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04-23-22 11:52:15 PM
Jul - Posts by messiaen
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messiaen
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Posted on 05-20-08 09:52:12 PM, in Brainstorming ideas for Mushroom Battlefield (last edited by messiaen at 05-22-08 06:41 PM) Link
I couldn't understand these ideas. What are "key objects" ? What is the "appearing light effect" ?

Also, I can't handle multiple exits and there are already secret levels in Mario 64.
messiaen
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Posted on 05-21-08 10:56:32 PM, in Old videogame-ish music of mine (last edited by messiaen at 05-25-08 03:38 PM) Link
I was looking at some old files and found this videogame-ish composion I did back in 2000. Back then I had some cool samples for it, which I lost on some hard drive failure.

I think the solos between 0:30-00:48 and especially 1:50-2:20 would really fit well into a Megaman Hack .

Hope you enjoy it!

Edit: Ops, I forgot the link. And sorry for the cheesy ending .

Edit2: Perhaps this should go to the "Art" forum?

messiaen
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Posted on 05-22-08 06:20:18 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking (last edited by messiaen at 05-22-08 03:23 PM) Link
Some objects have scaling parameters you can access from the Toad's Tool interface, such as goombas. You may have to turn on the "expert" mode for that.

The scaling you can do by hex editing is to change behaviors which use the 0x32 scale command. This will affect ALL objects which use that behavior, unless you create a custom behavior, which will require a lot more editing.

Here is an example how to scale a object. First of all, get a copy of the behaviors.txt file at the Hacking Documents thread. Now search for the Racing Penguin behavior. After you found it, locate the 0x32 command.

ROM Addr: 0021F180 Hex Behav: 13005380
Description: Racing Penguin
[...] 21F1A8/0053A8 32 00 01 90 [...]

The last two bytes of the 0x32 command (in this case, 01 90) determine the scaling. Go to the windows calculator and convert Hex -> Dec, and you'll see that in this case it is 400%. The 21F1A8 is the offset address of that command in the ROM, so if you edit this one use your hex editor "Go To" function and type 21FA18. For instance, if you want 800% scaling, change 32 00 01 90 to 32 00 03 20.

To check the effects, load the ROM again, go to the level and watch the giant penguin race .
messiaen
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Posted on 05-22-08 09:27:07 PM, in ToadsTool Suggestions Link
If you hold the "shift" key, you can select multiple objects at once. Any changes will affect all selected objects. It also took me a while to figure this feature , but it is probably in the Read Me file.
messiaen
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Posted on 05-23-08 12:51:10 AM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
The 0x32 is the one which starts with 32 00 XX XX , XX XX being the scaling factor. Here is one example how to find it. First, go to Toad's Tool and search the Chain Chomp. Now get his behavior number. Enable the "hexadecimal" option in the interface, so it will show as h478C.

Now look at the behavior file:

ROM Addr: 0021E58C Hex Behav: 1300478C
Description: Chain Chomp
21E58C/00478C 00 04 00 00
21E590/004790 11 01 20 C9
21E594/004794 1E 00 00 00
21E598/004798 27 26 00 00 06 02 51 78
21E5A0/0047A0 28 00 00 00
21E5A4/0047A4 30 00 00 00 00 00 FE 70 FF CE 00 00 03 E8 00 C8 00 00 00 00
21E5B8/0047B8 22 00 00 00
21E5BC/0047BC 2D 00 00 00
21E5C0/0047C0 0E 15 00 F0
21E5C4/0047C4 32 00 00 C8
21E5C8/0047C8 29 00 00 00 00 00 00 6B 13 00 48 1C
21E5D4/0047D4 08 00 00 00
21E5D8/0047D8 0C 00 00 00 80 30 0E 40
21E5E0/0047E0 09 00 00 00

There is the 0x32 command in bold. 21E5C4 is the offset in the ROM. Don't forget to convert C8 to decimal in the windows calculator, so C8 = 200% scaling. Change and see the effects. You can search the behavior file for other objects which use this command and change them. Sometimes you may get unpredictable effects.

Regarding the Bob-omb, it doesn't have a 0x32 command, so you may try to replace one of the other 4-byte commands. This one is safe to edit:

21CF84/003184 1E 00 00 00

Change 1E 00 00 00 to 32 00 XX XX (scaling factor) and you can get effects like this:



messiaen
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Posted on 05-24-08 07:01:37 PM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) Link


A preview pic for the next release of "Platform Battlefield". This is not the actual sample level (there is none yet), just a test of different textured blocks with texture coordinates which don't hurt the eyes . Also, this will include a few individual scaling behaviors, so you can scale some objects just by changing its behavior.
messiaen
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Posted on 05-26-08 02:14:26 AM, in On the barbeque... Link
Something like this :

messiaen
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Posted on 05-26-08 02:49:00 PM, in The Theremin Link
You can always try the Virtual Theremin, but it takes a while to calibrate.
messiaen
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Posted on 05-26-08 04:06:04 PM, in Brainstorming ideas for Mushroom Battlefield Link
Ah, I didn't understand if you meant "key object" (a important object for an act) or the Bowser key, now it is clear. I think of using it in SMW-style, and now that James (yoshiman) found the coding which spawns itens from a tree, the key could be well hidden on there .

I can't make the appearing light effect, but the idea of an door inside a level is interesting. Perhaps a door that only opens if you have a certain ammount of coins? That would be probably a simple (but not easy, at least for me) modification with interesting effects.

I haven't been working on this for the past few days, I'm focusing on improving the experimental "Platform Battlefield" which is the basis of this. I now have about 5 different "blocks" with 3 texture combinations, and they can be used not just for building terrain but also for simple interiors. This template, along with a sample level, will be released in a few days.
messiaen
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Posted on 05-26-08 09:40:09 PM, in Brainstorming ideas for Mushroom Battlefield (last edited by messiaen at 05-27-08 09:48 AM) Link
One question: does anyone remember which levels use "hanging from ceiling" objects ? I searched in Toad's Tool 64 and I found one in the "Tall Tall Mountain" level. I want to "rip" it, but Tall Tall Mountain is not very good for this because its shape is a bit complex, I want something more simple. I'm sure there is another level with some kind of "net" you can hang, but I couldn't find it.
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Posted on 05-27-08 01:14:09 PM, in Brainstorming ideas for Mushroom Battlefield (last edited by messiaen at 05-27-08 10:14 AM) Link
Thanks Linkin800, that was the one I was looking for! I think it will be very useful as an independent 0x24 object. Do you know what is the texture number for it? I need this to help locating its polygons within the level terrain.

Regarding poles, I'm also looking for them. Besides the "Yellow pole" fom Dire Dire docks and the giant one in Whomp's Fortress, are there other ones which are already moving objects?

Kingwhomp: Those platforms polygons were created from scratch and their collisions polygons are basically the same as the platform geometry, but translated to the collision format. A custom behavior makes it "movable". You can read more about it in the Flatworld and behavior thread, or by looking at the hex data of the "Experimental Platform Battlefield 002".
messiaen
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Posted on 05-27-08 07:28:21 PM, in Brainstorming ideas for Mushroom Battlefield (last edited by messiaen at 05-27-08 06:19 PM) Link
Thanks Linkin, that was the object I was looking for. I couldn't remember the level.
Also, I never noticed you could hang from the bridge in Bob-Omb .

PS: There is a new test video at the Experimental Platform Battlefield thread.
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Posted on 05-28-08 02:52:23 AM, in Brainstorming ideas for Mushroom Battlefield Link
Thanks, actually I had seen that list before on the Acmlm2 board. Could you give some more details about the 08 bytes per vertex format?

One interesting thing is that the 0001 "lava/ice" collision works on the Bob-omb terrain type (it produces lava), so even though the lava polygons in Lethal Lava Land aren't loaded with the 0x15 Geo Layout command, to get lava in any level is easier than water.
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Posted on 05-28-08 03:16:32 AM, in ToadsTool Suggestions (last edited by messiaen at 05-28-08 01:52 PM) Link
There is one suggestion I think could benefit TT64 flexibilty: support loading behaviors from banks other than 0x13. I think every level can hold a few more bytes of data, so if you sneak in custom behaviors in one of the banks loaded (and expand it) you can have for instance scaling behaviors without affecting all objects and/or individual collision maps for some objects.

Also, VL-Tone, are you sure about the shift key functionality? In my 0.5.98b Windows version, it behaves like the usual "Control" function (selecting just one object at once), instead of selecting all objects between the first and second click.
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Posted on 05-28-08 10:28:59 PM, in Brainstorming ideas for Mushroom Battlefield Link
Thanks for sharing it rstewart. By the way, do you have undocumented information about Geometry Layout commands?

---

Ripped!

[/URL]

Now I just need to create the collision for it.
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Posted on 05-29-08 02:36:57 PM, in Brainstorming ideas for Mushroom Battlefield (last edited by messiaen at 06-19-08 10:54 AM) Link
While trying to use the "hanging net" object in my level, which has transparent polygons, it became clear to me the function of the "drawing layers" of 0x15 Geo Layout command. The Geometry Mode (Culling, Texture coordinates) and other polygon commands sometimes affect all other objects drawn at the same layer. The transparent polygons/semi-transparent polygons are usually drawn at layer 6, which seems to be the last one. Adding a few RSP commands before the triangle data, you can apply transparent textures to any object (if you don't do that, the alpha channel won't work).

Also, water/lava are loaded in different layers.
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Posted on 05-31-08 03:08:20 AM, in Flat Lethal Lava Land v0.2 Released (with sample level included!) (last edited by Kles at 07-18-08 12:44 PM) Link
----------------------------------------------
FLAT LETHAL LAVA LAND V0.2 - by messiaen
----------------------------------------------


This patch is an adaptation of the Flatworld concept to Lethal Lava Land, it replaces the polygons/collision from the level with a flat plane. Besides it, some objects now have individual solidity, so you can move them around and replicate them as many times as you want. To make them solid, you must select the appropriate behavior (see list below). There is also a special set of behaviors which makes the objects collision detectable by the enemies and also make them visible all the time. Use them *VERY* sparingly, because they lead to severe slowdown. The volcano uses the same kind of behavior, so be careful when using it.

There is a sample 2-star level included, so you can get an idea how to use the custom objects. Area 2 doesn't work properly, so forget about it for now.

Screenshot of the Sample Level:


Playthrough of the first star (you may want to play it first before watching the video!):

<object width="425" height="344"><embed src="http://www.youtube.com/v/7YvSAyHbARg&hl=pt-br&fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"></embed></object>

Features of v0.2:
----------------

- One "Flat" Lethal Lava Area (second area doesn't work)
- All objects from Lethal Lava Land
- Individual collision for Volcano, Platform with Arrows and Octogonal Lava Platform
- A modified "flat" version of the Platform with Arrows (Model 0B), so you can build more interesting platforms.
- Solidity/Scaling Behaviors
- Descriptions files

Solidity Behaviors:
-------------------

56E4 - Solid Platform With Arrows (model 0C)
5714 - Solid "Flat" Platform With Arrows (model 0B)
56FC - Solid Octogonal Lava Platform (model 05)
577C - Solid Volcano (Normal scaling)
5758 - Solid Volcano (300%)
572C - Solid Volcano (200%)
576C - Small Inverted Pyramid (200% scaling)

Special Behaviors (enemies can detect its collision)
------------------------------------------------

Use these sparingly, especially if you already have one or more volcanos in the level.

5790 - Octogonal Lava Platform for Enemies
57A4 - "Flat" Platform With Arrows" for Enemies
57B4 - Solid Platform With Arrows for Enemies

Download here! Patch to an extended Super Mario (U)! ROM.

*** IF YOU USE THIS ON YOUR MOD/HACK/VIDEO, PLEASE GIVE THE APPROPRIATE CREDITS ***
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Posted on 06-02-08 12:31:50 AM, in Flat Lethal Lava Land v0.2 Released (with sample level included!) (last edited by messiaen at 06-11-08 07:03 PM) Link
The name of the object as listed in Toad's Tool interface plus the "Model ID" is fine, but if you also copy the respective Hex Data of the 0x22 Geometry Layout for those models that would be even better.

Edit: I worked a bit on the lava collision and now it works perfectly. Since there is now some empty space in Bank 0x07, I may use it for additional 0x24 command slots or, eventually, for behaviors. I also finished the volcano collision, but when I get near it the game halts .

I am also experimenting scaling some of the platforms and changing the movement (rotating/tilting/etc) by simple behavior edits. If you remember of some type of platform movement found in other level which you think would fit a platform model in Lethal Lava Land, we could experiment with creating hybrid behaviours to add yet more variety to this.

When scaling objects, the "intensity" of the movement is not altered, so for instance if you increase too much the size of the "Tilting Inverted Pyramid" object you won`t be able to climb it, because it will turn very fast and you will fall in the lava. Hmmm, maybe with the Koopa shell ? More moderate scalings values such as 200% work very nice for this one, so that will probably be a preset scaling value for this behavior.

Using the 0x04 "jump" command, you can create many scaling behaviors using just a few bytes, so it won't be a problem to include about 3 different preset scalings for each object.

---

Yet another edit: I was checking what objects could be imported from Bowser Fire Sea. There are lot of interesting moving objects, however most of them don't use the 0x2A collision pointer I'm used to. Probably they use a hard-coded kind of collision (maybe a pointer in the ASM data?). My previous experience with this kind of object is that even if you import the polygons the game will crash if you use it on other level, probably because it can't locate the collision data.

Too bad, because these moving platforms would add a great deal of fun to the Flat Lava Land.

---

Update: I fixed the volcano problem. I really don't understand what was the problem, but moving the collision into another bank worked. I have already finished the collision for the Volcano, Octogonal Lava Platform and Platform with Arrows.

Since I don't want any kind of slowdown, I'm being very conservative regarding drawing/disappear distance. Maybe each object will feature also a special behavior with maximum distance settings, because otherwise you can't place enemies on it.
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Posted on 06-03-08 08:32:05 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
I tried it, and this is possible. Check the Sound Hacking thread.

What you have to do is erase (fill with 0 with a hex editor) the audio data for this particular sound effect. First, get
the N64 Sound Bank Ripper program (link in the sound hacking thread). After the program rips all the audio data, find the Peach voice. I did this by sorting by size, so it was easy to found it as "A001015.WAV".

Open the control.h file generated by that program and search for 1015. You will find this data:

NSound Sound1015 = { // Offset: 0x581980
NWaveTable Wave1015 = { // Offset: 0x581330
NLoop NLoop1015 = { // Offset: 0x5813A0
ALADPCMBook Book1015 = { // Offset: 0x581350 - This one is the important one

Open your ROM with your hex editor, go to offset 581350. I filled the whole region between 581350 to 5817A5 with 0's and it worked, but probably I should have stopped a few bytes earlier (or started a few bytes after 581350), because my emulator gave a small error (but continued working).
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Posted on 06-05-08 04:05:47 PM, in Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) (last edited by messiaen at 06-08-08 03:24 PM) Link
The bridge is now on "Platform Battlefield"! I'm adding some new features and finishing a sample level before I release it.



--

Chomps no longer chained:

<object width="425" height="350"> <embed src="http://www.youtube.com/v/WeK4cI4DedA" type="application/x-shockwave-flash" width="425" height="350"> </embed> </object>

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Jul - Posts by messiaen


Rusted Logic

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

30 database queries, 47 query cache hits.
Query execution time:  0.079307 seconds
Script execution time:  0.027196 seconds
Total render time:  0.106503 seconds


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line 845 column 376 - Warning: discarding unexpected <param>
line 845 column 442 - Warning: discarding unexpected </param>
line 850 column 17 - Warning: missing <tr>
line 850 column 17 - Warning: discarding unexpected <table>
line 853 column 35 - Warning: missing <tr>
line 853 column 95 - Warning: unescaped & or unknown entity "&page"
line 853 column 128 - Warning: unescaped & or unknown entity "&page"
line 853 column 161 - Warning: unescaped & or unknown entity "&page"
line 853 column 194 - Warning: unescaped & or unknown entity "&page"
line 853 column 227 - Warning: unescaped & or unknown entity "&page"
line 853 column 262 - Warning: unescaped & or unknown entity "&page"
line 853 column 295 - Warning: unescaped & or unknown entity "&page"
line 853 column 328 - Warning: unescaped & or unknown entity "&page"
line 853 column 361 - Warning: unescaped & or unknown entity "&page"
line 853 column 399 - Warning: unescaped & or unknown entity "&page"
line 853 column 434 - Warning: unescaped & or unknown entity "&page"
line 853 column 469 - Warning: unescaped & or unknown entity "&page"
line 853 column 504 - Warning: unescaped & or unknown entity "&page"
line 853 column 539 - Warning: unescaped & or unknown entity "&page"
line 853 column 574 - Warning: unescaped & or unknown entity "&page"
line 853 column 609 - Warning: unescaped & or unknown entity "&page"
line 853 column 644 - Warning: unescaped & or unknown entity "&page"
line 853 column 679 - Warning: unescaped & or unknown entity "&page"
line 853 column 714 - Warning: unescaped & or unknown entity "&page"
line 853 column 50 - Warning: missing </font> before </td>
line 853 column 751 - Warning: missing </font> before </table>
line 855 column 35 - Warning: missing <tr>
line 855 column 50 - Warning: missing </font> before </td>
line 855 column 135 - Warning: missing </font> before </table>
line 857 column 17 - Warning: discarding unexpected </textarea>
line 857 column 28 - Warning: discarding unexpected </form>
line 857 column 35 - Warning: discarding unexpected </embed>
line 857 column 43 - Warning: discarding unexpected </noembed>
line 857 column 53 - Warning: discarding unexpected </noscript>
line 857 column 64 - Warning: discarding unexpected </noembed>
line 857 column 74 - Warning: discarding unexpected </embed>
line 857 column 82 - Warning: discarding unexpected </table>
line 857 column 90 - Warning: discarding unexpected </table>
line 859 column 9 - Warning: missing </font> before <table>
line 871 column 25 - Warning: discarding unexpected </font>
line 880 column 58 - Warning: discarding unexpected </font>
line 858 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 111 - Warning: <img> lacks "alt" attribute
line 161 column 161 - Warning: <img> lacks "alt" attribute
line 172 column 15 - Warning: <img> lacks "alt" attribute
line 189 column 22 - Warning: <img> lacks "alt" attribute
line 189 column 63 - Warning: <img> lacks "alt" attribute
line 189 column 111 - Warning: <img> lacks "alt" attribute
line 189 column 161 - Warning: <img> lacks "alt" attribute
line 200 column 15 - Warning: <img> lacks "alt" attribute
line 209 column 358 - Warning: <img> proprietary attribute value "absmiddle"
line 209 column 358 - Warning: <img> lacks "alt" attribute
line 213 column 467 - Warning: <a> escaping malformed URI reference
line 213 column 579 - Warning: <img> proprietary attribute value "absmiddle"
line 213 column 579 - Warning: <img> lacks "alt" attribute
line 225 column 22 - Warning: <img> lacks "alt" attribute
line 225 column 63 - Warning: <img> lacks "alt" attribute
line 225 column 111 - Warning: <img> lacks "alt" attribute
line 225 column 161 - Warning: <img> lacks "alt" attribute
line 236 column 15 - Warning: <img> lacks "alt" attribute
line 255 column 1394 - Warning: <img> proprietary attribute value "absmiddle"
line 255 column 1394 - Warning: <img> lacks "alt" attribute
line 263 column 22 - Warning: <img> lacks "alt" attribute
line 263 column 63 - Warning: <img> lacks "alt" attribute
line 263 column 111 - Warning: <img> lacks "alt" attribute
line 263 column 161 - Warning: <img> lacks "alt" attribute
line 274 column 15 - Warning: <img> lacks "alt" attribute
line 281 column 236 - Warning: <img> proprietary attribute value "absmiddle"
line 281 column 236 - Warning: <img> lacks "alt" attribute
line 289 column 22 - Warning: <img> lacks "alt" attribute
line 289 column 63 - Warning: <img> lacks "alt" attribute
line 289 column 111 - Warning: <img> lacks "alt" attribute
line 289 column 161 - Warning: <img> lacks "alt" attribute
line 300 column 15 - Warning: <img> lacks "alt" attribute
line 307 column 130 - Warning: <img> proprietary attribute value "absmiddle"
line 307 column 130 - Warning: <img> lacks "alt" attribute
line 337 column 1699 - Warning: <img> lacks "alt" attribute
line 338 column 1844 - 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 111 - Warning: <img> lacks "alt" attribute
line 346 column 161 - Warning: <img> lacks "alt" attribute
line 357 column 15 - Warning: <img> lacks "alt" attribute
line 364 column 102 - Warning: <img> lacks "alt" attribute
line 366 column 402 - Warning: <img> proprietary attribute value "absmiddle"
line 366 column 402 - Warning: <img> lacks "alt" attribute
line 374 column 22 - Warning: <img> lacks "alt" attribute
line 374 column 63 - Warning: <img> lacks "alt" attribute
line 374 column 111 - Warning: <img> lacks "alt" attribute
line 374 column 161 - Warning: <img> lacks "alt" attribute
line 385 column 15 - Warning: <img> lacks "alt" attribute
line 392 column 93 - Warning: <img> proprietary attribute value "absmiddle"
line 392 column 93 - Warning: <img> lacks "alt" attribute
line 394 column 155 - Warning: <img> lacks "alt" attribute
line 402 column 22 - Warning: <img> lacks "alt" attribute
line 402 column 63 - Warning: <img> lacks "alt" attribute
line 402 column 111 - Warning: <img> lacks "alt" attribute
line 402 column 161 - Warning: <img> lacks "alt" attribute
line 413 column 15 - Warning: <img> lacks "alt" attribute
line 429 column 22 - Warning: <img> lacks "alt" attribute
line 429 column 63 - Warning: <img> lacks "alt" attribute
line 429 column 111 - Warning: <img> lacks "alt" attribute
line 429 column 161 - Warning: <img> lacks "alt" attribute
line 440 column 15 - Warning: <img> lacks "alt" attribute
line 447 column 342 - Warning: <img> proprietary attribute value "absmiddle"
line 447 column 342 - Warning: <img> lacks "alt" attribute
line 459 column 22 - Warning: <img> lacks "alt" attribute
line 459 column 63 - Warning: <img> lacks "alt" attribute
line 459 column 111 - Warning: <img> lacks "alt" attribute
line 459 column 161 - Warning: <img> lacks "alt" attribute
line 470 column 15 - Warning: <img> lacks "alt" attribute
line 485 column 22 - Warning: <img> lacks "alt" attribute
line 485 column 63 - Warning: <img> lacks "alt" attribute
line 485 column 111 - Warning: <img> lacks "alt" attribute
line 485 column 161 - Warning: <img> lacks "alt" attribute
line 496 column 15 - Warning: <img> lacks "alt" attribute
line 515 column 22 - Warning: <img> lacks "alt" attribute
line 515 column 63 - Warning: <img> lacks "alt" attribute
line 515 column 111 - Warning: <img> lacks "alt" attribute
line 515 column 161 - Warning: <img> lacks "alt" attribute
line 526 column 15 - Warning: <img> lacks "alt" attribute
line 534 column 225 - Warning: <img> proprietary attribute value "absmiddle"
line 534 column 225 - Warning: <img> lacks "alt" attribute
line 544 column 22 - Warning: <img> lacks "alt" attribute
line 544 column 63 - Warning: <img> lacks "alt" attribute
line 544 column 111 - Warning: <img> lacks "alt" attribute
line 544 column 161 - Warning: <img> lacks "alt" attribute
line 555 column 15 - Warning: <img> lacks "alt" attribute
line 572 column 22 - Warning: <img> lacks "alt" attribute
line 572 column 63 - Warning: <img> lacks "alt" attribute
line 572 column 111 - Warning: <img> lacks "alt" attribute
line 572 column 161 - Warning: <img> lacks "alt" attribute
line 583 column 15 - Warning: <img> lacks "alt" attribute
line 600 column 22 - Warning: <img> lacks "alt" attribute
line 600 column 63 - Warning: <img> lacks "alt" attribute
line 600 column 111 - Warning: <img> lacks "alt" attribute
line 600 column 161 - Warning: <img> lacks "alt" attribute
line 611 column 15 - Warning: <img> lacks "alt" attribute
line 624 column 219 - Warning: <img> lacks "alt" attribute
line 634 column 22 - Warning: <img> lacks "alt" attribute
line 634 column 63 - Warning: <img> lacks "alt" attribute
line 634 column 111 - Warning: <img> lacks "alt" attribute
line 634 column 161 - Warning: <img> lacks "alt" attribute
line 645 column 15 - Warning: <img> lacks "alt" attribute
line 662 column 22 - Warning: <img> lacks "alt" attribute
line 662 column 63 - Warning: <img> lacks "alt" attribute
line 662 column 111 - Warning: <img> lacks "alt" attribute
line 662 column 161 - Warning: <img> lacks "alt" attribute
line 673 column 15 - Warning: <img> lacks "alt" attribute
line 689 column 1068 - Warning: <img> lacks "alt" attribute
line 735 column 22 - Warning: <img> lacks "alt" attribute
line 735 column 63 - Warning: <img> lacks "alt" attribute
line 735 column 111 - Warning: <img> lacks "alt" attribute
line 735 column 161 - Warning: <img> lacks "alt" attribute
line 746 column 15 - Warning: <img> lacks "alt" attribute
line 755 column 560 - Warning: <img> proprietary attribute value "absmiddle"
line 755 column 560 - Warning: <img> lacks "alt" attribute
line 781 column 22 - Warning: <img> lacks "alt" attribute
line 781 column 63 - Warning: <img> lacks "alt" attribute
line 781 column 111 - Warning: <img> lacks "alt" attribute
line 781 column 161 - Warning: <img> lacks "alt" attribute
line 792 column 15 - Warning: <img> lacks "alt" attribute
line 819 column 22 - Warning: <img> lacks "alt" attribute
line 819 column 63 - Warning: <img> lacks "alt" attribute
line 819 column 111 - Warning: <img> lacks "alt" attribute
line 819 column 161 - Warning: <img> lacks "alt" attribute
line 830 column 15 - Warning: <img> lacks "alt" attribute
line 839 column 205 - Warning: <img> lacks "alt" attribute
line 865 column 25 - Warning: <img> lacks "alt" attribute
line 870 column 267 - Warning: <img> lacks "alt" attribute
line 147 column 135 - Warning: trimming empty <font>
line 149 column 751 - Warning: trimming empty <font>
line 850 column 17 - Warning: trimming empty <tr>
line 853 column 751 - Warning: trimming empty <font>
line 855 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 205 column 27 - Warning: <nobr> is not approved by W3C
line 241 column 27 - Warning: <nobr> is not approved by W3C
line 279 column 27 - Warning: <nobr> is not approved by W3C
line 305 column 27 - Warning: <nobr> is not approved by W3C
line 362 column 27 - Warning: <nobr> is not approved by W3C
line 390 column 27 - Warning: <nobr> is not approved by W3C
line 418 column 27 - Warning: <nobr> is not approved by W3C
line 445 column 27 - Warning: <nobr> is not approved by W3C
line 475 column 27 - Warning: <nobr> is not approved by W3C
line 501 column 27 - Warning: <nobr> is not approved by W3C
line 531 column 27 - Warning: <nobr> is not approved by W3C
line 560 column 27 - Warning: <nobr> is not approved by W3C
line 588 column 27 - Warning: <nobr> is not approved by W3C
line 616 column 27 - Warning: <nobr> is not approved by W3C
line 650 column 27 - Warning: <nobr> is not approved by W3C
line 678 column 27 - Warning: <nobr> is not approved by W3C
line 751 column 27 - Warning: <nobr> is not approved by W3C
line 797 column 27 - Warning: <nobr> is not approved by W3C
line 835 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 310 warnings and 0 errors!


URIs must be properly escaped, they must not contain unescaped
characters below U+0021 including the space character and not
above U+007E. Tidy escapes the URI for you as recommended by
HTML 4.01 section B.2.1 and XML 1.0 section 4.2.2. Some user agents
use another algorithm to escape such URIs and some server-sided
scripts depend on that. If you want to depend on that, you must
escape the URI on your own. For more information please refer to
http://www.w3.org/International/O-URL-and-ident.html

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