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Author Topic: PmEx (A Project M + BrawlEx Template) 01/09/17 v0.51 release!  (Read 269253 times)
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Ghost Wolf
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« Reply #165 on: January 12, 2016, 07:25:09 PM »


CSE, Custom Sound Engine.
Now this is a code 'can' live without. but i would like to have, for somewhat obvious reasons. I mean we are having clones, who required their own voice. (unless PM, has their own code which works exactly the same way.)

Ahh i see. I never really called it that lol. I agree on it being a code we can't live without. I love the idea of custom sounds in smash, and the possibilities are almost endless.
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    « Reply #166 on: January 12, 2016, 08:15:12 PM »


    LOL im a little more that thankful he got it working! Ive always wanted the two at the same time.

    On the side note, Do you think that brawl DJ and CSE could be fixed in a similar way ASL was to work with each other? Also, what is CSE exactly?
    Basically CSE creats new BRSTM's, brawl dj allows you to adjust the frequency in my music, and song forcer makes that song play where you want it. you can certainly make it work with BeX the same way as ASL. but its beyond what i know how to do. i'll leave that to someone else who may be up to the task.

    also brawl DJ corrupts save files. it loads music that isn't in the game in my music, wich can cause my music corruption. it should be fine if your music never changes, and its easy to fix, but annoying.
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    « Reply #167 on: January 12, 2016, 09:22:53 PM »


    Oh wow. That sounds like what soneek has already done to smash 4. But I love my records tho.....
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    PyotrLuzhin
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    « Reply #168 on: January 13, 2016, 10:01:11 AM »


    LOL im a little more that thankful he got it working! Ive always wanted the two at the same time.

    On the side note, Do you think that brawl DJ and CSE could be fixed in a similar way ASL was to work with each other? Also, what is CSE exactly?
    potentially, but given how busy I am, I don't think that I'll ever do it.
    actually the main issue with BeX and ASL was they took up the same memory locations. we just had to point the data to a new empty slot. i believe PL also said there was a line that told it to read from "proj" and he made it read from "priv" instead (in regaurds to folders) have to give my regaurds to pyotr, we couldn't have gotten that working without him.

    also fun fact, CSE and brawl DJ don't work with ASL. wich means its also unlikely to work with BeX since it used the same address, just thought i'd toss that out for anyone interested in using that code. seems to work fine in vbrawl. found that while messing with new codes. its not really anything for DiY just something me and some friends were experimenting with for another project. PM doesn't use either.
    That's sort of how it works. Brawl stores two variables - the button pressed on the SSS and a global timer - in a region of memory that BrawlEX overwrites to store character data. I wrote two ASM codes that store those variables elsewhere in memory, and changed the ASL code to load from the new addresses.

    I hope I get more that just regards for this lol Wink
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    « Reply #169 on: January 13, 2016, 10:07:00 AM »


    potentially, but given how busy I am, I don't think that I'll ever do it.That's sort of how it works. Brawl stores two variables - the button pressed on the SSS and a global timer - in a region of memory that BrawlEX overwrites to store character data. I wrote two ASM codes that store those variables elsewhere in memory, and changed the ASL code to load from the new addresses.

    I hope I get more that just regards for this lol Wink

    I commend you on your work lol. Where did you learn to read and alter brawls code? I've always wanted an understanding of how it works.
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    brotankfrank
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    « Reply #170 on: January 14, 2016, 01:32:05 AM »


    Hey just wanted to say thank you guys for all your hard work and im really excited for the update. I can't wait to try and add a characters and make a build.

    I've never attempted to use brawlex before so is there anything i should know especially specifically for project m? or good tutorials to follow? Ill proabably be adding onto project m unbound.

    And if anyone makes any custom builds i would love to check them out. Theres definitely a possibility that ill fail at adding characters lol

    I cant wait for the release i hope it comes as soon as possible. Thanks again

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    « Reply #171 on: January 15, 2016, 08:12:18 PM »


    potentially, but given how busy I am, I don't think that I'll ever do it.That's sort of how it works. Brawl stores two variables - the button pressed on the SSS and a global timer - in a region of memory that BrawlEX overwrites to store character data. I wrote two ASM codes that store those variables elsewhere in memory, and changed the ASL code to load from the new addresses.

    I hope I get more that just regards for this lol Wink


    I see, interesting, i cant wait for the release so i can look at your findings. I feel things might change quite a bit for PM, with it being a lot easier to build off of. something greater and more complex might evolve off the work. that is the entire goal i had behind DiY from the time Ty left it in my care. I hope people find it useful <3

    Hey just wanted to say thank you guys for all your hard work and im really excited for the update. I can't wait to try and add a characters and make a build.

    I've never attempted to use brawlex before so is there anything i should know especially specifically for project m? or good tutorials to follow? Ill proabably be adding onto project m unbound.

    And if anyone makes any custom builds i would love to check them out. Theres definitely a possibility that ill fail at adding characters lol

    I cant wait for the release i hope it comes as soon as possible. Thanks again




    i recomend starting here:
    http://forums.kc-mm.com/index.php?topic=65113.0

    BeX is not really hard to set up, its a bit confusing if your new to it however.  found most the time i mess up its usually 1 of 3 things xD first i forget to change the modules IDs, second i mess up on the fighter config and forget to add something in the PSA needs, and last i misspell a file. if you have issues try checking in those areas. and that thread usually has very helpful people if you run into any other issues..
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    « Reply #172 on: January 19, 2016, 04:23:26 PM »


    I see, interesting, i cant wait for the release so i can look at your findings. I feel things might change quite a bit for PM, with it being a lot easier to build off of. something greater and more complex might evolve off the work. that is the entire goal i had behind DiY from the time Ty left it in my care. I hope people find it useful <3

    i recomend starting here:
    http://forums.kc-mm.com/index.php?topic=65113.0

    BeX is not really hard to set up, its a bit confusing if your new to it however.  found most the time i mess up its usually 1 of 3 things xD first i forget to change the modules IDs, second i mess up on the fighter config and forget to add something in the PSA needs, and last i misspell a file. if you have issues try checking in those areas. and that thread usually has very helpful people if you run into any other issues..

    yes. i don't usually have any problems either. i use the clone tools mass renamer to name all the files for me, (which can get glitchy.) so i have very few problems in that catagory. if all else fails, i'll be happy to help.
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    SemiPsycho
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    « Reply #173 on: January 20, 2016, 08:39:50 PM »


    Hellooooo! I've been trying to get a 2gb sd card forever (actually half a year...) so I can use Project M D.I.Y and now that I finally got one I feel the need to help in some way...

    I don't know if this is even relevant anymore, but I made an sc_selmap.pac file using the original, and used models from PM to give it a PM theme, and replaced all the icons, portraits, franchise symbols, names, etc. Hopefully this is still useful, as I've seen that some people have a problem with a broken map selection screen. You suggested to just use the original, so I just thought this would make it look nicer!

    http://www.mediafire.com/download/5n151ncgfogpmfc/sc_selmap+PMDIY.pac

    Here are some screenshots of what the pages look like:

    Page 1:

    Page 2:

    Reasons I'm sorry:
    - Bad quality pictures.
    - Texture Distortion on top left and top right of screen.
    - Removed "Project M" logo because I didn't feel like wasting a bunch of time testing every time I repositioned it (which would have been behind the stage portrait). (A.K.A too lazy, but I'd do it on the weekend when I have time.)
    - Had to resize the stage portraits because they would have intersected the stage icons.
    - Nonetheless, Bowser's Castle icon still intersects the stage portraits.

    I don't know if any of these other problems have been resolved (because I was reading through all the old comments and wished I were able to help at the time), but it seems that the reason no % is shown in a match is because a code has removed it (rereading it now makes it seems so obvious...). Well, I tried this for PM v3.02 I believe (because I'm a noob and didn't realize you made updates for the 3.6), and when I entered advanced options on the CSS there was a choice to show/hide the %, and it was set to hide by default... so.... yeah.

    Also I have one question:

    To make the extra costumes work properly, Ghost Wolf had to edit the Fighter config and use a hex editor to edit all the CSSlot configs right? I don't remember, I'm kind of rusty at hacking.

    If any of this was helpful, then I'm glad I was.. helpful, and hope that I can be helpful in the future.
    If any of this was utterly useless,

    wait I thought that the CSE code was used to load .sawnd files from the sfx folder instead of from the .brsar. You can create .brstms with it?

    Just downloaded ASLTool.exe to feel smarter.... will google more later.
    « Last Edit: January 20, 2016, 08:48:07 PM by SemiPsycho » Logged



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    « Reply #174 on: January 21, 2016, 04:54:12 AM »


    Hellooooo! I've been trying to get a 2gb sd card forever (actually half a year...) so I can use Project M D.I.Y and now that I finally got one I feel the need to help in some way...

    I don't know if this is even relevant anymore, but I made an sc_selmap.pac file using the original, and used models from PM to give it a PM theme, and replaced all the icons, portraits, franchise symbols, names, etc. Hopefully this is still useful, as I've seen that some people have a problem with a broken map selection screen. You suggested to just use the original, so I just thought this would make it look nicer!

    http://www.mediafire.com/download/5n151ncgfogpmfc/sc_selmap+PMDIY.pac

    Here are some screenshots of what the pages look like:

    Page 1:

    Page 2:

    Reasons I'm sorry:
    - Bad quality pictures.
    - Texture Distortion on top left and top right of screen.
    - Removed "Project M" logo because I didn't feel like wasting a bunch of time testing every time I repositioned it (which would have been behind the stage portrait). (A.K.A too lazy, but I'd do it on the weekend when I have time.)
    - Had to resize the stage portraits because they would have intersected the stage icons.
    - Nonetheless, Bowser's Castle icon still intersects the stage portraits.

    I don't know if any of these other problems have been resolved (because I was reading through all the old comments and wished I were able to help at the time), but it seems that the reason no % is shown in a match is because a code has removed it (rereading it now makes it seems so obvious...). Well, I tried this for PM v3.02 I believe (because I'm a noob and didn't realize you made updates for the 3.6), and when I entered advanced options on the CSS there was a choice to show/hide the %, and it was set to hide by default... so.... yeah.

    Also I have one question:

    To make the extra costumes work properly, Ghost Wolf had to edit the Fighter config and use a hex editor to edit all the CSSlot configs right? I don't remember, I'm kind of rusty at hacking.

    If any of this was helpful, then I'm glad I was.. helpful, and hope that I can be helpful in the future.
    If any of this was utterly useless,

    wait I thought that the CSE code was used to load .sawnd files from the sfx folder instead of from the .brsar. You can create .brstms with it?

    Just downloaded ASLTool.exe to feel smarter.... will google more later.


    Thanks! i'm sure that edited SSS will be useful for more then a few people <3 i'll add it to the patch files. the GCT was fixed at one point adding the missing codes, but i lost the file due to GDrive being stupid. PL has the original file i made with all the missing codes included. tho i can't really do anything more till he releases what he's finished. Last CSE is different from RSE. wich is what you are thinking of.

    Code:
    Replacement SoundBank Engine v1.20[InternetExplorer, Dantarion]
    * 80000000 80406920
    * 80000001 805A7D18
    * 045A7D00 805A7D18
    * 8A001001 00000000
    * 065A7D28 00000015
    * 2F525342 452F7066
    * 2F736678 2F25642E
    * 7361776E 64000000
    * 045A7D10 919B6600
    * C21C8370 0000003C
    * 9421FF80 BC610008
    * 3C60805A 60637000
    * 94230008 7C611B78
    * 3B5A0007 3C60805A
    * 60637D00 9343FFE0
    * 38800000 9081000C
    * 90810010 93610014
    * 90810018 3880FFFF
    * 9081001C 38610020
    * 90610008 3C80805A
    * 60847D18 7F45D378
    * 3D80803F 618C89FC
    * 7D8903A6 4E800421
    * 38810020 7F63DB78
    * 38A00000 38C00000
    * 3D80805A 618C7900
    * 7D8903A6 4E800421
    * 2C030000 40820114
    * 3C60805A 60637D00
    * 8081FE90 9083FFD0
    * 7F64DB78 3884FFFD
    * 3CC05257 60C65344
    * 38840004 81240000
    * 7C093000 4082FFF4
    * 7C9B2050 9083FFC0
    * 3D2090E6 61290F10
    * 81290000 7D244B78
    * 7C862378 38C60008
    * 80A4002C 7C842A14
    * 38840008 3CE0805A
    * 60E77D00 8167FFE0
    * 38840008 80A40000
    * 7CA53214 80E50000
    * 7C075800 4082FFEC
    * 7D244B78 80C50024
    * 7CA43214 38A50008
    * 80E50000 38A50008
    * 7F63DB78 38630009
    * 80C50000 7CC43214
    * 38E7FFFF 81430000
    * 91460008 81430004
    * 91460014 81430008
    * 91460018 3863000C
    * 38A50008 2C070000
    * 4181FFD0 3C60805A
    * 60637D00 8083FFD0
    * 80A3FFC0 7C852050
    * 7F66DB78 7CE62A14
    * 89070000 99060000
    * 38C60001 38E70001
    * 3884FFFF 2C040000
    * 4181FFE8 38600000
    * 2C030000 3CA0805A
    * 60A57D00 9065FFF0
    * 3C20805A 60217000
    * 80210008 B8610008
    * 38210080 7D8903A6
    * 4182000C 4E800421
    * 48000008 7CE33B78
    * 60000000 00000000
    * C21C8658 00000007
    * 3E00805A 62107D00
    * 8230FFF0 2C110000
    * 40820010 7CE33B78
    * 3B200000 41820014
    * 4E800421 3A400001
    * 9250FFF0 60000000
    * 60000000 00000000

    btw, PM works with SD cards up to 32 gigs. unless you use hackless it didn't really matter. I thought of adding the stage expansion code to it and adding all the alts as seperate stages entirely, tho PyotrLuzhin said he had finished ASL edits so i never bothered. i'm sure he has his reasons for the delay.
    « Last Edit: January 21, 2016, 04:58:55 AM by Sirkura » Logged


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    « Reply #175 on: January 21, 2016, 03:33:40 PM »


    WOW I wish we could use .brstm IDs for character SFX. Last time I tried something like this I could never fully tell because I tried replacing a clone Waluigi's crowd chant with a .brstm (replaced a .brstm and replaced the chant ID inside his config files with the ID of the brstm), and I couldn't tell if it didn't work or if I was just not good enough for them... T-T Well, I have a 16 gb SD which has pm on it, but pm diy doesnt load any of the files on it, besides the gct. I think it has to do with having to copy the pf folder to the regular directory. The stage expansion idea sounds good. Since there will probably be more empty slots after the alternate stages are given individual slots, perhaps the user can add whatever stages they want to it too! But the stage icons are going to be too big to fit on the screen, and we'd have to make new portraits to fit the stages that didn't have exist before and are alternatives. Would you like me to work on the stage expansion?

    Also I'm a little bit confused as to which costumes are working in pm 3.6. I noticed that the pokemon trainer's pokemon's costumes are out of order. I dont know if others have this problem, I believe that's a problem with the CSSSlot config. Should I try to fix it with a hex editor? Or do it the lazy way and move the FitCharacterXX files around? XD

    Finally, may I suggest removing Kirby from the random section in CSSRoster.dat? Since Kirby still doesn't work in a match against clones, it would be annoying for players' game to freeze since random loaded Kirby when someone else was being a custom character. Someone said there was a fix for that

    Actually, I have a problem with remembering something the moment I save a message. I found a bug: Mr. Game & Watch can't use neutral B, or the game freezes. Also there's the random freezing that occurs in match, but the game hasn't frozen otherwise. I'll try to reenact what happened in the match in case it wasn't actually random to find more bugs. Is this related to the .rel files?
    « Last Edit: January 21, 2016, 04:22:58 PM by SemiPsycho » Logged



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    « Reply #176 on: January 21, 2016, 04:43:32 PM »


    WOW I wish we could use .brstm IDs for character SFX. Last time I tried something like this I could never fully tell because I tried replacing a clone Waluigi's crowd chant with a .brstm (replaced a .brstm and replaced the chant ID inside his config files with the ID of the brstm), and I couldn't tell if it didn't work or if I was just not good enough for them... T-T Well, I have a 16 gb SD which has pm on it, but pm diy doesnt load any of the files on it, besides the gct. I think it has to do with having to copy the pf folder to the regular directory. The stage expansion idea sounds good. Since there will probably be more empty slots after the alternate stages are given individual slots, perhaps the user can add whatever stages they want to it too! But the stage icons are going to be too big to fit on the screen, and we'd have to make new portraits to fit the stages that didn't have exist before and are alternatives. Would you like me to work on the stage expansion?

    Also I'm a little bit confused as to which costumes are working in pm 3.6. I noticed that the pokemon trainer's pokemon's costumes are out of order. I dont know if others have this problem, I believe that's a problem with the CSSSlot config. Should I try to fix it with a hex editor? Or do it the lazy way and move the FitCharacterXX files around? XD

    Finally, may I suggest removing Kirby from the random section in CSSRoster.dat? Since Kirby still doesn't work in a match against clones, it would be annoying for players' game to freeze since random loaded Kirby when someone else was being a custom character. Someone said there was a fix for that

    Actually, I have a problem with remembering something the moment I save a message. I found a bug: Mr. Game & Watch can't use neutral B, or the game freezes. Also there's the random freezing that occurs in match, but the game hasn't frozen otherwise. I'll try to reenact what happened in the match in case it wasn't actually random to find more bugs. Is this related to the .rel files?
    Yes it is actually. that explains why some brawl ex characters can do certain actions the pm characters cant. FOr example, in the current patch, the game freezes when captain falcon does side b, but a cloned captain falcon can, even with the same moveset. PM uses a modified rel system, and the coding was switched around a little for ASL, so there will be freezes. But PyotrLuzhin's patch will fix them, so try to hang tight for a little while longer.
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    « Reply #177 on: January 21, 2016, 05:28:24 PM »


    Oh sweet cool! Does this mean that after the patch Kirby can work with BrawlEx characters? :O
    Well in the meanwhile, should I fix the individual pokemon costumes?
    « Last Edit: January 21, 2016, 05:31:26 PM by SemiPsycho » Logged



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    « Reply #178 on: January 21, 2016, 06:04:51 PM »


    WOW I wish we could use .brstm IDs for character SFX. Last time I tried something like this I could never fully tell because I tried replacing a clone Waluigi's crowd chant with a .brstm (replaced a .brstm and replaced the chant ID inside his config files with the ID of the brstm), and I couldn't tell if it didn't work or if I was just not good enough for them... T-T Well, I have a 16 gb SD which has pm on it, but pm diy doesnt load any of the files on it, besides the gct. I think it has to do with having to copy the pf folder to the regular directory. The stage expansion idea sounds good. Since there will probably be more empty slots after the alternate stages are given individual slots, perhaps the user can add whatever stages they want to it too! But the stage icons are going to be too big to fit on the screen, and we'd have to make new portraits to fit the stages that didn't have exist before and are alternatives. Would you like me to work on the stage expansion?

    Also I'm a little bit confused as to which costumes are working in pm 3.6. I noticed that the pokemon trainer's pokemon's costumes are out of order. I dont know if others have this problem, I believe that's a problem with the CSSSlot config. Should I try to fix it with a hex editor? Or do it the lazy way and move the FitCharacterXX files around? XD

    Finally, may I suggest removing Kirby from the random section in CSSRoster.dat? Since Kirby still doesn't work in a match against clones, it would be annoying for players' game to freeze since random loaded Kirby when someone else was being a custom character. Someone said there was a fix for that

    Actually, I have a problem with remembering something the moment I save a message. I found a bug: Mr. Game & Watch can't use neutral B, or the game freezes. Also there's the random freezing that occurs in match, but the game hasn't frozen otherwise. I'll try to reenact what happened in the match in case it wasn't actually random to find more bugs. Is this related to the .rel files?
    replacing a BRSTM file wouldn't work for clone sounds. the .swnds files are just pieces of the BRSAR file  injected into it. in theory there are other sounds you can point to (like subspace enemies, etc) tho they have a much smaller file size, i think you could only fit 3-4 sounds in them. i havent experimented with others yet to see where the IDs fall.

    Thats odd your SD isn't reading. i'll look into the codelist i updated, there is a chance that the SDHC code was corrupted or lost via brawlbox. i might be able to make a new BeX GCT ready with all the codes included but i don't have PL's fixes for ASL or allstar anymore thanks to GDrive effing up.

    There is a fix for kirby, actually i think its as simple as updating the configs from v1 to v2. i know it wasn't hard, i just havent gotten around to fixing it. i know the second i put forth the effort is when PL will release his codelist  and rel fixes, making all that work moot xD

    game and watch can be 2 things. there are IC and variable codes that make PSA's work correctly in PM. BeX ignores those and skips over any character related code, (i don't think hitstun codes even affect them) i'm only guessing her but i think  PL is manually hexing those variable's in to the REL file so it reads them without codes. i could be completely wrong however.

    as for the SSS, i don't think previews and such would be as big of an issue, the latest brawl boxes have a newer compression called ExtendedLz77 that helps a lot with files size, you can also manually resize files on import to make them smaller if needed. anything that uses Lz77 can use the ExLz77 format so that might help.

    if you make it i'll add it to the patch as well ^^ full credits ofc. i appreciate any help anyone can give.
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    « Reply #179 on: January 21, 2016, 06:22:39 PM »


    Ok Awesome! Yeah you need to use ExtendedLz77 for custom Bex portraits. Yes I remembered that after I pressed save and just stopped trying to modify... But I tried using the resize tool inside Brawlbox 0.71 and it didn't do anything.
    Should I continue with editing the CSSSlot config files for pokemon (and probably other characters) for PM 3.6? I finished Charizard and he works great now, you can use all 8 of his costumes and the team colors match.

    Do you care what order the alternate stages appear on the SSS?
    « Last Edit: January 21, 2016, 06:32:13 PM by SemiPsycho » Logged



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