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Nintendo DS News is a News and downloads site for All Nintendo Handhelds and Consoles including the Gameboy, NES, N64, Snes, Gamecube, Wii, WiiU, NDS, 3DS, GBA and Snes, We have all the latest emulators, hack, homebrew, commercial games and all the downloads on this site, the latest homebrew and releases, Part of the
DCEmu Homebrew & Gaming Network.
THE LATEST NEWS BELOW
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January 23rd, 2012, 00:25 Posted By: wraggster
via http://dsx86.patrickaalto.com/DSblog.html
The last week has again seen only some slow progress with DS2x86. There were a couple of snow storms, causing blackouts and the need to shovel snow again last week. That meant I only had two evenings where I was able to work on DS2x86 at all. I spent those fixing the mouse behaviour in the new transfer system, so that now both the D-Pad mouse and the Touchscreen mouse seem to work in DS2x86 just like they do in the original DSx86.
Currently I am attempting to improve the screen blitting in the high resolution modes (640x???). I will need to move some of the blitting code back to the MIPS side to be able to avoid sending unnecessary data via the slow card interface. This will cause a slight slowdown to the CPU emulation, but since most of the more CPU-hungry games will use the 256-color modes (where the 640x resolution is not available), this should not cause much of a problem.
There are still problems in the SoundBlaster emulation, but it looks like those will be very difficult to fix using my current transfer method. I think I will still need to rethink the SB digital audio transfer system one more time, to be able to handle all the different methods that the SB card can play digital audio. I have not yet figured out a system that would support all the needs, so I will probably leave this improvement for the later versions.
Thanks for your test reports about the problems in the previous version again! Sorry I probably won't get around to improving the specific problems in the various games before I get the new transfer system working better. This new transfer system was a major architectural change, so it will still take a few releases to get it working properly.
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January 22nd, 2012, 23:46 Posted By: wraggster
via http://wii.gx-mod.com/modules/news/a...p?storyid=3102
FIX94 returned (yesterday) wiiflow the torch using the latest sources available on the GoogleCode and today offers a mod of it. It is not yet an official build, hope that all these changes will be formally incorporated into WiiFlow soon ... The major innovation: the added support of the launch games from the Gamecube's internal SD slot console, supported of course by Dios Mio Lite .
News / Corrections
WiiFlow mod by FIX94 R417 -> r417mod -Added very basic DML support (many thanks to the PostLoad code) -Re-added IOS reload -Added cIOS base 60, 70 and 80 have compatible ones for d2x v8 + r417mod -> r417mod2 -Fixed NTSC video mode r417mod2 -> r417mod3 -Fixed black wii game covers WiiTDB if no file exists, now forcing to white -Set default gamecube game cover to black -Added icon DML -Compressed all PNG files to save space if codedump fixed-May IOS58 games started from DVD (thanks entropy) -Allowing access to the homebrew screen while parental controls are enabled (thanks entropy) -Disable parental controls cover while downloads are enabled (thanks entropy) r417mod3 -> r417mod4 DML-fixed audio streaming if NAND emulator Before WAS enabled boot from DVD-removed DML launch, Makes way faster boot process (still needs a disc inserted) -Added base IOS58 to DVD launch list, May really fixed IOS58 from DVD games: P r417mod4 -> r417mod5 -yellow covers for added "Mario & Sonic at the London 2012 Olympic Games" PAL and NTSC-U -fixed black covers for "Pandora's Tower: Until I Return to Your Side" and "Ikenne no Yoru" NTSC-J -removed Some options in DML coverflow Because THEY doesn't work -fixed global options in coverflow DML -fixed gametdb titles and synopsis (see here ) -moved to new IOS selection page 4
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January 22nd, 2012, 23:44 Posted By: wraggster
via http://wii.gx-mod.com/modules/news/a...p?storyid=3100
dj_skual has just released a new version of its Backup Manager, which fixes some bugs and adds new features.
New / fixed:
* Added two new classes: "NAND" and "Tools"
* change many of the functions to use these new classes
* transformation of the "mii_installer" in a new class "Mii"
* correction random freezes exploring backups wiisave.com
* Fixed a freeze of the browser if no backup is installed or Mii in NAND
* Change, cleaning and storage of sources
* Added a "Mii:: Fixdb ( ) "at startup (fixes file" Facelib "and data from the Mii Channel):
1) Nand real:
* Facelib if data is corrupted, the application will correct the file, but all the Miis will be lost
if the * Mii Channel is set to request the creation of a mii when it starts, the correct application to avoid the problem. So you can now install the Mii from the application before using the Mii Channel and will not have to manually create Mii.
2) Nand emulated (Uneek):
* Facelib if data are not installed, the application will install. Now you can manage without the Mii Mii Channel installed. Practice for games like Mario Kart ...
* if the Mii Channel is installed, but no data is installed (or misconfigured), the application will create and correct the data.
3) the application requires a file "mii_db.bin" to correct FaceLib two possibilities:
* if your wii is not connected to internet, download the file to the GoogleCode and place it in the configuration file
* if your Wii is connected to the Internet, as the file is not found on the storage media and the application is set to "auto_connect", it will download the file. Savegame Manager GX R119 Official site: http://code.google.com/p/savegame- manager-gx /
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January 22nd, 2012, 23:34 Posted By: wraggster
via http://wii.gx-mod.com/modules/news/a...p?storyid=3099
XFlak proposes a new version of its program (formerly known as Auto Downloader NUS) that allows you to simply and automatically prepare your SD card in order to implement the softmod your Wii by downloading the files needed for its operation. 's new / fixed: 5.2 .1 - Fixed a bug preventing download DML to create an emulated NAND 5.2.0 - Fixed the support for DML DML rev12 + - The DML are moved from page 1 to 4 - Thanks to crediar for the solution of the relevant slot 257 - Added option to build a DML with the debug mode / logging enabled - Update NeoGamma version R9 to R9 beta50 beta56 (supports GameCube backups from an SD card without NEEK or nand emulated) - Add build Cioss d2x with IOS60, IOS70 and IOS80 - ModMii's SD \ USB Forwarder creator update v11b to v11c - Other forwarder channels have also been updated v11c. -neek2o rev70 + SNEEKInstallerv0.7 now uses instead of NEEKInstallerv0.6c - Change the default directory. "C: \ ModMii \ Program Files" folder is replaced by a program file in the folder modmii Thanks to kash for information and relayed deaphroat for Propal news . ModMii 5.2.1 Homepage: http://code .google.com / p / modmii /
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January 22nd, 2012, 21:32 Posted By: wraggster
Bolt Thrower is currently single player Space Shoot 'Em Up. It’s still work in progress and updates will happen whenever I can find the spare time. Every effort is being made to detach game data from the code, being 'data driven' anyone can change the look or functionality of the game. So I've exposed the data through a XML configuration file rather than lock the data into the code.
Version 0.62 is now released - Fixed music playback stopping in 0.61 after loading screen, needing next tune to be clicked to restart the tune.
http://code.google.com/p/wii-bolt-thrower
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January 22nd, 2012, 21:10 Posted By: wraggster
We don't know if you guys are aware of this or not, but people really love Zelda games. Some people, in fact, love Zelda games so much that they've spent nine months completely rebuilding a Zelda game inside of a totally unrelated and entirely different game.
The Hyrulecraft project, which is currently in the middle of live public alpha testing, is a to-scale recreation of The Legend of Zelda: Ocarina of Time inside of Minecraft. As you can tell from the above trailer, Hyrulecraft an impressive display of devotion to the franchise, but the team responsible has far more ambitious plans. Ultimately, they want to make Hyrulecraft "a unique Minecraft MMO experience including quests, NPCs, dungeons, free build zones, guilds, and more," according to their website.
If cuboid reproductions of Nintendo 64 games really are your bag, baby, then hit the source link for information about how you can scope out the public alpha test and download the map for yourself.
http://www.joystiq.com/2012/01/21/hy...-in-minecraft/
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January 21st, 2012, 22:06 Posted By: wraggster
Within the year we'll have a new piece of Nintendo hardware. That fact alone is enough to have us foaming at the mouth with excitement but get this: it'll also be the most powerful console on the market.
For more Nintendo features and retrospectives buy Nintendo gamer online for £4.50 or on Apple Newsstand from £2.99.We love the Wii to its jaggy old bones, but there's something about the idea of an all-conquering HD Nintendo machine that makes us squee ourselves silly. So will it be the ground-breaking wonder-machine we're all hoping for? Does Pikmin 3 actually exist? And do Ubisoft have the usual smattering of rubbish ports ready for day one? All of those questions and more will be answered in the next few pages, as we bring you the inside skinny on the world's most exciting piece of future tech...[h=3]When will it be out?[/h]Everything so far points to a launch between June and December 2012. Ninty boss Satoru Iwata had already confirmed that the console would miss the end of the fiscal year (ie, April 2012), but after stating "we would like to show the final format of the Wii U at the E3 show next year" at Nintendo's most recent financial results briefing, he made it clear it's not going to arrive until well after June.
While it's crucial for Nintendo to get a head-start, Iwata's equally keen to get things right from day one: "As we learned a bitter lesson with the launch
of the Nintendo 3DS, we are trying to take every possible measure so that the Wii U will have a successful launch." With both release date and price set to be announced "when we are able to explain the specific proposals", it looks like we'll have to hang on until June before we find out more.
[h=3]When will anyone go hands on with it?[/h]Nintendo aren't set to reveal the console's final form until E3, so it seems the industry's annual willy-waving contest - sorry, enormously important trade show - will be the first time the world's press get their hands on the real thing. The upside of this delay? It gives developers plenty of time to get their games looking shipshape before revealing them to the world.
[h=3]What are the hardware specs so far?[/h]Nintendo have again partnered with IBM for the console's CPU, which is - warning: techy stuff - a multi-core 45nm microprocessor based on the architecture found in the human-trouncing Watson supercomputer. Its GPU is a custom-designed AMD Radeon HD chip, akin to the three-year-old R770. In layman's terms, that means it's not quite cutting-edge tech, but more than competent, and certainly enough to make Wii look pretty rusty already.
[h=3]So how powerful is it really?[/h]Curiously, all comparisons so far have been with Xbox 360 rather than PlayStation 3, though with what we know about the system's architecture, that's because it has more in common with Microsoft rather than Sony hardware. Darksiders II developers Vigil Games claim it's more powerful than either, "but there's still a question mark about how much you can squeeze out of it. You know how it is: a new system, tricks get learned as the lifespan goes along, so this is where we're starting, and it looks good."
Final hardware details are subject to change, but reports have it pegged as anywhere from 15% to "a lot" more powerful than current-gen hardware. It may not last for long, but when Wii U is released, Nintendo will have the most technologically capable console on the market. When was the last time you could say that, eh?
[h=3]How will it work with 3DS?[/h]Nintendo have been bigging up connectivity since the GameCube years, but few games have really made use of it - outside Final Fantasy Crystal Chronicles: Ring Of Fates, how many titles really encouraged players to connect their DS and Wii? Exactly. Sure, we'll see a few titles where 3DS can be used as an optional controller, but with a likely disparity in power terms (not to mention the interface differences) it won't be much more than that.
[h=3]How much is it likely to cost?[/h]It'll be more expensive than the Wii was at launch, that's for sure. "We haven't announced pricing for Wii U, but you can definitely expect that pricing is going to be different," boomed human skyscraper (and president of Nintendo Of America) Reggie Fils-Aime. Industry 'expert' Michael Pachter claims the console's "sweet spot" would be $249, but a lot depends on just how powerful the machine is and how cheaply Nintendo can manufacture those touch-screen controllers. We'd put money on a UK price somewhere between £249 and £299, assuming the global economy doesn't implode before that.
[h=3]What's Miyamoto working on?[/h]Well, there's Measure Up, the E3 curio based on Shigsy's decidedly odd habit of carrying a tape measure around and testing himself to guess the size of everyday objects. The game was demoed at E3 2011 to zero fanfare, but it's sure to form part of a casual-friendly title at launch, if not a downloadable offering. Otherwise he'll be overseeing the next Mario game, though that could take a while to appear. Oh, and Pikmin 3, natch.
[h=3]Will Pikmin 3 be a launch title?[/h]We'd bet Edge magazine's lunch money on it. After all, it was originally in production for Wii, but now development has shifted over to Wii U. And with a 'proper' Mario and Zelda likely some way off, we need a first-party biggie at launch alongside the game that Retro Studios are developing. Which brings us neatly to our next point...
http://www.computerandvideogames.com...-need-to-know/
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January 21st, 2012, 00:23 Posted By: wraggster
We've gotten our eyes on the limited edition Metal Gear Solid 3: Snake Eater3DS once before, but only a shallow glance offered via Hideo Kojima's cell phone. Frankly, we wanted a better look, and now we've got it. Feast your eyes on that snakeskin embossed bad boy above! Hoo-ah!
Unfortunately for us outside Japan, there won't be a lot of opportunity to actually purchase the unit. That kind of goes for the folks in Japan as well, as the only way to even have a chance to purchase the unit is by winning a raffle offered by Konami in February. The bundle will run ¥22,980 ($298) for those lucky enough to grab one, and it'll come with the game itself, the fancy 3DS, a "snake-styled" 3DS, and two ... folders. Like, the kind you use in high school, except they have MGS3 characters on them.
http://www.joystiq.com/2012/01/20/me...-looks-snazzy/
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January 20th, 2012, 01:34 Posted By: wraggster
We know some folks are very upset by the scrapping on vintage hardware, so let’s all observe a moment of silence for this NES controller.Now that that’s behind us we can live vicariously through [Burger King Diamond's] project. He polished up the NES controller and repurposed it as an enclosure for a portable MP3 player.His first step was to remove some of the yellowing of the plastic using Retr0brite. He admits it wasn’t bad to start with but now it’s sparkling like new. Next, he started planning how everything would fit in the case. Luckily the MP3 player operates with one AAA battery which leaves plenty of room.Just above the A and B buttons you can make out an opening that he cut in the case for the MP3 player’s LCD screen. The bezel from the original case works well for cleaning the rough cut opening. The buttons on the controller have been patched into the controls on the MP3 board, and the opening for the controller’s cable now holds the headphone jack. There’s also a USB port mounted next to it for easy file transfers.The one thing we would like to see is a rechargeable battery so you don’t need to open the case to top off the power. But all in all this is a fantastic build!
http://hackaday.com/2012/01/19/nes-c...yer-enclosure/
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January 20th, 2012, 01:33 Posted By: wraggster
Here’s one way to really keep the component count low. [David] developed an NES controller that doesn’t use any buttons. The copper clad has been milled to provide a pad which registers a button push based on capacitance. The board has a SIL header at the top, making it easy to plug into the Arduino board that reads the inputs.
[David] had trouble getting the Arduino pin read functions to respond fast enough for he NES console’s expectations. He ended up using commands to access the ATmega’s peripherals directly in order to achieve the target timing. Speaking of, he did his own sniffing of the communication scheme using a logic analyzer. The results of that work, as well as the board files and code are available at the site linked above. And there’s a demo of the controller used to play Super Mario Bros. in the clip after the break.
This is actually a tangential project using a PCB mill which he’s developing through Kickstarter. This certainly shows that the mills works as designed.
http://hackaday.com/2012/01/19/nes-c...ad-of-buttons/
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January 19th, 2012, 01:59 Posted By: wraggster
via http://www.emucr.com/
DinoBoy v0.1 Beta is released. DinoBoy is a GameBoy (Color) emulator which is in it's beta stage and author is currently working on it. The emulator has no sound support yet but the next stable version will have sound emulation.
DinoBoy Features:
-> Can emulate GameBoy and GameBoy Color hardware.
-> Keyboard and JoyPad input support.
-> MBC1, MBC2, MBC3 and MBC5 support.
-> Real Time Clock emulated.
-> Battery Pack support. Save format is compatible with VBA-M.
DinoBoy v0.1 Final Changelog:
-> Sound Emulation of channel 1, 2, 3 and 4. (Vin output is not emulated)
-> Save State feature added.
-> Increased compatibility. Graphical glitches in games (like Aladdin(CGB version), Tomb Raider, Shantae, Ken Griffey etc) are fixed.
-> Battery Bug Fixed. Some games have illegal filename characters in their internal ROM name.
-> VisualBoy inspired Turbo Button. Press Space to speed up the game.
http://www.emucr.com/2012/01/dinoboy-v01-final.html
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January 19th, 2012, 01:55 Posted By: wraggster
via http://www.emucr.com/
Fceux SVN r2383 is released. FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches. The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.
Fceux SVN changelog:
r2382
* Tasedit: more refactoring
* Tasedit: resizing TAS Editor window
* Tasedit: INPUT_TYPE_1P
* Tasedit: File->New Project
r2383
* changed taseditlib folder name to taseditor
http://fceultra.svn.sourceforge.net/
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January 19th, 2012, 01:50 Posted By: wraggster
via http://www.emucr.com/
VisualBoyAdvance-M SVN r1066 is released. VisualBoyAdvance-M(VBA-M) is a [Super] Game Boy [Color / Advance] emulator for Windows, Linux & Mac. Here you can get information about the latest development build of the Windows version and download it while you're at it.
VisualBoyAdvance-M SVN changelog:
r1066
reverts ini file generation to pre rev885 behaviour
http://sourceforge.net/projects/vbam/
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January 19th, 2012, 01:48 Posted By: wraggster
via http://www.emucr.com/
DeSmuME SVN r4160 is released. DeSmuME is an open source Nintendo DS(NDS) emulator for Linux, Mac OS and Windows. DeSmuME supports save states, the ability to increase the size of the screen and it supports filters to improve image quality. DeSmuME also supports microphone use on Windows and Linux ports, as well as direct video and audio recording. The emulator also features a built-in movie recorder.
DeSmuME SVN Changelog:
r4154
Cocoa Port:
- Update file handling utility methods to use external dictionary lookups instead of hard-coded values.
r4155
Cocoa Port:
- Fix bug in GetNormalPointFromTransformedPoint() function where the angleDegrees parameter was actually in radians. It's now in degrees, as intended.
r4156
Cocoa Port:
- Remove one of the now unused XCode project files.
r4157
Cocoa Port:
- Fix a minor bug in file handling for the Tiger build.
r4158
Cocoa Port:
- Make InfoPlist.strings localizable.
- Update copyright year in InfoPlist.strings.
r4159
Cheat System:
- Rename private method XXcodePreParser() to XXCodeFromString() and make public static.
- Add methods getListPtr() and getItemByIndex() to return pointers to the actual cheat items in the array list.
- Do some minor code cleanup.
r4160
SPU:
- Improve performance of cosine interpolation (making it as fast as linear).
http://sourceforge.net/projects/desmume
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January 19th, 2012, 01:45 Posted By: wraggster
via http://www.emucr.com/
GameBoy Online (2012/01/17) is released. GameBoy Online is a Game Boy and GameBoy Color emulator written in Javascript. It strives to be efficient and try to have a perfect compatibility. Currently the execution speed is not optimal even on browsers. For example on Chrome, which is nevertheless deemed to run Javascript faster on a PC running Windows 7 64-bit version with a double heart 2 CPUs at 2.2 GHz, games run at normal speed but almost skipping some frames.
The sound production is still experimental and rather poor quality. The video portion is by HTML5 or by creating images with BMP string URI. State backups are implemented using the object window.localStorage and are serialized / deserialized JSON. Ditto for backup SRAM.
http://www.emucr.com/2012/01/gameboy...-20120117.html
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January 19th, 2012, 01:45 Posted By: wraggster
via http://www.emucr.com/
Dolphin Git 3.0-372 is released. This is the trunk of Dolphin Project. Dolphin is the first Gamecube emulator able to run commercial games! Dolphin is a great Gamecube(NGC) and Wii emulator. It has a partial Wii support and plays most Gamecube games. Dolphin has been changed SVN to Git recently.
Dolphin Git changelog:
* Ensure comment strings in CBannerLoaderWii::SWiiBanner are null-terminated. Fixes issue 5012.
Signed-off-by: Shawn Hoffman
http://code.google.com/p/dolphin-emu/
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January 19th, 2012, 01:14 Posted By: wraggster
Wii minigame collection Mario Party 9 arrives in stores on 2nd March, Nintendo has announced.The latest entry in the long-running series features 80 minigames and a variety of different modes.New additions this time out are co-operative boss battles and Party Adventure Mode, which sees up to four players traversing the board in a vehicle while attempting to railroad opposition onto more challenging squares.It's the first run-out for the franchise since the equally dreary Mario Party DS and Mario Party 8 on Wii launched back in 2007.
http://www.eurogamer.net/articles/20...date-announced
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January 19th, 2012, 01:10 Posted By: wraggster
"Wuhu Island" may sound like an innocuous place, but it's apparently rife withdirty, dirty cheaters. And that cheating doesn't sound like it's stopping anytime soon, with Nintendo telling StickTwiddlers that the island's "Maka Wuhu" track in Mario Kart 7 won't be patched or updated to fix the glaring glitch found at the start.
"We are aware that it is possible to navigate a certain part of the track in Wuhu Island in a way that allows a large part of the course to be bypassed," Nintendo rep Buddy Roemer (no, not thatBuddy Roemer) told the site. And though Nintendo acknowledges the glitch, Roemer said there "are no plans to update the game to remove this shortcut." Not for the moment, at least.
The logic behind not updating the game is perhaps even more bizarre than acknowledging the glitch and refusing to fix it. "Doing so would create an unfair advantage for the users of the original release of the game," Roemer said, though he did also say the request for a fix has "been added to our records for Mario Kart 7." We imagine a printout of the email is now sitting in an official three-ring binder somewhere, biding its time next to fan art of Yoshi with a glider.
http://www.joystiq.com/2012/01/17/ni...-mario-kart-7/
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