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Main - Posts by RetroRain

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RetroRain
Posted on 08-06-16 06:43 AM, in Attempting a Megaman NES Homebrew Demo, 12/1/16 Update, Object System-New Video Link | Quote | ID: 163704


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Thanks guys.

And thank you never-obsolete. I'll look into it when I'm ready to get to that part.

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RetroRain
Posted on 08-11-16 10:51 AM, in Attempting a Megaman NES Homebrew Demo, 12/1/16 Update, Object System-New Video Link | Quote | ID: 163732


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Posted by Trinitronity
BTW, is the Homebrew gonna be open-source?
I'm not sure yet. There is a possibility that I will make it open-source. It really depends on how much work is going to go into it. For instance, if I wind up making a serious game, I'm not going to release the source to my game. But if it's just an engine with a player and a test enemy, and nothing else, then I'm more open to releasing the source. But right now I'm actually aiming for a mini-demo game. So I can't really give you a definite answer at this time.

I'm raising the quality of my project. The production values so-to-speak are being raised. For instance:





I'm off from work the next 3 days, so I'm going to be making a SERIOUS player select screen. I already decided on how it's going to be, and believe me when it is done, you guys are going to love it. You will not be disappointed. I might be able to show you a video of it in a couple of weeks.

But once the player select screen is done, I have to go to what I imagine is going to be the hardest parts of coding the game, such as the collision detection, gravity, fractional-pixel movement, creating a "megaman object" by using RAM as an on object array, and sprite tables to move Megaman. The list goes on and on. I have a lot of work cut out for me. But the next video will be of the player select screen.

To everyone, I appreciate your interest and support in this project.

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RetroRain
Posted on 08-14-16 04:15 AM, in Attempting a Megaman NES Homebrew Demo, 12/1/16 Update, Object System-New Video (rev. 2 of 08-14-16 04:17 AM) Link | Quote | ID: 163788


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Thank you guys. I appreciate your comments and support!

Yeah, I've been doing a lot of work on the ROM lately. I put in 1/3 of the player select graphics, the mapper has been fully prepped (although I have to re-code the bankswitch routines later to cut down on redundancy), I've been doing a bunch of code optimization (making the code neater, moving routines around so that they are more organized and where I feel they should be), and tonight I learned a lot about interrupts!

I successfully implemented my first frame counter using the NMI!

It's messing with the drawing code that I already implemented, but that's okay, since I heard that NMI is the way to go when drawing stuff, and it might cut down on the code I've already done!

My NMI at the moment is handling the frame counter, writing my sprite RAM, controller presses, and executing my bankswitch routines every frame!

I highly recommend anyone to code their own game from scratch. I'm learning more about the NES than I ever did hacking. I never used the NMI before, so I'm getting a crash course in it!

Hopefully I'll have another video for you guys by September 1st.

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RetroRain
Posted on 08-28-16 06:05 PM, in Attempting a Megaman NES Homebrew Demo, 12/1/16 Update, Object System-New Video Link | Quote | ID: 163903


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Update:

Hey guys. Unfortunately, I will not have a video by the 1st, since my free time has been limited, and there is so much work involved in this project. However, I will show you this work-in-progress picture to let you know the project is still alive and going:



There will be arrows that let you shift the box to Protoman or Bass. The tiles are being taken from Megaman 10. As you can see I have a lot of tweeking to do with the tiles and attribute tables to get this screen to look right. Because of how much space the tiles take up, the player sprites will no longer be on the screen, but that's okay since the final version of this screen will be of much better quality. I plan on getting the most out of the NES for this project, so I will be upgrading the ROM to Mapper 5 also.

Well, until the next update.

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RetroRain
Posted on 09-09-16 07:02 AM, in Attempting a Megaman NES Homebrew Demo, 12/1/16 Update, Object System-New Video (rev. 3 of 09-15-16 03:06 PM) Link | Quote | ID: 164125


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Thank you Thanatos-Zero.

I have taken about a week and a half break from this project, just because of doing all of the same programming I was doing was making me tired from the project. But I'm resuming it pretty soon.

So here's where I stand:

- As of right now, I'm throwing out the Player Select screen, because I want to go right into the test stage. I want to finally get to programming Megaman, and get him to start working.

- I want to push the NES to its limits. This means MMC5, and the best damn graphics that you can get out of the NES.

In other words, I want to make a Super NES game out of a NES game. I want to really get as much out of the NES for this project as I can.

Which means this:

I need a graphics/sprite artist.

And I want to keep this as simple as possible, since programming the NES can be tedious.

Megaman

Just the basics.

States: Stand, Run, Air, Climb, Standshoot, Runshoot, Airshoot, Climbshoot.

Thanatos-Zero, since you are here, would you like to be a part of the project?

I need brand new Megaman sprites, that look Super NES-ish.

There is a ROM hack of Megaman 1 called Megaman Redux:

http://www.romhacking.net/hacks/2741/

Some of the screenshots:

http://www.romhacking.net/hacks/nes/images/2741screenshot1.png
http://www.romhacking.net/hacks/nes/images/2741screenshot4.png

Is there anyway you can make me brand new Megaman sprites? They can only be 6 palettes:

0F 01 02 03 Megaman's blue and light-blue
0F 04 05 06 Megaman's face color and eyes, and one more for an additional color.

If not, it's no big deal. I'll just use the original ones for the meantime.

I'm going to look into what I can do with the current font and see if I can get more color into the titlescreen. I also have to start implementing all of the MMC5 code, and start programming the platform engine.

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RetroRain
Posted on 09-10-16 10:04 PM, in Attempting a Megaman NES Homebrew Demo, 12/1/16 Update, Object System-New Video (rev. 5 of 09-10-16 10:08 PM) Link | Quote | ID: 164190


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That Megaman looks like he's anorexic. Doesn't look that great to be honest. The originals look better.

It's no problem. I'll just stick with the original sprites for the moment.

In regards to MMO, I wouldn't mind, but I have two reasons:

My free time is limited as it is, and whatever time I do have I'm trying to get my own projects done.

I have OCD (obsessive compulsive disorder), and OCD and game development don't go very well together. It makes it very hard for me to stay focused, and finish what I start. It has been my problem all along over the last 15 years. I have yet to produce a single complete ROM hack (music, levels, graphics, ASM, etc.) by myself, and it bothers me to no end. Sure I've completed some SRAM and mapper hacks, but to me that doesn't count. So that is why I'm not as eager to join in on other projects until I can get my own finished.

But I do want to work on a team project in the future.

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RetroRain
Posted on 09-15-16 03:22 PM, in Attempting a Megaman NES Homebrew Demo, 12/1/16 Update, Object System-New Video (rev. 2 of 09-15-16 05:48 PM) Link | Quote | ID: 164227


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Update - 9/15/16

My project is back on track!

I did a lot of code optimization the last few days. I have fixed my PPU routines. Now if I want to draw a single line to the screen, all I have to do is select a number and call a routine! I upgraded the mapper to MMC5, and did some slight graphical changes. I'm glad I finally got all of the setup stuff out of the way. Can't believe it's been two months since I started this project. But now I'm actually ready to start programming the platform engine! Perhaps I can show off a video in a couple of weeks!

Bootup screen now has that Megaman X look:


Slight modifications to titlescreen:


EDIT:

It feels so good to finally be working on the gameplay engine!

I'm currently working on the object system. I'm going to have to do a bit of thinking and get some code down on paper, since there's a lot involved.



When it comes to the actual physics and collision detection, I think I'm going to work with a square object, since I never did this before on the NES.

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RetroRain
Posted on 09-25-16 04:10 AM, in Megaman Origins for the NES Link | Quote | ID: 164342


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*Bump*

Please highlight to read this post.

Spoiler:


On occassion people have asked about getting this patch. I took it down shortly after its initial release because I didn't realize that the actual ROM data of both games was included in the patch. So, I took it down for legal reasons.

However, before I uploaded it to the RHDN database, I uploaded it to Ze Bucket, the site where you can't actually delete the files you upload.

I posted this little hint in a spoiler of one of my posts in the Megaman Origins thread at RHDN.

Since nobody really caught on to it:

http://www.bwass.org/bucket/Megaman%20Origins%20v1_0.zip



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RetroRain
Posted on 10-12-16 09:36 AM, in Teenage Mutant Ninja Turtles: Cowabunga Edition Released! (Updated to v1.1) (rev. 3 of 10-14-16 08:22 AM) Link | Quote | ID: 164484


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Finally, a SaveRAM hack for a game that desperately needed it! One of the hardest NES games finally has a Save Feature! Whenever you complete an area, the game will automatically save everything for you--your health, continues, the area, the score, special weapons and their quantities, etc.



Whenever you want to continue a previous game, just hold the A button when you press start on the titlescreen, and the game will load the beginning of the area you made it up to.

Download (Version 1.1)

Have fun!


If you happen to find any bugs, please let me know.

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RetroRain
Posted on 10-12-16 10:12 PM, in Teenage Mutant Ninja Turtles: Cowabunga Edition Released! (Updated to v1.1) Link | Quote | ID: 164487


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Thank you, yes it did!

There will be another version released soon, since I found one bug. The game likes to have the starting turtle be Leonardo, since he is the first one in the list of the inventory. So if Leonardo dies (or according to the game, gets caught), and you made it to the next area with him missing, and then reset and load your game, you'll play as Leonardo. And because he has no health, and is not supposed to be there, the start button won't work to bring up the inventory screen, unless you fill his health, or he gets killed. I'll have to look into this later.

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RetroRain
Posted on 10-14-16 08:24 AM, in Teenage Mutant Ninja Turtles: Cowabunga Edition Released! (Updated to v1.1) Link | Quote | ID: 164489


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To anyone that downloaded this hack, ditch the patch you have, and download the new one--Version 1.1. This fixes that bug I mentioned above. I updated the link in the first post with the new patch.

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RetroRain
Posted on 10-22-16 04:55 AM, in Mega Man Upgrade Patch Link | Quote | ID: 164503


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I'm aware of that little bug. I actually tried fixing it too, back then. I had code all over the place. Most likely in the earlier versions of the Upgrade Patch, this did not occur. I tried to figure out why that was happening, and I may have figured it out (I don't remember at this point), but with the way I coded the Upgrade Patch, I think fixing it may have broken something else, so I just left it alone.

But I don't plan on making another version of this Upgrade Patch. I considered this an experimental hack, I learned a lot from it, and I don't plan on doing anything more with it.

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RetroRain
Posted on 10-22-16 11:11 PM, in Need your input regarding the "SMB2 Cherries-to-Coins" Hack (rev. 2 of 10-23-16 03:42 AM) Link | Quote | ID: 164506


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Several years ago, DahrkDaiz made a Super Mario Bros. 2 (USA) hack, in which he changed all the cherries to coins, to behave more like the other Mario games.

Apparently, from what people have said, the hack is no longer around. So, unless someone who has it comes forth with it, it is one of those "lost" hacks.

I had someone requesting me to remake it, and I believe there are a few others that have an interest in this kind of hack.

I'm in the beginning phases of my next project, but I suppose I could postpone it and do this hack, since I don't imagine it would take too long, or be that hard to do.

However, I need some input.




How should I do this?

For instance, in the original game, I think it was 7 cherries that gave you a star. If I turn the cherries to coins, then I would no longer make the coins give you a star. Instead, I would make 100 coins give you a 1-up, like in other Mario games.

- However, since there are not going to be anywhere near 100 cherries in a level, I would have to come down on that number. More like between 10-20 coins (cherries) would give you a 1-up.

- And if I do that, how would you get the star?

- Also, would the new coins be allowed to be used for the bonus chance game? Or would they be seperate from the coins you collect from the ground?

- Or do I decide to let the 7 coins still give you a star, not make them count towards the bonus chance, and simply have beween 10-20 of them give you a 1up?

I don't know how DahrkDaiz did this back then (I don't even remember playing it to be honest with you), but if I'm going to re-create it, I could use some feedback on how it should be.

Also, do you guys mind if I tag this hack with a title (adding text, my name, and year on the titlescreen), or do you prefer this to just be a simple patch that does a simple conversion, so you can use this as a base for your hacks?



I need your feedback. And the higher the quantity of people that want this hack, makes it more feasable for me to do. If only one or two people want this hack, I'd rather not waste my time, since I have other projects to do, and my time is limited as it is.



Your thoughts?


Link to the RHDN thread: http://www.romhacking.net/forum/index.php/topic,22917.0.html

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RetroRain
Posted on 11-12-16 09:30 AM, in Computer Glasses (ROM Hacking & Game Development Related) (rev. 3 of 11-12-16 09:49 AM) Link | Quote | ID: 164585


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(Copied from my post at ROMHacking.net)

I'm making this topic because I care, to put it simply. I was going to put this in the General Discussion forum, but I'm putting it in here because it is aimed at those who do ROM hacking and/or game development of any kind. So moderators, please read this and consider before deciding to move my topic.

For the past 2-3 years, I have developed some really bad eye-strain. I have been ROM hacking since 1999, but it has been the last few years where the eye-strain has been really bad, and I have gotten major discomfort because of it.

It has gotten so bad that I honestly thought I would never be able to do anything computer-related anymore. That I'd have to live a computer-free life.

I bought polarized glasses a few years ago, and have been using them the last several months, but they really aren't meant for computer use. The reason I wasn't using them all this time is because they make everything too dark. I honestly had no idea that they made glasses specifically for the computer. I only recently just found out about them, and I ordered a pair.

I purchased Pixel Eyewear.

Their website is here: http://www.pixeleyewear.com

The ones I purchased were $70, but there's that old saying "You get what you pay for," and $70 is a small price to pay for glasses that would filter out blue light and greatly reduce eye-strain from computer use.

What I have for my laptop, is a privacy screen (a thin piece of plastic which filters out some of the glare, and only allows you to see the screen by looking directly at it), the brightness turned down to zero, and now I'm using the computer glasses. So now, with all three things, I hope to greatly reduce my eye-strain, and be able to continue doing the computer projects I very much love to do, without destroying my health in the process.

And it is for that reason I am making this post. I don't want anyone to have to go through what I went through. It got really bad the last couple of years. Where I had weird pain sensations, that I thought I was going to have some kind of stroke. And this happened on more than one occassion. It's really scary. It felt like the brain itself, was trembling. Literally. I honestly wanted to check myself into a hospital because I was afraid something would happen to me. That is why I took long breaks from ROM hacking, and tried to distance myself from the computer.

But it is really hard to give up something completely, that is a life passion. It is like telling a painter who LOVES to paint, that he can never paint ever again.

All I have to say, is that I am thankful that there are companies out there that make glasses designed specifically for computer use. Protection from the computer screen is EXTEMELY IMPORTANT. I can't emphasize that enough. Your health is very important.

If you love ROM hacking and Game Development, or just doing computer projects in general, please take care of your health, through your eyes. Get yourself a pair of computer glasses.

Granted tonight is my first night using them, and I still have to give it some time to tell if they are really working for me, but I am confident that they will, especially in conjuction with the other two things, the privacy screen and the brightness turned all the way down.

The comptuer screens give off artificial blue light, that is not only bad for your eyes, but it messes with your internal body settings. It releases serotonin which can keep you up at night. I came across this while doing a little bit of research.

I'm merely strongly recommending that if you love ROM hacking, love making computer games, that if you are going to sit for hours in front of the computer screen, that you protect your eyes and your health, and get a pair of glasses that will protect you.

Another site that has computer glasses is Gunnar: https://gunnar.com

You can also obviously do some research yourself on Google.

But that is all I wanted to say.

I love ROM hacking and game development as I hobby, and now with these glasses, I hope to be able to continue to do what I love to do, without all of the pain and suffering that comes with the computer usage.

Thanks for reading, and happy ROM hacking!

~RetroRain

EDIT:

As an added thought, anyone who uses the the computer long-term should wear computer glasses, so I suppose I should have posted this in the General Discussion forum afterall, but my intent was to support people who do ROM hacking and game development, because both of those things require long-term computer usage. I didn't want to come off as a jerk who only cared about ROM hackers and game developers. It's just that I'm making this post on a ROM hacking forum.

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RetroRain
Posted on 11-12-16 05:29 PM, in Attempting a Megaman NES Homebrew Demo, 12/1/16 Update, Object System-New Video Link | Quote | ID: 164587


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Update - 11/12/16

Just for anyone that was interested, I look forward to getting back to this project soon, but it most likely won't be until sometime after the New Year.

Aside from school and work (hence my limited time), I currently have two ROM hack projects that I want to finish first.

A friend of mine was right though. You really do have to have multiple projects going on, for when you lose interest in one, you can jump to the other one. There was so much code involved in just setting up the basics of the ROM, that by the time I got to programming the object system, I needed to get away from it for a little while, and work on something else. Which is why I decided to redo my TMNT SaveRAM hack and get that finally released.

But I am eager to get back to this, because it is fun to have creative control over your project, to be able to code without dealing with the limits of an existing engine. It's just that the work load is a lot more involved, so you kinda need that balance between ROM hacking and homebrew development.

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RetroRain
Posted on 12-01-16 06:33 AM, in Attempting a Megaman NES Homebrew Demo, 12/1/16 Update, Object System-New Video (rev. 2 of 12-01-16 06:58 AM) Link | Quote | ID: 164621


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After a couple of months of a break, I felt like resuming this project!

I have successfully implemented a basic object system, and I have put in Megaman's first sprite. For testing purposes, he can be moved up, down, left and right.

I have put in a lot of code so far. I can't believe how far I have gotten with this project!

Video of Latest Progress:



For the next video, I want to show Megaman's first step and running, and be able to switch the color of Megaman with the select button.

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RetroRain
Posted on 12-01-16 06:45 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 164622


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Aside from continuing my Megaman Homebrew project, last week I did begin the SMB2 Cherries-to-Coins hack.



I am working on both projects at this time. When I get tired of one, I just jump to the other one.

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RetroRain
Posted on 12-05-16 09:53 AM, in The General Project Screenshot/Videos Thread... Link | Quote | ID: 164634


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Progress of my SMB2 Cherries-to-Coins hack. Here is what is done so far:

- Fixed the frame animation problem that existed in the original
- The turtle shell now bounces back when it collides with a wall
- The health meter is now hearts instead of diamonds
- Palette changes for the players. They now have a black outline
- Cherries are now coins. I am still working on the palette issue
- Twenty coins will give you an extra life

I still need to add a coin counter to the pause screen, and replace the stop watch with a star. There might be a couple of other things I can't think of off-hand, but that is the majority of them.

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Posted on 01-12-17 04:57 PM, in Megaman Engine Homebrew Demo Released (rev. 2 of 01-12-17 05:25 PM) Link | Quote | ID: 164732


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Think of it as a late Christmas present.



https://www.youtube.com/watch?v=XzFmDpx_Xes

I haven't had a lot of time to work on this project, so I am releasing what I have done so far.

Download

Enjoy!

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Posted on 01-15-17 09:40 PM, in Megaman Engine Homebrew Demo Released (rev. 3 of 01-15-17 09:42 PM) Link | Quote | ID: 164751


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Thank you guys. I appreciate the comments.

I know that the demo is not much, but because of my real-life situation, I don't know how much time I'm going to be able to dedicate to the continuation of this project, as much as I really want to, so I wanted to release everything I did up to this point, and give you guys a little something to play around with. I might work out in my time management plan, a day where I can spend a few hours on this every week, so I can continue it (because I really want to).

I promise that the next demo will be a lot better.

Some things to expect from the next demo:

- Megaman will be able to run.
- I will add Megaman to the titlescreen.
- I will work on Megaman being able to jump and fall. I will have to implement a collision system now, and I have never done this before on the NES.
- I will make a basic TSA/tile system so I can lay down level tiles, and give Megaman something to run an jump on.

The whole project is a little bit awkward for me, because I want to make a basic engine, so I can't include things that I would want in MY game, should I make the source code available. So I have to decide carefully on what to put in the engine.

I was thinking about making a stage select screen, but I'd rather do that as one of the last things, since the main engine is more important.

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