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04-23-22 11:52:17 PM
Jul - Posts by messiaen
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messiaen
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Posted on 06-26-08 08:04:08 PM, in Experimental Platform Battlefield v0.4 RELEASED (Mac patch included) (last edited by messiaen at 06-29-08 10:50 PM) Link
RELEASE FOR V0.3 ON THE FIRST POST!

Later I will add some screenshots and probably a video. Unfortunately, there's no sample level with it (will take a bit longer). If you make a level with it, post screenshots/patch/video in this thread .
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Posted on 06-27-08 12:43:14 PM, in Experimental Platform Battlefield v0.4 RELEASED (Mac patch included) Link
Blaster: Do you mean Model #50 or #49? Object combos can have different numbers, so it is better to use the Model ID, ok?

Try to change the renderer, enable/disable culling and fly around that object. TT64 sometimes won't display correct culling for transparent objects.

Anyway, I just forget to include a "Features List", it is now on the previous post. Later I'll edit also the first post.

messiaen
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Posted on 06-27-08 02:06:36 PM, in Experimental Platform Battlefield v0.4 RELEASED (Mac patch included) (last edited by messiaen at 06-27-08 11:27 AM) Link
Model 73 = Model h49. I forgot to say that the models.txt and the behaviors.txt files use Hex numbering, otherwise it is too impratical for editing.

I use Windows XP and the OpenGL renderer, so it could be something related to Vista. When I get culling errors in transparent objects, switching back and forth between enabled/disabled culling does the trick for me.

If nothing works for you, you can use other model (try model h33 = dec 51) as a reference to place that object. When you find the right position, change it back to model h49 (73) and then decrease its Y value by 500 (although the blocks look the same, there is a little difference in the way they are drawn, that's why you need to change the y). Be sure to keep the appropriate behavior.

If you have any suggestion to further improve this, go ahead and post it. For the next version (which probably won't take too long), I may implement more preset scalings behaviors for some of the enemies.

Drawing/disappear distances probably have to be tweaked, because the current settings may lead to slowdowns. One solution could be to use two behaviors for each block, one with "normal" settings (ie, the object will be drawn when you are near it) and the other for "maximum" settings (visible all the time). Maximum settings are needed when you place a enemy on one of the custom models, because the collision is only loaded when the object is drawn. Otherwise, the enemy just falls to the bottom of the terrain when the level starts.
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Posted on 06-27-08 05:07:53 PM, in StupidFilter Link
This is interesting .

Demo and FAQ.

Random test: ALL UTENSILS SHOULD FEAR ME = "Text is likely to be stupid"
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Posted on 06-28-08 12:09:06 AM, in StupidFilter Link
Joke or not, it is fun. For 5 minutes or so:

Justus League 2 = "Text is likely to be stupid."
messiaen
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Posted on 06-28-08 03:23:31 PM, in StupidFilter Link
It seems that the program is biased towards a more formal approach to language. If you sneak in some random bad words in a stupid but well constructed, properly capitalized question/statement, probably it will not be considered stupid.

BTW, this post = "Text is not likely to be stupid".

Perhaps this system could be used on popular sites such as Youtube:

"Text is likely to be stupid, TRY AGAIN please" .
messiaen
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Posted on 06-28-08 04:45:06 PM, in Experimental Platform Battlefield v0.4 RELEASED (Mac patch included) (last edited by messiaen at 06-28-08 03:47 PM) Link
The previous posts pretty much covered everything that could be wrong, but I would say it is probably the ROM. Also, please try to use proper capitalization/punctuation, otherwise it becomes hard to read your posts. If you make a typo, there is an "Edit" function.

I have corrected the annoying color bug on some of the models, so I'll just pack a few more features (mostly behaviors) and release another version pretty soon. I also finished a little program I wrote originally the "Flat" Lava Land. When you create collision data from the polygon commands you get a lot of redundant data because of repeated vertices (mainly due to vertex cache limitations). My program reads the collision data and get rid of all repeated vertexes and update all the triangles accordingly. For instance, my old Mushroom collision was 528 bytes long but after optimization it takes just 378. I hope that will have a positive impact on the performance.
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Posted on 06-29-08 02:36:55 PM, in Experimental Platform Battlefield v0.4 RELEASED (Mac patch included) (last edited by messiaen at 06-30-08 04:11 PM) Link
One new block for v0.4:



This is the "Platform with Arrows" from the Lethal Lava Land level, (internally) retextured. I just changed a bit the proportions so you can place it more easily. I may do this with other "platform" objects.

Also, the Tilting Bridge is no longer misrecognized as ""Grills Door Half", I corrected it by displacing the Geo Layout a few bytes. Another new feature (one that I should've added before) is that the package will include the description files, therefore all behaviors, models and object combos will have adequate names in the TT64 interface.

A teaser video for v0.4!

<object width="425" height="350"> <embed src="http://www.youtube.com/v/v5YKrfLsLXg" type="application/x-shockwave-flash" width="425" height="350"> </embed> </object>
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Posted on 06-30-08 02:23:36 AM, in Any one know some good,fiction, NON-animae books? Link
You can't go wrong with Crime and Punishment or if you have plenty of time Brothers Karamazov.

Dostoevsky rules.
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Posted on 07-02-08 03:32:46 PM, in Yoshi Story Editor (last edited by messiaen at 07-02-08 12:44 PM) Link
Perhaps you should begin by discovering what is the RSP microcode for this game and then looking at some RSP plug-ins source code.

At 0xB41FA: RSP Gfx ucode S2DEX 1.06 Yoshitaka Yasumoto Nintendo

Finding RSP commands in the ROM is quite easy (just search E700000000000000 for "entry-points"), the problem is to figure out where/how the vertexes are stored, if there is compression, etc. But... good luck!

By the way, you will really need to discover what is "CMPR" and "SMSR00", as there is LOTs of data blocks surrounded by this.
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Posted on 07-02-08 04:15:35 PM, in Experimental Platform Battlefield v0.4 RELEASED (Mac patch included) (last edited by messiaen at 07-02-08 01:20 PM) Link
That pipe uses the "Solid Pipe" behavior, which is one of the additional custom behaviors. The original "Warp Pipe" behavior is still there, if you want to use it.

Concerning textures, most models have three diferent versions, each one with a different texture. I understand what you mean by blending with the ground, but to avoid this you can either place the platforms higher in the air or choose a different version of the same block. Sometimes it is interesting to blend it with the terrain to add more variety.

Another option would be to slightly alter the colors/lightning of the platforms which use the grass texture, so they look a bit more dark or bright than the ground.

In all cases, textures are a limitation, because if you change one of the textures all the models which use it will be affected, unless you manually change the texture pointer (command 0xFD) for that specific model. Also, the mushroom texture can't be changed in TT64, just manually. Probably the same will happen to the "Giant Log" object.

Perhaps you could help me to make the next release (v0.4) compatible with the Mac extended ROM, contact me for more details. Despite me saying that it would be just a minor fix, there is plenty of new objects, even more than you can see in the video above.
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Posted on 07-03-08 03:40:21 PM, in Experimental Platform Battlefield v0.4 RELEASED (Mac patch included) (last edited by messiaen at 07-03-08 12:41 PM) Link
Yes, and remember that you can select multiple objects by holding the SHIFT key while you click them (either on the wireframe or directly on the 0x24 object listing).

Here is another hint: hold the shift key and select a bunch of empty objects (the gray ones in the 0x24 object listing). Now you can change all their properties at once, so select the acts they are going to appear and chose one object combo. This way you can quickly place many copies of the same object at once. Now just click on each one and place them wherever you want, or change it to another object combo.

Also, if you hold the ALT key and click on objects/behaviors/models descriptions in the Parameter Bar (the one at the bottom of TT64 interface), you can change them. Next version will include all the descriptions files.

By the way, I'm basically done with v0.4 as far as models/collisions is concerned. The problem is that the new models are more complex than the previous ones, and thus more likely to cause slowdowns. New models included are the "Big Mushroom Platform", the "Giant Log", two versions of the "Octogonal Platform", and some versions of that new block I showed in a previous message but with different inclinations.

Also, I thought a solution for the behaviors. I don't want to extend too much the behavior bank because it is loaded all the time, so it could crash other levels of the game. The behaviors already use a jump structure like this, which saves me a few bytes for each behavior:

0x56BC - SOLID (*NOT* to be used as a standalone behavior)

08 00 00 00 <-- Entry-point for all solid behaviors
0C 00 00 00 80 38 39 CC <-- Solid JAL call (used with 0x2A pointer)
09 00 00 00 <-- End of behavior

0x56CC - Solidity for MODELS 31, 34 and 37

00 09 00 00 <-- Begin behavior
0E 43 4B FF <-- Set disappear distance
2A 00 00 00 0B 00 37 50 <-- Collision pointer, Bank 0x0B Offset 0x3750
04 00 00 00 13 00 56 BC <-- Jump to 0x56BC in Bank 0x13

However, I could make them jump to another bank, so all I would need is this:

0x56CC - Solidity for MODELS 31, 34 and 37

00 09 00 00 <-- Begin behavior
04 00 00 00 0E 00 XX XX <-- Jump to Offset XXXX in Bank 0x0E (Level script bank)

So, this is a interesting way to make scripts loaded in level specific banks compatible with TT64 and at the same time prevent future problems.
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Posted on 07-03-08 10:47:22 PM, in ASM hacking Link
Sorry for taking so long to reply this, but this is very interesting!

Is this code called somewhere from the tree behavior 0x0C call (0x802C63E8) ? I'm still learning about the stack pointer and return addresses, but is it possible to backtrack from this code up to the tree behavior call? I ask this because it would be nice to discover the function of most of the "unused" behaviors. I think this would be possible for behaviors which are connected, in this case, tree and leaves. In other behaviors, this kind of connection is explicit, such in the King Bob-Omb and Bowser, which have 'sub-ojects' created with a 0x29, 0x1c or 0x2c behavior command.

Correct me if I'm wrong. So, the JAL 0x8029EDCC is probably used to create another object, and the registers a2 and a1 provide two arguments: the first (a1) is the Model ID, in that case 0x00a2, and the second argument (a2) is the leaves behavior (0x130013C4). What strikes me is that the format is very similar to the 0x24 level command, but with fewer arguments.
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Posted on 07-05-08 07:50:21 PM, in ASM hacking (last edited by messiaen at 07-05-08 05:17 PM) Link
Ok, I did a little searching, and I think I found two more spawn functions. Take a look and see if they are the same you know. The 0x802F2C84 call of the "Hidden Red Coin Star Behavior" (Behav 0x3E8C) actually spawns many objects:

802F2CA0: LUI A0, 0x8036 <- A question about this. Is this the base address used when writing/reading from memory? That is, 0x80360000
802F2CA4: LUI A2, 0x1300 <- Behavior bank. This is a quite nice string to search when looking for spawn functions. Another way is to look for all the "JALs" below, they happen quite often.
802F2CA8: ADDIU A2, A2, 0x556C <- "Unknown" Behavior, but at least now we know it is related to the Hidden Red Coin Star Behavior.
802F2CAC: LW A0, 0x1160 (A0)
802F2CB0: JAL 0x8029EDCC
802F2CB4: ADDIU A1, R0, 0x0079 <- Model 79 = "Transparent Star". Hmm, so probably Behavior 0x556C is linked to the Transparent Star?

Maybe there is a branch code earlier, so the transparent star is actually skipped (ie, checks if you don't have the star).

802F2CB8: LUI A0, 0x1300
802F2CBC: JAL 0x8029FBDC <- Hmm, could this be another spawn function ? I found this one also on one of the "check points" code.
802F2CC0: ADDIU A0, A0, 0x3EAC <- Red coin behavior!
802F2CC4: SH V0, 0x0036 (SP)
802F2CC8: LH T7, 0x0036 (SP)
802F2CCC: BNEZ T7, 0x802F2D5C
802F2CD0: NOP
802F2CD4: LUI T8, 0x8036
802F2CD8: LW T8, 0x1160 (T8)
802F2CDC: LUI A3, 0x1300 <- Here we go again.
802F2CE0: ADDIU A3, A3, 0x3E3C <- Collect Star Behavior. It probably doesn't a model ID because the Collect Star behavior has it already hardcoded, hardcoded in one of its 0x0C calls.
[...] lots of code here [...]
802F2D30: JAL 0x8029E9AC -> Used a lot, probably another spawn function
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Posted on 07-07-08 07:28:20 PM, in Behaviour Scripts (last edited by messiaen at 07-08-08 01:03 PM) Link
This one was Yoshiman's find, as seen in his latest video, I just searched for the behaviour pointer. This is the de facto "Koopa Shell" Power-up behavior:

ROM Addr: 0021BD3C Hex Behav: 13001F3C
>>>>>>>>>>Unused Behavior?
21BD3C/001F3C 00 06 00 00
21BD40/001F40 11 01 00 01
21BD44/001F44 30 00 00 00 00 1E FE 70 FF CE 03 E8 03 E8 00 C8 00 00 00 00
21BD58/001F58 08 00 00 00
21BD5C/001F5C 0C 00 00 00 80 2B D6 80
21BD64/001F64 09 00 00 00

Assign it to a Koopa Shell object and it will have the appropiate spinning/ridable behavior, unlike Behavior 0x0708 (labeled Koopa Shell Power-Up), which seemingly doesn't do nothing.

Edit: Yet another interesting video by Yoshiman (Yoshielectron at YouTube): a Koopa which gives you a Red Wing Cap. Looking at the code, the behavior for the Red Wing Cap is "3DB8". The Model ID for the Red Wing Cap is 87. Thanks Yoshiman!

---

Also, here is the "Running Star" Behavior I showed in an earlier video.

0005 0000 <-- Start
1101 2041 <-- From the Koopa behavior
2726 0000 0601 1364 <-- Animation Pointer (Koopa)
2809 0000
2D00 0000
0E45 4BFF [\
0E43 4BFF [ \-> Drawing/disappear distances, so you can see it from very var.
3200 0096 <-- Scaling
0C00 0000 802F 24F4 <-- "Collect Star" (Model is hardcoded)
0800 0000
0C00 0000 802F 31BC <-- "Collectable" call, otherwise when you get the star it will keep running. Use this when you want the object to disappear when touched.
0C00 0000 802F D7F8 <-- Main Koopa Behavior 0x0C call
0C00 0000 802F D7F8 <-- Repeated for 2x speed
0900 0000 <-- End

For this hybrid behavior, parameter 2 will be interpreted the same way as the Collect Star behavior. I removed the first 0x0C call from the original Koopa Behavior, because it could lead to crashes in "Flatworld". Apparently, it is responsible for interpreting Parameter 1 (type of Koopa). If you try this behavior in Bob-omb, you may want to try insert it back so that the Koopa follow its path to the top of the mountain.
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Posted on 07-07-08 11:46:55 PM, in ASM hacking (last edited by messiaen at 07-08-08 01:28 PM) Link
Thanks for warning me that these are bit-signed, you saved me from some future frustation . Also, now I understand the "push and pop" stack operations at the beggining/end of each function: the ADDIU instruction is in fact a subtraction operation, creating room for something to be stored (at least the Return Address).

I looked at more spawn functions. This is the code that runs when you get the 100th coin:

802AB558: ADDIU SP, SP, 0xFFE0
802AB55C: SW RA, 0x0014 (SP)
802AB560: SW A0, 0x0020 (SP)
802AB564: LUI A0, 0x8036
802AB568: LUI A2, 0x1300
802AB56C: ADDIU A2, A2, 0x080C
802AB570: LW A0, 0x1160 (A0)
802AB574: JAL 0x8029EDCC

So, it creates a "pseudo-object" with behavior 0x080C, another of the "Unused" ones. Just to clarify, VL-Tone probably called these behaviors "unused" because they aren't used directly in the level scripts object commands. Here is the behavior called:

ROM Addr: 0021A60C Hex Behav: 1300080C
>>>>>>>>>>Unused Behavior? (Runs when you get 100 coins)
21A60C/00080C 00 06 00 00
21A610/000810 11 01 00 01
21A614/000814 2D 00 00 00
21A618/000818 0C 00 00 00 80 2A AF 48
21A620/000820 08 00 00 00
21A624/000824 0C 00 00 00 80 2A B1 C8
21A62C/00082C 09 00 00 00

If I remove the 0x0C calls from this, a star model will still be spawned, but without its normal "Collect Star" behavior.

I tried to insert the "Running Star" behavior I posted earlier at 0x080C, and the result was funny: a running star is spawned. However, it is spawned right at the Mario position, so you automatically get it when you reach the 100th coin.
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Posted on 07-08-08 12:41:33 PM, in Help/Questions about Toad's Tool 64 and SM64 hacking Link
You can't edit these stars because they are objects spawned from the bosses, not regular objects generated by the level scripts (the ones TT64 can edit). But I think we may not be very far from discovering how to change this!

Also, I have some questions:

1 - What is the exact size of the MIO0 "wrapper" used in some banks (ie, texture banks) ? I ask this because sometimes I can't find the exact offset a Load Texture command (0xFD command) is pointing to. The MIO0 header is probably ignored, so that is not the start of a "wrapped" bank.

2 - How can I know which areas of the ROM are checksum protected?
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Posted on 07-08-08 08:54:33 PM, in ASM hacking (last edited by messiaen at 07-09-08 10:35 AM) Link
I have read about the delay slot, but with your example it became clearer. I was indeed wondering why the Model ID argument came after the JAL. Is it correct to think that for custom code it is safer to include a NOP after each JAL and BEQ or isn't this necessary (unless space is REALLY an issue) ?

Also, this table shows that registers a0-a3 (arguments) are preserved accross calls. So, there is no need to store it in the stack before a BEQ or JAL instruction?

--

Stevoisiak: You're right about the different behavior. Before the star is spawned, there is an animation, so the star is not spawned right on Mario. However, keeping this behavior seems to nulify the added "Koopa" effect.
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Posted on 07-09-08 11:38:33 PM, in Behaviour Scripts (last edited by messiaen at 09-08-08 01:05 PM) Link
I was experimenting with the "Burning" behaviour (0x0C84) and turns out that the command 0x34 is used for animations, but in a simpler way than the 0x27 animation pointer. All other behaviors which use the 0x34 are "unused", or one could say, "spawned" ones. It is placed between the 0x08 and 0x09 ones:

From the 0x0C84 Burning Behavior (Edit: corrected):

21AAB8/000CB8 08 00 00 00
21AABC/000CBC 10 2B 00 00
21AAC0/000CC0 34 1A 00 02
21AAC4/000CC4 09 00 00 00

Maybe the second byte (1A) could be the RAM offset index (refer to previous posts for more info on this). The fourth byte seems always to be 02 or 04. Remove the 0x34 from the behavior and the flames won't be animated. The earlier 0x10 doesn't seems to be related with the animation.

Edit: List of useful behaviors for custom objects. You have to change the 0x2A collision pointer so that it points to your object:


Breakable When hit by a Cannon (0x624 or 0x638) <-- 0x624 is a alternate using 0x04 jump.

Clock-like rotation (0x6E0) <-- Clock-like Rotation on the "Y" axis.

Door Behavior (0xB0C) <-- (Animation is on a shared bank [0x03], so that's safe)

Grindel-like Behavior (0xB58)

Twomp-like Behavior (0xB8C or 0xBc8)

Moving & Solid Behav (0xCFC) <-- When you step on it, it goes down until it hits the ground and then gradually
ascend to its initial position.

Elevator (0xD30) <-- Sort like the previous one. Should be tested a bit more before including it.

Tilting Platform (0x1030) <-- Works nice

Squishable Platforms (0x1064) <-- As used in Bowser's Fire Sea. Works better with very big objects.

Rotation 2 (0x10D8) <-- Not only rotates but also produces fire

"Unused" (0x1340) <-- Elevator-like movement

"Unused" (0x15E4) <-- Very cool, pound it to destroy and produces some "fireworks" . Can't remember where this is
used in the game.

"Unused" (0x1B88) <-- 180 degrees "X" rotation, stops for a second, 180 degrees "X" rotation.

Rotating CCW (0x1D14) <-- Better than 0x10D8 as it doesn't produces fire.

Sinks When Stepping on it (0x1D40) <-- Sinks just a little bit.

Moving Horizontally (0x1D78) <-- Move a bit, then return. Also sinks a bit. Probably best used on water/lava.

Rotating CW With Fire Bars (0x1DA8) <-- Similar to 0x10D8, but the fire is continuous and on both sides of the
platform/object.

"Unused" (0x1E04) <-- Floating on water/Lava. This is a sub-object created by the "Floating Wood Bridge" behavior
(0x1E30), but works on its own as a "floating behavior".

Rotation Around Y Axis (0x1E6C) <-- A bit faster than the "Clock" rotation.

Sinking in Lava (0x1E94) <-- Almost the same as the Sinking Platform behavior.

Tilting Inverted Pyramid (0x1EF8) <-- Good tilting effect for most objects.

Tox Box (0x1F90) <-- Rotation data is stored in the checksum area, so it works on all levels.

Platform Swivel 2 (0x2194) <-- Falls very quickly, stops for a few seconds and return to original position.

Elevator (0x28CC) <-- Can't remember where this is used in the game, but it produces a tilting in X axis effect.

Elevator (0x292C) <-- Like Swivel 2, but a bit slower.

Rotating Merry-Go-Round (0x2968) <-- Rotates Slowly around Y axis

"Unused" (0x38E8) <-- Rotates 45 degrees around Z axis.

Moving Back & Forth 1 (0x3910) <-- As used in Twomp's Fortress. Works very well!

Spindel Behavior (0x3B00) <-- This one is quite fun .

Moving Up And Down (0x3B30) <-- Moves up and down in a somewhat restricted amplitude. [Olhar ASM]

Pyramid Elevator (0x3B60) <-- Like other elevators, however this doesn't seem to return to its original position.

Pitoune 2 (0x3F40) <-- Used in the Rolling Log.

Unknown (0x3F78) <-- Rotates (falls) 90 degrees around Z axis. Not a friendly behavior .

Pitoune (0x3FA4) <-- Can't tell the difference from Pitoune 2.

Arrow Lift Behavior (0x4314) <-- Just boves back and forth?

Poundable (0x481C) <-- It works. Careful because there is a 0x32 scaling in its behavior. When pounded 3 times, a
sound will play

Clock Pendulum Behavior (0x4C24) <-- Oscilates.

Sliding Platform (0x4C94) <-- Slides in a aggressive pattern.

Clock Platform Behavior (0x4D28) <-- Goes up and Down) [Olhar ASM: 80307B58)

Clock Main Rotation (0x4D64) <-- Rotates very slowly a few degrees each time, like a clock

Rotating Clock Platform (0x4D90) <-- Rotates around "X" axis

Grindel Behavior (0x525C) <-- Naked agression!

Pendulum-like Movement (0x54B8) <-- Similar to 0x4C24

"Unused" (0x5504) <-- Falls a bit, then explode. Where is this used?!


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Last activity: 7.2 years

Posted on 07-12-08 06:54:22 PM, in Flat Lethal Lava Land v0.2 Released (with sample level included!) Link
Ops, one can't trust these free hosting servers . I can't upload it right now because I don't have the file with me, but I will do so in the next few days. If anybody has a suggestion of a good host to upload it (besides Rapidshare and Megaupload), feel free to send me a PM.
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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:  0.077139 seconds
Script execution time:  0.029529 seconds
Total render time:  0.106668 seconds


TidyHTML vomit below
line 1 column 1 - Warning: missing <!DOCTYPE> declaration
line 119 column 11 - Warning: <form> isn't allowed in <table> elements
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line 124 column 16 - Warning: plain text isn't allowed in <tr> elements
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line 141 column 68 - Warning: missing </nobr> before <tr>
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line 184 column 9 - Warning: <div> isn't allowed in <table> elements
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line 186 column 9 - Warning: missing <tr>
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line 250 column 9 - Warning: <div> isn't allowed in <table> elements
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line 270 column 13 - Warning: missing <tr>
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line 308 column 9 - Warning: <div> isn't allowed in <table> elements
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line 464 column 9 - Warning: <div> isn't allowed in <table> elements
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line 554 column 9 - Warning: <div> isn't allowed in <table> elements
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line 584 column 9 - Warning: <div> isn't allowed in <table> elements
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line 778 column 9 - Warning: <div> isn't allowed in <table> elements
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line 810 column 9 - Warning: <div> isn't allowed in <table> elements
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line 944 column 9 - Warning: <div> isn't allowed in <table> elements
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line 973 column 749 - Warning: unescaped & or unknown entity "&page"
line 973 column 784 - Warning: unescaped & or unknown entity "&page"
line 973 column 50 - Warning: missing </font> before </td>
line 973 column 821 - Warning: missing </font> before </table>
line 975 column 35 - Warning: missing <tr>
line 975 column 50 - Warning: missing </font> before </td>
line 975 column 135 - Warning: missing </font> before </table>
line 977 column 17 - Warning: discarding unexpected </textarea>
line 977 column 28 - Warning: discarding unexpected </form>
line 977 column 35 - Warning: discarding unexpected </embed>
line 977 column 43 - Warning: discarding unexpected </noembed>
line 977 column 53 - Warning: discarding unexpected </noscript>
line 977 column 64 - Warning: discarding unexpected </noembed>
line 977 column 74 - Warning: discarding unexpected </embed>
line 977 column 82 - Warning: discarding unexpected </table>
line 977 column 90 - Warning: discarding unexpected </table>
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line 221 column 63 - Warning: <img> lacks "alt" attribute
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line 255 column 22 - Warning: <img> lacks "alt" attribute
line 255 column 63 - Warning: <img> lacks "alt" attribute
line 255 column 111 - Warning: <img> lacks "alt" attribute
line 255 column 161 - Warning: <img> lacks "alt" attribute
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line 273 column 93 - Warning: <img> lacks "alt" attribute
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line 409 column 63 - Warning: <img> lacks "alt" attribute
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line 559 column 63 - Warning: <img> lacks "alt" attribute
line 559 column 111 - Warning: <img> lacks "alt" attribute
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line 589 column 22 - Warning: <img> lacks "alt" attribute
line 589 column 63 - Warning: <img> lacks "alt" attribute
line 589 column 111 - Warning: <img> lacks "alt" attribute
line 589 column 161 - Warning: <img> lacks "alt" attribute
line 600 column 15 - Warning: <img> lacks "alt" attribute
line 638 column 22 - Warning: <img> lacks "alt" attribute
line 638 column 63 - Warning: <img> lacks "alt" attribute
line 638 column 111 - Warning: <img> lacks "alt" attribute
line 638 column 161 - Warning: <img> lacks "alt" attribute
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line 698 column 22 - Warning: <img> lacks "alt" attribute
line 698 column 63 - Warning: <img> lacks "alt" attribute
line 698 column 111 - Warning: <img> lacks "alt" attribute
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line 751 column 63 - Warning: <img> lacks "alt" attribute
line 751 column 111 - Warning: <img> lacks "alt" attribute
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line 783 column 63 - Warning: <img> lacks "alt" attribute
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line 815 column 22 - Warning: <img> lacks "alt" attribute
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line 815 column 111 - Warning: <img> lacks "alt" attribute
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line 870 column 1980 - Warning: <img> proprietary attribute value "absmiddle"
line 870 column 1980 - Warning: <img> lacks "alt" attribute
line 907 column 3707 - Warning: <img> proprietary attribute value "absmiddle"
line 907 column 3707 - Warning: <img> lacks "alt" attribute
line 915 column 4134 - Warning: <img> proprietary attribute value "absmiddle"
line 915 column 4134 - Warning: <img> lacks "alt" attribute
line 949 column 22 - Warning: <img> lacks "alt" attribute
line 949 column 63 - Warning: <img> lacks "alt" attribute
line 949 column 111 - Warning: <img> lacks "alt" attribute
line 949 column 161 - Warning: <img> lacks "alt" attribute
line 960 column 15 - Warning: <img> lacks "alt" attribute
line 967 column 121 - Warning: <img> proprietary attribute value "absmiddle"
line 967 column 121 - Warning: <img> lacks "alt" attribute
line 985 column 25 - Warning: <img> lacks "alt" attribute
line 990 column 267 - Warning: <img> lacks "alt" attribute
line 147 column 135 - Warning: trimming empty <font>
line 149 column 821 - Warning: trimming empty <font>
line 970 column 17 - Warning: trimming empty <tr>
line 973 column 821 - Warning: trimming empty <font>
line 975 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 237 column 27 - Warning: <nobr> is not approved by W3C
line 271 column 27 - Warning: <nobr> is not approved by W3C
line 301 column 27 - Warning: <nobr> is not approved by W3C
line 329 column 27 - Warning: <nobr> is not approved by W3C
line 361 column 27 - Warning: <nobr> is not approved by W3C
line 389 column 27 - Warning: <nobr> is not approved by W3C
line 425 column 27 - Warning: <nobr> is not approved by W3C
line 453 column 27 - Warning: <nobr> is not approved by W3C
line 485 column 27 - Warning: <nobr> is not approved by W3C
line 519 column 27 - Warning: <nobr> is not approved by W3C
line 575 column 27 - Warning: <nobr> is not approved by W3C
line 605 column 27 - Warning: <nobr> is not approved by W3C
line 654 column 27 - Warning: <nobr> is not approved by W3C
line 714 column 27 - Warning: <nobr> is not approved by W3C
line 767 column 27 - Warning: <nobr> is not approved by W3C
line 799 column 27 - Warning: <nobr> is not approved by W3C
line 831 column 27 - Warning: <nobr> is not approved by W3C
line 965 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 289 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