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04-24-22 11:14:52 AM
Jul - Posts by Keitaro
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Keitaro

Fire Snake
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Posted on 04-03-13 04:51:00 AM, in Target: Get Into The Game [VHS / 1998] Video Dump Project Link
seems like the voices were all just temps (the lizard and all) before they got the final actors in there...not too uncommon of a practice when you need to time things specifically to events having voice acting, but in a game like this and especially with recorded footage it seems a bit unusual that they might do that. Could also just be that they really did decide to change the actors later in development. Interesting finds!
Keitaro

Fire Snake
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Level: 70


Posts: 1172/1191
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Posted on 04-28-13 07:46:23 AM, in Little help with PSound Link
try halving the "default" value, whatever that probably is, each time. Also, common sampling rates include 48000hz, 44100, 22050, 11025...so those might be sweet spots to try as well
Keitaro

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Posted on 08-04-13 09:28:27 AM, in Need Help In Finding Hex Pointers In The MegaMan Zero 1 to 4 Gba Games! Link
Pointers on the GBA are super easy and work as such:

if your address is 123456, a pointer to that address would be the bytes reversed with 08 on the end of it. An address of 12 34 56 would have a pointer being read as 56 34 12 08, in this case. If no pointer is being found, you might not actually have the right starting address, maybe you're off by a few bytes? Keep playing around with it and I'm sure you'll be able to figure it out eventually repointing GBA data is one of the easiest things ever I've found. Could you possibly be more specific with what you are doing?
Keitaro

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Posted on 08-22-13 09:59:17 PM, in Post Your Desk/Workstation Arrangement Link


i m legit sound dept.
Keitaro

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Posted on 08-22-13 10:08:07 PM, in Jul Faces Link


haven't posted one of these in a while. so uh...hi
Keitaro

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Posted on 08-22-13 10:10:37 PM, in Need Help In Finding Hex Pointers In The MegaMan Zero 1 to 4 Gba Games! Link
Repointing graphics locations is pretty easy, though if it would fit 1:1 you may just be better off physically replacing his graphics in the rom with a tile editor or the such. if it's compressed, UNLZGBA is a program that works pretty well for editing compressed graphics
Keitaro

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Posted on 08-22-13 10:20:43 PM, in The General Project Screenshot/Videos Thread... Link
Was going to offer to put in some Kirby music in that AW2 hack for you but it looks like it's already been done
Keitaro

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Posted on 10-09-13 09:29:22 AM, in General information about the GB/GBC Codebreaker Link
Originally posted by omega59
Originally posted by KingMike
I had wondered if it would have been possible for someone to write a GB dumper that could work with only a Transfer Pak and a N64 controller USB adapter.

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

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


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

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Posted on 11-14-14 10:22:40 AM, in Pokemon Pinball Ruby/Sapphire hacking (Lots of data!) (last edited by Keitaro at 11-17-14 07:53:08 AM) Link
EDIT: I went ahead and cleaned this up so it was easier to read, heh.

I really wanted to make a hack of this game with the Pokémon that weren't included, so I started poking around for data! As far as I know, this is the first ever data documented on this game, so I'll try to be as detailed as possible. Here's what I've found so far:

Pokémon structure format:

this is a little weird and I'm not 100% sure what all of this does, so bear with me. Starting at 0x6A3707 is the data for the Pokémon themselves. It goes as follows:

Name in Ascii (0x0A Bytes)*
Catch Mode Sprite (0x01 bytes; 00 if none, defaults to Treecko?)
Hatch Mode Sprite (0x01 bytes; 00 if none, defaults to Wurmple?)
Unknown (0x01 bytes; always 00?)
Evolution (0x02 bytes; [type] [Pokémon])
Additional unknown data (0x9 Bytes)

Total size of each Pokémon: 0x18 bytes

The Pokémon you will encounter, whether by Catch or Hatch mode, is always sent to 0x02000598 in memory. You could make a cheat to set a Pokémon for easy testing!

*Changing this affects how a Pokémon's name is displayed during play ("You caught/evolved [Pokémon]!") but NOT for its Pokédex entry. That data is apparently completely separate. I have not found any information on the Pokédex yet, though it would be nice to eventually have control over at least the list order. Any left-over space in a Pokémon's name is filled with 0x20, or an ASCII space character.

Values for evolution type:

00 - Does not evolve*
01 - Exp.
02 - Leaf stone
03 - Fire Stone
04 - Link Cable
05 - Moon Stone
06 - Water Stone
07 - Thunder Stone
08 - Sun Stone (unused / untested)
09 - Affection
0A - Pokéblock
0B - Split**

*Must "evolve" in to 0xCD/Blank Pokémon???

**PRETTY sure the way this works is "declared Pokémon value + 1"; i.e. 0B 9B to evolve in to either Pikachu OR Raichu, 0B B3 to evolve in to either Corsola or Chinchou, etc. Not sure how the evolution method (Exp., Stone, etc.) is determined in such cases as neither Gloom nor Wurmple offer any clues so far (possibly hardcoded?) Please chime in if you feel you could shed some light on this! It would be really nice to have more control over this so that adding Pokémon such as Eevee might be possible.

Also unknown to me is how Shedinja is handled by the game. This may also possibly be hardcoded (automatically add to Pokédex once Ninjask is obtained maybe???), if anyone has any idea how this works or the possibility of modifying or disabling such behavior, please offer your input!

Wild Pokémon Lists/Format:

Each list is 0x10 bytes in size, allowing for 8 Pokémon per list. If you would like to have less than eight Pokémon, use 0xCD (a "blank" Pokémon) to fill in the remaining slots. There are two lists per field location. Not sure how lists are assigned to the appropriate field locations just yet, the only pointers I found lead to the first of all these lists only...? (I.E. Petalburg Ruby 1)

Format: PP 00 PP 00 etc (PP = Pokémon in hex, 00 has no value). All addresses are in hexidecimal. It's interesting to note that based on these internal lists, literally all information online regarding Pokémon catch locations have incorrect data (there is no Medetite in the Safari Zone!!!)

Anyways, here are the lists:

Petalburg Forest (Ruby)

List 1: (055A84)
-------
16 Nuzleaf
0B Zigzagoon
0E Silcoon
10 Cascoon
93 Duskull
90 Keckleon
CD Blank
CD Blank

List 2: (055A94)
-------
00 Treecko
16 Nuzleaf
0B Zigzagoon
0E Silcoon
10 Cascoon
93 Duskull
29 Nincada
90 Keckleon


Petalburg Forest (Sapphire)

List 1: (055AA4)
-------
23 Slakoth
5D Roselia
0E Silcoon
10 Cascoon
93 Duskull
90 Keckleon
CD Blank
CD Blank

List 2: (055AB4)
-------
95 Tropius
23 Slakoth
5D Roselia
0E Silcoon
10 Cascoon
93 Duskull
29 Nincada
90 Keckleon


Plains (Ruby)

List 1: (055AC4)
-------
56 Illumise
4D Electrike
09 Poochyena
51 Magnemite
53 Voltorb
18 Taillow
8D Castform
CD Blank

List 2: (055AD4)
-------
7A Zangoose
09 Poochyena
51 Magnemite
53 Voltorb
18 Tailow
8D Castform
CD Blank
CD Blank


Plains (Sapphire)

List 1: (055AE4)
-------
89 Jigglypuff
4D Electrike
09 Poochyena
51 Magnemite
53 Voltorb
18 Tailow
8D Castform
CD Blank

List 2: (055AF4)
-------
55 Volbeat
7B Seviper
89 Jigglypuff
09 Poochyena
51 Magnemite
53 Voltorb
18 Tailow
8D Castform


Lilycove

List 1: (055B04)
-------
62 Wailmer
1A Wingull
41 Tentacool
60 Carvanha
B6 Luvdisc
84 Lileep
CD Blank
CD Blank

List 2: (055B14)
--------
8E Staryu
62 Wailmer
B2 Relicanth
41 Tentacool
60 Carvanha
B6 Luvdisc
84 Lileep
CD Blank


Beach

List 1: (055B24)
-------
33 Magikarp
1A Wingull
41 Tentacool
60 Carvanha
B6 Luvdisc
86 Anorith
CD Blank
CD Blank

List 2: (055B34)
-------
AF Clampearl
33 Magikarp
B2 Relicanth
41 Tentacool
60 Carvanha
B6 Luvdisc
86 Anorith
CD Blank


Granite Cave (Ruby)

List 1: (055B44)
-------
7D Solrock
44 Mawile
48 Machop
69 Grimer
BB Shelgon
2D Loudred
3B Nosepass
CD Blank

List 2: (055B54)
-------
7D Solrock
48 Machop
26 Abra
BB Shelgon
2D Loudred
3B Nosepass
CD Blank
CD Blank


Granite Cave (Sapphire)

List 1: (055B64)
--------
7C Lunatone
2F Makuhita
69 Grimer
BB Shelgon
2D Loudred
3B Nosepass
CD Blank
CD Blank

List 2: (055B74)
-------
7C Lunatone
2F Makuhita
43 Sableye
26 Abra
BB Shelgon
2D Loudred
3B Nosepass
CD Blank


Safari Zone

List 1: (055B84)
-------
9D Psyduck
A7 Heracross
A3 Girafarig
A6 Pinsir
A8 Rhyhorn
5B Doduo
A0 Wobuffet
CD Blank

List 2: (055B94)
-------
9B Pikachu
A7 Heracross
A3 Girafarig
A6 Pinsir
A8 Rhyhorn
5B Doduo
A0 Wobuffet
CD Blank

Chimney Mountain

List 1: (055BA4)
-------
66 Slugma
98 Vulpix
68 Torkoal
64 Numel
6B Koffing
72 Skarmory
CD Blank
CD Blank

List 2: (055BB4)
-------
03 Torchic
98 Vulpix
68 Torkoal
64 Numel
6B Koffing
72 Skarmory
CD Blank
CD Blank


Lake

List 1: (055BC4)
-------
31 Goldeen
36 Marill
13 Lombre
7E Barboach
80 Corphish
8B Feebas
CD Blank
CD Blank

List 2: (055BD4)
-------
06 Mudkip
36 Marill
13 Lombre
7E Barboach
80 Corphish
8B Feebas
CD Blank
CD Blank


Desert

List 1: (055BE4)
-------
82 Baltoy
4B Meditite
74 Vibrava
76 Cacnea
38 Geodude
97 Absol
CD Blank
CD Blank

List 2: (055BF4)
-------
78 Swablu
4B Meditite
74 Vibrava
76 Cacnea
38 Geodude
97 Absol
CD Blank
CD Blank


Ruins (Ruby)

List 1: (055C04)
-------
BD Beldum
C0 Regirock
C1 Regice
CD Blank
CD Blank
CD Blank
CD Blank
CD Blank

List 2: (055C14)
-------
BD Beldum
C0 Regirock
C1 Regice
C2 Registeel
CD Blank
CD Blank
CD Blank
CD Blank


Ruins (Sapphire)

List 1: (055C24)
-------
BD Beldum
C0 Regirock
C1 Regice
CD Blank
CD Blank
CD Blank
CD Blank
CD Blank

List 2: (055C34)
-------
BD Beldum
C0 Regirock
C1 Regice
C2 Registeel
CD Blank
CD Blank
CD Blank
CD Blank

Additionally, Aerodactyl, Chikorita, Cyndaquil, Totodile, and Latios/as can be found at random on any given field, supposedly... I have no idea where this data is stored, as I have been unable to make them appear legitimately yet to do a memory trace. It would also be nice to be able to find the data to determine which Pokémon is used when Jirachi is called, or any of the legendaries are faced in a Bonus capture game, so if anyone has any ideas please share them!

Egg Pokémon Lists - These are the lists of Pokémon which can be hatched from eggs. 0x34 bytes each, one list per table universal across all field locations. Format is same as wild Pokémon, i.e. PP 00 PP 00 etc. (not sure what happens if 0xCD is used to truncate list in this case)

Ruby Table Egg List: (6A4A38)
-----------------------
0D Wurmple
15 Seedot
1C Ralts
21 Shroomish
2C Whismur
3C Skitty
3E Zubat
45 Aron
4F Plusle
50 Minun
57 Oddish
6D Spoink
6F Sandshrew
71 Spinda
73 Trapinch
91 Shuppet
96 Chimecho
9F Wynaut
A1 Natu
A4 Phanpy
AA Snorunt
AC Spheal
B3 Corsola
B7 Horsea
BA Bagon
9A Pichu

Sapphire Table Egg List: (644A6C)
-----------------------
0D Wurmple
12 Lotad
1C Ralts
1F Surskit
2C Whisur
35 Azurill
3E Zubat
45 Aron
57 Oddish
5E Gulpin
6D Spoink
6F Sandshrew
71 Spinda
73 Trapinch
88 Igglybuff
91 Shuppet
96 Chimecho
A1 Natu
A4 Phanpy
AA Snorunt
AC Spheal
B3 Corsola
B4 Chinchou
B7 Horsea
BA Bagon
9A Pichu

Additional notes/discoveries
Cry data exists in the game for Bayleef, Meganium, Quilava, Typhlosion, Croconaw, Feraligatr, and Deoxys. None of these Pokémon are available in the game, and the Johto starters can't even evolve as a result! No remaining data for these Pokémon appear to be left, though there are four placeholder portraits featuring crudely drawn numbers still in the game for up to Pokédex number 210 (if the blank entry 0xCD is assumed to be #206, these would come directly afterwards!) ... I question if it is possible to add more than 205 Pokémon if the game considers 206 to be the "end" value, but it shouldn't be impossible with the right skills.

So that's all the information I have found so far! Please let me know if you have any questions, if I didn't explain something well enough, or if you have any suggestions or ideas you might be able to contribute to this further! My ASM skills are so limited that this is about all the data I was able to find myself so far, but it's a step in the right direction for hacking at least the Pokémon themselves! Actual physical table "map" data is probably beyond my research skills at the moment... my eventual goals are to be able to have more control over split-type evolutions, and to be able to add additional field areas outside of the nine available (as well as editing and better understanding the "travel order"), so if anyone has any suggestions on where to go next or other neat things I should dig in to, let me know! I'll be doing some poking myself in the meanwhile.

Finally, here is a list of all the Pokémon's hexidecimal values!

00 - Treecko
01 - Grovyle
02 - Sceptile
03 - Torchic
04 - Combusken
05 - Blaziken
06 - Mudkip
07 - Marshtomp
08 - Swampert
09 - Poochyena
0A - Mightyena
0B - Zigzagoon
0C - Linoone
0D - Wurmple
0E - Silcoon
0F - Beautifly
10 - Cascoon
11 - Dustox
12 - Lotad
13 - Lombre
14 - Ludicolo
15 - Seedot
16 - Nuzleaf
17 - Shiftry
18 - Taillow
19 - Swellow
1A - Wingull
1B - Pelipper
1C - Ralts
1D - Kirlia
1E - Gardevoir
1F - Surskit
20 - Masquerain
21 - Shroomish
22 - Breloom
23 - Slakoth
24 - Vigoroth
25 - Slaking
26 - Abra
27 - Kadabra
28 - Alakazam
29 - Nincada
2A - Ninjask
2B - Shedinja
2C - Whismur
2D - Loudred
2E - Exploud
2F - Makuhita
30 - Hariyama
31 - Goldeen
32 - Seaking
33 - Magikarp
34 - Gyarados
35 - Azurill
36 - Marill
37 - Azumarill
38 - Geodude
39 - Graveler
3A - Golem
3B - Nosepass
3C - Skitty
3D - Delcatty
3E - Zubat
3F - Golbat
40 - Crobat
41 - Tentacool
42 - Tentacruel
43 - Sableye
44 - Mawile
45 - Aron
46 - Lairon
47 - Aggron
48 - Machop
49 - Machoke
4A - Machamp
4B - Meditite
4C - Medicham
4D - Electrike
4E - Manectric
4F - Plusle
50 - Minun
51 - Magnemite
52 - Magneton
53 - Voltorb
54 - Electrode
55 - Volbeat
56 - Illumise
57 - Oddish
58 - Gloom
59 - Vileplume
5A - Bellossom
5B - Doduo
5C - Dodrio
5D - Roselia
5E - Gulpin
5F - Swalot
60 - Carvanha
61 - Sharpedo
62 - Wailmer
63 - Wailord
64 - Numel
65 - Camerupt
66 - Slugma
67 - Magcargo
68 - Torkoal
69 - Grimer
6A - Muk
6B - Koffing
6C - Weezing
6D - Spoink
6E - Grumpig
6F - Sandshrew
70 - Sandslash
71 - Spinda
72 - Skarmory
73 - Trapinch
74 - Vibrava
75 - Flygon
76 - Cacnea
77 - Cacturne
78 - Swablu
79 - Altaria
7A - Zangoose
7B - Seviper
7C - Lunatone
7D - Solrock
7E - Barboach
7F - Whiscash
80 - Corphish
81 - Crawdaunt
82 - Baltoy
83 - Claydol
84 - Lileep
85 - Cradily
86 - Anorith
87 - Armaldo
88 - Igglybuff
89 - Jigglypuff
8A - Wigglytuff
8B - Feebas
8C - Milotic
8D - Castform
8E - Staryu
8F - Starmie
90 - Kecleon
91 - Shuppet
92 - Banette
93 - Duskull
94 - Dusclops
95 - Tropius
96 - Chimecho
97 - Absol
98 - Vulpix
99 - Ninetales
9A - Pichu
9B - Pikachu
9C - Raichu
9D - Psyduck
9E - Golduck
9F - Wynaut
A0 - Wobbuffet
A1 - Natu
A2 - Xatu
A3 - Girafarig
A4 - Phanpy
A5 - Donphan
A6 - Pinsir
A7 - Heracross
A8 - Rhyhorn
A9 - Rhydon
AA - Snorunt
AB - Glalie
AC - Spheal
AD - Sealeo
AE - Walrein
AF - Clamperl
B0 - Huntail
B1 - Gorebyss
B2 - Relicanth
B3 - Corsola
B4 - Chinchou
B5 - Lanturn
B6 - Luvdisc
B7 - Horsea
B8 - Seadra
B9 - Kingdra
BA - Bagon
BB - Shelgon
BC - Salamence
BD - Beldum
BE - Metang
BF - Metagross
C0 - Regirock
C1 - Regice
C2 - Registeel
C3 - Latias
C4 - Latios
C5 - Kyogre
C6 - Groudon
C7 - Rayquaza
C8 - Jirachi
C9 - Chikorita
CA - Cyndaquil
CB - Totodile
CC - Aerodactyl
CD - Blank
Keitaro

Fire Snake
LOVELY ARRANGEMENT. VOLCANO BAKEMEAT
Level: 70


Posts: 1181/1191
EXP: 2898958
For next: 116853

Since: 09-09-08

From: California

Since last post: 4.1 years
Last activity: 3.8 years

Posted on 11-17-14 07:43:40 AM, in Pokemon Pinball Ruby/Sapphire hacking (Lots of data!) Link
Oh huh. For some reason, the Elite Four battle music from Ruby and Sapphire is also in the game, unused. Old trailers of this game showed the Wild Pokémon theme also being used at one point, so this is likely a leftover from a time in development when Ruby and Sapphire music was still being used instead of original themes. Neat.
Keitaro

Fire Snake
LOVELY ARRANGEMENT. VOLCANO BAKEMEAT
Level: 70


Posts: 1182/1191
EXP: 2898958
For next: 116853

Since: 09-09-08

From: California

Since last post: 4.1 years
Last activity: 3.8 years

Posted on 11-20-14 08:03:36 PM, in Pokemon Pinball Ruby/Sapphire hacking (Lots of data!) Link
So, slight update! It turns out that the whole "two list per field" thing is because they correspond to the two-arrow and three-arrow Catch Modes, respectively. It also appears as though the higher a Pokémon appears on the list, the less common they are, though I haven't been able to test this 100% thoroughly. It does so far appear the be the case however, and judging by the orders shown it would certainly make sense (so the last entry in the list would be the rarest, for example)

Now, on a slightly more exciting note, boredom and curiosity got the better of me earlier. I decided I wanted to reverse-engineer how the encounter data for the GameBoy Color pinball titles worked as well, for a few reasons! The main reason of course was that I hope to eventually port those field locations over to my hack in some form or another, but another big reason was due to my discovery that all Pinball R/S encounter data available online was in some way wrong. Well, wouldn't you know it, I've discovered the same thing with this! ...well, not so much wrong as much as it is incomplete, but that's okay, because I've gone and ripped the encounter data! Also, as if a third reason was necessary, "because I could", heh.

I thought about making a new thread but screw it, this is the universal pinball thread now Anyways! Encounter data works very differently from the GBA games. Red Table data starts at 112CC, and Blue at 1144D. Some relevant pointers also seem to appear just before the former. Two lists per field once again (two and three arrow, henceforth referred to as "common" and "rare") and each is 0x10 bytes each, much like the GBA games, only this time there are no spacers! That's right, in theory, you could have up to 16 different Pokémon appear on the field, but there is a slight catch. Rarity is determined by how frequently a Pokémon shows up in the list--I.E., there will be multiple instances of common things such as Pidgey or Krabby on a lot of field lists. Due to this, many maps will not actually hold a full 16 Pokémon (in fact, none do) ... another thing of note is that the Pokémon are always listed in index-numerical order on these lists, though I'm pretty sure that shouldn't matter in the slightest. As for the Pokémon index numbers, they are identical to that of Gen 2's, so just look up the hexadecimal numbers for that (I.E. Bulbasaur at 01, Mewtwo at 96)

Indigo Plateau is the last field location for each table, and is always followed by a single instance of Mew, making it the only list to be 0x11 bytes. After Blue Table's Indigo Plateau is also a list consisting entirely of only final evolutions (I.E. no Charmeleon, Metapod etc)...absolutely no idea what this could be for other than a potentially internal list to tell the game what not to allow to evolve, but...I wouldn't have thought it was handled that way. Hm.

Anyways! Here are the lists ripped straight from those games for those interested! The numbers beside the names represent how many times that Pokémon appears in the list (in other words, its rarity)

Red Table Encounter lists:

Pallet Town (112CC)
-------------------

Common:
-------
Bulbasaur (1)
Charmander (6)
Pidgey (3)
Rattata (3)
Nidoran M (1)
Nidoran F (1)
Tentacool (1)

Rare:
-----
Bulbasaur (3)
Charmander (1)
Pidgey (1)
Rattata (1)
Nidoran M (3)
Nidoran F (4)
Tentacool (3)


Viridian Forest (112EC)
-----------------------

Common:
-------
Weedle (5)
Pidgey (5)
Rattata (5)
Pikachu (1)

Rare:
-----
Caterpie (2)
Weedle (3)
Pidgey (2)
Rattata (2)
Pikachu (7)


Pewter City (1130C)
-------------------

Common:
-------
Pidgey (2)
Spearow (6)
Ekans (1)
Jigglypuff (5)
Magikarp (2)

Rare:
-----
Pidgey (2)
Spearow (3)
Ekans (4)
Jigglypuff (3)
Magikarp (4)


Cerulan City (1132C)
--------------------

Common:
-------
Weedle (2)
Pidgey (1)
Oddish (5)
Psyduck (1)
Mankey (3)
Abra (2)
Krabby (1)
Goldeen (1)

Rare:
-----
Caterpie (1)
Nidoran M (1)
Oddish (1)
Psyduck (2)
Mankey (2)
Abra (3)
Krabby (1)
Goldeen (2)
Jynx (3)


Vermillion City Seaside (1134C)
-------------------------------

Common:
-------
Pidgey (1)
Spearow (1)
Ekans (2)
Oddish (2)
Mankey (2)
Shellder (3)
Drowzee (2)
Krabby (3)

Rare:
-----
Ekans (4)
Oddish (1)
Mankey (1)
Farfetch'd (4)
Shellder (2)
Drowzee (2)
Krabby (2)


Rock Tunnel (1136C)
-------------------

Common:
-------
Rattata (1)
Spearow (1)
Ekans (3)
Zubat (1)
Diglett (3)
Machop (1)
Geodude (1)
Slowpoke (1)
Onix (1)
Voltorb (3)

Rare:
-----
Zubat (2)
Diglett (1)
Machop (2)
Geodude (2)
Slowpoke (2)
Onix (2)
Voltorb (2)
Mr. Mime (3)


Lavender Town (118C)
--------------------

Common:
-------
Pidgey (2)
Ekans (2)
Mankey (2)
Growlithe (2)
Magnemite (2)
Gastly (5)
Cubone (1)

Rare:
-----
Ekans (1)
Mankey (1)
Growlithe (1)
Magnemite (2)
Gastly (2)
Cubone (3)
Electabuzz (3)
Zapdos (3)


Cycling Road (113AC)
--------------------

Common:
-------
Rattata (2)
Spearow (2)
Tentacool (2)
Doduo (3)
Krabby (2)
Lickitung (1)
Goldeen (2)
Magikarp (2)

Rare:
-----
Tentacool (1)
Doduo (5)
Krabby (1)
Lickitung (4)
Goldeen (1)
Magikarp (1)
Snorlax (3)


Safari Zone (113CC)
-------------------

Common:
-------
Nidoran M (4)
Paras (4)
Doduo (4)
Rhyhorn (4)

Rare:
-----
Nidoran M (2)
Paras (2)
Rhyhorn (2)
Chancey (4)
Scyther (2)
Tauros (2)
Dratini (2)


Seafoam Islands (113EC)
-----------------------

Common:
-------
Zubat (1)
Psyduck (1)
Tentacool (1)
Slowpoke (1)
Seel (1)
Shellder (1)
Krabby (1)
Horsea (4)
Goldeen (1)
Staryu (4)

Rare:
-----
Seel (5)
Goldeen (4)
Staryu (4)
Articuno (3)


Cinnabar Island (1140C)
-----------------------

Common:
-------
Growlithe (4)
Ponyta (4)
Grimer (2)
Koffing (4)
Tangela (2)

Rare:
-----
Growlithe (2)
Ponyta (2)
Grimer (1)
Koffing (2)
Tangela (3)
Omanyte (3)
Kabuto (3)


Indigo Plateau (1142C)
----------------------

Common:
-------
Spearow (1)
Ekans (1)
Zubat (2)
Machop (3)
Geodude (3)
Onix (3)
Ditto (3)

Rare:
-----
Spearow (1)
Ekans (1)
Zubat (1)
Machop (1)
Geodude (1)
Onix (1)
Ditto (4)
Moltres (3)
Mewtwo (3)

Blue Table Encounter Lists:

Pallet Town (1144D)
-------------------

Common:
-------
Bulbasaur (1)
Squirtle (5)
Spearow (1)
Nidoran F (3)
Nidoran M (3)
Poliwag (1)
Tentacool (1)
Goldeen (1)

Rare:
-----
Bulbasaur (3)
Squirtle (1)
Spearow (2)
Nidoran F (2)
Nidoran M (2)
Poliwag (2)
Tentacool (2)
Goldeen (2)


Viridian Forest (1146D)
-----------------------

Common:
-------
Caterpie (5)
Pidgey (5)
Rattata (5)
Pikachu (1)

Rare:
-----
Caterpie (3)
Weedle (2)
Pidgey (2)
Rattata (2)
Pikachu (7)


Mt. Moon (1148D)
----------------

Common:
-------
Rattata (1)
Spearow (2)
Ekans (2)
Sandshrew (2)
Zubat (2)
Paras (2)
Psyduck (1)
Geodude (2)
Krabby (1)
Goldeen (1)

Rare:
-----
Ekans (2)
Sandshrew (2)
Clefairy (6)
Zubat (2)
Paras (2)
Geodude (2)


Cerulean City (114AD)
---------------------

Common:
-------
Caterpie (2)
Pidgey (1)
Meowth (3)
Psyduck (1)
Abra (2)
Bellsprout (5)
Krabby (1)
Goldeen (1)

Rare:
-----
Weedle (1)
Nidoran M (1)
Meowth (2)
Psyduck (2)
Abra (3)
Bellsprout (1)
Krabby (1)
Goldeen (2)
Jynx (3)


Vermillion City Streets (114CD)
-------------------------------

Common:
-------
Pidgey (1)
Spearow (1)
Sandshrew (2)
Meowth (2)
Bellsprout (2)
Shellder (3)
Drowzee (2)
Krabby (3)

Rare:
-----
Sandshrew (4)
Meowth (1)
Bellsprout (1)
Farfetch'd (4)
Shellder (2)
Drowzee (2)
Krabby (2)


Rock Tunnel (114ED)
-------------------

Common:
-------
Rattata (1)
Spearow (1)
Sandshrew (2)
Zubat (1)
Diglett (4)
Machop (1)
Geodude (1)
Slowpoke (1)
Onix (1)
Voltorb (3)

Rare:
-----
Zubat (2)
Diglett (1)
Machop (2)
Geodude (2)
Slowpoke (2)
Onix (2)
Voltorb (2)
Mr. Mime (3)


Celadon City (1150D)
--------------------

Common:
-------
Pidgey (2)
Vulpix (2)
Oddish (2)
Meowth (3)
Mankey (3)
Growlithe (2)
Bellsprout (2)

Rare:
-----
Clefairy (2)
Abra (2)
Scyther (1)
Pinsir (1)
Eevee (3)
Porygon (4)
Dratini (3)


Fuchsia City (1152D)
--------------------

Common:
-------
Venonat (2)
Krabby (3)
Exeggcute (2)
Kangaskhan (2)
Goldeen (3)
Magikarp (4)

Rare:
-----
Venonat (4)
Krabby (1)
Exeggcute (4)
Kangaskhan (4)
Goldeen (1)
Magikarp (2)


Safari Zone (1154D)
-------------------

Common:
-------
Nidoran F (4)
Paras (4)
Doduo (4)
Rhyhorn (4)

Rare:
-----
Nidoran F (2)
Paras (2)
Rhyhorn (2)
Chancey (4)
Pinsir (2)
Tauros (2)
Dratini (2)


Saffron City (1156D)
--------------------

Common:
-------
Pidgey (2)
Ekans (3)
Sandshrew (3)
Vulpix (1)
Oddish (2)
Meowth (1)
Mankey (1)
Growlithe (1)
Bellsprout (2)

Rare:
-----
Pidgey (1)
Ekans (1)
Sandshrew (1)
Vulpix (1)
Meowth (1)
Mankey (1)
Growlithe (1)
Hitmonlee (3)
Hitmonchan (3)
Lapras (3)


Cinnabar Island (1158D)
------------------------

Common:
-------
Vulpix (3)
Ponyta (5)
Grimer (2)
Koffing (4)
Tangela (2)

Rare:
-----
Vulpix (1)
Ponyta (2)
Grimer (2)
Koffing (2)
Tangela (3)
Magmar (3)
Aerodactyl (3)


Indigo Plateau (115AD)
----------------------

Common:
-------
Spearow (1)
Sandshrew (1)
Zubat (2)
Machop (3)
Geodude (3)
Onix (3)
Ditto (3)

Rare:
-----
Spearow (1)
Sandshrew (1)
Zubat (1)
Machop (1)
Geodude (1)
Onix (1)
Ditto (4)
Moltres (3)
Mewtwo (3

so that's that! I have a feeling this isn't a particularly popular series for most people in rom hacking, but hopefully this will be interesting to someone. If you're really interested, feel free to take a peek at some of the stuff I mentioned wanting to do in the first post! (Particularly, the things I suspect to be hardcoded) ... if nothing else, I hope this will be useful to someone at some point. I might make editors for these games once my understanding is a bit better and my coding skills are more comfortable!
Keitaro

Fire Snake
LOVELY ARRANGEMENT. VOLCANO BAKEMEAT
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Posted on 03-29-15 01:02:10 AM, in Unused text box types in Pokemon FireRed Link


at 0x41EF48 is a wooden text border very similar to the one used in Pokemon Crystal to display the name of the area you are in. The boarders for that in FireRed are however much smaller and probably wouldn't have used this. It is stored directly before the actual box used for NPC dialogue (the blue and white one) and has no pointers referencing it, making it completely unused. I have no idea if pallet and tilemap data still exist within the rom, someone better than me at finding that sort of thing might be able to find out. My guess is it was originally going to be used for something like signposts, before those text boxes became the boring black/grey ones. Your guess is as good as mine! Perhaps someone else can dig a bit deeper in to this than I can, it's not terribly exciting but it does seem like kind of a cool border to just completely never use...
Keitaro

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Posted on 08-20-15 05:48:00 AM, in What SPC engine does Terranigma use? (last edited by Keitaro at 08-20-15 05:51:01 AM) Link
just solo the individual tracks in an SPC player and transcribe it by ear you're planning to remix it anyway.

You could alternatively use SPC2MIDI, which is pretty hacky but works well enough. But I still say if you're gonna remix it, it's better to do your own thing since it'll be less tempting to just stick a soundfont on the original arrangement like a lot of people seem to do
Keitaro

Fire Snake
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Posted on 08-20-15 07:07:53 AM, in What SPC engine does Terranigma use? Link
Well, the tempo is easy enough to fix, at least. Just a simple value change in your midi editor more commonly I find it doesn't handle drums too well...though you can cheat a little bit.
Keitaro

Fire Snake
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Posted on 01-25-16 08:57:32 PM, in Instruction Manual sub-map leftovers? (Wario Land 1) Link
!!!!!

This is really awesome so far, I'm really happy this exists! Thank you!
Keitaro

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Posted on 03-20-16 08:26:55 AM, in GBA Harvest Moon graphical woes (last edited by Keitaro at 03-20-16 08:28:52 AM) Link
SO! I'm at my wit's end with this game. I am trying to make an aesthetic upgrade for Harvest Moon: Friends of Mineral Town (sound and graphics) as it very desperately needs it. Things like character sprites, items, portraits and field obstacles (rocks, stumps, etc) are all uncompressed and easily available to me in TLP. The thing that is stumping me is tileset graphics. Stuff like the player's home, stuff around the farm, inside buildings, etc.... I can't even find the pallets D:

I wanted to start off simple by just editing the graphics of things around the farm, such as the buildings for the player's home and barn, the grass and fence....etc. First assumption is that the graphics could be in 8bpp format...nope. Loaded the game in to UN-LZ and other compression scanners....nadda. Looking at the tile viewer in VBA, I noticed it loads some garbage a split second before a new tileset which made me think it could be decompressing them? :| I have very limited ASM knowledge so if tracing is what I have to do, I'm gonna need a little guidance (I know how to write a breakpoint whenever graphics are loaded in to an address in memory, but then after that I'm totally lost :v )

I've searched around a lot and haven't found much in terms of an answer, so I'm hoping someone more experienced than I am with this kind of thing might be able to help me out. I can't progress with my project otherwise I'll probably have additional questions later, but for now this is a major issue...
Keitaro

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Posted on 03-20-16 07:40:48 PM, in The OS of the future: AcmlmOS Link
I tried to download OS2 but the support community just sat around making dick jokes and flaming each other, so I heard the dev team split off the codebase in to a seperate OS just for us.
Keitaro

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Posted on 09-06-17 09:32:55 AM, in Help with Princess Maker 2 script extraction? Link
bit of a bump, but I'm actually IRL acquaintances with the owner of SoftEgg---perhaps I could see if he'd be of any assistance in this?
Keitaro

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Posted on 09-06-17 09:36:17 AM, in F-Zero e+ Link
I'm not sure if these are the cards you need, but I found a lot on Yahoo Japan auctions that has at least a few (two?) F-Zero related e-cards. Here's the auction, hope this helps.
Keitaro

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Posted on 03-13-18 01:50:46 AM, in Super Mario Bros. 2 disassembly Link
wait, is it really that easy to make a disassembly of an NES ROM?? This...is good to know.
Pages: 1 2 3 4 5 6 7 8 9 10 ... 50 51 52 53 54 55 56 57 58 59
Jul - Posts by Keitaro


Rusted Logic

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

39 database queries, 38 query cache hits.
Query execution time:  0.086848 seconds
Script execution time:  0.034838 seconds
Total render time:  0.121686 seconds


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line 161 column 162 - Warning: <img> lacks "alt" attribute
line 172 column 15 - Warning: <img> lacks "alt" attribute
line 179 column 503 - Warning: <img> proprietary attribute value "absmiddle"
line 179 column 503 - Warning: <img> lacks "alt" attribute
line 186 column 11 - Warning: <img> lacks "alt" attribute
line 187 column 22 - Warning: <img> lacks "alt" attribute
line 187 column 63 - Warning: <img> lacks "alt" attribute
line 187 column 112 - Warning: <img> lacks "alt" attribute
line 187 column 162 - Warning: <img> lacks "alt" attribute
line 198 column 15 - Warning: <img> lacks "alt" attribute
line 205 column 257 - Warning: <img> proprietary attribute value "absmiddle"
line 205 column 257 - Warning: <img> lacks "alt" attribute
line 212 column 11 - Warning: <img> lacks "alt" attribute
line 213 column 22 - Warning: <img> lacks "alt" attribute
line 213 column 63 - Warning: <img> lacks "alt" attribute
line 213 column 112 - Warning: <img> lacks "alt" attribute
line 213 column 162 - Warning: <img> lacks "alt" attribute
line 224 column 15 - Warning: <img> lacks "alt" attribute
line 233 column 529 - Warning: <img> proprietary attribute value "absmiddle"
line 233 column 529 - Warning: <img> lacks "alt" attribute
line 240 column 11 - Warning: <img> lacks "alt" attribute
line 241 column 22 - Warning: <img> lacks "alt" attribute
line 241 column 63 - Warning: <img> lacks "alt" attribute
line 241 column 112 - Warning: <img> lacks "alt" attribute
line 241 column 162 - Warning: <img> lacks "alt" attribute
line 252 column 15 - Warning: <img> lacks "alt" attribute
line 259 column 74 - Warning: <img> lacks "alt" attribute
line 268 column 11 - Warning: <img> lacks "alt" attribute
line 269 column 22 - Warning: <img> lacks "alt" attribute
line 269 column 63 - Warning: <img> lacks "alt" attribute
line 269 column 112 - Warning: <img> lacks "alt" attribute
line 269 column 162 - Warning: <img> lacks "alt" attribute
line 280 column 15 - Warning: <img> lacks "alt" attribute
line 287 column 74 - Warning: <img> lacks "alt" attribute
line 296 column 11 - Warning: <img> lacks "alt" attribute
line 297 column 22 - Warning: <img> lacks "alt" attribute
line 297 column 63 - Warning: <img> lacks "alt" attribute
line 297 column 112 - Warning: <img> lacks "alt" attribute
line 297 column 162 - Warning: <img> lacks "alt" attribute
line 308 column 15 - Warning: <img> lacks "alt" attribute
line 315 column 347 - Warning: <img> proprietary attribute value "absmiddle"
line 315 column 347 - Warning: <img> lacks "alt" attribute
line 322 column 11 - Warning: <img> lacks "alt" attribute
line 323 column 22 - Warning: <img> lacks "alt" attribute
line 323 column 63 - Warning: <img> lacks "alt" attribute
line 323 column 112 - Warning: <img> lacks "alt" attribute
line 323 column 162 - Warning: <img> lacks "alt" attribute
line 334 column 15 - Warning: <img> lacks "alt" attribute
line 341 column 186 - Warning: <img> proprietary attribute value "absmiddle"
line 341 column 186 - Warning: <img> lacks "alt" attribute
line 348 column 11 - Warning: <img> lacks "alt" attribute
line 349 column 22 - Warning: <img> lacks "alt" attribute
line 349 column 63 - Warning: <img> lacks "alt" attribute
line 349 column 112 - Warning: <img> lacks "alt" attribute
line 349 column 162 - Warning: <img> lacks "alt" attribute
line 360 column 15 - Warning: <img> lacks "alt" attribute
line 379 column 11 - Warning: <img> lacks "alt" attribute
line 380 column 22 - Warning: <img> lacks "alt" attribute
line 380 column 63 - Warning: <img> lacks "alt" attribute
line 380 column 112 - Warning: <img> lacks "alt" attribute
line 380 column 162 - Warning: <img> lacks "alt" attribute
line 391 column 15 - Warning: <img> lacks "alt" attribute
line 1077 column 11 - Warning: <img> lacks "alt" attribute
line 1078 column 22 - Warning: <img> lacks "alt" attribute
line 1078 column 63 - Warning: <img> lacks "alt" attribute
line 1078 column 112 - Warning: <img> lacks "alt" attribute
line 1078 column 162 - Warning: <img> lacks "alt" attribute
line 1089 column 15 - Warning: <img> lacks "alt" attribute
line 1103 column 11 - Warning: <img> lacks "alt" attribute
line 1104 column 22 - Warning: <img> lacks "alt" attribute
line 1104 column 63 - Warning: <img> lacks "alt" attribute
line 1104 column 112 - Warning: <img> lacks "alt" attribute
line 1104 column 162 - Warning: <img> lacks "alt" attribute
line 1115 column 15 - Warning: <img> lacks "alt" attribute
line 1126 column 1395 - Warning: <img> proprietary attribute value "absmiddle"
line 1126 column 1395 - Warning: <img> lacks "alt" attribute
line 1722 column 11 - Warning: <img> lacks "alt" attribute
line 1723 column 22 - Warning: <img> lacks "alt" attribute
line 1723 column 63 - Warning: <img> lacks "alt" attribute
line 1723 column 112 - Warning: <img> lacks "alt" attribute
line 1723 column 162 - Warning: <img> lacks "alt" attribute
line 1734 column 15 - Warning: <img> lacks "alt" attribute
line 1741 column 74 - Warning: <img> lacks "alt" attribute
line 1750 column 11 - Warning: <img> lacks "alt" attribute
line 1751 column 22 - Warning: <img> lacks "alt" attribute
line 1751 column 63 - Warning: <img> lacks "alt" attribute
line 1751 column 112 - Warning: <img> lacks "alt" attribute
line 1751 column 162 - Warning: <img> lacks "alt" attribute
line 1762 column 15 - Warning: <img> lacks "alt" attribute
line 1769 column 148 - Warning: <img> proprietary attribute value "absmiddle"
line 1769 column 148 - Warning: <img> lacks "alt" attribute
line 1771 column 591 - Warning: <img> proprietary attribute value "absmiddle"
line 1771 column 591 - Warning: <img> lacks "alt" attribute
line 1778 column 11 - Warning: <img> lacks "alt" attribute
line 1779 column 22 - Warning: <img> lacks "alt" attribute
line 1779 column 63 - Warning: <img> lacks "alt" attribute
line 1779 column 112 - Warning: <img> lacks "alt" attribute
line 1779 column 162 - Warning: <img> lacks "alt" attribute
line 1790 column 15 - Warning: <img> lacks "alt" attribute
line 1797 column 170 - Warning: <img> proprietary attribute value "absmiddle"
line 1797 column 170 - Warning: <img> lacks "alt" attribute
line 1804 column 11 - Warning: <img> lacks "alt" attribute
line 1805 column 22 - Warning: <img> lacks "alt" attribute
line 1805 column 63 - Warning: <img> lacks "alt" attribute
line 1805 column 112 - Warning: <img> lacks "alt" attribute
line 1805 column 162 - Warning: <img> lacks "alt" attribute
line 1816 column 15 - Warning: <img> lacks "alt" attribute
line 1832 column 11 - Warning: <img> lacks "alt" attribute
line 1833 column 22 - Warning: <img> lacks "alt" attribute
line 1833 column 63 - Warning: <img> lacks "alt" attribute
line 1833 column 112 - Warning: <img> lacks "alt" attribute
line 1833 column 162 - Warning: <img> lacks "alt" attribute
line 1844 column 15 - Warning: <img> lacks "alt" attribute
line 1855 column 1492 - Warning: <img> proprietary attribute value "absmiddle"
line 1855 column 1492 - Warning: <img> lacks "alt" attribute
line 1862 column 11 - Warning: <img> lacks "alt" attribute
line 1863 column 22 - Warning: <img> lacks "alt" attribute
line 1863 column 63 - Warning: <img> lacks "alt" attribute
line 1863 column 112 - Warning: <img> lacks "alt" attribute
line 1863 column 162 - Warning: <img> lacks "alt" attribute
line 1874 column 15 - Warning: <img> lacks "alt" attribute
line 1888 column 11 - Warning: <img> lacks "alt" attribute
line 1889 column 22 - Warning: <img> lacks "alt" attribute
line 1889 column 63 - Warning: <img> lacks "alt" attribute
line 1889 column 112 - Warning: <img> lacks "alt" attribute
line 1889 column 162 - Warning: <img> lacks "alt" attribute
line 1900 column 15 - Warning: <img> lacks "alt" attribute
line 1914 column 11 - Warning: <img> lacks "alt" attribute
line 1915 column 22 - Warning: <img> lacks "alt" attribute
line 1915 column 63 - Warning: <img> lacks "alt" attribute
line 1915 column 112 - Warning: <img> lacks "alt" attribute
line 1915 column 162 - Warning: <img> lacks "alt" attribute
line 1926 column 15 - Warning: <img> lacks "alt" attribute
line 1940 column 11 - Warning: <img> lacks "alt" attribute
line 1941 column 22 - Warning: <img> lacks "alt" attribute
line 1941 column 63 - Warning: <img> lacks "alt" attribute
line 1941 column 112 - Warning: <img> lacks "alt" attribute
line 1941 column 162 - Warning: <img> lacks "alt" attribute
line 1952 column 15 - Warning: <img> lacks "alt" attribute
line 1977 column 25 - Warning: <img> lacks "alt" attribute
line 1982 column 267 - Warning: <img> lacks "alt" attribute
line 147 column 134 - Warning: trimming empty <font>
line 149 column 750 - Warning: trimming empty <font>
line 402 column 459 - Warning: trimming empty <u>
line 440 column 2731 - Warning: trimming empty <u>
line 1962 column 17 - Warning: trimming empty <tr>
line 1965 column 750 - Warning: trimming empty <font>
line 1967 column 134 - Warning: trimming empty <font>
line 125 column 68 - Warning: <nobr> is not approved by W3C
line 141 column 68 - Warning: <nobr> is not approved by W3C
line 177 column 27 - Warning: <nobr> is not approved by W3C
line 203 column 27 - Warning: <nobr> is not approved by W3C
line 229 column 27 - Warning: <nobr> is not approved by W3C
line 257 column 27 - Warning: <nobr> is not approved by W3C
line 285 column 27 - Warning: <nobr> is not approved by W3C
line 313 column 27 - Warning: <nobr> is not approved by W3C
line 339 column 27 - Warning: <nobr> is not approved by W3C
line 365 column 27 - Warning: <nobr> is not approved by W3C
line 396 column 27 - Warning: <nobr> is not approved by W3C
line 1094 column 27 - Warning: <nobr> is not approved by W3C
line 1120 column 27 - Warning: <nobr> is not approved by W3C
line 1739 column 27 - Warning: <nobr> is not approved by W3C
line 1767 column 27 - Warning: <nobr> is not approved by W3C
line 1795 column 27 - Warning: <nobr> is not approved by W3C
line 1821 column 27 - Warning: <nobr> is not approved by W3C
line 1849 column 27 - Warning: <nobr> is not approved by W3C
line 1879 column 27 - Warning: <nobr> is not approved by W3C
line 1905 column 27 - Warning: <nobr> is not approved by W3C
line 1931 column 27 - Warning: <nobr> is not approved by W3C
line 1957 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 315 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