Register - Login
Views: 99366559
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - Stats - Latest Posts - Color Chart - Smilies
04-23-22 03:43:50 PM
Jul - Posts by MrQuetch
Pages: 1 2 3
MrQuetch
Member
Level: 14


Posts: 21/41
EXP: 11631
For next: 1440

Since: 12-07-16


Since last post: 4.0 years
Last activity: 5.4 years

Posted on 03-13-17 11:33:57 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
If there is at least one thing I could ever ask you, Hugo, it is this...

Will there ever be a leak of the original Dinosaur Planet rom?

If you can't tell us this because of your NDA it's fine. Really, as much as I'd like to hear, "Yes", chances are we may never hear that from you. Seeing as Rare is very loving of their company - makes very much sense.

By you meaning "Good" though, I hope this means we may be able to see the original (or a part of the original) or even a remake if that's ever intended to happen. I'm just glad to hear that the news is good - but Miyamoto's idea still sucks either way.

I checked your portfolio and it looks awesome! Job well done. I'm an artist and I do some programming, but I don't know if I'll ever be able to reach your status of a programmer. What languages do you use? I've used mostly GML and some C.

Do you know Marshallgs on Youtube at all? He did some reverse engineering for the N64 and has made several homebrew roms. He's even released a cartridge (the 64Drive) which can be bought for 200 USD. You can get away with 20 USD if you don't want the case or CIC installed. Quite crazy if you ask me, but I think it's worth it. I bought one recently and it should be coming with me within the next week. It's said to be the best cart for homebrews.

I think it'd be cool to make a homebrew rom of DP. Do you think Rare would be upset if they saw a homebrew rom of their own game? Or would they be inspired and leak it? Perhaps that's too much being part of the NDA. Heck, I'm surprised you even have an NDA with them - you could've worked at Rare back in the day.

I'm much better an artist that I am a programmer.
MrQuetch
Member
Level: 14


Posts: 22/41
EXP: 11631
For next: 1440

Since: 12-07-16


Since last post: 4.0 years
Last activity: 5.4 years

Posted on 03-13-17 11:37:44 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by Hugo_Peters
Originally posted by Kett

Oh nice, surprised nobody seems to care, how was it? :O
Any sightings of DP?
Also, were you able to ask them anything related to it?


Originally posted by MrQuetch

It's been asked already (I've already read this section of the forum), but just to make sure, are you definitely sure whether or not you saw or heard anything about Dinosaur Planet? I'd really like to know, but not only I for that matter - surely everyone else would like to hear. It just looks like nobody has bothered or really does not care to ask.

I recognize the 'look' of the photograph - looks like the ones in the past where that statue of Sabre and Krystal are on the back of a dinosaur with the displays of video games / systems on the side. It really is a shame Miyamoto brought up one statement changing the development for good. I love Nintendo & Rare, but Miyamoto made a bad decision on this one.

It's nice though that the people at Rare (or hopefully most of them) care about the studio. Chances are DP may still be there! That gives me hope! You didn't happen to ask Chris Marlow about the defunct game, did you?

Well, if you work hard and really care much about your work, chances are you will work at Rare. What do you like doing as a hobby (besides audio ripping, etc)? Would you like to make that become a reality?

I'm not sure if I would or not (for many legal reasons), but if I ever worked there, I would probably leak the rom if it exists. I would get the job working at Rare, get the rom, leak it, and then ultimately get fired the next day. I wouldn't really do that, but sometimes I sure feel like it.

Nice share, Hugo!


Thanks guys! Unfortunately I can't share too much about my time there as I'm under Microsoft NDA - but yes, I did ask them about DP, and things sounded good. Unfortunately the lead of Rare Replay wasn't in so I couldn't ask them more thorough questions.

I was there for an internship position. I was one of the last 5 candidates, out of 200+ applicants. Unfortunately I didn't end up getting the position because of some screw ups during my formal interview. A lot of it went well, but I didn't expect some of the other questions they asked, and because of the strong competition it was a matter of points. But I received a lot of great feedback from them and they said the doors are open for a future application, so who knows =)

According to Rare and other companies I asked (Quantic Dream, Gearbox Software) my portfolio / resume is excellent - so if anyone wants to check it: http://hugo.fyi/




It's probably far fetched, but could you go in and visit them again? I guess you'd need to sign up to be another intern - or do they only take one at a time like that (out of the selected few)? Anyways, it'd be cool if you could go in again and ask the lead developer. Look at my other comment I posted, it's got more info.
MrQuetch
Member
Level: 14


Posts: 23/41
EXP: 11631
For next: 1440

Since: 12-07-16


Since last post: 4.0 years
Last activity: 5.4 years

Posted on 04-29-17 02:57:49 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Just thought I'd say something real quick:

This time I'm not getting into any heated arguments or anything... ever again.

I've been buckling a lot of C under my belt, and the 'Make' and 'Spec' files are becoming easier.
C in general is becoming more understandable - so it's really awesome!

I plan on getting this DP home brew to be made when I get the chance to make it happen.
All I can do is keep learning C. I'll also be making models, textures, etc.

Most of it'll be custom. Since we all know what happened to DP.

Only time can tell until this home brew comes out. Cross your fingers. I mean it.
I'm going on a mission so if I'm not back with this in 3 - 5 years, don't expect it anymore.

If anyone is already making something, I'd like to know how the progress is going.

Seeing all of this Starfox Adventures content just makes me more sad... We need DP!

Good luck...

By the way gilgamesh, thanks for all the DP 'unraveling', and to anyone / everyone else who partook in it.
MrQuetch
Member
Level: 14


Posts: 24/41
EXP: 11631
For next: 1440

Since: 12-07-16


Since last post: 4.0 years
Last activity: 5.4 years

Posted on 04-29-17 03:52:05 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by ihadtnowegtum
I'll say nothing more than that can be unreasonably difficult sometimes.
Just among my friends and family, a 'friendly' discussion/debate goes south quite often.
On the internet, it's so much worse, especially these days, and I say this of no site in particular.

yeah, that is awesome!

yeah, good luck with all that!

yep...converted or destroyed

Oh, it could take quite some time.

I consider it, but my technical skills likely would make it a 2d adaptation. I'd still try to stay as true to original as possible. However, it's an ambitious project, and one I don't plan to do without an actual game engine.

I must agree. I once really wanted to play Adventures. I now REALLY want to play DP.

IIRC, there's still a few files not even cracked... ? Unless I glanced-over everything when I originally binge-read this entire thread.


I agree with some things you say. I apologize, but up to this point I only feel like you're constantly following me... and it truly is just ticking me off now. Heck, I'd quit production just so you do stop. (I'm kidding by the way) So unless you've got something that's REALLY worthwhile, perhaps you can just stop it. For all I care, maybe you should learn C and see if you can do any better. Thank you.

Alright, that's it. Back to being a normal human being.
MrQuetch
Member
Level: 14


Posts: 25/41
EXP: 11631
For next: 1440

Since: 12-07-16


Since last post: 4.0 years
Last activity: 5.4 years

Posted on 07-26-17 02:51:31 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
It's been awhile... Great to hear that you guys are making some progress on finding some new things. Once again, I apologize for any previous inconvenience... Looks my previous data is gone? If so, good...

I've been hard at work on learning the C programming language, and amazingly... It's beginning to make a lot of sense now! I've already been writing my own header libraries and have been making functions for vertex and texel manipulation.

What I mean by that is that I can now edit vertex position, texture coordinates, color, and alpha in real time. As far as texels are concerned, I can change colors via arrays & for-loops. I can also do 'overlays' from one array of colors over another array of colors. It really is some pretty amazing stuff. It's hard to get into the 'groove' of learning another programming language sometimes. Keep in mind I'm better an artist than I am a programmer.

I have many sample roms I've been working on and have been testing in emulation and hardware.

I'm not going to be getting a 64DD soon (though I wish I were), as they're quite expensive and I have other stuff going on. Hopefully in the future I can get my hands on one, and then I can program for that.

Does anyone on here have a 64DD?

If anyone still wants to do a homebrew rom I'm completely up for it!

Currently I'm getting matrices working, and so far they are.
MrQuetch
Member
Level: 14


Posts: 26/41
EXP: 11631
For next: 1440

Since: 12-07-16


Since last post: 4.0 years
Last activity: 5.4 years

Posted on 07-26-17 02:58:54 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Ok, sorry, somehow I skipped it... Sorry, BMF.
MrQuetch
Member
Level: 14


Posts: 27/41
EXP: 11631
For next: 1440

Since: 12-07-16


Since last post: 4.0 years
Last activity: 5.4 years

Posted on 07-27-17 03:57:55 AM, in My N64 Development Experiences Link
Hello, everyone!

This is my first time starting a thread on rustedlogic. I initially started replying to users in the "Star Fox Adventures E3 2002 prototype (5/17/02)" thread. So, why did I start here? Well, for a number of reasons...

Even though I was incredibly young at the time, looking back on it now, I'm very disappointed that Dinosaur Planet never got released in the form that the public was going to receive. I've played Starfox Adventures and liked it as a kid, but now I'm only pitying my younger self for it. I didn't see the potential from the original concept as a child, and it's pretty sad. Sure it was going to be Rare's last game for the system (DP)... And sure it was with the 64DD - which didn't do well at all... Looking at all of this, it's very unfortunate that it didn't make out to be what Nintendo said it was going to be. The 64DD could have had so much more potential if it were released at an earlier point in time, perhaps 97 or 98...

Anyways, before I go too off-topic... One user by the name of brian151 (on the thread I stated earlier) said it might be a good idea for me to post the work that I've been doing for the N64. Yes, even in this day and age I'm learning how to program in C for the N64. Sure it's a different language than I'm used to, and sure both the system and language are very old (the language by far), but brian151 said that even homebrews have a certain 'charm' to them (I think he called it 'authentic') unlike what professional programmers did then and now.

So, as the title states it, I've been working with the N64 - more specfically for the past half a year, and it's pretty amazing what you can do with C if you take the time to learn it all one step at a time. I've already learned how to manipulate vertex and texel data, as well as multiply matrices on top of each other to create articulated 'joints' for characters (though I still have yet to do a full character). I'll admit I still have more to learn (like multi-threading and memory allocation), but I'm truly impressed with how much I've learned up to this point. All I can say right now is that companies like Rare, Factor 5, and Boss Game Studios really knew what they were doing when they wrote their games for the N64 - especially the microcode. As far as the microcode is concerned, I'm pretty sure it's just going deeper into the SDK and studying the macros to figure out where everything 'comes from'.

I plan to attach some roms soon so that I can give you guys visual proof of what I have. If any of you have a custom cartridge for the N64 you'll be able to try out my roms on it. I still have a lot to learn, but it will come... Slowly but surely.

My ultimate goal from all of this N64 development experience is to make a homebrew rom of Rare's Dinosaur Planet. A lot of content will have to be 'made-up', but if everything is put together well enough it should work out fine. Having the leaked OST on Youtube is quite nice to have for now.

Just a side note, if anyone knows someone who worked on Dinosaur Planet back in the day, I'd be very appreciated to know what their thoughts or impressions were about the game. I've figured with such a type of community here that it wouldn't hurt to ask.

Thanks everyone. I'll try to get some content up soon. Perhaps someone can show me how I attach files on here? It seems to be different for some websites.
MrQuetch
Member
Level: 14


Posts: 28/41
EXP: 11631
For next: 1440

Since: 12-07-16


Since last post: 4.0 years
Last activity: 5.4 years

Posted on 07-27-17 04:00:41 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Originally posted by brian151
awesome!

I think the theory of the 64DD being used in any way has long since been put to rest? And, not that I keep very current with this stuff, there's still insufficient resources to really do anything of the hacking/emulating sort with it? That's the last time I checked, anyways...

Homebrew does add an 'authentic' touch, I'll admit this much... but, I'm partial to using modern engines, even if still to render "low-quality" artwork.

Suggestion:
Why not post some more detailed information, or even screenshots, under the personal creations forum, or whatever it's called?



I believe that there are emulators for the 64DD, and they work just like normal N64 emulators. I was thinking about making the game in Unity awhile ago (like the other guy which I don't remember his username at the moment), and if that were the case, it would all be done to look like the 64DD.

I took your advice and have submitted another thread in that section. I plan on posting / attaching content when I get the chances to. Thanks, brian151.
MrQuetch
Member
Level: 14


Posts: 29/41
EXP: 11631
For next: 1440

Since: 12-07-16


Since last post: 4.0 years
Last activity: 5.4 years

Posted on 07-27-17 03:22:12 PM, in My N64 Development Experiences Link
Yes, it's definitely going to take awhile for me to get better at all of this C programming. My first language I ever started using was GML (Game Maker Language) which was originally written by Mark Overmars. I started with the initial "drag-and-drop" actions with the program, and eventually learned to write code from there (I was using the drag-and-drop actions around ten tears ago). Writing code is so much better because you can make more things happen easily. If you did the whole thing as drag-and-drop you'd have to scroll through your entire screen to notice the bottom of it all - which sucks if there is a lot going on.

Actually, using newer versions of Game Maker (Game Maker Studio), I've managed to make programs that do some extra work for me that would be harder to code by hand for the 64. For some more simple things, I just use normal C programming using a command prompt interface.

You know, it's interesting - people who've never used C before always say it sounds really difficult. I'll admit, I was in that same boat once. Although you can do pretty much anything in C, you need to know how to do it. It is really not as bad people say it is (or make it out to be), and it's quite versatile. It's a very neat language and I plan on learning how to put it into better practice with the 64. There is specific syntax, and there are some equations that can be never be determined (believe it or not - this page proves some of those: https://hackernoon.com/so-you-think-you-know-c-8d4e2cd6f6a6).

Alright, I'll try to get some roms up soon. They're still simple for the most part, but keep in mind I'm not making a DP rom yet... In fact, I'm still very far from it. I'm going to try to get z-buffering and vertex color blending in with textures as well. It may sound simple to just say it, but to get some of these to work takes a lot of studying and right use of functions. Apparently for 'skinned' joints (where separate vertices connect to each other), I think I'm going to need to write my own macros - which will be more like writing microcode.

I'll keep doing what I can manage.
MrQuetch
Member
Level: 14


Posts: 30/41
EXP: 11631
For next: 1440

Since: 12-07-16


Since last post: 4.0 years
Last activity: 5.4 years

Posted on 09-04-17 07:25:14 PM, in My N64 Development Experiences Link
I apologize for the wait - I've been busy with work matters, not to mention I'm going to be doing starting some college courses online within the next week or so.

I'm getting the better hang of the Spec files (it was the Makefiles before) which will be useful for telling everything where it should be in memory and being able to access elements and properties more easily. I still need to figure out multi-threading for controller input, z buffering, etc. But that should eventually come with my uncle's help - since he learned C back in the 80's.

I've also been getting access to better functions such as lerping, normalization, distance, cross and dot products (to name a few). These will be good for smooth movements, getting vectors to a smaller scale, and plenty of other cool things such as proper character placement on terrain with different heights.

Yup, it's slowly getting better. C is becoming more fun since I have a good idea of what I'm doing now.
MrQuetch
Member
Level: 14


Posts: 31/41
EXP: 11631
For next: 1440

Since: 12-07-16


Since last post: 4.0 years
Last activity: 5.4 years

Posted on 11-06-17 05:14:56 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
...Wow... I'm both very amazed and impressed! Go Hugo Peters!

I've been able to decipher some old files for myself (not from DP, but from other games). But, what you've learned and discovered when it comes to C, C#, and GML - along with DP is beyond incredible!

I saw this yesterday, but didn't have the time to post. I wish I checked this two weeks ago instead. Either way, very amazing work! I would really like to see all of the models that you've found when you get the chance to show us - that is, if you are allowed to. I remember you signed an NDA with Rare, but it appears you are showing us DP material anyways.

I won't ask you anything else about the NDA, I've learned - sorry about the past. Do you know if it is possible to export those models and textures to usable formats like *.3ds or *.obj? What about *.png or *.bmp for the textures?

Great work, dude! Seriously, more is found even after 20 years.

kokorogensou, thanks for the update on the models, as well as everyone else who has contributed.
MrQuetch
Member
Level: 14


Posts: 32/41
EXP: 11631
For next: 1440

Since: 12-07-16


Since last post: 4.0 years
Last activity: 5.4 years

Posted on 11-07-17 03:30:12 PM, in My N64 Development Experiences Link
I should've posted this awhile ago like I said, but it is here now.

Here is some older work that I've done for the N64.

All roms work on actual hardware except for the trail (tunnel-path) rom (something may be wrong in the code).
As you can see with the trail rom, there is no Z-buffering, but I'm figuring out some other things right now.



I now am getting the hang of models with proper texture coordinates and vertex color. I don't have any good roms for show at the moment, but I hope to show more soon.

I'm still working on the C programming as well.
MrQuetch
Member
Level: 14


Posts: 33/41
EXP: 11631
For next: 1440

Since: 12-07-16


Since last post: 4.0 years
Last activity: 5.4 years

Posted on 11-12-17 03:57:21 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
It's been awhile since I mentioned the music, but I cannot believe how close the custom soundfont sounds to that of the sound from Dinosaur Planet. It isn't exact, obviously, but it is pretty darn close. I know that RedFoxKett posted the music with the custom soundfont, but who made this soundfont?

The reason I bring this up is because I searched deep on Youtube for material from Dinosaur Planet, and came along this. If you look at the uploads by RedFoxKett, you'll notice that the track 35 is the Swapstone Circle. Of course, it doesn't say that in the title.

But... I came across this, and it was uploaded even before the music with the custom soundfont.
Here it is:

https://www.youtube.com/watch?v=u9I28lGulL4

Wow... I hope to find more of the original soundfont music, and it is difficult to find these.
What about you guys?
MrQuetch
Member
Level: 14


Posts: 34/41
EXP: 11631
For next: 1440

Since: 12-07-16


Since last post: 4.0 years
Last activity: 5.4 years

Posted on 11-13-17 06:19:35 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Ok, so I failed to mention that the custom soundfont was based off of the original, but I did know that already. Thanks for the information though, it helps lighten the subject.
MrQuetch
Member
Level: 14


Posts: 35/41
EXP: 11631
For next: 1440

Since: 12-07-16


Since last post: 4.0 years
Last activity: 5.4 years

Posted on 11-13-17 06:33:10 PM, in My N64 Development Experiences Link
Originally posted by Zero One
Hey, this looks really awesome! I don't suppose you could point me towards some resources you would recommend for this? You've made some really interesting stuff, and I'd like to have a look into it.


Thanks, Zero One! Yeah, these screenshots are all from computer emulation. I do think I can get my trail rom to work though... I think the only problem is the camera orientation. The screen showed black before, but it wasn't garbage pixels.

When I first began doing N64 homebrew, and tried my code on the hardware, about 75 to 100% of the time I got garbage pixels. By that, I mean to say that the rom doesn't work, and it doesn't know what to do so it just spits random colors into the frame buffer. I'm sure a big part of it was just my stupid lack of C programming.

Right now I'm trying to understand more of the basics of multithreading. I'm also optimizing my Maxscripts for proper model texture coordinates, colors work perfectly and I'm pretty excited about it.

I'm actually really glad that someone wants to look into this now. I suggest you look here first:
https://n64squid.com/homebrew/n64-sdk/

There are tutorials posted to get you started. The most important thing you need to actually do the programming is get a virtual machine. I use VirtualBox developed by Oracle Corporation. You will also need a 32-bit OS. I use Windows XP in my Virtual Box, since WinXp is 32 bits. It's strange considering the N64 is a 64-bit console, but it won't work if you use a 64-bit OS. That is one of the downsides of N64 development, but I'm sure it'll be worth it.

If you want to see any roms on emulation or hardware, I send you some via email.

I just want to let you know that N64 development is very difficult at first. It still is for me, but it has got easier. Maybe that won't be the case for you, but it was for me. It took me half a year until I got some of this stuff working. I still haven't got sound working yet either, but I'm looking into it.

Let me know if you need anymore help. You may even email Squid64 yourself. I received emails awhile ago from him, but I haven't heard from him in months now.
MrQuetch
Member
Level: 14


Posts: 36/41
EXP: 11631
For next: 1440

Since: 12-07-16


Since last post: 4.0 years
Last activity: 5.4 years

Posted on 11-22-17 05:50:16 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
I didn't mention this before... I'm not sure if these lay anywhere in the kiosk version of SFA. But, I would hope to see some of these in the future - if they do exist here. Hugo would definitely be the one to tell us when the time comes.

I always loved this image, but cannot tell what the area is according to the original DP names.

Would this be the "Willow Grove"?
http://archive.thegia.com/n64/dino/media2/n64_din1.jpg

Would this also be in the same place? It looks more "spread out", if you understand what I mean.
https://www.unseen64.net/wp-content/uploads/2008/04/dp_field.JPG

I just want to continue the thread. I hope you guys aren't annoyed by my posts. It is all so interesting.
MrQuetch
Member
Level: 14


Posts: 37/41
EXP: 11631
For next: 1440

Since: 12-07-16


Since last post: 4.0 years
Last activity: 5.4 years

Posted on 12-14-17 05:32:00 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
This is probably not the right place for it. But, to keep the thread going, I though I would ask this:

Does anyone know if the inspiration for the original Dinosaur Planet came from The Dark Crystal?

They're both so mysterious in their own ways that they seem like they could somehow be interconnected.

Of course, both were done by entirely different people... But, still.
MrQuetch
Member
Level: 14


Posts: 38/41
EXP: 11631
For next: 1440

Since: 12-07-16


Since last post: 4.0 years
Last activity: 5.4 years

Posted on 12-27-17 02:37:59 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Does anyone know what happened to the "RareMinion" Dinosaur Planet N64 Webpage? It had screenshots, the condensed story, and some audio. I can no longer find access to it, and it sucks. There was a URL for it on the hour-long Youtube video. It looks like the link is broken.
MrQuetch
Member
Level: 14


Posts: 39/41
EXP: 11631
For next: 1440

Since: 12-07-16


Since last post: 4.0 years
Last activity: 5.4 years

Posted on 01-23-18 12:43:49 AM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
How'd the guy get footage of Hugo's program?
I'm guessing Hugo gave him permission?
Correct me if I'm wrong.

Oh... Sorry about me asking for previous information, Hugo.

I still think it sucks the game just never came out like it was meant to be originally.
MrQuetch
Member
Level: 14


Posts: 40/41
EXP: 11631
For next: 1440

Since: 12-07-16


Since last post: 4.0 years
Last activity: 5.4 years

Posted on 01-23-18 05:09:05 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link
Some of the music in Dinosaur Planet has got me really interested in the music of the Mayans and the Aztecs.
The Earthwalker Temple was one of the songs that really got me into this type of music.

Someone listen to this and tell me that this was not David Wise's inspiration for some of the music in DP.

https://www.youtube.com/watch?v=_Tl7DCbClOE

When I hear these songs, I can't help but picture the various locations in DP - the music is a perfect fit.

Perhaps no one else thinks that, but I sure do.
Pages: 1 2 3
Jul - Posts by MrQuetch


Rusted Logic

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

22 database queries, 55 query cache hits.
Query execution time:  0.082261 seconds
Script execution time:  0.025717 seconds
Total render time:  0.107978 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 132 - Warning: unescaped & or unknown entity "&page"
line 149 column 50 - Warning: missing </font> before </td>
line 149 column 167 - 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 196 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 198 column 9 - Warning: missing <tr>
line 216 column 13 - Warning: missing <tr>
line 248 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 250 column 9 - Warning: missing <tr>
line 268 column 13 - Warning: missing <tr>
line 295 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 297 column 9 - Warning: missing <tr>
line 315 column 13 - Warning: missing <tr>
line 341 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 343 column 9 - Warning: missing <tr>
line 361 column 13 - Warning: missing <tr>
line 381 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 383 column 9 - Warning: missing <tr>
line 401 column 13 - Warning: missing <tr>
line 407 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 409 column 9 - Warning: missing <tr>
line 427 column 13 - Warning: missing <tr>
line 449 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 451 column 9 - Warning: missing <tr>
line 469 column 13 - Warning: missing <tr>
line 487 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 489 column 9 - Warning: missing <tr>
line 507 column 13 - Warning: missing <tr>
line 521 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 523 column 9 - Warning: missing <tr>
line 541 column 13 - Warning: missing <tr>
line 553 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 555 column 9 - Warning: missing <tr>
line 573 column 13 - Warning: missing <tr>
line 589 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 591 column 9 - Warning: missing <tr>
line 609 column 13 - Warning: missing <tr>
line 626 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 628 column 9 - Warning: missing <tr>
line 646 column 13 - Warning: missing <tr>
line 662 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 664 column 9 - Warning: missing <tr>
line 682 column 13 - Warning: missing <tr>
line 688 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 690 column 9 - Warning: missing <tr>
line 708 column 13 - Warning: missing <tr>
line 731 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 733 column 9 - Warning: missing <tr>
line 751 column 13 - Warning: missing <tr>
line 767 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 769 column 9 - Warning: missing <tr>
line 787 column 13 - Warning: missing <tr>
line 799 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 801 column 9 - Warning: missing <tr>
line 819 column 13 - Warning: missing <tr>
line 825 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 827 column 9 - Warning: missing <tr>
line 845 column 13 - Warning: missing <tr>
line 857 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 859 column 9 - Warning: missing <tr>
line 877 column 13 - Warning: missing <tr>
line 892 column 17 - Warning: missing <tr>
line 892 column 17 - Warning: discarding unexpected <table>
line 895 column 35 - Warning: missing <tr>
line 895 column 96 - Warning: unescaped & or unknown entity "&page"
line 895 column 132 - Warning: unescaped & or unknown entity "&page"
line 895 column 50 - Warning: missing </font> before </td>
line 895 column 167 - Warning: missing </font> before </table>
line 897 column 35 - Warning: missing <tr>
line 897 column 50 - Warning: missing </font> before </td>
line 897 column 135 - Warning: missing </font> before </table>
line 899 column 17 - Warning: discarding unexpected </textarea>
line 899 column 28 - Warning: discarding unexpected </form>
line 899 column 35 - Warning: discarding unexpected </embed>
line 899 column 43 - Warning: discarding unexpected </noembed>
line 899 column 53 - Warning: discarding unexpected </noscript>
line 899 column 64 - Warning: discarding unexpected </noembed>
line 899 column 74 - Warning: discarding unexpected </embed>
line 899 column 82 - Warning: discarding unexpected </table>
line 899 column 90 - Warning: discarding unexpected </table>
line 901 column 9 - Warning: missing </font> before <table>
line 913 column 25 - Warning: discarding unexpected </font>
line 922 column 58 - Warning: discarding unexpected </font>
line 900 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 201 column 22 - Warning: <img> lacks "alt" attribute
line 201 column 63 - Warning: <img> lacks "alt" attribute
line 201 column 112 - Warning: <img> lacks "alt" attribute
line 201 column 162 - Warning: <img> lacks "alt" attribute
line 212 column 15 - Warning: <img> lacks "alt" attribute
line 253 column 22 - Warning: <img> lacks "alt" attribute
line 253 column 63 - Warning: <img> lacks "alt" attribute
line 253 column 112 - Warning: <img> lacks "alt" attribute
line 253 column 162 - Warning: <img> lacks "alt" attribute
line 264 column 15 - Warning: <img> lacks "alt" attribute
line 300 column 22 - Warning: <img> lacks "alt" attribute
line 300 column 63 - Warning: <img> lacks "alt" attribute
line 300 column 112 - Warning: <img> lacks "alt" attribute
line 300 column 162 - Warning: <img> lacks "alt" attribute
line 311 column 15 - Warning: <img> lacks "alt" attribute
line 346 column 22 - Warning: <img> lacks "alt" attribute
line 346 column 63 - Warning: <img> lacks "alt" attribute
line 346 column 112 - Warning: <img> lacks "alt" attribute
line 346 column 162 - Warning: <img> lacks "alt" attribute
line 357 column 15 - Warning: <img> lacks "alt" attribute
line 386 column 22 - Warning: <img> lacks "alt" attribute
line 386 column 63 - Warning: <img> lacks "alt" attribute
line 386 column 112 - Warning: <img> lacks "alt" attribute
line 386 column 162 - Warning: <img> lacks "alt" attribute
line 397 column 15 - Warning: <img> lacks "alt" attribute
line 412 column 22 - Warning: <img> lacks "alt" attribute
line 412 column 63 - Warning: <img> lacks "alt" attribute
line 412 column 112 - Warning: <img> lacks "alt" attribute
line 412 column 162 - Warning: <img> lacks "alt" attribute
line 423 column 15 - Warning: <img> lacks "alt" attribute
line 454 column 22 - Warning: <img> lacks "alt" attribute
line 454 column 63 - Warning: <img> lacks "alt" attribute
line 454 column 112 - Warning: <img> lacks "alt" attribute
line 454 column 162 - Warning: <img> lacks "alt" attribute
line 465 column 15 - Warning: <img> lacks "alt" attribute
line 492 column 22 - Warning: <img> lacks "alt" attribute
line 492 column 63 - Warning: <img> lacks "alt" attribute
line 492 column 112 - Warning: <img> lacks "alt" attribute
line 492 column 162 - Warning: <img> lacks "alt" attribute
line 503 column 15 - Warning: <img> lacks "alt" attribute
line 526 column 22 - Warning: <img> lacks "alt" attribute
line 526 column 63 - Warning: <img> lacks "alt" attribute
line 526 column 112 - Warning: <img> lacks "alt" attribute
line 526 column 162 - Warning: <img> lacks "alt" attribute
line 537 column 15 - Warning: <img> lacks "alt" attribute
line 558 column 22 - Warning: <img> lacks "alt" attribute
line 558 column 63 - Warning: <img> lacks "alt" attribute
line 558 column 112 - Warning: <img> lacks "alt" attribute
line 558 column 162 - Warning: <img> lacks "alt" attribute
line 569 column 15 - Warning: <img> lacks "alt" attribute
line 594 column 22 - Warning: <img> lacks "alt" attribute
line 594 column 63 - Warning: <img> lacks "alt" attribute
line 594 column 112 - Warning: <img> lacks "alt" attribute
line 594 column 162 - Warning: <img> lacks "alt" attribute
line 605 column 15 - Warning: <img> lacks "alt" attribute
line 619 column 438 - Warning: <img> lacks "alt" attribute
line 631 column 22 - Warning: <img> lacks "alt" attribute
line 631 column 63 - Warning: <img> lacks "alt" attribute
line 631 column 112 - Warning: <img> lacks "alt" attribute
line 631 column 162 - Warning: <img> lacks "alt" attribute
line 642 column 15 - Warning: <img> lacks "alt" attribute
line 667 column 22 - Warning: <img> lacks "alt" attribute
line 667 column 63 - Warning: <img> lacks "alt" attribute
line 667 column 112 - Warning: <img> lacks "alt" attribute
line 667 column 162 - Warning: <img> lacks "alt" attribute
line 678 column 15 - Warning: <img> lacks "alt" attribute
line 693 column 22 - Warning: <img> lacks "alt" attribute
line 693 column 63 - Warning: <img> lacks "alt" attribute
line 693 column 112 - Warning: <img> lacks "alt" attribute
line 693 column 162 - Warning: <img> lacks "alt" attribute
line 704 column 15 - Warning: <img> lacks "alt" attribute
line 736 column 22 - Warning: <img> lacks "alt" attribute
line 736 column 63 - Warning: <img> lacks "alt" attribute
line 736 column 112 - Warning: <img> lacks "alt" attribute
line 736 column 162 - Warning: <img> lacks "alt" attribute
line 747 column 15 - Warning: <img> lacks "alt" attribute
line 772 column 22 - Warning: <img> lacks "alt" attribute
line 772 column 63 - Warning: <img> lacks "alt" attribute
line 772 column 112 - Warning: <img> lacks "alt" attribute
line 772 column 162 - Warning: <img> lacks "alt" attribute
line 783 column 15 - Warning: <img> lacks "alt" attribute
line 804 column 22 - Warning: <img> lacks "alt" attribute
line 804 column 63 - Warning: <img> lacks "alt" attribute
line 804 column 112 - Warning: <img> lacks "alt" attribute
line 804 column 162 - Warning: <img> lacks "alt" attribute
line 815 column 15 - Warning: <img> lacks "alt" attribute
line 830 column 22 - Warning: <img> lacks "alt" attribute
line 830 column 63 - Warning: <img> lacks "alt" attribute
line 830 column 112 - Warning: <img> lacks "alt" attribute
line 830 column 162 - Warning: <img> lacks "alt" attribute
line 841 column 15 - Warning: <img> lacks "alt" attribute
line 862 column 22 - Warning: <img> lacks "alt" attribute
line 862 column 63 - Warning: <img> lacks "alt" attribute
line 862 column 112 - Warning: <img> lacks "alt" attribute
line 862 column 162 - Warning: <img> lacks "alt" attribute
line 873 column 15 - Warning: <img> lacks "alt" attribute
line 907 column 25 - Warning: <img> lacks "alt" attribute
line 912 column 267 - Warning: <img> lacks "alt" attribute
line 147 column 135 - Warning: trimming empty <font>
line 149 column 167 - Warning: trimming empty <font>
line 892 column 17 - Warning: trimming empty <tr>
line 895 column 167 - Warning: trimming empty <font>
line 897 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 217 column 27 - Warning: <nobr> is not approved by W3C
line 269 column 27 - Warning: <nobr> is not approved by W3C
line 316 column 27 - Warning: <nobr> is not approved by W3C
line 362 column 27 - Warning: <nobr> is not approved by W3C
line 402 column 27 - Warning: <nobr> is not approved by W3C
line 428 column 27 - Warning: <nobr> is not approved by W3C
line 470 column 27 - Warning: <nobr> is not approved by W3C
line 508 column 27 - Warning: <nobr> is not approved by W3C
line 542 column 27 - Warning: <nobr> is not approved by W3C
line 574 column 27 - Warning: <nobr> is not approved by W3C
line 610 column 27 - Warning: <nobr> is not approved by W3C
line 647 column 27 - Warning: <nobr> is not approved by W3C
line 683 column 27 - Warning: <nobr> is not approved by W3C
line 709 column 27 - Warning: <nobr> is not approved by W3C
line 752 column 27 - Warning: <nobr> is not approved by W3C
line 788 column 27 - Warning: <nobr> is not approved by W3C
line 820 column 27 - Warning: <nobr> is not approved by W3C
line 846 column 27 - Warning: <nobr> is not approved by W3C
line 878 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 233 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