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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by DukeNukem007
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DukeNukem007

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Posted on 07-08-05 06:56 AM, in Whatever happened to the Final Fantasy VI Editor? Link
I'm just hoping that FuSoYa can find a way to implement the compression algorithms from the game into Lunar Compress...I know he did crack one of the Secret of Mana formats and he cracked another Squaresoft LZ format used for basically all compressed data in Chrono Trigger, Bahamut Lagoon and Radical Dreamers, but neither of those work for FF6 (or for most non-title SoM data, SD3, FF4, FF5, etc.)
DukeNukem007

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Posted on 07-08-05 07:09 AM, in Super Metroid: Complete Redesign Link
Originally posted by Drewseph
Space...... The final Frontier.....

No, not just a star trek quote, but without unlimited space, this hack would be impossible, and boring...... so I make sure that I have all the space in the world......

I use room A, which only has a measly little 250 bytes of space, I want to make it around 1500 to 2000 bytes.......So I take room A, create New free space for it, and move The address.....

The landing site has a potential 12000 Byte space, currently just under 9000 of that is used.

If I didn't change the room data address then yes, I would be losing free space, but no longer. =D




"By doing that (I'd say that's completely ultimatly changing a room) are you losing space for more data?

If that makes sense, I'm not too keen with Rom Hacking, so hopefully you can my question. "

Yeah, I've tried hacking Super Metroid a little bit with Lunar Compress...when compressing and un-compressing you'd have to move the addresses in case the recompressed file is larger than the original, which is likely if there's more "randomness"...but there are several KB of padding in the last map bank, so there's plenty of room to expand things. Ditto with the graphics; both use the same LZ format.
DukeNukem007

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Posted on 07-08-05 07:32 AM, in "Universal" NES LZ format for some graphics in PRG-only roms? Link
Some of you who've hacked NES roms, specifically ones with PRG only since CHR graphics are always uncompressed, have probably seen compressed graphics in which you can make out most of it, but there seem to be some lines "skipped" here and there. I've especially noticed this in Battletoads, Dragon Warrior 2-4, and Guardian Legend. Anyone know a program that can easily decompress/recompress these the same way Lunar Compress would?

(I've also noticed a 1bpp graphics format for NES rom graphics that can use it, like monochrome text, but that's obviously pretty straightforward.)
DukeNukem007

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Posted on 07-08-05 07:42 AM, in A rather odd and disgusting find in Megaman Battle Network 5 Link
Any of you guys heard about the "hidden sample" in the SNES Gun Hazard rom? Easily locatable with SNESSOR95...Squaresoft's recording makes the Capcom list look like childs' play.
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Posted on 07-08-05 08:30 AM, in Bahamut Lagoon Link
I'm bored so I just felt like starting to put in some ROM offsets and other information I've found on this great SNES strategy game. If people are interested enough in graphics/map/etc. hacking and I have the time/patience I might add more material. There has already been a great English translation, so I haven't focused on scripted events much, but here's some stuff I've found..

-Virtually all of the compressed graphics/map data is stored using the same Squaresoft LZ format as Chrono Trigger. Most of the graphics is 4bpp, but there's a little 8bpp stuff and some 2bpp text. Use format 12 in Lunar Compress's sniff/decomp/recomp files.

-The SPC audio samples are roughly around offsets $46A00-$66200,$72780-$7FF80, and scattered across parts up to $B8000ish.

-Uncompressed data is, of course, easily discernable with a graphics reader like Tile Layer Pro or SpriteView, but if you need help finding it go to most of $140000-$190000 and $200000-$260000. Again, mostly 4bpp with some 2bpp text. There are also some tile formations I've noticed that are uncompressed, but haven't looked super-close at.

-As for the compressed data: $8397a-8b584 is a series of backgrounds, rendered in the usual 2-bytes-per-tile format, followed by a few graphics, then some more backgrounds from $90200-$a8120. $B0200-$e40f3 = graphics, $e40f3-f17ac, $f2183-$fb489, $fb73d-$ff620, and $100200-$134ef5 are various maps. $266820-$280292 is a block of graphics, some 8bpp, and elsewhere in the $280000 bank plus the final bank ($2F0000) there are some title screen/island graphics. (Interestingly they have a "Copyright 1995 Square" as well as the 1996 one; I know it was released close to the start of 1996 so it was right on the bubble.)


(edited by DukeNukem007 on 07-07-05 11:32 PM)
DukeNukem007

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Posted on 07-08-05 09:15 AM, in A rather odd and disgusting find in Megaman Battle Network 5 Link
Originally posted by HyperHacker
Yeah, pretty nasty. They actually wasted space on a sound sample of that in a SNES game? SNES developers always seemed to want to keep their ROMs small so they don't have to spend more money on bigger ROM chips.

Also I know there was some old NES game that was incorrectly padded... Instead of properly adding zeros to the end of the file before they put it on the ROM chips, they just changed the file size, so the unused areas of the ROM got filled with other data on their hard drive. As a result a large chunk of the game's source code got included in the ROM! XD


Since the infamous sample is really low quality, it was only a couple kilobytes...really a drop in the bucket for the 24-megabit (3-megabyte) game...they did try to save a lot of space and compressed everything very heavily (the game only compresses further to like 2.4 megabytes with 7-Zip,) and I guess they just had a few kilobytes left over. You'll find LOTS of empty space or even repeated samples on a lot of SNES roms...some of them aren't very efficiently stored at all. (For instance, at least for LoRom (32k bank) roms you can't overlap data across banks, so you find a lot of empty space every 32k.) But the thing is you can only get ROMs in certain sizes, so if there's a certain amount of space left over you can spread things out or decompress some stuff you planned on compressing (remember, the SNES was only 2.8 or 3.6 MHz, depending on whether it used a SlowRom or FastRom, so it couldn't spend too much time decompressing, and also FastRoms cost more, even though they were basically standard-issue later on except for some games that already used extra chips.)
DukeNukem007

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Posted on 07-09-05 11:08 AM, in A rather odd and disgusting find in Megaman Battle Network 5 Link
http://www.nobuouematsu.com/facts.html

That description is where I originally heard about; it's been a few months so I only just now clicked the "updated 10/2/04" thing to find where it was from, and what the exact words were.

I guess it's somewhat relieving to read that those words didn't come out of Uematsu's or Yas Mitsuda's or anyone else major's mouth.

Originally posted by BMF54123
Originally posted by HyperHacker
Also I know there was some old NES game that was incorrectly padded... Instead of properly adding zeros to the end of the file before they put it on the ROM chips, they just changed the file size, so the unused areas of the ROM got filled with other data on their hard drive. As a result a large chunk of the game's source code got included in the ROM! XD
Several of HAL's old Famicom games were padded in such a way, though it was scattered throughout the ROM, not just added to the end. Air Fortress was one such game; you can see the code at my site.

Unfortunately, their U.S. counterparts were recompiled with a different program/different settings, so all you'll see in the slack space is a bunch of boring 00s.


Yeah, the CHR chip is trimmed from 128k to 32k-pretty impressive, but then when you consider what was removed... :-P I just looked at the game--Pretty humorous to read all sorts of leftover source code around $2000, $4000, $7800 and $1b000. It's interesting to see all this stuff in DOS as I really hadn't bothered to learn how NES/SNES games were programmed. I suspect the "airbase" is used because before the days of Win95/9x/xp and extended filenames 8 characters is the limit (dang it, I'm showing my age by remembering those good old days, even though I'm only 22. :-P )

On a side note, HAL made what I thought were some of the hardest games ever, both AF and Lolo--it's not coincidental that they named their company after the sinister HAL-9000 robot/red eye with its wicked artificial intelligence from the movie/book 2001 (copyright infringement?)


(edited by DukeNukem007 on 07-09-05 03:45 AM)
DukeNukem007

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Posted on 07-12-05 11:30 PM, in Has anyone considered making a Super Castlevania 4 editor? Link
Originally posted by iamhiro1112
Actually a CV4 editor would Own. I heard that noone has cracked the compressed graphics for this game yet tho. The only way to get them is thru save states. I'd love to hear if anyone has had any kinda lucky editing various things in the game tho.


It seems that the game uses the same LZ format as most other SNES Konami games (Gradius 3, Contra 3, Parodius Da!, portions of Axelay, etc.) It uses it for graphics, tile formations (the Konami logo formation can be found in all of them, along with boss and map patterns,) and a few sounds (see below.)

Use format 11 in FuSoYa's Lunar Compress sniff/decomp/recomp package. Be sure not to rip outside compressed segments because the data become scrambled if you link them together. (For instance, you should *usually* try to rip from the start of banks, which are LoRom or 32K increments $200, $8200, etc. in all the games I listed.)

Also, if you want to hack sounds, the game seems to use the LZ format to compress several of them like Gradius 3. You'd think this would slow things down a lot, but since both of them are early games that hardwire one sound set to the SPC700 upon booting and never swap instruments, it's not and saves a few kilobytes.

Ok, I'm bored again so I'm going to study the ROM a little more.

-If you are using the USA ROM, it actually measures out to 8.5 megabits rather than the 8 of the Japanese version (which is simply called Akumajou Drakkura like the original NES one, if anyone's never played it and is curious.) The reason for this is there are an extra two banks (64k) that mirror the first two--no idea why this would be in one and not the other. Anyway, I would think you'd have to make both 64k sets to be identical, especially if there were a checksum involved. As far as I know, these offsets basically apply to both versions, or are close if there are graphical differences:
-3E6BC-3EC66 = some tile formation
-40200-4053F = disintegrating blocks and latch sprites
-40661-409B4 = some medusa sprites mostly
-4281F-42EEA = a few blocks, platforms, a moon and some small bats
-4309A-43657, 443EC-45CAD, 461CF-4760C = various enemy and stalagtite sprites
-4A1DD-4BF51 = a group of enemy sprites
-4D063-4ED02 = tiles when you win
-58200-58924 = "golden bat boss" sprites
-596C8-5B69A, 5C9B8-5E5E7 = boss sprites
-60200-61562 = axe knight boss sprites
-6944A-6E7CA = Simon sprites
-70200-7050C = some tile formation I can't make out
-88200-88407 = another obscure tile formation
-90200-91EE5 = looks like some swamp graphics
-98200-99FB4 = some 1st-level graphics
-A0200-A0999 = some level 3 cavern graphics.
-Basically the entire bank from B0200-B81FF contains graphics from the gold level.
-C0200-C1CC3 = some water/pillar stuff, I think.
-C8200-C95F5 = some clouds and other background stuff from right as the game starts
-D0200-D1960 = world map data.
-D31CD-D4C73 (J) and D31CD-D4C84 (U) = Dracula's tomb (slightly different in each version)
-D6519-D7A34 (J) and D691E-D7913 (U) = some tile formations and Simon as seen from the back before level 1
-D8200-D9880 (J) and D8200-D9B40 (U) = Castlevania 4 logo (obviously different)
-DB564-DC882 (J) and DB882-DC3E6 (U) = title screen background
-E0200-E7BFB = most of the game's sound effects
-E8200-EAF40 = looks like junk, although being right next to sounds it might be music data

Anyway, for those who want to find more compressed graphics, always be on the lookout for "lumps" of graphic-like material, as usual for simple LZ formats. And of course, make sure you can either find a way to shift the offsets or keep the recompression size down. (There are a lot of X or line tiles, which might save a few bytes if entirely blanked.)

BTW, why would the rotating chandeliers be that hard to hack? It's simply standard-issue Mode 7--find the tiles and you can hack them. The "rotation" of Simon on a latch is a slightly different story because Mode7 can only rotate backgrounds and not sprites, but all the Simon sprites are stored together as noted above, and their rotation is done by changing each sprite.

Anyway, this will be my last edit on this post...this is actually pretty fun but I'll have to come back to it later.


(edited by DukeNukem007 on 07-12-05 02:35 PM)
(edited by DukeNukem007 on 07-12-05 02:37 PM)
(edited by DukeNukem007 on 07-12-05 09:27 PM)
(edited by DukeNukem007 on 07-12-05 10:19 PM)
(edited by DukeNukem007 on 07-12-05 10:52 PM)
DukeNukem007

Shyguy
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Posted on 07-13-05 08:01 PM, in Has anyone considered making a Super Castlevania 4 editor? Link
Originally posted by BMF54123
Originally posted by DukeNukem007
-If you are using the USA ROM, it actually measures out to 8.5 megabits rather than the 8 of the Japanese version (which is simply called Akumajou Drakkura like the original NES one, if anyone's never played it and is curious.) The reason for this is there are an extra two banks (64k) that mirror the first two--no idea why this would be in one and not the other.
That's called an "overdump." The US ROM is supposed to be the same size as the Japanese ROM (1,049,088 bytes with header), but whoever dumped it screwed up and didn't chop off the extra data. It works just fine without it (and produces a good checksum).


Oh, ok. I figured it might be related to a "bad dump" (got to love how that sounds bathroom-related,) but it's just that the copy I've had on all my computers has been 8.5 mega.

Anyway, here are some more offsets for those who are curious about making an editor (there's probably hex offsets for these somewhere in the rom, but it's more fun to just search like this.)

-9A191-9C124 = looks like some level 2 graphics (almost 0 compression-if you wanted extra space for other data you could fill this with simple tiles)
-FA6DF-FBD02 = some backgrounds from the Dracula battle (I think)
-FD439-FEB96 = Dracula sprites


(edited by DukeNukem007 on 07-13-05 08:55 PM)
DukeNukem007

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Posted on 07-14-05 07:52 PM, in Final Fantasy VI graphics.... Link
Originally posted by BMF54123
The graphics are almost certainly compressed. You could try running the ROM through the "sniff" utility included with the Lunar Compress DLL, though I can't guarantee it'll work.


Actually, *most* of the graphics are uncompressed in FF6, except for battle backgrounds and some boss sprites. And as I've said, Lunar Compress doesn't have FF6's format (I really like how you can rip a ROM and basically get a long sequence of map and graphics data, but no such luck here.

The reason you may be having trouble finding the weapon and magic sprites actually has nothing to do with compression: it's because those use the 3BPP format, which is pretty rare because 8 colors per tile is too many for fonts (most fonts seem to be 1 or 2bpp) and too few for detailed backgrounds (usually 4bpp, on rare occasions 8bpp.) The only other games I've seen 3bpp much are FF4, FF5, Secret of Mana, SD3 and Super Mario World.

I don't have the ROM on hand on this computer but I can check the addresses on my other one if you're still having trouble.

Also, shift the bytes up and down if the graphics look scrambled, since 3bpp aligns differently.
DukeNukem007

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Posted on 07-15-05 12:26 AM, in Final Fantasy VI graphics.... Link
Originally posted by Setzer
IIRC, FFMQ used 3bpp quite abit.


Oh ok...I barely ever played the game and never had a copy of the ROM, so I wouldn't have known for sure.
DukeNukem007

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Posted on 07-16-05 02:35 AM, in My Final Fantasy VI hacking project Link
Originally posted by Chickenlump
Originally posted by ClockExplosion
As long as you didn't name a character "Shitface", I'm happy.


You are in luck, I beleive that FF6 has a 5 letter limit for the names, and "Shitface" is 8.

Really though, it's nice to see a non text-only/graphics-only hack of the game. Those are nice, but variety goes a long way.


Actually, 6 characters. (Strago) But you could simply name a character "Shit" if you wanted to. :-P
DukeNukem007

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Posted on 07-17-05 02:04 AM, in NES-emulation... on SNES?! Link
Yes, the 65816 is backwards-compatible with the 6502 (that's why the old Apple IIgs can run IIe/c/etc. applications, which use the same basic processors respectively.) But you'd have to make a heck of a lot of conversions to make the NES sound chip sound the same on the SPC700; the NES's 2bpp tile format is different from any of the SNES tile formats; then there's the memory structuring, etc. etc. etc.

"Hm, isn't the SA-1 a separate 65816 chip? It might be able to do CPU emulation while the SNES's handles other stuff."

Yeah it basically is; it allows the SNES to effectively "overclock" in high-end games like Mario RPG and Jikkyou Oshiaberi Parodius.
DukeNukem007

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Posted on 07-17-05 02:11 AM, in Ancients Cry (progress images) Link
Wow, this is an FF1 hack right? The color improvements look almost FF4-like in places and at least FF3J-like.
DukeNukem007

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Posted on 07-17-05 10:43 AM, in What's your experience with CT modification? Link
Good luck MathonNapkins--the battle music is honestly bad IMHO, and it was one of the many tracks where Yasunori's inexperience showed (he was only 23 when the game came out.) The game does have a lot of good tracks; I think "A Shot of Crisis" is one of the most underrated.

As for the poll, I've messed around with Lunar Compress a bit to extract graphics and maps; I'm surprised there's been so little work on Bahamut Lagoon, which uses exactly the same compression format.
DukeNukem007

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Posted on 07-21-05 06:16 AM, in Hacking FFV Link
If you want to hack the graphics, they should be easy to find. Everything (as far as I know) is uncompressed; be on the lookout for 1,2,3 and 4bpp throughout.

Scripted events and text? Ask someone who's done a translation. I'd suggest working with the 20-mega translated copy rather than the 16-mega original rom before expansion, not just because English text is right there but also because you have more room for scripting.

Sound and music? No idea how the music data is stored, but the sounds are standard-issue bit-rate-reduced of course--about 150k of them dispersed across the ROM.

Map data? No friggin' clue here--wish there were a decompression/recompression package.
DukeNukem007

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Posted on 07-21-05 07:54 AM, in Contra 3 Link
(Just in case you were thinking otherwise, this *is* about the SNES version, not the GB port or NES pirate.)

For graphics and tile formations, uses Lunar Compress format 11 (a Konami format I've also seen in Parodius Da!, Gradius 3, Castlevania 4, and a small part of Axelay.) Mostly 4bpp with some 2bpps for fonts. All offsets are on a headerless USA version I have. Remember to try not to rip across banks (they're LoRom or 32K) or across long segments in general, or graphics get scrambled.
356A7-36C94 = introduction gfx
3E9F3-3F552 = Startup Konami logo graphics
40FD4-411D3 = Startup Konami logo tile formation
417DE-42538 = mostly fonts
458AF-46FCA = looks like some between-level character graphics
48000-4E638 = level 1 backgrounds
50000-51BC6 = level 1 boss graphics
5237C-55871 = level 1 tanker graphics and what appears to be some map data (perhaps also from level 1, it being in the same bank)
58000-5E86E = various character sprites
60000-674BD = level 3 background graphics
68000-6A5E5 = looks like some level map data?
6A728-6C2FE, 6C90C-6D6D3, 6D218-6FA68 = some object sprites
70F5B-74024 = some monster sprites
75A4E-77366 = some backgrounds
80000-81C17 = first miniboss in last level
88000-89D0E = last boss
90000-91417, 927E8-93C16, 94FEE-9660A = various overhead sprites
9A0C2-9B602 = uncompressed overhead-level player sprites
A1C93-A1DCF = missile sprites
A36C2-A56C2 = uncompressed overhead larva sprites
AA477-AAFC6 = level data (?) and some enemy sprites
B3200ish = "Choose Your Starting Point" and other overhead level graphics, but doesn't seem to decompress right
B4752-B5F52 = uncompressed explosion sprites
BAFDA-BB953 = overhead sprites
C19A4-C515B, C9AB1-CCAB9 = between-level tile formations and graphics
D8000-DE000, E8700-EAB20, F0000-F6CA0, F8000-FE860 = sound effects (no additional compression, which I've only seen in two other SNES games, Konami's Gradius 3 & Castlevania 4.)

If people are genuinely interested in hacks of this fine platform shooter, I'll try to find more offsets...


(edited by DukeNukem007 on 07-21-05 12:04 AM)
(edited by DukeNukem007 on 07-21-05 12:14 AM)
DukeNukem007

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Posted on 07-22-05 01:00 AM, in Hacking FFV Link
Originally posted by Celice
I'd rather have a FF3j editor. IIRC, a guy at GameFAQS had at found locations dataandsome tile data as well.


There are already some FF3J editors, if I'm not mistaken. And I remember that offset table--explained the scripting, and RLE format of the map data, nicely. But I agree that editing the game would be nice--it was one of the best NES games ever and had superb graphics, music and gameplay for the time. I can't wait for the DS port--I really want to own the game legally.
DukeNukem007

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Posted on 07-22-05 07:17 AM, in Hacking the CT and FF3 ROMs (What do I do?) Link
Originally posted by Super Slash
Thank you. What about FF3?


Well, if you're just editing sprites as you mentioned above, almost all the graphics are uncompressed, so they can easily be changed with any tile editor.
DukeNukem007

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Posted on 07-22-05 07:45 AM, in Hacking the CT and FF3 ROMs (What do I do?) Link
Originally posted by Super Slash
Remove him, and replace him with a new boss.


Well, then that's just basically changing the graphics if I understand right, unless you're making the boss appear at a different point in the game.

I know what you're saying about a "Christian" view of the bosses; in light of recent events it's kind of shocking to know that Square was originally going to use a "Jihad" Esper instead of Crusader.
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