øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=4;area=showposts;sa=topics;start=15e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index581e-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;sa=topics;u=4e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index581e-2.html.zx²âg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ ,/‰OKtext/htmlISO-8859-1gzip@øÕ‰ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:12:09 GMT0ó°° ®0®P®€§²ð®±âg^ÿÿÿÿÿÿÿÿmB‰ Show Posts - Dragonsbrethren

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Topics - Dragonsbrethren

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16
Slick News / At last, DTE in Final Fantasy's battles
« on: October 15, 2009, 09:04:43 PM »
Yes, it's true: Lenophis took it upon himself to fix one of the more annoying aspects of the game, from a text hacking perspective. As anyone who has tried to utilize DTE for text that appears in battle knows, you would normally get a single garbage character, instead of the two expected characters. This is because the battles were still using the Japanese game's DTE table, which was used to print (han)dakuten over top of another character. This patch corrects that, and DTE can now be used anywhere. This should allow for more in-depth text hacks, without needing to repoint strings to any tiny bit of free space in the bank.



You can get the hack here, at Romhacking.net, for the time being. I'm sure Leno will add it to the site once he's back. (More on that here.)

17
Final Fantasy IV Research & Development / SFC Revision 1.0?
« on: October 10, 2009, 09:57:04 AM »
This post got me curious, has revision 1.0 finally been found and dumped? I believe the No-intro dat uses (Rev 1) for the 1.1 version, which would imply that his other ROM is 1.0. I know the popular opinion used to be that 1.0 was never actually produced, and the first run was actually 1.1. It would be interesting to see what changes were made, if 1.0 actually does exist.

18
 :omg: :wtf: :blits:

Don't worry, retarded Sabin! The index of this board was getting really cluttered up, so I destickied them and placed links to them in the Welcome to FF4 R&D thread instead. The important stuff is just as easy to locate, but you no longer need to scroll down ~85% of the page to get to the non-sticky threads.

19
(I was going to wait until finishing the last tale, but meh, I wanted to get started early.)

General
The After Years runs on what appears to be a heavily modified FF4 Advance engine. The engine has been improved drastically, and plays as well as or better than the original SNES engine. There is no slowdown what-so-ever (this is likely due to the platform it's running on), and all bugs from every version appear to have been fixed. The gameplay, outside of new content, is nearly identical to the SNES original, so all of the research in this forum for the original also applies to this version (unlike the DS version which had some pretty significant changes).

The game's translation is based on the DS version. Dialogue in flashbacks is lifted directly from that version, and all of the DS names for things are used. For the most part, that's a good thing (I didn't like a few random enemy name changes in the DS version, but most were either identical to the GBA version or modernized to current standards). The translation of the content exclusive to this version of the game is lacking in comparison, but certainly not bad at all.


Controls
I play with the classic controller, and it is nearly identical to the DS version, which was a slightly modified SNES scheme. A is action, B is cancel, X opens the menu, and Y switches characters on the field. In battle, + pauses (+ is always used as Start, while - is Select, since they're in the same positions those buttons would be on a SNES controller), Y switches between characters with full ATB gauges, and holding R runs (no need to hold both L and R). There is no option to remap controls.

You can also play it with the remote held sideways; the control scheme is a bit odd compared to playing a NES game that way. 1 acts like B and 2 like A, which is standard, but + acts like Y, A acts like X, and B paired with a direction on the control pad acts like L or R. It's playable that way, but I'm glad I picked up a classic controller. Unfortunately the game is not compatible with the GameCube controller, so you can't use the SNES to Wii adapter from RetroZone to play it.

You can play the game with up to four people, but since I only have one remote, I haven't tried it out. It likely works identically to playing with two players in the original.

You can hold B to dash in towns, like all of the remakes. There is no option for auto-dash.


Menu Interface
For the most part, it's the GBA version. The menus are nearly identical, the text boxes are limited to three lines, etc. The game runs in widescreen, and appears to be set up so that everything will display properly on a 4:3 screen as well. You can make the game run window boxed if you'd like, which I'm guessing is for TV's with a lot of overscan, and also move the screen around. Lots of options to get the best picture possible, more so than your typical console game. Oddly, brightness correction is probably the only thing missing, and that's only odd because so many other options are provided. The font appears to be a TTF, instead of a bitmap, probably for better scaling and anti-aliasing.

The Settings (Config) menu lacks a few options from the GBA version (which was already lacking a lot from the SNES version). One thing you'll notice immediately is the lack of a Bestiary option. The DS bestiary sucked, and they left it out entirely this time... :sad:

Like the DS version, the ATB gauge in battle switches to a action time gauge after inputting a command, which shows you exactly why Jump is slower when you have a full party. (I've mentioned it before, but when you input a lot of commands that execute immediately, like Attack, the time gauge for Jump will stop. This goes for any command or magic spell that takes a longer time to cast.) If I was in charge of this version, I think I'd say "screw faithfulness" and make the timers run even when actions were taking place, queuing the actions. This way any long commands you input would likely execute right after the attacks were finished, same with enemy attacks, and the whole game would be even faster.

Pressing Right when inputting commands in battle gives you another small command menu, with the options to Defend, Swap Rows, and use Band attacks. You cannot bring this menu up by pressing Left, which may throw you off when you want to switch rows for the first time (the Band tutorial pretty much insures you'll see this menu ahead of time, though).

Treasure is displayed in a window right on the battle field  after finishing a battle, instead of on its own screen. The cool EXP gauges from the DS version didn't make it onto this screen (on the plus side, you can still get more than one item per battle, unlike that version).


Battle Engine
Enemy rows are back, for the first time since the PSX port. Additionally, targeting is back to normal, instead of the awful bottom enemy first targeting used by the GBA version.

Fire and Ice-elemental armor no longer makes the wearer weak against the other. This is likely true for holy and dark, as well. This seems to be intentional, and not a bug, given how well the rest of the game was done.

Like the DS version, you only get a single arrow from treasure chests/battles, and arrows do not decrease in battle.

Enemies have the ability to target multiple characters with physical attacks (not an attack chain; a single attack that hits more than one character). Was this available but unused in other versions?

The only possible bug I've found: Occasionally, after setting Berserk status on a character, the ATB bar will fill, then empty, and need to refill again before an attack will be made. This seems semi-random and doesn't always occur, hence why I'm labeling it as a bug.

That reminds me, unlike the DS version, the ATB bar does not empty when receiving a status effect, swapping weapons, etc. This was easily the most annoying part of the DS battle engine, so I'm glad its gone.

Reptiles are called Demons in this. :lame:

Sprites' outlines glow when certain status effects have been applied: Protect, Shell, Reflect, Haste, Slow. This applies for both characters and enemies. The spells work like the originals (they can be applied more than once to gain additional benefits), which will probably throw off some newer players who don't understand that Protect does not reduce damage by half on its first casting.

Monster sprites are tinted purple when poisoned, red when berserk, and pulse green when they have sap (HP leak). Characters also pulse green. Additionally, monster sprites flip backwards when confused, like later games. Monster and character sprites are also flipped when surprised/attacked from behind. I wish this stuff made it into the GBA version...

I need to test it more in-depth, but something has changed about weapons that deal extra damage to certain enemy types. Edge with lightning claws in one hand does very little damage to a machine, rather than the almost guaranteed 9999 he's get in the original. This might invalidate my blood sword findings, if these weapons are no longer doing 4x damage.

Update: Ugh, my initial tests show it may only deal 1.5x damage. Absolutely awful, compared to 4x. This had to have been done to nerf Yang and Ursula in the final dungeon, they'd completely tear through everything in there with the old damage formula.

Haste and Slow affect Doom's counter in this version, as you would expect.


Commands
(I'm only covering the new/modified ones; see the other topics for the original FF4 commands)

Awakening
Ceodore's command, this refills his HP and doubles his attack and defense power for three turns, then drops him down to single digits of HP. Should the battle conclude before the Awakening status wears off, his HP will be set to single digits afterward.

Bardsong
This is the DS name for Edward's Sing command, but it does not work like it did in the DS version. It's like the original, but has received a very interesting change - it can now be targeted manually, and defaults to a single ally. When casting on allies, it uses four beneficial songs (Healing Harmony = Cure, Life's Anthem = Cura, Guardian's Ballade = Protect and Shell, Hastemarch = Haste). When casting on enemies, it uses the same songs as the original command did. Like the original, it can also fail. I'm not sure if Toadsong is sung when a toad, since there was no opportunity in the tale.

Big Throw
This is Luca's command. Remember how the dwarven axe was thrown like a boomerang? That wasn't the case in the DS version, and it's not in this one either. Instead, this command allows you to throw any weapon like a boomerang. It does not make the weapon anti-aerial, but it does make it long range.

Bless
The DS name for Fusoya's Regen/Spirit Wave command. They changed it again; we all know the original was useless, the DS version made it into a pretty efficient way to restore MP, and this version tried (and failed) to make it even better. The command puts Fusoya into "lockdown" mode like the SNES original, but only for three turns. During this time, about 5% of HP and MP will be restored each turn.

Blessing
Rosa's command that replaces Pray, and it essentially is Pray from the DS version. It restores about 10% of HP and MP. Not to be confused with Bless.

Chakra
Ursula's command seems to have been lifted from FF5, much like her sprite. This restores some HP and cures some status effects (likely poison and blind, if it really was ripped from FF5, need to test, status effects never really came up in that tale).

Cover-Counter
Yang's new command which replaces Gird/Brace. This works identically to Cecil's Cover command, except Yang will counter attack the enemy after taking a hit for another character. The command can be targeted to Yang, but it does not do anything. When in use, it changes to Cease Cover, just like Cecil's command. It should be noted that Yang does not have an auto-cover ability.

Dance
Brina's command, and not like the Dance commands from FF5 or FF6 at all. This one uses (semi) random white magic spells on the party. It's known to use Cure, Cura, Esuna, Raise, Protect, Shell, and Blink.

Gil Toss
Harley's first command, lifted from FF5. Gets stronger with level; I never really used it since it seemed too weak.

Jive
Calca's command. Dance to use a (semi) random enemy skill on all targets. Gives you the ability to inflict lots of status effects, but there are also a few good attacks in the mix, like Thermal Rays. I need to make a list of the skills it can use.

Human Kite
This is Zangetsu's ripoff of Jump. Works identically, from what I can tell, seems to take slightly longer to "charge," though.

Illusions
Izayoi's command, she dances and confuses a single enemy. Success rate seems pretty high; it's probably level based, but I'm not sure.

Pray
This replaces Porom's Cry command. It seems to work just like the original but casts Cura - it may actually be percentage based, but there wasn't enough HP difference in the tale to notice it.

Piercing Sight
Harley's other command. This casts Dispel on an enemy and can set an elemental weakness. The game does not tell you which weakness was set, unfortunately. I really had no opportunity to test this one (I should see if it can be targeted at characters to test the Dispel part, at least).

Pressure
One of Golbez's unique commands, this casts a paralysis spell on a single enemy. The success rate seems standard for Paralysis (see DL2's status thread).

Risk Strike
Cid's new command, it doubles his attack power but reduces (halves?) his hit rate.

Salve
This is the DS name for Edward's Heal/Medicine command. Like the DS version, you get a menu to select an item, and then that item is used on all characters at full power. It uses one item per target, and will fail if you do not have enough items (it will let you select that item though, which is kind of annoying).

Shuriken
Gekkou's command, it's like Throw, but only shurikens (both kinds) can be chosen.

Smash and Grab
This replaces Edge's Steal command; it's probably just an alternate translation for the Plunder command from the GBA version. It works the same way - attack and steal at the same time.

Steal
I said I wouldn't cover FF4 commands, but it's worth pointing out that this has moved to Tsukinowa, and that he does a happy dance after successfully stealing. I wonder if we can make Locke do that in Pandora's Box...

Taunt
Goblez's other command. This makes the next enemy attack target Golbez. It works sort of like Runic in FF6; all attacks will be directed towards Golbez until he does something else. Multi-targeted magic is not affected by this.

Tenketsu
Ursula's other command, gained near the end of the tale. This is like attack, except occasionally you hit a weak point or elemental weakness and do double damage. That seems to be random (as in, having the correct claws on does not guarantee the elemental weakness hit, and not having them on does not prevent it).


Bands
(Will add later)


Items and Equipment
See aspire's savestate hacking guide here for a full list. I just want to note a few things here:

Code: [Select]
0x2B Blood Sword Attack: 45
Absorbs HP
Might not do extra damage against giants or flans. I need to retest this since my finding about enemy type weaknesses.

Code: [Select]
0x18C Queen’s Whip Attack: 5
Can turn enemies into pigs
This weapon is essentially the piggy's stick, but with abysmal attack power and limited to women. Any female character can equip it, not just Rydia and Harley. Of course, that means there is one character who can make great use of this: Ursula. Attack power doesn't matter to her, so it's a great weapon to pair with a claw when fighting magic users.



Graphics
The character sprites are now 16x24, instead of 16x16. The new sprites were clearly based on ones from FF6 (some, like Cecil, are almost painfully obvious), but I think I see a bit of influence from Square's other SNES RPGs. The old 16x16 sprites are used in flashbacks, and parts of Porom's Tale. The characters only seem to have the same animations they would in the original, they're not nearly as expressive as FF6. On the plus side, the battle animations are more inspired by FF4 and look a lot better than FF6's "jump in walking forward pose" attacks.

Almost all of the other graphics have been taken from FF4 Advance. This means that, even though there is a ton of space on the screen, some monsters are still tiny compared to the SNES originals. There have been some minor changes made, mostly to add a few new tiles in dungeons, such as the rocks you can climb in the mountain tileset. There is one new tileset, which doesn't really fit FF4's style. There are also a few new sprites added here and there.

There are a few new monster graphics. The first encountered is the Mysterious Girl's battle sprite, which honestly doesn't fit FF4's style at all. There are also edits of the worm and Malboro sprites, which are really good looking. I only wish there had been a few more; you fight Kirin, but it's just a palette swapped Chimera. It would've been great to fight the FF6 sprite. That wouldn't have taken any more work, since the assets are already there (and they obviously had access to them to make the character sprite edits).

There is a gradient "fog" effect coming from the left and right side of the screens in dungeons. This obscures some of the dungeon, and is probably intended to reduce the screen size a bit (the original dungeons seem tiny in this game, since you can see almost the entire map at one).

20
General Discussion / Boot issues - any ideas?
« on: August 21, 2009, 11:15:46 AM »
First up, some backstory: About two weeks ago (maybe a little more now), I decided to give the Windows 7 RC a try. I had been wanting to do a reformat for a while anyway; I like to do one about once a year even if the computer is still running good, because it always seems to make everything run better. Anyway, since the RC is out there I decided to give that a try, backed up all my important stuff, and wiped my Vista partition. I made two partitions, dividing the drive in half; one for 7, one for another Vista install should I need it. There's also a 10GB recovery partition that I never wiped out, even though I don't plan on ever making use of it, I was afraid that Vista might not install if I did (it's an OEM disc and doesn't prompt for a serial when installing; my guess is it checks for this partition's presence).

Anyway, 7 installed fine, I used it happily for about a week (I still don't see what the big deal is though; it's Vista with a few new features, which are nice features, but given how much people supposedly hated Vista...), then I started running into an issue when booting. Everything would go smoothly until the Starting Windows screen appeared, then the computer would just shut itself off. This happened very rarely, I checked for conflicts with the hardware I had plugged in, and uninstalled a few things I had installed just before it started occuring, but the issue kept happening. 7's built in startup repair supposedly fixed an issue, things went smoothly for about a day or two, then it started happening again. Not only that, it started happening much more frequently; every time I turned my computer on, and occasionally more than once. It got bad enough that I decided to reinstall Vista a few says ago, assuming there was just something about my hardware that 7 didn't like.

Installed Vista and the two service packs, everything seemed to be great, until the next day when I turned the computer on. Same exact issue. This never happened to me before installing 7, so now I've pretty much ruled out hardware incompatibility as the issue (I suppose it could still be an issue with the hardware itself and not the OS, and it's just a coincidence it started acting up shortly after installing 7). I used the recovery console on Vista to rebuild the boot record, but the boot menu was displaying fine and it only turns off after Windows starts loading, so I really don't think it's that. Does anyone have any ideas? I've certainly run out. Right now I'm running off an Ubuntu live CD because I couldn't even get Vista to boot this morning (eight attempts, it's never taken more than three, and even that's rare) and I'm considering installing just to see if this issue also affects a non-Windows OS.

 :edit:

Well, I installed Ubuntu and am able to boot into that just fine. I'll have to give Vista a shot later (7 isn't even displaying in the menu, maybe something really was wrong with it?).

 :edit:

Okay, choosing Vista from GRUB brings me to the standard Windows menu for selecting which OS to boot (which has 7 listed). I've never done an Ubuntu installation with more than one version of Windows installed, so I didn't realize this is how it would work. Anyway, everything seems fine now, I was able to boot into Vista just fine twice now. Hopefully it stays working.

21
Final Fantasy IV Research & Development / Strange events
« on: August 14, 2009, 05:16:14 PM »
I was going through my images/ff4 directory earlier and found this. I don't remember if I ever posted it before or not, I don't even remember taking it, but it's a screenshot from Zyrthofar's map viewer:



I know why I took it though. Note that even at the bottom center. It's perfectly placed to be an exit. With the overworld design what it is in the final version, walking out of the tower wouldn't work so well, but maybe the tower was accessible on land at some point like in the underworld?


There's also this mysterious woman embedded in the wall of the Red Wings' quarters:


22
Download



Dumping Instructions:

1. Download Cartographer, place it in the directory where you extracted these files.
2. Place a ROM named Final Fantasy IV Advance (E) (M5).gba in the same directory as these files (or edit the batch file to use your ROM's filename).
3. Run Final Fantasy IV Advance (E) (M5) - Dump Script.bat, you'll get six files:

000: The full script.
001: English script.
002: German script.
003: French script.
004: Italian script.
005: Spanish script.

Let me know of any errors (I'd especially like people who can read the four non-English languages to have a look). I haven't tried inserting this yet, but I don't see any reason why it wouldn't work.



Insertion Instructions

First off, you need to make some changes to the extracted script. Cartographer is good, but it's not 100% perfect, you still need to add an Atlas header and change the pointer writes to use a custom pointer for this game. Also, you can only reinsert Final Fantasy IV Advance (E) (M5) - Script_000.txt (the full script) due to the way this game's pointers work, sorry. If you plan on only supporting English, you'll have to blank out (or simply ignore) the strings for the other languages - if you blank them out be sure to leave the <end> tags in place or you'll completely break the script. This game requires the script to stay in order and every string must be present. The alternative is figuring out how to disable the other languages properly, like in the US version; if you have any experience with GBA ARM assembly, that would definitely be the best option.

Anyway, open up your script, and add this somewhere before the first pointer write. I suggest under the game and block name:

Code: [Select]
#VAR(Table, TABLE)
#ADDTBL("FF4Advance.tbl", Table)
#ACTIVETBL(Table)

#VAR(FF4pointer, CUSTOMPOINTER)
#CREATEPTR(FF4pointer, "LINEAR", $2EA458, 32)

#JMP($3048E0)

Atlas doesn't like table files with spaces in their name, which is why an alternate is included. Also, the original script likes putting linebreaks directly after new page codes (which don't do anything), the first table is set up to dump these to the <page> tag, this table only inserts the page control code, and it doesn't appear to have any negative side effects.

Next, you will need to make the pointer writes use your custom pointer. The easiest way to do this is, if your text editor supports it (if it doesn't, download a new one), a find and replace for every match in the file.

Search for:
Code: [Select]
#W32(
Replace with:
Code: [Select]
#WRITE(FF4pointer,
This will probably take a while, since there are a lot of pointer writes in this file. Save when it finishes, and you're ready to insert! :happy:

1. Download Atlas, and place it in the same directory as your script.
2 .Place a ROM named Final Fantasy IV Advance (E) (M5).gba in the same directory as these files (or edit the batch file to use your ROM's filename).
3. Run Final Fantasy IV Advance (E) (M5) - Insert Script.bat.

If all goes well, this massive block of text will be inserted . Concerning space, since this game uses 32-bit pointers, you can easily place this script anywhere after the pointer table (the pointers are relative, putting them before the table won't work). If you plan on keeping all five languages and expanding the text significantly, I'd suggest expanding the ROM to 16MB, and changing the Atlas #JMP command to an offset in that newly created space.

23
Game Modification Station / Final Fantasy Advance Font Specifications
« on: July 19, 2009, 04:17:36 PM »
Would you guys mind proofreading this before I add it to the database at RHDN? I finally got around to writing it all out, and it should be correct, but let me know if anything is worded poorly, hard to understand, or contradictory. I hate writing these sorts of things, which is why I've put it off for so long:

http://dragonsbrethren.slickproductions.org/files/documents/ffafontspecs12.txt

 :edit:

Chrono Trigger DS uses this same format. Document updated.

 :edit:

Information about editing with the SER Font Editor.

24
This is a simple patch which corrects a mistake in the Carrington Institute training setup file. You were originally supposed to be able to press the B button while looking at one of the guns from GoldenEye 007 in the firing range display cases to have its name displayed in the bottom left corner of the screen. This feature, while correctly implemented, never functioned because the guns lack the bitflag which allows them to be activated.

The guns, with the exception of the PP7, all use short variations of their real world names, rather than the names they were given in PD. This is odd, considering these strings are relatively new; they are not present in the text file from the 4.4 beta version of the game. If this feature actually made it in, they would use the same names as they do elsewhere in PD. This archive contains a patch to make the guns use their correct PD names.



Download (Readme)

25
Gaming Discussion / Doom64EX released
« on: June 25, 2009, 11:55:50 AM »
I don't know if anyone other than me really cares, but the first official release just came out:

http://www.doomworld.com/vb/doomworld-news/46803-doom64ex-1-4-released/

26
Dbi News / Half a year later...
« on: June 21, 2009, 04:05:08 PM »
...I decide to finally update this main page. Usually I wouldn't update unless I released something, but this is just too good not to be seen. TimEh has released a brand new mission for GoldenEye, called Island. This has nothing to do with the Dam's island, this is a custom map that perfectly fits the feel of GoldenEye, you can just tell how much work must've gone into creating this. The mission can be obtained here and you can watch a full playthrough below.



Additionally, TimEh has released Paradox, a new multiplayer map that takes full advantage of GoldenEye's portal-based rendering engine. That can be found here and a quick demonstration can be seen in the video below.



GoldenEye's first total conversion is in the works, which will make a new game based on the classic Bond film, Goldfinger. Some early development work can be seen in this thread. I'm contributing a map to this project, and will most likely end up doing a lot of the stage setups, since I enjoy making those a lot more than mapping.

There has also been some progress on the Perfect Dark front. For some time now an alpha version of SubDrag's Perfect Dark Setup Editor has been available. This is an unfinished editor comparable to the 1.X series of the GE Setup Editor. Up until recently, however, no one did anything with it. That has changed, and we now have four new combat simulator setups for PD from 00dark:

Chicago CS Multi
dD Central Multi
dD Labs Multi
G5 Recon Multi

Lastly, since this is my site, a sneak peak at something that may or may not be completed:


27
Gaming Discussion / Final Fantasy VI SDK for RPG Maker XP
« on: June 12, 2009, 02:37:40 PM »
I just stumbled onto this, it's pretty cool:

http://ff6sdk.webs.com/

A bit slow, though. You should be able to run it without RPG Maker XP installed (if not, you can grab a free 30 day trial from download.com to play around with it). The menu and battle engines are cloned, though the menus are a bit slow to load. The battle engine clone is very cool. It even comes with its own editor, since you can't add custom fields to the RPG Maker XP program (one of its biggest flaws, you can script in dozens of new features, but if you add say a new stat you can't customize it in the editor, you have to hardcode it into your scripts). CrystalTech (my FF4 engine) was nicer, this is more functional though, I never got battles working.

28
Dbi News / A sequel to Aztec...
« on: December 30, 2008, 11:36:29 PM »
This is something I've wanted to do for a long time. I had hoped to have it out in time for Christmas, but I held it back to fix a few bugs and spice up a few action blocks.



Download
Readme

I hope you guys enjoy this one, it'll probably be my last for a while.

29
Dbi News / GoldenEye Grid Mission
« on: November 16, 2008, 11:00:41 PM »
Surprise!





Download
Readme

30
SPC - Hard Core / MOVED: Notso Fatso help
« on: November 06, 2008, 04:10:43 PM »

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