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Main - Posts by DurfarC

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DurfarC
Posted on 12-02-16 07:53 PM, in Super Mario Bros. 3: A New Journey (v1.1) (rev. 2 of 12-03-16 02:22 AM) Link | Quote | ID: 164626


Shyguy
Level: 24

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Since: 10-23-08
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I finally had the time to check this one out. I'm at World 3-7 now, and so far, I'm really impressed. I love the level design, with all the different kind of puzzles and bonus areas (I even found the flute in World 1!). I especially like the bonus coin levels, especially the one in World 2 where the normal exit only gives you a star while the pipe halfway down gives you a hammer suit (while I never use savestates to complete the game itself, I sometimes use them to check out stuff I know I missed). Seeing that there actually are bonuses hidden everywhere also makes you want to explore all the levels more, instead of simply finding the end of the level as fast as you can.

The world maps are also really nice, with the new graphics, and the same goes for the new level themes. Even though I can hear what each new music track is based off, I really like the altered world map songs too, it really does sound refreshing to hear something new.

The difficulty setting is just right as well: It's harder than the original game, but not so hard that it makes me pull my hair out in frustration. I got game over twice in each world so far, which I guess is how it should be: You fail, you learn, and then you do it right. The only thing that was a bit frustrating was the hammer bros (the ones on the map that give you items) in world 1 and the spike bros in world 2: Their placements on the screen makes them pretty hard to dodge and kill if you're small mario: One of the times I got game over in world 1 was because the hammer brother killed me 10 times in a row. But hey, I guess it's possible to learn how to deal with these as well.

The only other thing I really can complain about, is all the coin blocks in suspicious places that only turned out to be single coins. Oh well, I guess life isn't meant to be all that easy.

Overall though, I really really enjoy this hack so far, and I can't wait to explore the rest this weekend. Good job!!

DurfarC
Posted on 12-05-16 10:26 AM, in Super Mario Bros. 3: A New Journey (v1.1) Link | Quote | ID: 164635


Shyguy
Level: 24

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Posted by AlanJacobs
I'm relieved to hear this. It was not easy for me to judge the difficulty when I had to test these levels on a non-stop basis. This project was initially going to be much harder but I decided to tone down the difficulty because I wanted more people to enjoy it. You're not the only one to use continues in the beginning of the game though it does make me think if the game is still too hard. It will only get harder so my advice is to take advantage of the SMB3 tricks (Run and jump for 3 stars and the end of the levels, access coin ships, etc.) Good find on the whistle! The coin blocks probably had something there at one time in an earlier version of the level but I might have moved the power-ups around later on. Happy you're enjoying it and good luck to you.
Well yeah, I should really learn to always run and jump for the 3 stars, and learn to time the stars in the spade bonus games; Since the original game has been played a million times I never really needed extra lives since I was a kid, since you get them everywhere through the levels anyway. Here, on the other hand, I could definitely need all the lives I can get!

I have played some more now. I'd say that until World 6, the difficulty is always fair, and mostly so in World 7 and World 8 as well (I just beat the second dungeon in World 8). However, I must admit the airship in World 7 is frustrating with all the precision jumps, I got game over 20 times or so before managing to beat it (luckily the ship got stuck at one place on the map that didn't require me to replay any other levels first each time I got game over). Also, World 8s first dungeon I could never really understand how to beat properly, so I had to use all my leaf powerups until I finally made it on my very last one (the only solution I could see was to fly over a place I should probably have used a P-switch or so; I can't really remember anymore). Also, in World 8s second dungeon, there's a pipe that's bugged:


The pipe mario is standing on here sends you to the infamous "empty underground room" that's often encountered when hacking SMB3, sending Mario falling to his death.

I also think the first mushroom/flower in World 8s 2nd dungeon is too hard to get, in the cramped room with the spike brother. I could never find a way to get it without being hit. Lastly, I remember a lava level in World 7 where you had to fly up to a pipe in the ceiling: Maybe some coins pointing upwards would be a good idea, as this was never obvious to me and I had to use a P-wing to find the exit.

With all that said, I still LOVE this hack! The dark/light world level, 8-1, really made me smile, the dungeons are all cool with their pipe and/or door puzzles, and the "star run" dungeon was especially cool. Even if this post may suggest otherwise (there are only 4-5 levels I can really pick on), I am having a blast with this, it's so well done. Thanks again for sharing this little gem with us.

DurfarC
Posted on 12-07-16 02:14 AM, in Super Mario Bros. 3: A New Journey (v1.1) (rev. 2 of 12-07-16 02:17 AM) Link | Quote | ID: 164642


Shyguy
Level: 24

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Posted by AlanJacobs
Posted by DurfarC

World 8s second dungeon, there's a pipe that's bugged:


The pipe mario is standing on here sends you to the infamous "empty underground room" that's often encountered when hacking SMB3, sending Mario falling to his death.


Thanks for the heads up! Considering this is the only one discovered so far, I say I did pretty well. Will be fixed with v1.1.

Posted by DurfarC
I remember a lava level in World 7 where you had to fly up to a pipe in the ceiling: Maybe some coins pointing upwards would be a good idea, as this was never obvious to me and I had to use a P-wing to find the exit.


My testers also brought this up with the same solution. I'm against doing this for a couple reasons. 1) I believe putting coins as a hint would be too obvious. and 2) The original SMB3 World 7 Abandoned fortress is a good example of a hidden exit without using coins or anything else to give a hint. If you continued even without a p-wing, I'm sure you would have figured it out. Though I won't use coins, I will, however, make Raccoon Mario easier to access and a better platform for Mario to fly in v1.1.

Thanks for the input!


Actually, now that you say it, I suddenly think it's fine without coins in that level after all, because:

I'm playing through the hack for a second time now: In my first run I played until the huge fortress in World 8, but I decided to restart, mainly because I really enjoy the hack, but also to get more items and lives, since that particular fortress seems pretty hard (of course that's how it should be when it's one of the final levels). For the record, this time I managed quite well and always had over 15 lives until World 7s airship, which made me get my first game over. This proves that the difficulty setting is just right once again: Even the hardest levels are learnable.

But yeah, I was playing through that particular lava level again, and this time I saw that it was indeed pretty obvious what to do, with all the flat ground, making it easy to gain speed and fly upwards. And the fact that the same pipe is used to enter and exit the question mark room at the end makes it even more self explanatory that the powerup you get there (first mushroom and then leaf) must be used. So it is perhaps fine as it is after all, though if you can make it more obvious in one way or another, that wouldn't hurt I guess. The comparison with the original World 7s first dungeon makes me agree even more, the exit location in that one is less obvious for sure, and since I don't have any traumatic memories about getting stuck there, I must have figured out what to do somehow, like I should have in this case (when I first played the lava level I had already played for several hours and reached gaming fatigue).

Also, I'm still puzzled with World 8s first dungeon. In the final hallway with, among other things, a P-switch to the very left and the two pipe Ptooies (the pirahna plants with spiked black balls above them), what is the "official" solution to get through this particular room? At the end of the hallway you need to use a koopa shell to break the bricks, but from what I can see it is virtually impossible to get a koopa shell that far before it wakes up again AND without loosing it to the final fire piranha plant, unless you're Raccoon Mario. I know you can get the leaf early in that dungeon, but it's easy to lose it on the way, and the question mark block near one of the pipe ptooies contains a flower, not a leaf. This is rather a quesion of curiosity though, and not a suggestion for change: I just wonder if I'm missing something.

DurfarC
Posted on 12-08-16 12:16 PM, in Super Mario Bros. 3: A New Journey (v1.1) Link | Quote | ID: 164648


Shyguy
Level: 24

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Since: 10-23-08
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Thanks for the explanation both of you. I loaded an old savestate and went back to try it, and it is indeed possible as you say, actually with a two second margin before the Koopa shell will wake up.

Looking back at it now, with the help of your images of the room, I'd say the 4 coins above the Koopa on the pipe is what made this so confusing to me: I was sure you would have to reach these in time before the P-switch is out, and grab the Koopa below the coins on the way, which is impossible. I also took a long time before I understood that the flying Koopa is there because you need its shelll, for a long time I rather thought it was there for you to bounce off on the way to the P-switch.

Removing the 4 coins above the Koopa would probably help, as then there is "only 1 way" to solve the room, rather than "1 right way and 1 obvious but impossible way" (grabbing the Koopa to the right and jump on the 4 coins while they're still bricks). I would also lower the pipe just to the left of the last Piranha plant pipe with 1 block, so that this jump is a bit easier and seems manageable, and at the same time remove the 3 width ground tiles between the two pipes (I was sure you had to jump from here until I finally figured it out).

With that being said, the room is really well designed and really fun to go through (now that I know how), so I hope you will keep it other than perhaps fixing these small things.

I finally managed to beat the huge World 8 castle and the anchor level after it yesterday evening, I really enjoyed them both! I will try Bowser's final (?) airship levels tonight

DurfarC
Posted on 05-01-17 02:59 PM, in Mega Man 4 Voyage (Update: Out NOW) Link | Quote | ID: 165511


Shyguy
Level: 24

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Hey guys. Just a small 2017 video update. I apologoze for this taking a lot longer than I ever thought. I guess that's how it is when you end up changing more than you initially planned.

Now, however, we're slowly getting there. I'd estimate the hack is about 85% done. All annoying bugs and glitches are now totally gone, and only the last 3 levels haven't been made yet (the last 2 aren't supposed to be that long anyway). Below is a small video proving I'm not dead.






DurfarC
Posted on 05-02-17 11:19 AM, in Mega Man 4 Voyage (Update: Out NOW) Link | Quote | ID: 165523


Shyguy
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Posted by Ice Man
Very nice! Can't wait to test it before you release it.
Thanks! And yes, I will remember that!

Posted by Zynk
Would you consider having new robot masters? If they have new attack patterns, new robot masters would be great step forward for this romhack.
Unfortunately my drawing skills are terrible, and so is my imagination. Though, they will get new or at least altered attack patterns!

DurfarC
Posted on 05-02-17 11:33 AM, in Mega Man 4 Voyage (Update: Out NOW) Link | Quote | ID: 165525


Shyguy
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Posted by Ness
Hey,

This hacks looks promising. Great job implementing enemies from MM5/6/9.

TBH a lot of MM romhacks are not to my liking, either they're kaizo, or random questionable stuff, but this one looks great.

Those MM5 tigers trying to jump when they have no place look a bit retarded though. Also the Mummies look out of place in that modern tech background, they're the kind of enemies which are hard to fit outside of their original level without looking 'random'.

Is that music your own as well?
Thanks for the nice words, and the input! I can agree about the tigers (which I tried to redraw to look like Lions, not sure if I was successful haha), I will see if I can adjust the roof in that room a bit. As for the Mummies, you're probably right too, though they're already located in Pharaoh Man's stage, which now has a rather updated look with tiles from MM5. They are still bricks I guess, and the level looks like a Pyramid (from the outside area, when you enter it).

DurfarC
Posted on 05-02-17 07:02 PM, in Mega Man 4 Voyage (Update: Out NOW) (rev. 3 of 05-02-17 07:17 PM) Link | Quote | ID: 165527


Shyguy
Level: 24

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Since: 10-23-08
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Hmmm now that you say it, I've noticed some hacks indeed missing the different palettes alternating in the background. Including those are pretty easy, so it makes me wonder why they were lazy about that, haha.

And yes, I can now see the problem with the rear paw (and actually a pixel missing on the front paw too), thanks for notifying me about that one! It was a pain to edit this thing, because the tigers consist of 5 different sprites that all have both shared tiles and some original ones. Combine this with my zero talent when it comes to visual stuff, and errors like this pop up. I will fix this one right away!

DurfarC
Posted on 05-02-17 07:19 PM, in Mega Man 4 Voyage (Update: Out NOW) (rev. 2 of 05-02-17 07:20 PM) Link | Quote | ID: 165529


Shyguy
Level: 24

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Since: 10-23-08
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Aaaand it's already done! Tiger's sprite is now correct, and I also increased the height of the room with 2 tigers and put them a bit further back, so that it doesn't look stupid but that they "will reach you" in the same amount of time. Thanks for the suggestions once again!

As for graphics loading, it's actually quite different, MM5 has an automated system which makes the graphics for each enemy load automatically, allocating the free tiles. Mega Man 4 however, doesn't, you have to manually specify what graphics should load for each room/hallway. It did get fixed nicely now though so it wasn't a problem. There are similarities as well though - so I could copy the sprite data straight out of MM5 with some editing.

DurfarC
Posted on 05-03-17 02:19 PM, in Mega Man 4 Voyage (Update: Out NOW) (rev. 3 of 05-03-17 02:25 PM) Link | Quote | ID: 165537


Shyguy
Level: 24

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EXP: 71980
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Since: 10-23-08
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Last post: 1970 days
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Posted by Ness
Posted by DurfarC
As for graphics loading, it's actually quite different, MM5 has an automated system which makes the graphics for each enemy load automatically, allocating the free tiles. Mega Man 4 however, doesn't, you have to manually specify what graphics should load for each room/hallway. It did get fixed nicely now though so it wasn't a problem. There are similarities as well though - so I could copy the sprite data straight out of MM5 with some editing.


I'm aware of the difference between the way MM4 and MM5 handle pattern load, but I was talking about sprite pattern definitions. If two sprites share the same graphics, and as long as there is still free tiles left in the part of the CHR bank that enemy uses, you should be able to change the definition so that whatever shared tile isn't shared anymore, for instance if enemy sprite's tile 1 and 2 are shared and both use offset 30, you can probably change it so that tile 2 uses offset 31 instead, and if that one is empty, draw your stuff there.

I've been doing this a lot in MM5 lately. Though I assume this is more limited in MM4, because in MM5 things aren't loaded "automatically" but rather, instead of choosing pattern load offsets per room, you choose it per frame for each entity. This means that you can very well switch to another offset in the CHR bank for any frame if you need more space, very convenient, and I doubt that'd be possible in 4.

BTW - have you been editing sounds as well? To try and give all these enemies their original sounds? I'd be very interested if you found any interesting info about the game's sound system, since it is in the same in other MM games too. I'm aware of Matrixz's documentation on the subject, which was very helpful, but it mostly deals with musics rather than sound.
You can probably copy-paste sound definitions from other MM games, but I doubt they'd work as is since the sounds themselves will be different.
Yeah, I know it isn't really "automatic", but I do know how it works and it's much more convenient for sure. The thing is that the sprite load set with the tigers on is already full (every tile is used) so I can't add anything else to it. Luckily I don't really need to, either.

I have edited some sounds, though not that many. Most of them, such as the tiger's roar or the Curlinger's wall collision sound, I copied straight out of MM5 and MM6; it sounds exactly the same as long as you copy the instruments used as well or find a similar one in MM4. I do know how to make my own sounds as well, matrixz's document also deals with that, though the process is tedious and it's quite difficult to come up with ideas for how they should sound. I am going to play around some more with sounds though, as a lot of MM4 enemies don't have them, but imo should have!

Posted by kuja killer
I have absolutely poor imagination skills too. it's super hard for me to think of things to do... even just simply looking for "what" games to copy attacks and patterns from is hard.. i mean, there's millions of games, so i cant figure out what games to look at, to study and copy from heh.

I only have 5 of 8 boss's AI behavior's completed for odyssey. I'd start on Disc Man next, but i dont know what to "think"...or what games to look at.
Then we're two, haha. Though, from what I saw in MMOdyssey so far, you're doing a fine job with the enemies, bosses and everything. I still owe you a song for that hack btw, I promised so long ago, but as you know I'm super slow and my creativity stagnates all the time. When I'm done with this hack I'm not going to start my own projects anymore (there won't be time for that anymore in the long run) but instead help others with theirs, so hopefully I can do a song or two then.

Posted by Zynk
Posted by DurfarC

Posted by Zynk
Would you consider having new robot masters? If they have new attack patterns, new robot masters would be great step forward for this romhack.
Unfortunately my drawing skills are terrible, and so is my imagination. Though, they will get new or at least altered attack patterns!
You could ask for help with that.
I know, though it's going to be a lot of work anyway and I have already worked on this thing for way longer than I should, so they will just have to stick with their original names and sprites I'm afraid.

DurfarC
Posted on 05-04-17 09:04 PM, in Mega Man 4 Voyage (Update: Out NOW) Link | Quote | ID: 165543


Shyguy
Level: 24

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Since: 10-23-08
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Posted by XTTX
Almost there! Looking good DufarC! I guess it will not be too much longer then?
Thanks! My goal is to have it finished before Christmas (but hopefully earlier), as I'm done with my studies then and will have to get a job, which means I won't have a lot of free time anymore. I guess I'm super unreliable when it comes to getting things done, but at least we're getting closer every day.

DurfarC
Posted on 07-07-17 03:11 AM, in Mega Man 4 Voyage (Update: Out NOW) (rev. 2 of 07-07-17 03:21 AM) Link | Quote | ID: 165763


Shyguy
Level: 24

Posts: 92/97
EXP: 71980
Next: 6145

Since: 10-23-08
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Last post: 1970 days
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Small update: The hack is nearing completion and is probably being released at the end of the year, hopefully sooner. Here's the final list of everything it can offer when it's done:

- Brand new levels, with graphics imported from other NES games as well as Mega Man 9 and 10
- New enemies, mini bosses and stage gimmicks, mostly from other Mega Man games but also a few original ones
- Totally different boss AIs for the 8 robot masters, and new Skull Castle bosses (unlike the robot masters, most of these are different from vanilla MM4)
- Altered weapons and new adaptor items with new uses
- All new music composed specifically for this hack by 5 different chiptune composers. Those are: Golden Shades, RRThiel, CosmicGem, Jir-0 and myself
- A new storyline, partly with different cutscene graphics.
- Many improvements to the game engine (at least in my opinion), such as less lagging, faster screen transitions, weapon switch with the select button, the larger charge shot from Mega Man 5, more sound effects etc. (special thanks go to Puresabe for many of these improvements).

For those interested, here's also a playlist with some of the music uploaded on youtube: CLICK ME (note: I involved other composers lately as well, not just myself, so please pay attention to the uploader of each video, as that person is also the composer of that song)

And also some random screens, probably the last one before release, as I don't want to spoil everything such as new bosses etc:










DurfarC
Posted on 07-15-17 10:21 AM, in General Megaman Hacking Thread Link | Quote | ID: 165774


Shyguy
Level: 24

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Posted by zuschzero
Posted by Trinitronity
http://www.rockman-corner.com/2017/06/footage-of-mega-man-4-s-lost-mid-boss.html
You know, I kinda wanna see someone recreate the Sphinx midboss from MM4 now.


Only Puresabe would have been capable of doing that.
It's not that hard to recreate, even I could have done that (at least if I had the graphics). I don't think it'd be worth it though, it's clear that this midboss was removed for a reason; it plays out pretty badly, with little space to maneuver around the boulders and snake shots, and a platform that's too hard to get up on.

Still, once I'm done with MM4V I might recreate it just for fun anyway and release a patch.

DurfarC
Posted on 10-09-17 04:01 AM, in NES Tetris with Music A from the Game Boy version (rev. 4 of 10-09-17 04:34 AM) Link | Quote | ID: 165945


Shyguy
Level: 24

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Since: 10-23-08
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I needed a break from writing my master's thesis, and at the same time, I suddenly came to think of this: Why has no one hacked the NES version of Tetris to include the well known music A from the Game Boy version? At least I think no one has.

Of course, I then had to try to do it myself. The music data was relatively simple so this only took me a couple of hours. It replaces the original NES Music A (Dance Of The Sugarplum Fairy).







Download here

In the future there's a small chance I'll remake music C as well, edit music B to be closer to the GB version and then release it on RHDN, but for now, this is all I can share with you. It's not much of a release compared to 'real' ROM hacks, but I guess it's better than nothing, eh?

Have fun!

DurfarC
Posted on 12-14-18 04:27 AM, in Mega Man 4 Voyage - Finally released! (rev. 9 of 12-17-18 04:27 AM) Link | Quote | ID: 166777


Shyguy
Level: 24

Posts: 95/97
EXP: 71980
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Since: 10-23-08
From: Norway

Last post: 1970 days
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Hi everyone! After almost 7 years in the making, Mega Man 4 Voyage is finally released!

Mega Man 4 Voyage strives to be one of the most extensive Mega Man ROM hacks to be 100% completed and released to date, with an original storyline, new places to explore, reprogrammed robot master AIs, an improved weapon arsenal, new fortress bosses and an enormous soundtrack with almost 40 original songs to accompany it all. At the same time, it still tries to stick to the "run, jump and shoot" formula of the original classic Mega Man games. The hack should be suitable for veterans and casual players alike; it is more difficult than the original Mega Man 4, but easier than most other ROM hacks and fan games out there.

What started as a one-man project has resulted in a fine collaboration between DurfarC (main author, level design, programming, music), MartsINY (main boss designer, programming) and chiptune composers Golden Shades, RRThiel, Cosmic Gem and MarkTherence. Furthermore, the hack incorporates patches, programming assets and graphics from a wide range of people.

Please check out the README file for more information about the hack, including more detailed credits. Enjoy!

DOWNLOAD



There's also a release video, which you can take a look at here:


View on YouTube

Thanks to everyone in this forum who followed the hack's progress during all these years. It means a lot to me!

DurfarC
Posted on 12-14-18 07:00 AM, in Mega Man 4 Voyage (Update: Out NOW) (rev. 2 of 12-14-18 07:01 AM) Link | Quote | ID: 166778


Shyguy
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Since: 10-23-08
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Updating this thread as well just in case someone doesn't notice the thread in the release section:

Mega Man 4 Voyage is now released! Check out the release thread and download it here!

Thanks to all who replied to this thread over the years and came with many great suggestions and ideas!

DurfarC
Posted on 12-17-18 12:28 AM, in Mega Man 4 Voyage - Finally released! (rev. 2 of 12-17-18 12:28 AM) Link | Quote | ID: 166783


Shyguy
Level: 24

Posts: 97/97
EXP: 71980
Next: 6145

Since: 10-23-08
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Last post: 1970 days
Last view: 368 days
Thanks for the nice comments, glad you guys seem to enjoy it! Ohhh, puresabe streaming it, nice! Would definitely love to see that, but unfortunately I work at that time. Maybe I can get someone else to work for me that day. Hmmm.

As for the helicopters aka Bunby Catchers, then yeah, I always loved these enemies, they're so cheeky in the way they drop down and make that sound if they manage to grab you. I tend to love enemies and obstacles everyone else hates haha

As for the Alien bug, thanks for notifying us, seems like more people experienced this independently of each other. It's already been fixed, will update all download links to version 1.02 very soon.

Toad Man was the second level I made in the hack, back when I started I didn't really care about the environment stuff I must admit, but I didn't want to redo the level so I just kept it.
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