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Acmlm's Board - I2 Archive - Rom Hacking - Misc. F-Zero X Stuff - (This could be your chance!) | | | |
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BGNG Snifit Level: 22 Posts: 155/276 EXP: 56579 For next: 1771 Since: 06-03-05 Since last post: 8 days Last activity: 3 hours |
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These images have been extracted from the F-Zero X ROM. Yeah. You know you want it. (Or maybe not... But you'll know soon enough!) You know what else is in the ROM? Yeah... There's also a big series of images you may like: Thumbnail. Click to view larger image: Where in the world did all this junk come from? Check out these two pics: All this stuff is coming from the F-Zero X Expansion Kit, which was released for the N64DD in Japan... The only thing is, everything but those last two images came from the retail North American ROM. The Expansion Kit sported a level editor and machine creator, as seen in the images above. I found these strange shadows in the ROM: 15 in all. According to my sources, there are only 7 Body parts for the machines, but why 15 shadows? It is possible that the machine creator can be used in the ROM, and that there may be more parts to choose from than in the Expansion Kit. But of course, this is all theoretical. MOST of the Expansion Kit content is already in the game itself, so there's GOT to be a way to implement it for normal gameplay. So I'm calling on all hackers everywhere with any expierience in ASM and resource hacking. We might be able to make all functions of this legendary treasure usable for the entire world. Myself... I'll be going back to work on the level editor software for this game. Let me know if you need help. |
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Heian-794 Red Super Koopa Level: 44 Posts: 748/896 EXP: 611014 For next: 271 Since: 06-01-04 From: Kyoto, Japan Since last post: 21 days Last activity: 10 days |
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BGNG, as you surely have noticed, those items on the right (CLEAR, CREATE, POINT, etc.) correspond directly with the stuff used in the track editor in the Expansion Kit! So they had planned to translate it! The gold car in two of those shots is the Super Falcon, a higher-spec (and only 780-kg) version of the Blue Falcon. The game also contains a Super Cat and a Super Stingray. I've never seen that "Thank you!" picture before though. Are there more of those? (And is MFO down? I've been trying to reply to you about your patch over on that forum.) |
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firemaker Level: 26 Posts: 118/247 EXP: 94178 For next: 8097 Since: 03-23-04 From: UK berkshire Since last post: 17 days Last activity: 11 days |
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I think MFO is down. firefox always says that its connection is messed up when i try and go on it. | |||
xZeaLitYx Cheep-cheep Level: 23 Posts: 144/199 EXP: 66932 For next: 791 Since: 04-13-04 Since last post: 1 day Last activity: 3 hours |
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That appears to be Samurai Goroh, does it not? Any explanation behind that image? Hah, this is somewhat comparable to the CT Prerelease. it's exciting finding unused things. |
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BGNG Snifit Level: 22 Posts: 156/276 EXP: 56579 For next: 1771 Since: 06-03-05 Since last post: 8 days Last activity: 3 hours |
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The picture up there with "Thank You" and Jody Summer wearing cool shades is the image that appears when you beat a GP on Expert or Master with the Super Cat. The picture of Goroh with the jacket and tattered jeans is the image of him you see when you use the Super Stingray. MFO is down, and has been all week... and last week. EDIT: I've prepared some GameShark codes that force the Super machines in Time Attack mode. In order to keep the game from executing in non-mapped space, the character images are superimposed and the machine icons will revert to their prededing machine once the code is cleared. The reason there are so many codes here is because I've stuck in weight, color and stat modifiers. These are now identical to the ones in the Expansion Kit. Super Falcon (790 kg; Body: A; Boost: B; Grip: A; Color: Yellow) 802C4BE8 0000 800E5EE1 001E 802C4BED 0016 800F80D9 0000 800F80DA 0001 800F80DB 0000 800F80DC 0003 800F80DD 0016 Super Stingray (2210kg; Body: B; Boost: A; Grip: A; Color: Dark Grey) 802C4BE8 0003 800E5EE1 001F 802C4BED 0001 800F811B 0001 800F811C 0000 800F811D 0000 800F811E 0008 800F811F 00A2 Super Cat (1840kg; Body: A; Boost: A; Grip: B; Color: White) 802C4BE8 0004 800E5EE1 0020 802C4BED 0000 800F8131 0000 800F8132 0000 800F8133 0001 800F8134 0007 800F8135 0030 (edited by BGNG on 07-23-05 01:29 PM) |
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HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 6005/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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Awesome. Though I don't get why nobody's dumped the expansion disks... | |||
BGNG Snifit Level: 22 Posts: 157/276 EXP: 56579 For next: 1771 Since: 06-03-05 Since last post: 8 days Last activity: 3 hours |
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Are there any backup utilities that pull stuff out of the N64, or is it just a plug-in-the-cartridge thing? 'Cause if we had something like a GameShark that intercedes between the cartridge and console, and use that device to read from the 64DD memory range, it would be very easy to backup stuff from the expansion disks... Come to think of it... Can GameShark do that, or is it just screenshots and code transmission that the plug in the back supports? |
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HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 6040/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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You can send it various commands for firmware updates, modifying the codelist, etc. Of course, you can also patch things into memory during a game, so you could easily write a dumper that would read the disk. (GSCC has an option to dump the cartridge and GS firmware this way.) I've even seen NES emulators run this way. Of course once you get the dumps, you still need to emulate them. |
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BGNG Snifit Level: 22 Posts: 159/276 EXP: 56579 For next: 1771 Since: 06-03-05 Since last post: 8 days Last activity: 3 hours |
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I'm more concerned about the resource data in the disk image. For instance, there's a "Default" track that loads up in the Edit Cup whenever you don't have any custom track assigned to it. You cannot access the data for this track in Edit mode, but you can race it in GP. That's technically an official course, you see, and I don't have its data for the level editor I'm making... So that sucks. If you would, would you scrounge up as much information as you can on dumping/patching with a GameShark? I'll see what I can do and maybe get PiccoloCube to dump the disk image for us. EDIT: And get some spiffy info on RAM stuff, too. I just ordered a GameShark and I'd like to push out some of my custom tracks to the real N64 to play them. (edited by BGNG on 07-24-05 11:14 PM) |
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HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 6059/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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Get the program GSCC (cmgsccc.com last I checked), it does all that. RAM is 80000000-803FFFFF (or 807FFFFF with expansion pak). | |||
fzeroman Micro-Goomba Level: 5 Posts: 1/11 EXP: 363 For next: 166 Since: 07-26-05 Since last post: 9 days Last activity: 36 days |
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fzeroman here bgng this code for blue falcons color 800F80DD 0016 that is a gold color not yellow yellow is 001b not to be picky but give credit were credit is due, ive given plenty of thanks to you and your project as in bgng im looking for help finding car part modifiers i have a chuck full list of car modifiers at gscentral.com in the forums ill post some here 802C4A94 (any value) car shadow is green/ hitting boost turns it purple 802C4A95 (any value) car shadow is blue/ hitting boost turns it pink 802C4Aa0 (any value) weird camera positioning(c-up has a nice action camera) 802C4B00 0005 cars cannot slide(even slider cars!!) 802C4B34 (any value) booster size 802C4BEC (any value) set of 4 diffrent colors(higher values are black) 802C4BED (any value) single colors(locked) 802C4BEB 00-30(higher values crash)#of boosters 802C4BEa (any value) car shadow mod 802c4C44 0005 something is really pushing my car 800E5EE9 (any value) every car have a diffrent color(pressing z removes color,color is not in original set of colors) 810CE748 00=small>ff=large CARlengthmodifiers 810CE74C 00=small>ff=large CARheightmodifiers 810CE750 00=small>ff=large CARwidthmodifiers 800F80D9 00?? bluefalcon>body 800F80Da 00?? bluefalcon>boost 800F80Db 00?? bluefalcon>grip 800F80Dc 00?? bluefalcon>weight 800F80Dd 00?? bluefalcon>topspeed 800f80f0 00?? goldenfox>body 800f80f1 00?? goldenfox>boost 800f80f2 00?? goldenfox>grip 800f80f3 00?? goldenfox>weight 800f80f4 00?? goldenfox>topspeed 800F8105 00?? wildgoose>body 800F8106 00?? wildgoose>boost 800F8107 00?? wildgoose>grip 800F8108 00?? wildgoose>weight 800F8109 00?? wildgoose>topspeed 800F811b 00?? firestingray>body 800F811c 00?? firestingray>topboost 800F811d 00?? firestingray>grip 800F811e 00?? firestingray>weight 800F811f 00?? firestingray>topspeed 800F8131 00?? whitecat>body 800F8132 00?? whitecat>boost 800F8133 00?? whitecat>grip 800F8134 00?? whitecat>weight 800F8135 00?? whitecat>topspeed 800F8147 00?? redgazelle>body 800F8148 00?? redgazelle>boost 800F8149 00?? redgazelle>grip 800F814a 00?? redgazelle>weight 800F814b 00?? redgazelle>topspeed 800F815D 00?? greatstar>body 800F815e 00?? greatstar>boost 800F815f 00?? greatstar>grip 800F8160 00?? greatstar>weight 800F8161 00?? greatstar>topspeed 800F8173 00?? irontiger>body 800F8174 00?? irontiger>boost 800F8175 00?? irontiger>grip 800F8176 00?? irontiger>weight 800F8177 00?? irontiger>topspeed 800F8189 00?? deepclaw>body 800F818a 00?? deepclaw>boost 800F818b 00?? deepclaw>grip 800F818c 00?? deepclaw>weight 800F818d 00?? deepclaw>topspeed 800F819F 00?? twin noritta>body 800F81a0 00?? twin noritta>boost 800F81a1 00?? twin noritta>grip 800F81a2 00?? twin noritta>weight 800F81a3 00?? twin noritta>topspeed 800F81B5 00?? superpiranha>body 800F81B6 00?? superpiranha>boost 800F81B7 00?? superpiranha>grip 800F81B8 00?? superpiranha>weight 800F81B9 00?? superpiranha>topspeed 800F81CB 00?? mightyhurricane>body 800F81Cc 00?? mightyhurricane>boost 800F81Cd 00?? mightyhurricane>grip 800F81Ce 00?? mightyhurricane>weight 800F81Cf 00?? mightyhurricane>topspeed 800F81E1 00?? littlewyvern>body 800F81E2 00?? littlewyvern>boost 800F81E3 00?? littlewyvern>grip 800F81E4 00?? littlewyvern>weight 800F81E5 00?? littlewyvern>topspeed 800F81F7 00?? space angler>body 800F81F8 00?? space angler>boost 800F81F9 00?? space angler>grip 800F81Fa 00?? space angler>weight 800F81Fb 00?? space angler>topspeed 800F820D 00?? greenpanther>body 800F820e 00?? greenpanther>boost 800F820f 00?? greenpanther>grip 800F8210 00?? greenpanther>weight 800F8211 00?? greenpanther>topspeed 800F8223 00?? blackbull>body 800F8224 00?? blackbull>boost 800F8225 00?? blackbull>grip 800F8226 00?? blackbull>weight 800F8227 00?? blackbull>topspeed 800F8239 00?? wildboar>body 800F823a 00?? wildboar>boost 800F823b 00?? wildboar>grip 800F823c 00?? wildboar>weight 800F823d 00?? wildboar>topspeed 800F824F 00?? astrorobin>body 800F8250 00?? astrorobin>boost 800F8251 00?? astrorobin>grip 800F8252 00?? astrorobin>weight 800F8253 00?? astrorobin>top speed 800F8265 00?? kingmeteor>body 800F8266 00?? kingmeteor>boost 800F8267 00?? kingmeteor>grip 800F8268 00?? kingmeteor>weight 800F8269 00?? kingmeteor>topspeed 800F827B 00?? queenmeteor>body 800F827c 00?? queenmeteor>boost 800F827d 00?? queenmeteor>grip 800F827e 00?? queenmeteor>weight 800F827f 00?? queenmeteor>topspeed 800F8291 00?? wonderwasp>body 800F8292 00?? wonderwasp>boost 800F8293 00?? wonderwasp>grip 800F8294 00?? wonderwasp>weight 800F8295 00?? wonderwasp>topspeed 800F82A7 00?? hyperspeeder>body 800F82A8 00?? hyperspeeder>boost 800F82A9 00?? hyperspeeder>grip 800F82Aa 00?? hyperspeeder>weight 800F82Ab 00?? hyperspeeder>topspeed 800F82BD 00?? deathanchor>body 800F82Be 00?? deathanchor>boost 800F82Bf 00?? deathanchor>grip 800F82c0 00?? deathanchor>weight 800F82c1 00?? deathanchor>topspeed 800F82D3 00?? crazybear>body 800F82D4 00?? crazybear>boost 800F82D5 00?? crazybear>grip 800F82D6 00?? crazybear>weight 800F82D7 00?? crazybear>topspeed 800F82E9 00?? nightthunder>body 800F82Ea 00?? nightthunder>boost 800F82Eb 00?? nightthunder>grip 800F82Ec 00?? nightthunder>weight 800F82Ed 00?? nightthunder>topspeed 800F82FF 00?? bigfang>body 800F8300 00?? bigfang>boost 800F8301 00?? bigfang>grip 800F8302 00?? bigfang>weight 800F8303 00?? bigfang>topspeed 800F8315 00?? mightytyphoon>body 800F8316 00?? mightytyphoon>boost 800F8317 00?? mightytyphoon>grip 800F8318 00?? mightytyphoon>weight 800F8319 00?? mightytyphoon>topspeed 800F832B 00?? madwolf>body 800F832c 00?? madwolf>boost 800F832d 00?? madwolf>grip 800F832e 00?? madwolf>weight 800F832f 00?? madwolf>topspeed 800F8341 00?? sonicphantom>body 800F8342 00?? sonicphantom>boost 800F8343 00?? sonicphantom>grip 800F8344 00?? sonicphantom>weight 800F8345 00?? sonicphantom>topspeed 800F8357 00?? bloodhawk>body 800F8358 00?? bloodhawk>boost 800F8359 00?? bloodhawk>grip 800F835a 00?? bloodhawk>weight 800F835b 00?? bloodhawk>topspeed body/boost/grip 00= a 01= b 02= c 03= d 04= e 05= _>special grade weight 00 very light ff very heavy top speed 00 default ff highest 800e5ee1 00??(not mine) 00 Captain Falcon 01 Dr. Stewart 02 Pico 03 Samurai Goroh 04 Jody Summer 05 Mighty Gazelle 06 Mr. EAD 07 Baba 08 Octoman 09 Gomar + Shioh 0A Kate Alen 0B Roger Buster 0C James McCloud 0D Leon 0E Antonio Guster 0F Black Shadow 10 Michael Chain 11 Jack Levin 12 Super Arrow 13 Mrs. Arrow 14 John Tanaka 15 Beastman 16 Zoda 17 Dr. Clash 18 Silver Neelsen 19 Bio Rex 1A Draq 1B Billy 1C The Skull 1D Blood Falcon 1E super falcon with a black/shapened car (mine) 802c4be8 00?? 00 Captain Falcon 01 Dr. Stewart 02 Pico 03 Samurai Goroh 04 Jody Summer 05 Mighty Gazelle 06 Mr. EAD 07 Baba 08 Octoman 09 Gomar + Shioh 0A Kate Alen 0B Roger Buster 0C James McCloud 0D Leon 0E Antonio Guster 0F Black Shadow 10 Michael Chain 11 Jack Levin 12 Super Arrow 13 Mrs. Arrow 14 John Tanaka 15 Beastman 16 Zoda 17 Dr. Clash 18 Silver Neelsen 19 Bio Rex 1A Draq 1B Billy 1C The Skull 1D Blood Falcon 1E super falcon with a black/shapened car 1f superstingray 20 supercat 802c4be8 0004 jody summer 800e5ee1 0020 supercat 802c4be8 0003 Samurai goroh 800e5ee1 001f superstingray these codes basically stop the game from freezing on the settings menu cause the pics are seperate from the cars heres the pics 812C4BE9 ???? 0121 superstingray(pic only) 0122 supercat(pic only) and heres a special version of space angler found within the code with very little glitches 812C4BE9 006f there are other cars with lesser polygons in the values but usually have gfx errors as in 001f bluefalcon has a diffrent/bigger design with white/blue stripes and is pretty neat but may crash |
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Sukasa Boomboom Error 349857348734534: The system experienced an error. Level: 57 Posts: 1406/1981 EXP: 1446921 For next: 39007 Since: 02-06-05 From: *Shrug* Since last post: 6 days Last activity: 1 day |
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Originally posted by BGNG Gameshark probably can't do that, but you can view the hex in the DD range, if the address is within 8 bytes. Maybe with custom software you could, or with sharklink (Anyone know where I could get that?) Anyways, I'm pretty good with a GS, so I might be able to help you with stuff if you need help. |
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BGNG Snifit Level: 22 Posts: 161/276 EXP: 56579 For next: 1771 Since: 06-03-05 Since last post: 8 days Last activity: 3 hours |
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Hyper Hacker: Thanks. I'll check that out. fzeroman: I've taken a look at the machine statistical definition data in the ROM, which begins at offset 0x0691B0 in the North American version. Found in there is information about booster configuration, color definitions, machine number, Body/Boost/Grip stats and machine weight. All I did was search the RAM for the values I found and superimposed them with new ones. What I ended up with was a systematical ordering of codes: Machine model, Character, Color, Body, Boost, Grip and Weight; all in that order. If any code that I've found happens to coincide with codes that you've found, then it's simply a coincidence as they obviously use the same addreses in RAM. I'm not about to look up the entire internet to ensure any codes I find haven't already been found in the past. Additionally, this thread is intended to be geared exclusively towards the data stashed in the ROM that's used by the Expansion Kit. Please do not use it to describe findings about normal features of the game; and certainly don't make large posts for things you could have linked to. Sukasa: Well, if the data can be read by the GameShark, then I see no reason for it to not be outputted. It certainly can't do that as-is 'cause it's illegal to do so and it would never have sold in the US that way, but with flashable BIOS, there's sure to be a modification out there somewhere that can dump a ROM through the back-side link port. |
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spoondiddly Goomba Level: 7 Posts: 8/22 EXP: 1235 For next: 213 Since: 06-12-05 Since last post: 14 days Last activity: 17 hours |
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This is the source for a GS uploader, if you want to tamper with it, care of Hally's Comet Software http://cvs.sourceforge.net/viewcvs.py/n64dev/n64dev/util/gsupload/ Here's the trick: You can view and upload any memory range with a gameshark via comms - and after changing a couple addresses with memory editor as well. If you attempt to upload either ROM directly (not using the option in GSCC) it comes back either scrambled or encoded. It seems encoded, so watch it turn out they used the .enc compression scheme or something... You don't need special bios, just a link cable and something on your computer to read the port. I've been trying to convince somebody with a DD to actually try this for a while now. Using a modified version of Icemario's PD trainer, the GS has full comms support without code generator and doesn't require a keycode. Assuming at least a few of those zeroes in ram stay zeroes, it should work wonderfully with the DD. However, the entire disk can't be dumped at once. 64DD's load data in bursts, writing the contents into a swap memory area. So, to effectively nab everything, you need a simple loop: load data, loop until read, load more data, ad infinum... All of this is trivial, however. The F-Zero expansion was primarily just a gigantic memory pak. The editors should be fully-functional, granted they'd crash if it tried to read the exp port... |
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Darkcomet Goomba Level: 7 Posts: 27/27 EXP: 1438 For next: 10 Since: 07-20-05 From: Miami, Fl Since last post: 98 days Last activity: 91 days |
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Sorta OT, but MrFixitonline is back up. | |||
BGNG Snifit Level: 22 Posts: 162/276 EXP: 56579 For next: 1771 Since: 06-03-05 Since last post: 8 days Last activity: 3 hours |
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Thanks, spoondiddly. This may be particularly useful. I'll see what I can do with it and go after PiccoloCube with it. He'll surely be willing to dump any data if it doesn't require very much work on his part. And why might the game crash? If the 64DD is understood to be just more bytes in memory to the N64, then wouldn't it just be like having a lotta RAM? And you can certainly read from and write to RAM. |
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fzeroman Micro-Goomba Level: 5 Posts: 2/11 EXP: 363 For next: 166 Since: 07-26-05 Since last post: 9 days Last activity: 36 days |
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well so far no luck/even combining codes turned up useless but i discovered more about the edit machine stuff the codes arnt seperate , they follow right after supercat in the character/car modifiers, they follow after supercat in the booster mods too "i have found all /according to my list/ 11 custom cars" not meaning that there were only 11 combinations but i figured they should follow after the original car sets/super cars and they do 812C4BEB 00?? changes shadows only 1d bloodhawk 1e superfalcon 1f superstingray 20 supercat 21 custom 1 22 custom 2 23 custom 3 24 custom 4 25 custom 5 26 custom 6 27 custom 7 after this/shadows repeat 28 custom 8 29 custom 9 2a custom 10 2b custom 11 i found this out by changing #booster modifier to 81 and checking higher values (if you use 80 above 24 itll crash, guess25 and up have no boosters?) above 2b is noting till 100 but its not worth noting so trough this route the customs will already be together/we dont have to choose parts seperately like the kit right now im testing 802C4BEa shadow mod in 81 to find a diffrence, heh probly boosters only |
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BGNG Snifit Level: 22 Posts: 163/276 EXP: 56579 For next: 1771 Since: 06-03-05 Since last post: 8 days Last activity: 3 hours |
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The shadows and booster configurations past the end of the pilot-exclusive machines probably only apply to the Body parts of the original machines. I don't think that any Cockpit/Rear-end Doodads have boosters on them, so that would make sense. But again, there are only 7 Body parts to choose from in the Expansion Kit. I've found 15 shadows, and you've found 11 usable whatsits. It may be that there are more parts in the game than even the Expansion Kit allows. If we get the Expansion Kit dumped and emulated, we can go nuts with GameShark on it to see what we can see. |
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fzeroman Micro-Goomba Level: 5 Posts: 3/11 EXP: 363 For next: 166 Since: 07-26-05 Since last post: 9 days Last activity: 36 days |
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that sounds like ...fun , with the expansion kit being the most popular from the 64dd im honestly surprised it was never dumped i know you held off working on the editor for a while but can you make a x,z positioning grid(picture) with a limit of 20000 this is just to make, making tracks alittle more bearable in alpha 1 "i like to design my tracks on a grid then transfer the positions to the editor" its never really worked cause i mess up +/- with x,z |
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HyperLamer <||bass> and this was the soloution i thought of that was guarinteed to piss off the greatest amount of people Sesshomaru Tamaranian Level: 118 Posts: 6090/8210 EXP: 18171887 For next: 211027 Since: 03-15-04 From: Canada, w00t! LOL FAD Since last post: 2 hours Last activity: 2 hours |
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Oh, if you're going to try to dump it manually through the mem viewer, you'll need to know the 64DD's address... Normally you can only view RAM (80000000-803FFFFF), but these codes (works with any game) will let you view any address: 81791DF6 0000 81791E02 0000 81791E06 FFFF 81791E12 FFFF 81791E32 0000 81791E36 0000 81791E3A FFFF 81791E3E FFFF Note that if you try to view an invalid address the system will crash. Also, you can try to read ROM (B0000000-B3FFFFFF, IIRC), which gives a weird effect... It lags, and bytes get repeated. Another trick is that you can use the Text Search as a limited Hex Search with this. Go to 807E9D34 and write in whatever bytes you want to search for, then do a text search. Just keep some things in mind:
(edited by The Crimson Chin on 07-26-05 09:57 PM) |
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Acmlm's Board - I2 Archive - Rom Hacking - Misc. F-Zero X Stuff - (This could be your chance!) | | | |