Doom on z80

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Por Pac

Scribe (6687)

Imagen del Pac

10-09-2011, 21:46

I fully support try to make 3D games for MSX. I'm aware we cannot expect nice graphics as we are used but fortunately a game is not only graphics. IMHO a game with poor graphic quality + good music could be infinitely better than the opposite. Adding a good color pallet, as the example that Maggoo showed, FX and a good gameplay would be "enough"Tongue. . Something different in the MSX scene as Wolfestein done for ZX.

Por ARTRAG

Enlighted (6840)

Imagen del ARTRAG

11-09-2011, 00:17

anyone willing to help in thinking to a sprite scaler ?

Por JohnHassink

Ambassador (5604)

Imagen del JohnHassink

11-09-2011, 02:23

About the MSX-Fan game; if you'd like to take an easy look at the listing:

img710.imageshack.us/img710/3125/3d1.png
img825.imageshack.us/img825/7054/3d2.png
img853.imageshack.us/img853/3921/3d3.png
img171.imageshack.us/img171/3155/3d4.png
img33.imageshack.us/img33/8481/3d5.png
img51.imageshack.us/img51/9311/3d6.png

If you want to actually have the listing, look for MSX Fan 09. Filename is "THREE-D.FD6".
Please don't ask me to save with "",A in DirAsDisk and open with notepad and such, as I nearly threw my laptop from the balcony after more than a half hour of trying as it is. :)

Por ARTRAG

Enlighted (6840)

Imagen del ARTRAG

11-09-2011, 11:48

there is lot of asm in it

Por boblet

Master (187)

Imagen del boblet

11-09-2011, 12:13

I was wondering, can you save it with "",A as it would take a long time to type with just pictures.

Running Naked in a Field of Flowers

Por Manuel

Ascended (18777)

Imagen del Manuel

11-09-2011, 12:27

John: what went wrong then? Smile This should work fine... Tongue

What I did:
1) start openMSX and the Boosted MSX2 EN config (which has 2 drives)
2) put the MSX fan disk image in drive A
3) create a dir somewhere and put it in drive B
4) in the MSX: LOAD"three-d.fd9"
5) in the MSX: SAVE"B:listing.asc",A
6) quit openMSX.
7) copy paste the contents of listing.asc here:

10 CLEAR200,&HC000:MAXFILES=2:OPEN"GRP:"AS#1
20 DEFINTA-Z:DIMD(2100),J(19),T(11),C$(11)
30 DEFFNA(B)=ASC(MID$(A$,B,1))-64:DEFFNB(A)=(VAL(MID$(C$(CS),A,1))*I+VAL(MID$(C$(CS),A+3,1))*J)\7
40 A=&HC400:DEFUSR=A:DEFUSR1=A+3:DEFUSR2=A+6:DEFUSR3=A+9:DEFUSR4=A+12
50 FORI=0TO7:READA$:FORJ=1TOLEN(A$)STEP2:POKEA,VAL("&H"+MID$(A$,J,2)):A=A+1:NEXTJ,I
60 ONERRORGOTO580:OPEN"\3DD\TIME.DAT"FORINPUTAS#2:ONERRORGOTO0:FORI=0TO11:INPUT#2,T(I):NEXT:CLOSE#2
70 '-----------------------------------------
80 A=&HC000:POKEA+6,35:POKEA+11,2:POKEA+12,32:POKEA+14,6
90 E=A+128:FORI=0TO255:POKEE+I,(COS(I*.024544)*127+256)MOD256:NEXT
100 E=A+512:FORI=0TO60:POKEE+I,400/(I+2):NEXT
110 POKEA+768,&H99:E=A+769:FORI=0TO40:J=I+I:K=INT(I/2.3):POKEE+J,34+K\2+(KMOD2)+(K\2)*16:K=INT(I/4+5):POKEE+J+1,34+K\2+(KMOD2)+(K\2)*16:NEXT
120 FORI=0TO8:READC$(I):NEXT
130 '================================
140 SCREEN8,0:COLOR,0,0:SETPAGE1,1:SCREEN,0:CLS
150 FORJ=0TO8:READA$:LINE(XX+18,YY)-STEP(4,7),255,BF:FORI=1TOLEN(A$)-3STEP4
160 F=FNA(I)+64:IFF=49THENI=I+1
170 X=FNA(I):Y=FNA(I+1):Z=FNA(I+2)+128:W=FNA(I+3):Z=Z+(WAND32)*2:IFF=49THEN190
180 W!=(WAND31)/3:U=XX-W!/2:V=YY-W!/2:R!=SQR((X-X0)^2+(Y-Y0)^2)+.1:FORL!=0TO1STEP1/R!:K!=1-L!:LINE(X0*K!+X*L!+U,Y0*K!+Y*L!+V)-STEP(W!,W!),(Z0*K!+Z*L!),BF:NEXT
190 X0=X:Y0=Y:Z0=Z
200 NEXT:LINE(XX,YY)-STEP(63,63),255,B:XX=(XX+64)MOD256:YY=YY-(XX=0)*64:NEXT
210 '================================
220 SCREEN8,0:COLOR242
230 COPY((CSMOD4)*64,(CS\4)*64)-STEP(63,63),1TO(96,50),0:LINE(0,120)-(255,211),0,BF:DRAW"BM100,140":PRINT#1,"º-½";CS+1:DRAW"BM100,160":PRINT#1,"›’š“—û˜";T(CS):COPY(80,140)-(201,170),0TO(79,140),0,TPSET
240 S=STICK(0)+STICK(1)+STICK(2):IFS=1ANDT(CS)<4999THENST=3:GOTO270
250 IFS>1THENCS=(CS+SGN(5-S)+9)MOD9:GOTO230
260 FORST=0TO2:IFSTRIG(ST)=0THENNEXT:GOTO240
270 COPY(96,50)-STEP(63,63),0TOD
280 '================================
290 SCREEN1,0,0:WIDTH32:KEYOFF:VDP(0)=VDP(0)OR2:VDP(4)=3:VDP(3)=255:VDP(11)=0
300 U=USR4(0):FORI=&H3400TO&H3407:VPOKEI,170:VPOKEI+8,0:NEXT:SPRITE$(0)=CHR$(255)
310 FORI=0TO7:J=7-I:COLOR=(I+2,FNB(1),FNB(2),FNB(3)):NEXT:COLOR=(10,7,0,0):FORI=0TO3:COLOR=(15-I,I+4,I+4,I+4):NEXT
320 LOCATE2,18,0:PRINT"SPEED":LOCATE4,20:PRINT"LAP TIME":LOCATE12,22:PRINT"TIME
330 POKE&HFAFC,PEEK(&HFAFC)OR8:IFST=3THENBLOAD"\3DD\"+CHR$(CS+65)+".BIN",S
340 '================================
350 T=0:BT=0:L=0:VA=16384
360 RESTORE780:FORI=0TO19:READJ(I):NEXT:J(2)=(PEEK(VARPTR(D(2))+275)AND127)*256+2500
370 U=USR1(VARPTR(D(2)))\USR3(VARPTR(J(0)))+USR(0)+USR2(0)
380 IFST<3ANDSTRIG(ST)=0THEN380
390 IFINKEY$<>""THEN390
400 SOUND9,15:SOUND10,15
410 '==================================
420 IFTIME<7THEN420ELSETIME=0
430 IFST<3THENJ(14)=STICK(ST)-STRIG(ST)*16:VPOKEVA,J(14)ELSEJ(14)=VPEEK(VA)
440 X=J(0):U=USR1(VARPTR(D(2)))-USR3(VARPTR(J(0)))+USR(0)+USR2(0)
450 IFL=3THEN500
460 T=T+1:LOCATE16,22:PRINTT:VA=VA+1:IFT>9999THEN550
470 IFJ(1)>2000THEN500
480 IFX=<5000ANDJ(0)>5000THENLOCATEL*5+14,20:PRINTT-BT:BT=T:L=L+1:IFL=3THENBEEP
490 IFX>5000ANDJ(0)<=5000THENJ(0)=X:J(4)=0
500 V=J(4)\16:O=2400-V:SOUND2,OMOD256:SOUND3,O\256+5:O=2300-V:SOUND4,OMOD256:SOUND5,O\256+5
510 LOCATE2,17:O=V\75:PRINTSTRING$(O,128);STRING$(28-O,129)
520 PUTSPRITE0,(0,128-J(2)\256),10,0
530 IFINKEY$<>CHR$(27)ANDSTRIG(3)+STRIG(4)=0THEN420
540 '================================
550 BEEP:IFT		

Por ARTRAG

Enlighted (6840)

Imagen del ARTRAG

11-09-2011, 15:59

clever way to store asm into data lines

Por ARTRAG

Enlighted (6840)

Imagen del ARTRAG

11-09-2011, 23:48

This is the asm core of the game

C400:   jp     #c419      
C403:   jp     #c40f      
C406:   jp     #c513      
C409:   jp     #c5cc      
C40C:   jp     #c570      
C40F:   inc    hl         
C410:   inc    hl         
C411:   ld     e,(hl)     
C412:   inc    hl         
C413:   ld     d,(hl)     
C414:   ld     (#c020),de 
C418:   ret               
C419:   ld     a,(#c00c)  
C41C:   ld     b,a        
C41D:   ld     de,#c800   
C420:   ld     (#c009),de 
C424:   push   bc         
C425:   ld     a,(#c005)  
C428:   call   #c51f      
C42B:   ld     (#c018),bc 
C42F:   sub    #40        
C431:   call   #c51f      
C434:   ld     (#c01a),bc 
C438:   ld     hl,(#c000) 
C43B:   ld     (#c00f),hl 
C43E:   ld     hl,(#c002) 
C441:   ld     (#c011),hl 
C444:   xor    a          
C445:   ld     (#c013),a  
C448:   ld     hl,#0080   
C44B:   ld     (#c01c),hl 
C44E:   ld     a,(#c001)  
C451:   ld     d,a        
C452:   ld     a,(#c003)  
C455:   ld     e,a        
C456:   call   #c52e      
C459:   ld     (#c017),a  
C45C:   ld     hl,(#c00f) 
C45F:   ld     bc,(#c018) 
C463:   add    hl,bc      
C464:   ld     d,h        
C465:   ld     (#c00f),hl 
C468:   ld     hl,(#c011) 
C46B:   ld     bc,(#c01a) 
C46F:   add    hl,bc      
C470:   ld     e,h        
C471:   ld     (#c011),hl 
C474:   call   #c52e      
C477:   ld     hl,(#c017) 
C47A:   ld     (#c017),a  
C47D:   ld     c,a        
C47E:   sub    l          
C47F:   jr     nc,#c483   
C481:   neg               
C483:   ld     de,#c301   
C486:   ld     hl,#c00e   
C489:   cp     (hl)       
C48A:   jr     c,#c48d    
C48C:   inc    de         
C48D:   ld     a,(#c013)  
C490:   add    a,a        
C491:   ld     h,#00      
C493:   ld     l,a        
C494:   add    hl,de      
C495:   ld     a,(hl)     
C496:   ex     af,af'     
C497:   ld     a,(#c004)  
C49A:   sub    c          
C49B:   ld     hl,(#c013) 
C49E:   ld     h,#00      
C4A0:   ld     bc,#c200   
C4A3:   add    hl,bc      
C4A4:   ld     b,(hl)     
C4A5:   bit    7,a        
C4A7:   jr     nz,#c4ad   
C4A9:   mulub  a,b        
C4AB:   jr     #c4b8      
C4AD:   neg               
C4AF:   mulub  a,b        
C4B1:   ex     de,hl      
C4B2:   ld     hl,#0000   
C4B5:   or     a          
C4B6:   sbc    hl,de      
C4B8:   ld     a,l        
C4B9:   sra    h          
C4BB:   rra               
C4BC:   sra    h          
C4BE:   rra               
C4BF:   sra    h          
C4C1:   rra               
C4C2:   sra    h          
C4C4:   rra               
C4C5:   ld     l,a        
C4C6:   ld     bc,(#c007) 
C4CA:   add    hl,bc      
C4CB:   bit    7,h        
C4CD:   jr     nz,#c4fa   
C4CF:   ld     a,l        
C4D0:   ld     bc,(#c01c) 
C4D4:   or     a          
C4D5:   sbc    hl,bc      
C4D7:   bit    7,h        
C4D9:   jr     z,#c4e6    
C4DB:   ld     b,a        
C4DC:   exx               
C4DD:   ld     b,a        
C4DE:   call   #c544      
C4E1:   exx               
C4E2:   ld     a,b        
C4E3:   ld     (#c01c),a  
C4E6:   ld     a,(#c013)  
C4E9:   inc    a          
C4EA:   ld     (#c013),a  
C4ED:   ld     hl,#c006   
C4F0:   cp     (hl)       
C4F1:   jp     nz,#c45c   
C4F4:   ld     b,#00      
C4F6:   ld     a,(#c300)  
C4F9:   ex     af,af'     
C4FA:   call   #c544      
C4FD:   ld     a,(#c009)  
C500:   add    a,#08      
C502:   ld     (#c009),a  
C505:   ld     hl,#c005   
C508:   ld     a,(#c00b)  
C50B:   add    a,(hl)     
C50C:   ld     (hl),a     
C50D:   pop    bc         
C50E:   dec    b          
C50F:   jp     nz,#c424   
C512:   ret               
C513:   ld     de,#2000   
C516:   ld     hl,#c800   
C519:   ld     bc,#1000   
C51C:   jp     #005c      
C51F:   ld     l,a        
C520:   ld     h,#00      
C522:   ld     de,#c080   
C525:   add    hl,de      
C526:   ld     c,(hl)     
C527:   ld     b,#00      
C529:   bit    7,c        
C52B:   ret    z          
C52C:   dec    b          
C52D:   ret               
C52E:   ld     h,#00      
C530:   ld     l,e        
C531:   add    hl,hl      
C532:   add    hl,hl      
C533:   add    hl,hl      
C534:   add    hl,hl      
C535:   add    hl,hl      
C536:   add    hl,hl      
C537:   ld     e,d        
C538:   ld     d,#00      
C53A:   add    hl,de      
C53B:   ld     de,(#c020) 
C53F:   add    hl,de      
C540:   ld     a,(hl)     
C541:   and    #7f        
C543:   ret               
C544:   ld     hl,(#c009) 
C547:   ld     a,(#c01c)  
C54A:   sub    b          
C54B:   ret    z          
C54C:   ld     e,b        
C54D:   ld     c,a        
C54E:   ld     a,e        
C54F:   srl    a          
C551:   srl    a          
C553:   srl    a          
C555:   add    a,h        
C556:   ld     h,a        
C557:   ld     a,e        
C558:   and    #07        
C55A:   ld     d,a        
C55B:   add    a,l        
C55C:   ld     l,a        
C55D:   ld     a,#08      
C55F:   sub    d          
C560:   ld     b,a        
C561:   ex     af,af'     
C562:   ld     de,#00f8   
C565:   ld     (hl),a     
C566:   inc    hl         
C567:   dec    c          
C568:   ret    z          
C569:   djnz   #c565      
C56B:   add    hl,de      
C56C:   ld     b,#08      
C56E:   jr     #c565      
C570:   ld     hl,#0000   
C573:   ld     de,#c800   
C576:   ld     bc,#0800   
C579:   call   #0059      
C57C:   ld     hl,#1000   
C57F:   call   #0053      
C582:   ld     a,(#0007)  
C585:   ld     c,a        
C586:   ld     h,#c8      
C588:   ld     a,(hl)     
C589:   ld     b,a        
C58A:   srl    a          
C58C:   or     b          
C58D:   out    (c),a      
C58F:   inc    hl         
C590:   bit    3,h        
C592:   jr     nz,#c588   
C594:   ld     hl,#0000   
C597:   call   #0053      
C59A:   ld     a,#55      
C59C:   ld     de,#0fff   
C59F:   out    (c),a      
C5A1:   rlca              
C5A2:   dec    de         
C5A3:   bit    7,d        
C5A5:   jr     z,#c59f    
C5A7:   ld     hl,#1800   
C5AA:   call   #0053      
C5AD:   ld     b,#02      
C5AF:   out    (c),l      
C5B1:   inc    l          
C5B2:   jr     nz,#c5af   
C5B4:   djnz   #c5af      
C5B6:   ld     hl,#3000   
C5B9:   call   #0053      
C5BC:   ld     b,#08      
C5BE:   ld     a,l        
C5BF:   and    #06        
C5C1:   rrca              
C5C2:   add    a,#0c      
C5C4:   out    (c),a      
C5C6:   inc    l          
C5C7:   jr     nz,#c5be   
C5C9:   djnz   #c5be      
C5CB:   ret               
C5CC:   inc    hl         
C5CD:   inc    hl         
C5CE:   ld     e,(hl)     
C5CF:   inc    hl         
C5D0:   ld     d,(hl)     
C5D1:   ex     de,hl      
C5D2:   push   hl         
C5D3:   ld     de,#c761   
C5D6:   ld     bc,#002a   
C5D9:   ldir              
C5DB:   ld     hl,(#c769) 
C5DE:   push   hl         
C5DF:   ld     bc,(#c779) 
C5E3:   call   #c736      
C5E6:   ex     de,hl      
C5E7:   pop    hl         
C5E8:   or     a          
C5E9:   sbc    hl,de      
C5EB:   ld     de,(#c775) 
C5EF:   or     a          
C5F0:   sbc    hl,de      
C5F2:   bit    7,h        
C5F4:   jr     z,#c5f9    
C5F6:   ld     hl,#0000   
C5F9:   ld     a,(#c77d)  
C5FC:   and    #f0        
C5FE:   ld     de,#0000   
C601:   or     a          
C602:   jr     z,#c608    
C604:   ld     de,(#c771) 
C608:   add    hl,de      
C609:   bit    7,h        
C60B:   jr     z,#c60f    
C60D:   ld     h,#7f      
C60F:   push   hl         
C610:   ld     hl,(#c76d) 
C613:   ld     bc,(#c787) 
C617:   call   #c736      
C61A:   pop    bc         
C61B:   add    hl,bc      
C61C:   bit    7,h        
C61E:   jr     z,#c622    
C620:   ld     h,b        
C621:   ld     l,c        
C622:   ld     (#c769),hl 
C625:   ld     a,(#c77d)  
C628:   and    #0f        
C62A:   ld     de,#0000   
C62D:   cp     #03        
C62F:   jr     nz,#c635   
C631:   ld     de,(#c777) 
C635:   cp     #07        
C637:   jr     nz,#c640   
C639:   ld     de,(#c777) 
C63D:   call   #c72c      
C640:   ld     hl,(#c76f) 
C643:   add    hl,de      
C644:   ld     de,#0000   
C647:   ld     a,h        
C648:   or     l          
C649:   jr     z,#c656    
C64B:   ld     de,(#c777) 
C64F:   bit    7,h        
C651:   jr     nz,#c656   
C653:   call   #c72c      
C656:   sra    d          
C658:   rr     e          
C65A:   add    hl,de      
C65B:   ld     (#c76f),hl 
C65E:   ld     de,(#c767) 
C662:   add    hl,de      
C663:   ld     (#c767),hl 
C666:   ld     a,h        
C667:   call   #c51f      
C66A:   sub    #20        
C66C:   ld     (#c005),a  
C66F:   ld     hl,(#c76a) 
C672:   ld     h,#00      
C674:   call   #c736      
C677:   add    hl,hl      
C678:   add    hl,hl      
C679:   ld     de,(#c761) 
C67D:   push   de         
C67E:   add    hl,de      
C67F:   ld     (#c761),hl 
C682:   ld     a,(#c768)  
C685:   sub    #40        
C687:   call   #c51f      
C68A:   ld     hl,(#c76a) 
C68D:   ld     h,#00      
C68F:   call   #c736      
C692:   add    hl,hl      
C693:   add    hl,hl      
C694:   ld     de,(#c763) 
C698:   push   de         
C699:   add    hl,de      
C69A:   ld     (#c763),hl 
C69D:   ld     a,(#c762)  
C6A0:   ld     d,a        
C6A1:   ld     e,h        
C6A2:   call   #c52e      
C6A5:   ld     hl,#c77b   
C6A8:   add    a,(hl)     
C6A9:   ld     hl,#c766   
C6AC:   cp     (hl)       
C6AD:   pop    hl         
C6AE:   pop    de         
C6AF:   jr     c,#c6be    
C6B1:   ld     (#c761),de 
C6B5:   ld     (#c763),hl 
C6B8:   ld     hl,#0000   
C6BB:   ld     (#c769),hl 
C6BE:   ld     hl,(#c761) 
C6C1:   ld     d,h        
C6C2:   ld     (#c000),hl 
C6C5:   ld     hl,(#c763) 
C6C8:   ld     e,h        
C6C9:   ld     (#c002),hl 
C6CC:   call   #c52e      
C6CF:   push   af         
C6D0:   ld     b,a        
C6D1:   ld     a,(#c766)  
C6D4:   sub    b          
C6D5:   ld     h,#00      
C6D7:   ld     l,a        
C6D8:   ld     de,(#c77f) 
C6DC:   call   #31e6      
C6DF:   ld     de,(#c781) 
C6E3:   or     a          
C6E4:   sbc    hl,de      
C6E6:   push   hl         
C6E7:   ld     hl,(#c76d) 
C6EA:   ld     bc,(#c783) 
C6EE:   call   #c736      
C6F1:   ex     de,hl      
C6F2:   pop    hl         
C6F3:   or     a          
C6F4:   sbc    hl,de      
C6F6:   ld     de,(#c76d) 
C6FA:   add    hl,de      
C6FB:   ld     (#c76d),hl 
C6FE:   ld     de,(#c765) 
C702:   add    hl,de      
C703:   pop    af         
C704:   add    a,#02      
C706:   cp     h          
C707:   jr     c,#c70a    
C709:   ld     h,a        
C70A:   ld     (#c765),hl 
C70D:   ld     a,h        
C70E:   ld     (#c004),a  
C711:   ld     hl,(#c785) 
C714:   ld     bc,(#c76d) 
C718:   call   #c736      
C71B:   ld     de,#0040   
C71E:   add    hl,de      
C71F:   ld     (#c007),hl 
C722:   pop    de         
C723:   ld     hl,#c761   
C726:   ld     bc,#002a   
C729:   ldir              
C72B:   ret               
C72C:   push   hl         
C72D:   ld     hl,#0000   
C730:   or     a          
C731:   sbc    hl,de      
C733:   ex     de,hl      
C734:   pop    hl         
C735:   ret               
C736:   xor    a          
C737:   bit    7,h        
C739:   jr     z,#c745    
C73B:   push   bc         
C73C:   ex     de,hl      
C73D:   ld     hl,#0000   
C740:   or     a          
C741:   sbc    hl,de      
C743:   inc    a          
C744:   pop    bc         
C745:   bit    7,b        
C747:   jr     z,#c754    
C749:   push   hl         
C74A:   ld     hl,#0000   
C74D:   or     a          
C74E:   sbc    hl,bc      
C750:   ld     b,h        
C751:   ld     c,l        
C752:   pop    hl         
C753:   inc    a          
C754:   muluw  hl,bc      
C756:   ld     l,h        
C757:   ld     h,e        
C758:   rra               
C759:   ret    nc         
C75A:   ex     de,hl      
C75B:   ld     hl,#0001   
C75E:   sbc    hl,de      
C760:   ret               
 

Por Sarcasmic

Master (149)

Imagen del Sarcasmic

12-09-2011, 09:10

Emm does Mrc2K11 have a code snipet option??? you paste code's and listings in a special box so that it does not take up all the topic space wich make's it a bit unpleasant to read Tongue

Por Sarcasmic

Master (149)

Imagen del Sarcasmic

12-09-2011, 09:22

coders want 3d, gamers want games.

In terms of visual quality and gameplay, the best 3d ever on MSX (whatever that may be) can't even stand in the shadow of games like Usas, SD-Snatcher, Dragonslayer 6, Space Manbow, Psycho World, Fray etc. I suggest that coders who really want to prove their 3d skills.. make a demo, rather than wasting time on a game no one's going to play. And once they're done with it, they ought to hop back to regular (read: 2d/retro/MSX) game development.. games people *are* going to play! Smile Heck, the G9k is a great videocard for multilayer platformers, with the ease of character printing like on MSX1. Why is there no such game while coders still keep trying to make games that are too heavy for MSX and thus have poor gameplay? Wasn't the G9k released in '94 or something?

well the hard part is.... a msx machine simply can not handle the huge amount of data that is needed for a 3d 9K game.... a better option would be the trick sega used in afterburner 1&2 and outrun 1,2&3 or by example Galaxy force II. www.youtube.com/watch?v=3lHbHT6kWrc maybe spite scaling would work :D:D:D:D
Okay its not realy 3D but hey i would not mind if some one brings out a 9k game that uses the same GF2 technique to mimic 3D maybe a 9K and a TR could achieve this if not maybe a 1 chip msx ;) Reminds me @ Feedback ;)

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