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infidelity
Posted on 02-08-13 10:30 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 02-08-13 10:59 PM) Link | Quote | ID: 153414


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I dont remember exactly why I set it up like that, but it wad the only way to get my chr registers to work eith mmc5.

The game origonaly usrd RAM.

I had ROM workibf fine in MMc3, but MMC5 wouldnt work properky, so I tried readibg dischs doc, and tried my best at getting it to display.

Ive always saud im not the bestcoder, and that stands true, heh.

If you looj at $19F during ingame with the ppu viewer open, youll see bith windows display the bg, if you sey $19F back to FF, the sprites will appear in the left ppu.

Ill have to look at my notes from mmc3 to mmc5. I know I was having issued writing how the chr mmc5 registers work. For mmc3, I only had this, to setup the registers.

A205 8E0080 BD0001 8D0180 CA 10F4

But when I converted to mmc5, that code didnt work, so ihad to rewrite how it eprked writing the chr. I font know what I was doing, so thats why its such a mss. I tried doing the vest on my own.

infidelity
Posted on 02-11-13 09:39 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 3 of 02-11-13 10:23 PM) Link | Quote | ID: 153422


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kuja & snarfblam. Im going back and messing with how the ppu stores its gfx. I had to create a workaround long ago, to get my gfx working properly. This game is a bitch because the sprites are 8x16, so with those other emulators, you are seeing the bg tiles gettin fetched.

Idk if those emulators let you view the ppu during gameplay, but castlevania 3 shows the bg in both ppu windows, like mine does, when in reality, both bg and sprite tiles are being fetched.

Can I please have a list of the pc emulators in question, that are producing undesired results?

I will paste code here for the two of you, to see if the changes make my game run in other emulators.

I only did brief tests, to make sure specific functions still appear properly, so far so good, but its not extensive.

If you have any creared .cfg's, sav's, savestates, delete them before booting the rom after implementing the changes.

Please let me know the end results.

$7FF7 = EAEAEAEAEA
$157DD = EAEAEAEAEA
$178D4 = EAEAEAEAEA
$FC071 = EAEAEAEAEAEAEA
$FC0D2 = EAEAEAEAEA
$FC0D8 = EAEAEAEAEA
$FC2E6 = EAEAEAEAEA

$1B201 = 4C72A0

And I also apologize for the poor grammar. Im using a touch screen smartphone, and when I try to type fast, I miss certain letters I want to hit.

EDIT
There is a function missing with one change, my jmp.

When you obtain a piece of the triforce, regardless of the room being lit by the lantern or not, I have code forcing the room to be lit. That feature is missing. Here is the update.

$1B201 = 2050B54C72A0
$1B560 = A510D00160EA

infidelity
Posted on 02-16-13 11:08 AM, in Does anyone know how to use MMC5's PCM channel? Link | Quote | ID: 153437


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The NES reads the notes from the HW bank only ($C000-$FFFF)

The built in PCM for MMC5 reads it from $8000-BFFF.

My question is, has anyone tried this, or know anyone with experience in this?

Ive tried changing $4010 & $4011 to $5010 & $5011, but nothing happens. Plus, idk where the MMC5 would even load the PCM from whichever bank.

Any help would be greatly appreciated. I need to figure this out, cause I need to utilize that feature on the MMC5, because Link's flying sword sfx is suffering horribly due to my needed prg writes in the HW bank.

infidelity
Posted on 02-16-13 04:12 PM, in Does anyone know how to use MMC5's PCM channel? Link | Quote | ID: 153440


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I obtained some of the games Disch makes reference to regarding thr mmc5 sound, but its difficilt to navigate through the games, they all come up garbage. I tried looking through some of the code, but I couldnt get it to log, most likely because I couldnt reach or do the acyion required to mske it log.

infidelity
Posted on 02-19-13 12:59 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 02-19-13 11:16 PM) Link | Quote | ID: 153457


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Thank you Thanatos, but yes I have every mapper document.

EDIT

I think my sprire glitch issues are not on my end, but inconsistancies with the emulation of MMC5 on various emulators via consoles, handhelds, pc's, etc.

My rom is expanded to the max. 64 prg and chr.

There is a registet that MMC5 uses called $5130.

It sets the HIGH byte to whichever chr register.

Usualy with chr banks, pages 00-7F are eithet bg or sprite, and 80-FF are either bg or sprite.

Now since my rom is fully maxed out, that means bg pages are now 00-FF and sprite pages are 00-FF.

Now 00-FF [without $5130 set] is all bg pages for sprites. Ive seen changes in sprite actions with this.

Now, $5130 should make it so you can get to the next 00-FF pages for sprites to use......

This does not happen with the emus other than FCEUX.

The latest build of RetroArch for PS3, using the FCEU core, displays the sprite glitch people are experiencing, and ive been using that as a way to test my code, and thats how I came to the conclusion that its inconsistencies in MMC5 emulation.

So I apologize to all those who like specific emulators. If anyone is willing to prove me wrong otherwise, feel free.

infidelity
Posted on 02-19-13 01:06 PM, in Does anyone know how to use MMC5's PCM channel? Link | Quote | ID: 153458


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I read this too. I had no luck. I tried signing up to nesdev, but for some reason I cant get through.

infidelity
Posted on 02-20-13 11:18 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 02-21-13 10:25 PM) Link | Quote | ID: 153463


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Last night I shrunk down my chr from 64x8kb, to 32x8kb, and began reshifting some chr pages, and reassigning specific page bytes, so I can make my rom work with ither emulators.

Nestopia crashes when you try to press start during the waterfall intro, confirmed by kuja killer via pc, and myself with the nestopia build within the latest retroarch for ps3.

However, kuja killer figured out the $5130 issue, so later tonight I will try to get my rom working on bintendulator, and if what kuja killer explained to me works, I wont have to give up my 64x8kb chr size.

EDIT
2/21/13 Alpha 0.5 Release


Taken from the Change Log...

2/21/13 Alpha 0.5

Regarding The Emulator 'Nestopia'

Confirmed by kuja killer via pc, and myself using the latest build of nestopia within RetroArch for the Playstation 3, my rom crashes once you try to press start after the intro. I do not know why this is happening. If i'm able to find out/figure out why this is happening, i will let Nestopia users know. But for now as of 2-21-13, Nestopia is not an option for playing this.

With that said, i believe i have fix for the sprite glitches everyone is experiencing, using emulators other than FCEUX. Again, users are encouraged to post any sprite gltiches if they're still present, even in this Alpha 0.5 build.

1. Reverted the CHR from 64x8kb to 32x8kb. This is so i'm able to have my sprites appear correctly in other emulators. The MMC5 register $5130, is giving me undesired results, and is the main reason why users that use different emulators other than FCEUX, experience errors with the sprites in the game. The sprites keep fetching BG tiles, when they're not supposed to. So this really hurts if the time comes for garnishing the bg's with chr swapping, since i've limited myself by shrinking the free space i once had.

2. Fixed a glitch where if you have the Blue or Red Potion, and you purchase the Big Shield, it would empty the potion bottle. This has been fixed.

3. I experienced yet again, a cursor freezing issue when you obtain the Empty Bottle first. Right now, it's set where you can move the cursor when you have only 1 item. But in doing that, the cursor box will move over a blank area. If you exit the inventory screen, the B box displays nothing, that is until you move Link. Once you move Link, the B box will display the lonely item you have in your inventory. This does not happen when you have 2 or more items in your inventory.


Alpha 0.5 Link
http://acmlm.kafuka.org/uploader/get.php?id=4392

infidelity
Posted on 02-26-13 03:18 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 153478


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Taken from Change Log...

2/26/13 Alpha 0.6

v192 '2/25/13' = MAJOR UPDATE!!


Thanks to kuja killer, he figured out why my rom wasnt displaying/working properly within the emulators "nestopia" & "nintendulator"

Specific MMC5 registers were not properly written to during bootup, particulary SRAM, which Zelda heavily depends on for running the rom. The lack of that particular setup, was the sole cause for the "cpu jam!" response by nestopia. Along with the other fixes within the bootup sequence, it fixed the display issue with sprites as well.

So here is the new fix, to allow my rom to work on nestopia & nintendulator! Thank you again kuja killer! :-)

kuja killer mmc5 fix for nestopia/nintendulator
$FFF69 = 20B0C0
$FC0C0 = 8D1740A2038E0151CA8E0251CA8E0351CA8E13518E01208E10408E154060

And, i've also cut down the size of my chr routine within the hw bank signifigantly. kuja had a hand in this well, but i modified it so that the sprites are loaded in $0-FFF ppu, and bg is loaded in $1000-$1FFF ppu. I also modified it more, so that when sprites load bg tiles for it's look(s), they actualy appear!

my new chr routine *signifigantly shorter* kuja killer/infidelity
$FC05A = A9018D3051AD05018D2351AD04018D2251A9038D3051AD03018D2151AD02018D2051A9008D3051AC00018C28518C2451C88C29518C2551A9028D3051AC01018C2A518C2651C88C2B518C27516000000000000000000000000000000000000000000000000000

Expanded the CHR to it's fullest, at 1024kb!

I also modified again the CHR routine's $5130's so that they are all pointing to the 00 page of 00-FF's for my gfx. If the time comes for when i need to add additional gfx, that's when i'll start worrying about that, but for now, at least i have the space already put in place. :-)

$FC05A = A9008D3051AD05018D2351AD04018D2251A9008D3051AD03018D2151AD02018D2051A9008D3051AC00018C28518C2451C88C29518C2551A9008D3051AC01018C2A518C2651C88C2B518C275160


Here is proof that my hack actualy works on nintendulator,nestopia,fceux


Here is the Alpha 0.6 link
http://acmlm.kafuka.org/uploader/get.php?id=4395

-infidelity

infidelity
Posted on 02-28-13 12:13 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 3 of 02-28-13 12:17 PM) Link | Quote | ID: 153494


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Screen lockups are expectes, again my work is not meant to be a full fledge stable release.

Please look at the current screen id at $EB when the screen locks up, and let me know the value witin $EB please?

If the emulator you are using does not have a hex editor, please take a screenshot of the screen that locks up.

The lockups are because of the enemies and non solid tiles trying to coexist within the asm.

infidelity
Posted on 03-04-13 12:12 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 4 of 03-04-13 01:01 PM) Link | Quote | ID: 153500


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Just wanted to make an announcement on the project.

Thanatos-Zero has offered his services, as the main sprite designer for my hack.

Ive decided awhile ago, that I will not be keeping the original sprite designs. They clash way to much with the background. I didnt want to do a complete rip from any of the GBC Zelda games.

But from what ive seen from Thanatos-Zero, particulary with his designs of Link, i was very impressed.

With that said, im also considering fnding someone, or a group of people, to help in the dispersal of where all my heart piece containers, items, shops, weapins, are layed out throughout both the light and dark worlds.

Id be open to extremely slight redesigns to certain locations of the light/dark world, for particular items to reach new areas, such as the hookshot, pegasus shoes, the ocarina, etc.

Id like someone with either experience, or a great sense of creativity that works and coexists with the already created world.


infidelity
Posted on 04-11-13 05:02 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 153673


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Please upload either a video or screenshot, of the glitch occuring. The Hookshot was not designed to allow transitions from screen to screen, you will freeze in place. The screen designs will have to be altered if things are wacky. I know certain areas need to be edited, but I cant find them all right now.

infidelity
Posted on 04-12-13 02:50 PM, in Megaman X Zero Goes Maverick - Progress and help thread Link | Quote | ID: 153687


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Ill be keeping an eye on this project! I looooove the title screen, and Kuwanger's tileset, looks awesome! :-)

infidelity
Posted on 04-17-13 09:33 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 153727


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I've spent the last month redoing my Sword/Bush ASM.

The first modification i did, was simply a reshift of where the sword positioning was, since Thanatos-Zero designed a new Link, and his hand holding the sword verticaly up or down was vastly different than the original setup.

Once i reshifted all the positionings, i had to redo my hit detection asm, for when the sword comes into contact with a bush. Once i was able to redo all my asm on that, i left it alone.

I had a lengthy convo with Thanatos, as he wished the sword/bush detection could be more like what we see in LA or LTTP.

I explained it took me many months, to get down what i originaly wrote from scratch. The bank i wrote in, was a mess, very messy, and i didnt want to go back and re-sift through all my code. I did not want to go back, and try to improve on my code. But after a week or so of debating with myself, i decided to give it a shot, i just didnt realize it would take nearly a month.

Doing coexisiting asm for a sprite & vram, is a bitch. I know how the game writes to vram with using a sprite, but i had to do alot of thinking, and custom asm, for particular positionings of the sword/bush asm.

If i just gave Link complete freedom to swath paths with the sword, it would look HORRIBLE, i know cause i started out that way with the sword/bush asm. You have to do specific tile checks, obviously the bush. Then when you make those checks, you have to adjust the XY of the sword accordingly, or else, when you hit one of the 4 tiles of the bush, the vram decides to write as close to the xy value of the sprite, giving you an undesired write to the nametable.

That's why i've had to write a multitude of checks on Links position, to help with the writing of the vram when swiping a bush. I've had to alot of checking of the swords xy registers, and adjust it via ADC/SBC, then save that value back into the swords xy registers.

I will be explaining various things that i have done to the sword now. Literaly a months work.

Removal Of Bushes From Other Positions & Spin Attack Removal OF Bushes
Before i started, i played around with LTTP & LA. Not code wise, just playing the game, moving Link around, swinging the sword, etc.

When Link swipes, he does not take out more than one bush in a regular swipe, he will only take out the bush that is directly infront of him. And obviously, when you do the spin attack, he takes out all 8 directions of bushes surrounding him.

With LTTP, i moved Link to different positions of a bush, and see when the game would initiate a hit detection, and remove the bush. I made a little map for myself, showing the various positions Link would be facing, left,centered up or down,right, i did this for all facing directions, then i would jot down which positions allow the sword to remove the bush.

The reasoning behind all of this, is that my original code i wrote for the sword/bush asm, is that you are only able to remove a bush that is directly facing Link, you couldnt remove that facing bush via off to the sides of the bush.

So it was at this point, that i began working on the asm, to allow Link to cut the bush he was facing, not just from the center, but a specific side of the bush.

Once I was able to this both horizontaly & verticaly, it was then that i had to move onto the dreaded part. Enabling my spin attack to actualy do damge to bushes, AND, to adjust the vram writes accordingly, WHILE, still keeping the Pegasus Shoe Bush asm intact!

Now, in The Legend of Zelda, an 8x16 sprites hit detection, is on the bottom half. In LTTP, the hit detection for Link, is his entire body. But in the NES, it's his lower body, hence, that is why when you move Link up, and put him against a solid object, he slightly goes over it, but when you do that walking left,right,down, he's gfx goes flat against the object.

This was a very difficult thing to work around for my code, because with Link facing an upward bush, and you try to do the spin attack, he cannot reach the lower bushes. So what I had to do, was to make it so he just takes out the upper and side bushes. When Link is down against a bush, he is able to wipe out all 8 or 7 bushes.

Updated Sword ASM 1 (Spin Attack Grass Removal 4-13-13)


Updated Sword ASM 2 (Improved Sword Bush Hit Detection 4-13-13)


Walking With Charged Sword & Removal Of Bushes With Charged Sword
I had code that originaly disabled the D-PAD once you initiate the sword charge. I went back and removed that, and began decyphering how I can make Link walk with the sword.

In $AC, the sword value is 11. For some bizzare reason, i was unable to figure out how to disable the D-PAD from shutting itself off once the sword is initiated. So what i had to do, was create my own value to keep the sword sticking out so Link could move. In doing this, his sword thrust gfx do not appear, Link just runs in place. So I had to find the value within ram, that deals with Link's standstill gfx, and once I found that, i forced it to use Link's sword thrust gfx, so now the sword sticks out with Link's thrust gfx.

But once you would move, it would animate incorrectly, originaly there is no walking animation with the sword thrust, and i'm not concerned with that at all, so what i had to do, was force his tiles and tile flip values, so that in each direction when you move Link, his gfx arent messed up.

Then the hardest part of all came, i had to do a new sword/bush hit detection just for this feature! Because now you are freely moving Link, and i started getting many errors and glitches with the nametable writes. This took some time to figure out, but after many many many tests of various positions, hit detections, etc, it all started to work.

Updated Sword ASM 3 (Walk With Charged Sword & Remove Grass 4-13-13)


Walking With Charged Sword, With Certain Conditions
So now that i was able to make Link walk with the sword, i had to take into consideration that there may be abnomalities when encountering various things, and sure enough there were.

I had to set specific XY checks when heading towards the edges of the screens, when it comes time to initiate a scroll. When I had A held and initiated a scroll, the sword disappears, and Link is holding nothing, but the sword asm itself is intact, visualy the sword just wasnt there, so i set the proper values, and now when Link walks towards the edges of the screens, the sword charge is disabled.

When it came to being hit by either a projectile, enemy itself, or the dying sequence, that needed to be fixed as well. I wanted it where the entire charged sword routine was completely reset, once Link was hit. I was able to find the hit routine, which convieniently, the dying sequence is within this area, and i was able to insert my sub-routine that would reset the entire sword charge routine.

Updated Sword ASM 4 (Walk With Charged Sword During Various Conditions 4-13-13)


Walking With Charged Sword, Disable Entering Caves/Stairways
Link was messed up when entering a cave with the sword sticking out. So again, i located the routine that deals with him entering caves/stairs, and i inserted my sub-routine to cancel out the sword charge, once you enter a cave/stairway

Updated Sword ASM 5 (Walk With Charged Sword Disable Entering Cave or Stairway (4-13-13)


Anyways, i apologize for the long explaination, but i had to explain before i upload the videos, so i could avoid questions like, "why this, why that, why did you do it that way, cant you do this, etc." It was very difficult to code all this from scratch, and i cannot possibly do any better than what the videos show.

I understand i don't have fancy sprites when you cut the bush, showing it fall apart, or custom sfx for it, but that is stuff that can simply wait till the end. I've still got a long way to go, to getting this released this year as a complete game.

I hope you all like the videos and appreciate the work. :-)

-infidelity

infidelity
Posted on 04-19-13 10:30 PM, in Zelda - The Legend of Link (v3-12-20) Released (rev. 2 of 04-20-13 04:38 PM) Link | Quote | ID: 153736


Fuzz Ball
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Thank you snarfblam & Vanya. :-)

I just did more work on the sword. I made it so when the spin attack is activated, the swords HP is increased to inflict more damage. This goes for all 3 swords.

Original values, 10,20,40
Spin values, 40,60,80

Enemy/Boss energy values range from multiples of 10, starting at 10-F0.

infidelity
Posted on 04-20-13 10:58 PM, in Tetris Zero (Final Version) Released *UPDATED 4-17-13 To V2* Link | Quote | ID: 153739


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Updated to v2. Please check top of thread. Now works in Nestopia.

infidelity
Posted on 05-09-13 05:53 PM, in Misc. releases related to Capcom NES sound engine. Link | Quote | ID: 153848


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Ooooo! Im looking forward to taking a look at this updated document! Once I finish my Zelda project (should be within 2013) Im hoping progress can return to an old project of mine.

infidelity
Posted on 05-14-13 06:14 PM, in Zelda - The Legend of Link (v3-12-20) Released Link | Quote | ID: 153895


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Thank You XTTX!

Ive been fixing up my spin attack/grass removal asm, and its looking really good.

Ive also been showing some love to the Armos Statues for the past few days, im liking the results.

I am now finally working on the Treasure Chests. I already have the freedom to decide what I want Link to hoist. Ill keep everyone updated as best I can. :-)

infidelity
Posted on 05-22-13 04:35 PM, in Needing assistance with creating a working MMC3 IRQ Link | Quote | ID: 153973


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http://forums.nesdev.com/viewtopic.php?f=2&t=10112&p=112366#p112366

Thank you to anyone who can help me!

infidelity
Posted on 05-26-13 07:34 PM, in Chip'n'Dale level editor: Y/N? Link | Quote | ID: 154004


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:-) Go Duck Tales!

infidelity
Posted on 06-08-13 06:45 PM, in Expanding a ROM that has more than 16K PRG-ROM? Link | Quote | ID: 154063


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By a mapper that supports 64k for both PRG/CHR-ROM.
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