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Dreamcast News - The Latest in Emulation and Homebrew is a News and downloads site for Sega Dreamcast, Sega Saturn and Vintage Sega Consoles like the Megadrive, Master System and 32X, 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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May 9th, 2010, 21:56 Posted By: wraggster
drkIIRaziel has released a new version of his awesome Open Source Dreamcast Emulator for Windows:
r5 --Added PuruPuru input plugin (support for SDL joysticks) --Added structure and basic files for binaries
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May 9th, 2010, 21:27 Posted By: wraggster
News via http://dcemulation.org/?title=Main_Page
In a post at Inside3D, Manoel "Fragger" Kasimir announced v2.0 of Makaqu (aka nxMakaqu), his enhanced multi-platform Quake engine:
Quote:
I'm working on Makaqu, aiming for a 2.0 release.
Here's the to-do list so far, from the top of my head:
General stability and mod compatibility improvements.
Get the hardware renderer working.
Finish improving the controller support in Windows.
Proper implementation of Fightoon's features.
Alpha blending for BSP models.
Automatic generation of blendmaps.
16/32 bit color software rendering.
8-bit colored lighting in software.
16/32 bit colored lighting in software and hardware.
Brown/custom colored tinting of the menu background.
Better support for multiple resolutions (HUD/menu/console scaling, custom screen aspect, etc.).
Port to flash.
Port to Linux.
Port to DOS.
And the wish list:
Hardware rendering on the Dreamcast.
Support for the Dreamcast lightgun.
BSP texture dithering on the software renderer.
WAV/MP3/OGG/FLAC/ADX streaming and CDDA replacement.
QuakeWorld support.
Port to Mac.
Port to Wii.
Port to Nintendo DS.
Port to PSP.
Work in progress:
Dreamcast controller's analog stick bugfix (untested).
Current changelog:
reckless' depth sorting of entities (from http://forums.inside3d.com/viewtopic.php?p=22096#22096 ).
SV_TouchLinks fix ( from http://forums.inside3d.com/viewtopic.php?p=23999#23999 ).
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May 9th, 2010, 20:48 Posted By: wraggster
The Lavalit Team have released a new build of Openbor for the Dreamcast, Dingoo, PSP, Gp2x, Wii and Wiz.
OpenBOR is a continuation of Beats Of Rage originally created by the wonderful
folks over at http://www.senileteam.com
History
----------------------
As fans of the 'Streets of Rage' series that originally appeared on the SEGA
megadrive/genesis, we always wanted to see streets of rage 4. But the waiting
proved futile, and streets of rage 4 never came. That's why we tried to correct
this mistake and fill the void by making the ultimate tribute to Streets of Rage:
Beats of Rage!!
Development
----------------------
Beats of Rage was created by Senile Team. However, the character sprites and
some parts of the backgrounds are taken from 'the King of Fighters' games by
SNK Playmore. Therefore special thanks go out to SNK Playmore and SEGA who
unknowingly helped in creating this game.
Beats of Rage and OpenBOR are a free, fully functional game, which includes
music, and features six playable levels plus a bonus level. It is available
for many systems
Whats New
Author: sumolx
Log message:
Final update to ramlib for all currently support platforms.
Without rewritting scriptlib... access to ramlib will return KByte values instead of Bytes.
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May 8th, 2010, 00:14 Posted By: Fillius
Hello everybody,
we would like to present to you the Dreamcast release of the third demo of our platform game "Jump n Blob". We hope you enjoy and feedback is much appreciated. There are a few minor problems with this release concerning the sound which is not always played correctly. You can reach us via the contact formular on our website, which is unfortunatly available in german language only(sorry bout this and about my bad english ;-)).
best wishes
Fillius
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May 7th, 2010, 22:17 Posted By: wraggster
The Lavalit Team have released a new build of Openbor for the Dreamcast, Dingoo, PSP, Gp2x, Wii and Wiz.
OpenBOR is a continuation of Beats Of Rage originally created by the wonderful
folks over at http://www.senileteam.com
History
----------------------
As fans of the 'Streets of Rage' series that originally appeared on the SEGA
megadrive/genesis, we always wanted to see streets of rage 4. But the waiting
proved futile, and streets of rage 4 never came. That's why we tried to correct
this mistake and fill the void by making the ultimate tribute to Streets of Rage:
Beats of Rage!!
Development
----------------------
Beats of Rage was created by Senile Team. However, the character sprites and
some parts of the backgrounds are taken from 'the King of Fighters' games by
SNK Playmore. Therefore special thanks go out to SNK Playmore and SEGA who
unknowingly helped in creating this game.
Beats of Rage and OpenBOR are a free, fully functional game, which includes
music, and features six playable levels plus a bonus level. It is available
for many systems
Whats New
Log message:
Screen.c: Moved frame's declaration up to make VS happy.
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May 7th, 2010, 02:23 Posted By: wraggster
The Lavalit Team have released a new build of Openbor for the Dreamcast, Dingoo, PSP, Gp2x, Wii and Wiz.
OpenBOR is a continuation of Beats Of Rage originally created by the wonderful
folks over at http://www.senileteam.com
History
----------------------
As fans of the 'Streets of Rage' series that originally appeared on the SEGA
megadrive/genesis, we always wanted to see streets of rage 4. But the waiting
proved futile, and streets of rage 4 never came. That's why we tried to correct
this mistake and fill the void by making the ultimate tribute to Streets of Rage:
Beats of Rage!!
Development
----------------------
Beats of Rage was created by Senile Team. However, the character sprites and
some parts of the backgrounds are taken from 'the King of Fighters' games by
SNK Playmore. Therefore special thanks go out to SNK Playmore and SEGA who
unknowingly helped in creating this game.
Beats of Rage and OpenBOR are a free, fully functional game, which includes
music, and features six playable levels plus a bonus level. It is available
for many systems
Whats New
Log message:
int i = getentityproperty({ent}, "mapdefault") Returns map index entity began play with.
Note: MVS is once again not compiling - New screen functions appear to be the culprit.
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May 5th, 2010, 19:36 Posted By: wraggster
SEGA Europe has confirmed a management restructure following job cuts that took place across its UK and US business at the end of last month.
Effective immediately, European managing director Alan Pritchard will take on the role of executive vice president of sales and marketing at SEGA of America, moving to San Francisco to work from the company's office there.
Pritchard's MD role will be filled by Jurgen Post, currently MD of SEGA Benelux and a former GM for Sony BMG Music Entertainment.
Jurgen has also previously headed up sales and marketing at SCEE, notably during the launch of the Sony PlayStation, and Sony Pictures.
The restructure at SEGA has resulted in the creation of a new Digital division, which will be based out of SEGA's San Francisco offices and will drive digital strategy in both North America and EMEA.
Meanwhile, SEGA's London-based office will become responsible for overseeing the strategy and direction of the traditional packaged goods business.
The Sonic publisher announced the restructure last month, which saw 73 jobs lost across its western business.
http://www.gamesindustry.biz/article...anagement-team
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May 5th, 2010, 00:13 Posted By: wraggster
Heres an Openbor Mod that should be compatible with the Dreamcast, Wii, Gp2x/wiz and PSP
Formally know as Sega Genesis Mega Brawler, Sega Brawlers Megamix is now the latest release since november. The roster now as 50+ characters, including new ones. One of the biggest updates of this mod is the new feature which is battle-mode. Once you start it, you will set in the hub stage, where there are 4 TVs. Hit them to change the channel of the stage shown, and walk into it to warp to that stage. Much thanks to Bloodbane for his help with this. Before playing the game, make sure to go to the options and set your controls for all the attack commands.
Download at Lavalit Here --> http://lavalit.com/index.php?action=tpmod;dl=item342
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May 3rd, 2010, 23:17 Posted By: wraggster
The ScummVM Team have released a new version of ScummVM for many consoles such as Wii,PSP, Gamecube, GP2x, Nintendo 64, Dreamcast, Iphone and Playstation 2.
ScummVM is a program which allows you to run certain classic graphical point-and-click adventure games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the games, allowing you to play them on systems for which they were never designed!
Some of the adventures ScummVM supports include Adventure Soft's Simon the Sorcerer 1 and 2; Revolution's Beneath A Steel Sky and Broken Sword I & II; Flight of the Amazon Queen; Wyrmkeep's Inherit the Earth; Coktel Vision's Gobliiins; Westwood Studios' The Legend of Kyrandia and games based on LucasArts' SCUMM (Script Creation Utility for Maniac Mansion) system such as Monkey Island, Day of the Tentacle, Sam and Max and more. You can find a thorough list with details on which games are supported and how well on the compatibility page. ScummVM is continually improving, so check back often.
Only four weeks since our last release and already ScummVM 1.1.1 is available on our downloads page.
This release concentrates primarily on fixing bugs, bugs, and even more bugs. As such, we strongly recommend all and every ScummVM user to update to this latest and greatest version. In particular, just as promised we fixed the issues affecting Nippon Safes Inc and Pajama Sam 1 in 1.1.0.
or a more comprehensive changelog for the latest experimental SVN code, see:
http://scummvm.svn.sourceforge.net/v...mmvm/?view=log
1.1.1 (2010-05-02)
New Ports:
- Added Nintendo 64 Port. (Actually added in 1.1.0, but forgot to mention it. oops)
General:
- Fixed several minor bugs here and there.
Drascula:
- Fixed regression that caused some texts to always be in English, even when
using another language. (#2970211 - DRASCULA: missing german translation)
KYRA:
- Fixed a bug which caused the DOS versions to crash before the credits when
AdLib music is selected.
LURE:
- Fixed several memory leaks.
- Corrected problems in the handling of followers when blocked from performing
actions by closed doors between rooms.
- Solved issues with Goewin not always correctly following the player out of the caves
Tinsel:
- Fix video playback regression in Discworld 2.
Parallaction:
- Fix several crashes and other regressions in Nippon Safes, including
bugs 2969211, 2969232, 2969234, 2969257, 2970141.
Wii/GameCube port: (Also forgot to mention in 1.1.0)
- Added support for games using 16bit graphics.
- Complete GFX overhaul (new video modes, better performance,
picture smoothing, fine grained overscan settings).
- Added a new options dialog for Wii/Gamecube specific settings.
- Fixed a GFX glitch on savegame thumbnails.
- Added support for SMB mountpoints (Samba/Windows shares).
- Added an on-screen console, which is shown when ScummVM exits abnormally.
- Fixed a couple of crashes when using Ogg/Vorbis encoded sound files.
See the bundled READMII.txt file for more information.
PSP port: (Also forgot to mention in 1.1.0)
- Added plugin support which allows the PSP Phat to run every game.
- Added a new virtual keyboard optimized for rapid D-Pad input.
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May 1st, 2010, 00:45 Posted By: wraggster
News via http://retroactionmagazine.com/retro...print-archive/
The 36th issue of the Official Sega Saturn Magazine from October 1998 has been released over at magazine preservation website Out-of-Print Archive. The cult magazine from EMAP was scanned, edited and compiled by meppi. Accompanying online articles include an interview with Yuji Naka, an interview with AM#1’s general manager Rikiya Nakagawa, an interview with Capcom’s general producer Noritaka Funamizu, a Guardian Force feature and Arcade Gears: Image Fight & X-Multiply feature. All this and more can be found at the Out-of-Print Archive pages.
Weblink: http://www.outofprintarchive.com/cat...ne/OSSM36.html
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April 23rd, 2010, 23:32 Posted By: wraggster
The Lavalit Team have released a new build of Openbor for the Dreamcast, Dingoo, PSP, Gp2x, Wii and Wiz.
OpenBOR is a continuation of Beats Of Rage originally created by the wonderful
folks over at http://www.senileteam.com
History
----------------------
As fans of the 'Streets of Rage' series that originally appeared on the SEGA
megadrive/genesis, we always wanted to see streets of rage 4. But the waiting
proved futile, and streets of rage 4 never came. That's why we tried to correct
this mistake and fill the void by making the ultimate tribute to Streets of Rage:
Beats of Rage!!
Development
----------------------
Beats of Rage was created by Senile Team. However, the character sprites and
some parts of the backgrounds are taken from 'the King of Fighters' games by
SNK Playmore. Therefore special thanks go out to SNK Playmore and SEGA who
unknowingly helped in creating this game.
Beats of Rage and OpenBOR are a free, fully functional game, which includes
music, and features six playable levels plus a bonus level. It is available
for many systems
Whats New
Log message:
Added required libraries for MVS.
To read more of the post and Download, click here!
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April 23rd, 2010, 20:45 Posted By: wraggster
Sonic publisher Sega is to axe 73 jobs in the west, as it looks to shift the business into a position to take advantage of more digital business opportunities.
In London, 37 staff will lose their jobs, with the division continuing to focus on more traditional games publishing. The San Francisco department will refocus on digital markets, at the cost of 36 employees.
"We've been going through the planning process the past six months, taking a look at the future of the market and where we think our investments need to be," Mike Hayes, president of Sega West, told Industrygamers. "It's no surprise that the share of digital is growing as an overall part of the videogame business, so we decided we have to invest more in that specific area. And notably, we had to get our business groups appropriately sorted to provide the right focus."
"Traditionally, Sega of America and Sega Europe had been running a dual company where both would look at traditional goods and both would look at the digital side. What we decided to do is to make San Francisco the kind of hub for our digital efforts, and therefore make London the hub for the traditional packaged goods part."
He added: "I would stress, however, that this is very much administrative reorganisation, because clearly we want to be very successful with digital globally. Likewise, we want to continue to be successful with traditional goods. So the reorganisation allows us to be much more efficient in terms of our costs, but probably more importantly in the way that we can look at the future business."
Parent company Sega Sammy said this month that it expected higher profits for the full year ended March 31, 2010, but also pointed to weak software sales outside of Japan. However, Hayes claimed the cut in headcount was not a decision made in Japan.
"This was an initiative taken by the West," he said. "Of course, we're always under pressure from our head office – who isn't? But this is definitely something we looked at as a business as the Western business managers.
"We wanted to figure out how to be more effective in this incredibly growing marketplace and how to be more cost effective. It's something that the management teams in San Francisco and London have embarked upon."
Hayes indicated that the digital division will continue efforts on XBLA, PSN, iPhone and iPad, and also noted the success of downloads of PC games such as Football Manager. The company is also looking at gaining expertise in the social gaming category, but could not say how significant digital would be to the overall business.
"All we know is it will be a bigger part of the business as we move forward, but in terms of the goals and how much digital is going to be, that's something we're going to have to work on with this new group and figure out over the next few months. Do we want to move everything from traditional into digital? Absolutely not. We're taking what we feel is a very balanced approach; it'll be an evolution, not a revolution."
http://www.gamesindustry.biz/article...uk-and-us-jobs
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April 22nd, 2010, 23:42 Posted By: JLF65
Okay, here's one of the biggest updates yet. With the combined efforts of yours truly, Conle, and madmonkey, we present v2.2 of the MD menu.
- Long file name support! File names up to 255 characters are allowed, but you really shouldn't go crazy since you can only display 36 in the menu browser list. The browser does it's best to make the names distinct if they are too long to be displayed in their entirety.
- If you boot with an SD card inserted, it starts on the SD card browser instead of the flash browser.
- Cheats enhanced - currently a total of 24 different cheat entries can be enter (manually or via a cheat file). Each cheat entry can have up to 12 linked GameGenie or PAR codes. IPS patch files (one per game) are also supported. Region unlocking cheats are enabled by default depending on the region of the game you are trying to load.
- The menu now caches the options you select for SD files, including cheat states and save ram settings.
- A new Save RAM manager was added, allowing you to save and restore specific games or the entire Save RAM. You can also set the specific game to automatically manage it's Save RAM (automatically loading the srm file before running, and saving it the next time you reboot). Save RAM files are kept in srm format for ease of exchange with emulators. The entire Save RAM space is supported, allowing twice as many banks as before.
- The menu can be run from the SD card. This means that minor updates don't have to be burned to flash. Once v2.2 MDBIOS.BIN is burned to menu flash, it will look for MDEBIOS.BIN in the "/.menu/md" directory on the SD card at boot time. If you call the file something else, or don't put it in the default location, you can still use the SD card browser to run it.
- Default directories and a default config file are created the first time you boot with an SD card. You can create those directories ahead of time if you want, but don't need to.
- Improved file recognition. Also, when you enter the Options screen, a one-time detection for games that use EEPROM for saving is done.
- Full backwards compatibility with the Neo2 Ultra Menu app. You can still use N2UM is you can't use (or don't like) madmonkey's NeoWriter app.
- Lots of minor changes to make things better.
Note: The deluxe menu is quite a bit larger than the regular menu. At least one person has a bad sector in his Neo2-SD menu flash that prevents him from using the deluxe menu burned to menu flash. For people like that, a loader was made. It's tiny (less than 12 KB) and loads MDEBIOS.BIN from the root directory of the SD card. This allows people with bad sectors in their menu flash to still enjoy the deluxe menu. Whether you run it from the menu flash, or load it into PSRAM off the SD card, the deluxe menu is the same with all features. There's no difference other than a very short load time when you boot the menu off the SD card.
NeoMythMenuDX-v2.2.zip
NeoMythLoader-v1.0.zip
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April 20th, 2010, 22:47 Posted By: wraggster
News via Dreamcast.es
And then came another Sunday "dreamcasteo." DC-TON suggested carrying a clone of Boulder Dash ... so said and done! With all of you Epiphany!
Epiphany is a multi-platform clone of Boulderdash (aka Emerald Mine on the Amiga) made with the SDL library. The player must collect all valuable minerals scattered in levels, avoiding being hit by a stone, or (even worse) by a bomb.
Main Author: Giuseppe D'Here '
Web: http://epiphany.sourceforge.net/
License: GPL V2
This port allows you to save the game on the VMU. There must be a VMU in port A1 and have 2 free blocks.
NOTE: The game is only saved when you are EXIT in the main menu.
NOTE 2: The game takes a while to load, so be patient: D
Changes in this version:
- It has replaced the original game music (MP3 format) for other tunes in MOD format. I hope you like!
Controls:
D-PAD: Move the character
Start: Start game
L: Exit
A: Pause
A: Shoot (SPACE)
B: Secondary Button
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April 16th, 2010, 18:12 Posted By: Darksaviour69
Redspotgames press release: As of today, the “Regular Edition” of the 2D top down racer “Rush Rush Rally Racing” for Sega Dreamcast is sold out. Single units are still available at wholesalers and retailers for a short period of time.
Rush Rush Rally Racing is the latest game by redspotgames and Senile Team and hit the shelves on October 30th 2009. Not even 6 months after its release all units of the Regular Edition are sold. Hence redspotgames exceeds the sales figures and sales speed of all Sega Dreamcast titles since 2008. The publisher already set a sale record of Indie Games on the Sega Dreamcast with their 2007 title “Last Hope”, which lasts until today.
Even though the Regular Edition of their latest title is sold out, both versions of the Deluxe Edition are still available for 27,95 EUR (~ US$37,80 / ~ £24,50) at the redspotgames online shop.
Oh course this begs the question, how many units were made?
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April 12th, 2010, 22:10 Posted By: wraggster
News via http://www.pdroms.de/news/archive/2010/04/?page=5
"Uwol - Quest For Money" was made for ZX Spectrum by Mojon Twins ( http://www.mojontwins.com/ ), reprogrammed for the Genesis/Megadrive by Shiru ( http://shiru.untergrund.net/ ).
Uwol didn’t have enough after earning about the 90% of all the income which resulted of selling retrovideogames in Spain and getting himself rich. Now he wants to experience the adventures of his good old idols while he keeps engrossing his bank account, ’cause that’s the very matter of his existence.
After gathering precious prizes following the steps of his favourite classic videogame heroes (this is, the fire which doesn’t burn -which looks great in the hall of his house-, the proton pistol with the proton charger, three knickers from Gremla, the book of bills of Miner Willy, Wally’s pajamas, the Sword of Power (just a copy, ’cause the real one is in use), heaps of Saimaza coffee…), he learns that a mysterious and excentric millionaire, formerly a thief, hides quite a big fortune in gold coins in a very old manor next to Canutos Forest -the so-called Storm Palace. So he decides to emulate his idol Goodie and steal them!
The problem is that it won’t be very easy… The cellar of Storm Palace are quite deep and are full of nooks and crannies. Besides, the intrincate disposition of rooms makes it very easy to get lost and go back to the starting point. That’s what happened to Uwol: his greed made him to get deeper and deeper into the manor so he got lost and trapped in the lowest labyrinth, inhabited by Vampy, Franky, Fanty and Wolfy, who will try by all means to make Uwol fail in his task.
Changes:
- Level 9-9 now works
- Level 8-6 now much easier
- Arrows above the exit blocks added
- Pause added
- Start button now works everywhere
- BitBuster replaced with aPLib (SyX version), because it is faster, smaller, and also compressed the graphics better
- One word corrected at the credits screen
http://gendev.spritesmind.net/forum/viewtopic.php?t=701
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April 11th, 2010, 02:13 Posted By: wraggster
News via http://www.dreamcast.es/news.php?readmore=344
The team responsible for the excellent game Giana's Return Is currently working on a new project that, for now, they have titled "Project S".
Seems to be another Jump'N'Run with touches of puzzles, and you have warned us that it will be a tough game of noses
Commented that they already have an internal version that remains playable and polishing small bugs. The game will launch in a multitude of platforms and of course, there's our Dreamcast!
They have also obtained permission from the original author and copyright holder, which is perfectly legal: D
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April 8th, 2010, 23:41 Posted By: wraggster
News via http://retroactionmagazine.com/
Shiru has developed a Mega Drive/Genesis port of the ZX Spectrum homebrew game Uwol – Quest For Money, which was originally developed by The Mojon Twins (see Uwol Quest For Money released on Spectrum 128k for details of the original game). The game is molded on the classic platform games of old: collect gold coins throughout the various levels. The game, along with a fine produced PDF manual, can be downloaded from Shiru’s website.
Weblink: http://shiru.untergrund.net/software.shtml
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