-Projects/commit/bfbe505def233826a4fa99ff7cc7e1ff0590e89b

Added "fla buster"
Moved the stuff concerning the reverse-engineering of Shockwave/Director
started to completely re-write the library/tool for converting shockwave preference data to JSON

brian151
Banned
The administration (as well as a few users) have decided that you're creepy/weird enough that it's time to activate the sploded clause.
Laters.


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Posted on 01-01-17 07:30:22 AM, in 666 Link

WIP



A month or so ago, my mom and I went to Carl's Jr. for dinner, then took something home for my dad

The price for my dad's food was $6.66

also, fun fact: I fairly often look at a clock when it's 4:04
brian151
Banned
The administration (as well as a few users) have decided that you're creepy/weird enough that it's time to activate the sploded clause.
Laters.


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Posted on 01-01-17 07:39:46 AM, in I have the soda. Link

WIP



I am trying to cut back on sodas and other unhealthy shit, but especially sodas.

I still drink them from time to time, and that does include the forbidden LARGE size...

Given the holidays, though, I've drank a lot of (non-alcoholic) apple cider and egg nog lately...

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13
Jul - Posts by brian151


Rusted Logic

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

34 database queries, 23 query cache hits.
Query execution time:  0.083799 seconds
Script execution time:  0.040941 seconds
Total render time:  0.124739 seconds


TidyHTML vomit below
line 1 column 1 - Warning: missing <!DOCTYPE> declaration
line 119 column 11 - Warning: <form> isn't allowed in <table> elements
line 118 column 10 - Info: <table> previously mentioned
line 120 column 11 - Warning: missing <tr>
line 120 column 119 - Warning: missing </font> before </td>
line 124 column 16 - Warning: plain text isn't allowed in <tr> elements
line 120 column 11 - Info: <tr> previously mentioned
line 125 column 68 - Warning: missing </nobr> before </td>
line 141 column 68 - Warning: missing </nobr> before <tr>
line 147 column 35 - Warning: missing <tr>
line 147 column 50 - Warning: missing </font> before </td>
line 147 column 135 - Warning: missing </font> before </table>
line 149 column 35 - Warning: missing <tr>
line 149 column 96 - Warning: unescaped & or unknown entity "&page"
line 149 column 130 - Warning: unescaped & or unknown entity "&page"
line 149 column 166 - Warning: unescaped & or unknown entity "&page"
line 149 column 200 - Warning: unescaped & or unknown entity "&page"
line 149 column 234 - Warning: unescaped & or unknown entity "&page"
line 149 column 268 - Warning: unescaped & or unknown entity "&page"
line 149 column 302 - Warning: unescaped & or unknown entity "&page"
line 149 column 336 - Warning: unescaped & or unknown entity "&page"
line 149 column 370 - Warning: unescaped & or unknown entity "&page"
line 149 column 405 - Warning: unescaped & or unknown entity "&page"
line 149 column 441 - Warning: unescaped & or unknown entity "&page"
line 149 column 477 - Warning: unescaped & or unknown entity "&page"
line 149 column 50 - Warning: missing </font> before </td>
line 149 column 514 - Warning: missing </font> before </table>
line 156 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 158 column 9 - Warning: missing <tr>
line 176 column 13 - Warning: missing <tr>
line 179 column 74 - Warning: <style> isn't allowed in <td> elements
line 179 column 9 - Info: <td> previously mentioned
line 195 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 197 column 9 - Warning: missing <tr>
line 215 column 13 - Warning: missing <tr>
line 218 column 74 - Warning: <style> isn't allowed in <td> elements
line 218 column 9 - Info: <td> previously mentioned
line 225 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 227 column 9 - Warning: missing <tr>
line 245 column 13 - Warning: missing <tr>
line 248 column 74 - Warning: <style> isn't allowed in <td> elements
line 248 column 9 - Info: <td> previously mentioned
line 262 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 264 column 9 - Warning: missing <tr>
line 282 column 13 - Warning: missing <tr>
line 285 column 74 - Warning: <style> isn't allowed in <td> elements
line 285 column 9 - Info: <td> previously mentioned
line 313 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 315 column 9 - Warning: missing <tr>
line 333 column 13 - Warning: missing <tr>
line 336 column 74 - Warning: <style> isn't allowed in <td> elements
line 336 column 9 - Info: <td> previously mentioned
line 339 column 249 - Warning: discarding unexpected </img>
line 351 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 353 column 9 - Warning: missing <tr>
line 371 column 13 - Warning: missing <tr>
line 374 column 74 - Warning: <style> isn't allowed in <td> elements
line 374 column 9 - Info: <td> previously mentioned
line 392 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 394 column 9 - Warning: missing <tr>
line 412 column 13 - Warning: missing <tr>
line 415 column 74 - Warning: <style> isn't allowed in <td> elements
line 415 column 9 - Info: <td> previously mentioned
line 428 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 430 column 9 - Warning: missing <tr>
line 448 column 13 - Warning: missing <tr>
line 451 column 74 - Warning: <style> isn't allowed in <td> elements
line 451 column 9 - Info: <td> previously mentioned
line 461 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 463 column 9 - Warning: missing <tr>
line 481 column 13 - Warning: missing <tr>
line 484 column 74 - Warning: <style> isn't allowed in <td> elements
line 484 column 9 - Info: <td> previously mentioned
line 497 column 3395 - Warning: <whatever> attribute "that," lacks value
line 497 column 3395 - Error: <whatever> is not recognized!
line 497 column 3395 - Warning: discarding unexpected <whatever>
line 503 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 505 column 9 - Warning: missing <tr>
line 523 column 13 - Warning: missing <tr>
line 526 column 74 - Warning: <style> isn't allowed in <td> elements
line 526 column 9 - Info: <td> previously mentioned
line 555 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 557 column 9 - Warning: missing <tr>
line 575 column 13 - Warning: missing <tr>
line 578 column 74 - Warning: <style> isn't allowed in <td> elements
line 578 column 9 - Info: <td> previously mentioned
line 581 column 200 - Warning: unescaped & or unknown entity "&D"
line 601 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 603 column 9 - Warning: missing <tr>
line 621 column 13 - Warning: missing <tr>
line 624 column 74 - Warning: <style> isn't allowed in <td> elements
line 624 column 9 - Info: <td> previously mentioned
line 717 column 4670 - Error: <x> is not recognized!
line 717 column 4670 - Warning: discarding unexpected <x>
line 788 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 790 column 9 - Warning: missing <tr>
line 808 column 13 - Warning: missing <tr>
line 811 column 74 - Warning: <style> isn't allowed in <td> elements
line 811 column 9 - Info: <td> previously mentioned
line 823 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 825 column 9 - Warning: missing <tr>
line 843 column 13 - Warning: missing <tr>
line 846 column 74 - Warning: <style> isn't allowed in <td> elements
line 846 column 9 - Info: <td> previously mentioned
line 862 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 864 column 9 - Warning: missing <tr>
line 882 column 13 - Warning: missing <tr>
line 885 column 74 - Warning: <style> isn't allowed in <td> elements
line 885 column 9 - Info: <td> previously mentioned
line 910 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 912 column 9 - Warning: missing <tr>
line 930 column 13 - Warning: missing <tr>
line 933 column 74 - Warning: <style> isn't allowed in <td> elements
line 933 column 9 - Info: <td> previously mentioned
line 968 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 970 column 9 - Warning: missing <tr>
line 988 column 13 - Warning: missing <tr>
line 991 column 74 - Warning: <style> isn't allowed in <td> elements
line 991 column 9 - Info: <td> previously mentioned
line 1146 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 1148 column 9 - Warning: missing <tr>
line 1166 column 13 - Warning: missing <tr>
line 1169 column 74 - Warning: <style> isn't allowed in <td> elements
line 1169 column 9 - Info: <td> previously mentioned
line 1181 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 1183 column 9 - Warning: missing <tr>
line 1201 column 13 - Warning: missing <tr>
line 1204 column 74 - Warning: <style> isn't allowed in <td> elements
line 1204 column 9 - Info: <td> previously mentioned
line 1215 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 1217 column 9 - Warning: missing <tr>
line 1235 column 13 - Warning: missing <tr>
line 1238 column 74 - Warning: <style> isn't allowed in <td> elements
line 1238 column 9 - Info: <td> previously mentioned
line 1250 column 17 - Warning: missing <tr>
line 1250 column 17 - Warning: discarding unexpected <table>
line 1253 column 35 - Warning: missing <tr>
line 1253 column 96 - Warning: unescaped & or unknown entity "&page"
line 1253 column 130 - Warning: unescaped & or unknown entity "&page"
line 1253 column 166 - Warning: unescaped & or unknown entity "&page"
line 1253 column 200 - Warning: unescaped & or unknown entity "&page"
line 1253 column 234 - Warning: unescaped & or unknown entity "&page"
line 1253 column 268 - Warning: unescaped & or unknown entity "&page"
line 1253 column 302 - Warning: unescaped & or unknown entity "&page"
line 1253 column 336 - Warning: unescaped & or unknown entity "&page"
line 1253 column 370 - Warning: unescaped & or unknown entity "&page"
line 1253 column 405 - Warning: unescaped & or unknown entity "&page"
line 1253 column 441 - Warning: unescaped & or unknown entity "&page"
line 1253 column 477 - Warning: unescaped & or unknown entity "&page"
line 1253 column 50 - Warning: missing </font> before </td>
line 1253 column 514 - Warning: missing </font> before </table>
line 1255 column 35 - Warning: missing <tr>
line 1255 column 50 - Warning: missing </font> before </td>
line 1255 column 135 - Warning: missing </font> before </table>
line 1257 column 17 - Warning: discarding unexpected </textarea>
line 1257 column 28 - Warning: discarding unexpected </form>
line 1257 column 35 - Warning: discarding unexpected </embed>
line 1257 column 43 - Warning: discarding unexpected </noembed>
line 1257 column 53 - Warning: discarding unexpected </noscript>
line 1257 column 64 - Warning: discarding unexpected </noembed>
line 1257 column 74 - Warning: discarding unexpected </embed>
line 1257 column 82 - Warning: discarding unexpected </table>
line 1257 column 90 - Warning: discarding unexpected </table>
line 1259 column 9 - Warning: missing </font> before <table>
line 1271 column 25 - Warning: discarding unexpected </font>
line 1280 column 58 - Warning: discarding unexpected </font>
line 1258 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 23 - Warning: <img> lacks "alt" attribute
line 161 column 64 - Warning: <img> lacks "alt" attribute
line 172 column 15 - Warning: <img> lacks "alt" attribute
line 200 column 23 - Warning: <img> lacks "alt" attribute
line 200 column 64 - Warning: <img> lacks "alt" attribute
line 211 column 15 - Warning: <img> lacks "alt" attribute
line 230 column 23 - Warning: <img> lacks "alt" attribute
line 230 column 64 - Warning: <img> lacks "alt" attribute
line 241 column 15 - Warning: <img> lacks "alt" attribute
line 267 column 23 - Warning: <img> lacks "alt" attribute
line 267 column 64 - Warning: <img> lacks "alt" attribute
line 278 column 15 - Warning: <img> lacks "alt" attribute
line 318 column 23 - Warning: <img> lacks "alt" attribute
line 318 column 64 - Warning: <img> lacks "alt" attribute
line 329 column 15 - Warning: <img> lacks "alt" attribute
line 339 column 155 - Warning: <img> lacks "alt" attribute
line 356 column 23 - Warning: <img> lacks "alt" attribute
line 356 column 64 - Warning: <img> lacks "alt" attribute
line 367 column 15 - Warning: <img> lacks "alt" attribute
line 397 column 23 - Warning: <img> lacks "alt" attribute
line 397 column 64 - Warning: <img> lacks "alt" attribute
line 408 column 15 - Warning: <img> lacks "alt" attribute
line 433 column 23 - Warning: <img> lacks "alt" attribute
line 433 column 64 - Warning: <img> lacks "alt" attribute
line 444 column 15 - Warning: <img> lacks "alt" attribute
line 466 column 23 - Warning: <img> lacks "alt" attribute
line 466 column 64 - Warning: <img> lacks "alt" attribute
line 477 column 15 - Warning: <img> lacks "alt" attribute
line 508 column 23 - Warning: <img> lacks "alt" attribute
line 508 column 64 - Warning: <img> lacks "alt" attribute
line 519 column 15 - Warning: <img> lacks "alt" attribute
line 560 column 23 - Warning: <img> lacks "alt" attribute
line 560 column 64 - Warning: <img> lacks "alt" attribute
line 571 column 15 - Warning: <img> lacks "alt" attribute
line 606 column 23 - Warning: <img> lacks "alt" attribute
line 606 column 64 - Warning: <img> lacks "alt" attribute
line 617 column 15 - Warning: <img> lacks "alt" attribute
line 632 column 1602 - Warning: <img> proprietary attribute value "absmiddle"
line 632 column 1602 - Warning: <img> lacks "alt" attribute
line 793 column 23 - Warning: <img> lacks "alt" attribute
line 793 column 64 - Warning: <img> lacks "alt" attribute
line 804 column 15 - Warning: <img> lacks "alt" attribute
line 828 column 23 - Warning: <img> lacks "alt" attribute
line 828 column 64 - Warning: <img> lacks "alt" attribute
line 839 column 15 - Warning: <img> lacks "alt" attribute
line 867 column 23 - Warning: <img> lacks "alt" attribute
line 867 column 64 - Warning: <img> lacks "alt" attribute
line 878 column 15 - Warning: <img> lacks "alt" attribute
line 915 column 23 - Warning: <img> lacks "alt" attribute
line 915 column 64 - Warning: <img> lacks "alt" attribute
line 926 column 15 - Warning: <img> lacks "alt" attribute
line 973 column 23 - Warning: <img> lacks "alt" attribute
line 973 column 64 - Warning: <img> lacks "alt" attribute
line 984 column 15 - Warning: <img> lacks "alt" attribute
line 1151 column 23 - Warning: <img> lacks "alt" attribute
line 1151 column 64 - Warning: <img> lacks "alt" attribute
line 1162 column 15 - Warning: <img> lacks "alt" attribute
line 1186 column 23 - Warning: <img> lacks "alt" attribute
line 1186 column 64 - Warning: <img> lacks "alt" attribute
line 1197 column 15 - Warning: <img> lacks "alt" attribute
line 1220 column 23 - Warning: <img> lacks "alt" attribute
line 1220 column 64 - Warning: <img> lacks "alt" attribute
line 1231 column 15 - Warning: <img> lacks "alt" attribute
line 1265 column 25 - Warning: <img> lacks "alt" attribute
line 1270 column 267 - Warning: <img> lacks "alt" attribute
line 147 column 135 - Warning: trimming empty <font>
line 149 column 514 - Warning: trimming empty <font>
line 1250 column 17 - Warning: trimming empty <tr>
line 1253 column 514 - Warning: trimming empty <font>
line 1255 column 135 - 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 216 column 27 - Warning: <nobr> is not approved by W3C
line 246 column 27 - Warning: <nobr> is not approved by W3C
line 283 column 27 - Warning: <nobr> is not approved by W3C
line 334 column 27 - Warning: <nobr> is not approved by W3C
line 372 column 27 - Warning: <nobr> is not approved by W3C
line 413 column 27 - Warning: <nobr> is not approved by W3C
line 449 column 27 - Warning: <nobr> is not approved by W3C
line 482 column 27 - Warning: <nobr> is not approved by W3C
line 524 column 27 - Warning: <nobr> is not approved by W3C
line 576 column 27 - Warning: <nobr> is not approved by W3C
line 622 column 27 - Warning: <nobr> is not approved by W3C
line 809 column 27 - Warning: <nobr> is not approved by W3C
line 844 column 27 - Warning: <nobr> is not approved by W3C
line 883 column 27 - Warning: <nobr> is not approved by W3C
line 931 column 27 - Warning: <nobr> is not approved by W3C
line 989 column 27 - Warning: <nobr> is not approved by W3C
line 1167 column 27 - Warning: <nobr> is not approved by W3C
line 1202 column 27 - Warning: <nobr> is not approved by W3C
line 1236 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 240 warnings and 2 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