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 on: January 19, 2019, 05:46:14 AM 
Started by Caledor - Last post by Average Wind Seer
So I started replaying TLA with this mod under Hard Mode and holy moley is it Hard. But it's hard in a fun way. Happy

Thus far I have yet to hit a painful roadblock, though King Scorpion nearly halted my tracks until I remembered about Djinn. I've been so used to never needing to Unleash Djinn, so having to remember they're always available for use is gonna be key lol Venus Djinni Set

As far as random encounters go, the Trolls are concerning when you first reach them, as they can easily oneshot Jenna & Sheba, possibly Felix too, with a Power Charge. Fight

Unless Inside Air's Rock is supposed to be AFTER Piers, the new enemies there WILL viciously tear through players upon arriving before getting Piers. Those Brutal Wolves truly live up to their name, as two of them tore through Lv.13 Jenna & Sheba with 2 Fierce Fangs to both girls, doing almost 95 damage per Fang. Also the Mimic at the start of Air's Rock simply cannot be beaten upon the earliest arrival at Air's Rock. If Inner Air's Rock is supposed to be AFTER getting Piers, then I'm just gonna have to do without Maha's Djinn Jupiter Djinni Set or the Hypno Sword...Artifact  Sad

Even under Hard Mode with this mod, Tamer isn't worth using at this point, despite its wonderful bulk on Felix, and Pierrot was only handy for Deluding the Chestbeaters (with Felix Poisoning them) + spamming Juggle around Madra to earn both cash and levels. Sad

As things are now, I'm being heavily pushed into using Jenna under Venus Venus Djinni for Cure + Cure Well, Felix under Mercury Mercury Djinni for similar reasons, and Sheba under her Jupiter Jupiter Djinni for Boon, since having one healer can easily cost me a party member or three, and Sheba's been burning through her PP absurdly fast trying to patch up the damage we take.

Um... ...Now that I think about it, Gondowan Cliffs are more dangerous than inside Air's Rock... I might be stuck in Osenia for quite a while longer lol  Sweat Drop

Still gotta take down Briggs before Gondowan, so we'll see how that goes Happy though honestly I'm not /too/ concerned about Briggs, given how much easier the King Scorpion was once I started using Iron Venus Djinni to negate Sand Breath's debuff and for its Sheer Claw to do less than 100+ damage Exclamation

Will give more updates on Hard Mode under this mod as I slowly advance through it Happy
Really loving the sheer challenge it's giving me. It's even more of a challenge than my Karis Solo Run of Dark Dawn where I even beat the Ancient Devil, Ogre Trolls or whatever they're called, and the Star Magician with just her Joy

Finally beat the Air's Rock Mimic. I had to hit Lv.14, put Jenna under Jupiter for Paralyze with Blessed Ankh and Guardian Ring to hit 8 Luck, Sheba under Venus for Sleep, and Felix under Mercury for Cutting Edge. Had Jenna & Sheba cast Paralyze and Sleep respectively to disable the Mimic while Felix did nothing but spam Cutting Edge. Jenna alternated between Impact on Felix and Volcano, and Sheba used Punishment until the Mimic woke up/was no longer stunned.

Visiting Gondowan Cliffs was a good experience. the Monsters there are stronger than Inner Air's Rock's Brutal Wolves (Flash Ant dealt 100+ damage with a Flashing Punch), but not overwhelmingly so. Lv.14 Haruspex Sheba with Blessed Ankh and Guardian Ring has 11 Luck, so I'm gonna be banking on that for the tougher enemies.

Gonna clear out Air's Rock so I have Reveal, Maha's Djinni, and the Hypno Sword, then it's off to take down Briggs. Thanks to Maha's Djinni, I'll be able to stick Felix back in Tamer to toy around with that some more. I still think a new 4th Item Class would help fix any concerns of wasted Djinn distribution. Assuming you can and you do make a 4th Item Class, perhaps you could stick it some place between after the Necronomicon and before Poseidon, so we have ample time to toy around with those classes, and don't have to deal with someone being stuck with a useless djinn distribution.

I've got several notes since the last time I edited this post, but idk if this thread is still active... Um...

 on: January 17, 2019, 10:30:14 PM 
Started by Caledor - Last post by Average Wind Seer
Hey, so I played through both GS Reloaded mods, and I really enjoyed both of them.

though, to be honest, I didn't play TBS much differently than vanilla up until Deadbeard and Fusion Dragon. With those two, I put Ivan and Mia in the Wise classes for Dual Wishing, Break, and Dull, with Garret and Isaac as Black Knights, Garret with Gaia Blade and Isaac with Wicked Mace and other Cursed Gear. Deadbeard was absolute cakewalk, especially when he ran out of PP, though Fusion Dragon gave me hell until I remembered Tonic could dispel Haunt.

TLA was much more enjoyable to play than Vanilla, however, my party ended up weirdly lopsided. Piers and Jenna were the most useful, Piers being able to take hits and decent supportive capabilities with his newfound power thanks to his new classes, and Jenna being flat out the best character in both vanilla and this mod.
Jenna wound up being a blend of Ivan and Mia, taking the best of both worlds in her Miko classline, while Sheba felt like Diet Mia rather than a better caster than Ivan.
Felix feels like Diet Garet more than Diet Isaac, while Piers is taking Garet's valuable bulk and pumping them to greater extremes and adds in more supportive capabilities with decent healing psynergy, good support psynergy, and Liquifier in his Archon (5 Jupiter 4 Mars ) Classline.

I feel like the Tier 3 Party Heal Psynergies for Heal and Wish cost FAR too much PP for how little they heal relative to the massive HP Pools the characters boast and how much damage endgame enemies deal. I have Ker's Weight, Big Bang Gloves, and a Dark Robe on Jenna for 181 Venus Power in her Guardian (5 Venus 4 Mercury ) and she heals about 440-ish HP with Potent Heal for a hefty 48PP cost. at Lv.48 (829HP being the lowest and 1017HP being the highest) against the Flame Dragons, the superbosses, and Doom Dragon, 440-ish HP isn't enough to really justify 48PP. I feel that 38PP would've been a better PP Cost, and Pure Wish sitting at 48PP would've been reasonable over a tremendous 53PP cost.

Sentinel was a bore to fight since all it did was spam Spark Plasma and Break. Balrog was an interesting battle, but having summons like Zagan, Moloch, and Maegaera under your belt can make Balrog extremely deadly to face. Star Magician was easily the highlight of this mod, as I had to switch around my party and take out the Balls as fast as possible (thank god Fury Ivan has Rolling Fire to oneshot Recovery Balls). Dullahan is too much of a pain to beat for too little reward. Once I found out the Mind Ribbon was a Psynergy Item instead of a "circlet" with massive PP Regen and MaxPP Boost, I just used a glitch to get Iris and call it a day.

Now for the party:
Jenna - Guardian 5 Venus 4 Mercury
Even in this mod, Jenna is still the best character in the game. Like mentioned before, she's a blend of Ivan and Mia, taking the best of both worlds, and then some.
Her final equip set is Ker's Weight, Demon Circlet, Big Bang Gloves, Dark Robes, Quick Boots, Trident, Angel's Ring, and Silk Bustier.
10/10. Not using her is heavily handicapping yourself.

Piers - Archon 5 Jupiter 4 Mars
This mod has done wonders for him. Now he has Classes to actually use his Warrior Stats and equipment, and his stats sacrifice speed for wonderful bulk. I love his Archon class as it has Liquifier for an ever useful Defense Debuff, Dull & Guard to help out with reducing damage, and Boon for emergency single target healing.
His final equip set is Alecto's Mace, Mythril Helm, Riot Gloves, Erinyes Tunic, Ninja Sandals, Running Shirt, and War Ring

Ivan - Fury 5 Mars 4 Mercury
Ivan has ascended from best Support to 2nd Best Mage, and Fury is practically made just for him. Rolling Fire, Planetary, and Thunder Mine make use of his solid attack score, and he boasts Volcano, Plasma, and Ice for fantastic elemental coverage. Atropos' Rod with Selene's Armlet and Dark Robes gives a whopping +55 ElePower to Mars, Jupiter, and Mercury, making his AoE spells devastating. Fury gives him Impair and Weaken, though I feel that Break would've been more useful than one or both of these debuffs.
His final equip set is Atropos' Rod, Demon Circlet, Selene's Armlet, Dark Robe, Ninja Sandals, Golden Shirt, and Angel's Ring (I used cheats for 2 extra Angel's Rings cuz I really love the Cursed Mage gear~)

Garet - Jonin 5 Jupiter 4 Venus
Ah, Garet. How good and useful you are in this mod. With enemies hitting harder, having extra bulk is super handy. Garet has the bonus of being able to hit really hard in return. I made him a Jonin primarily for Impact and Ward, though the stats may have had a hand in my decision as well.
His final equip set is Sol Blade, Warrior's Helm, Riot Gloves, Valkyrie Mail, Ninja Sandals, Sol Ring, and Running Shirt.

Isaac - Shogun 5 Mars 4 Jupiter
In TBS mod, I slapped my Jupiter Djinn on Isaac for Paralyze. Stunning Battle Djinn was a HUGE help for dealing with the amount of damage they could do, and keep them from fleeing. Because of the nifty Ailments under his belt, I had him focus on those, which led me to making him a Shogun.
His final equip set is Darksword, Fear Helm, Terror Shield, Demon Mail, Ninja Sandals, Casual Shirt, and Angel's Ring

Mia - Worldwaker 5 Venus 4 Jupiter
I didn't know what to really do with her, since Jenna exists and does Mia's job better than Mia and then some. Just kinda stuck her in Worldwaker and never used her again except in extreme emergencies.

Sheba - Pure Mage 5 Mercury 4 Venus
She was basically Diet Mia, spamming Wish until I got Isaac's gang. after that, she became my back-up Party Healer in the event Jenna couldn't use Heal.

Felix - Paladin 5 Mercury 4 Mars
He filled the same role Isaac did in TBS, Jupiter Djinn for stunning Battle Djinn. Once that wasn't needed, I genuinely had no clue what to do with him, so he ended up as a Paladin.

I don't think I ever touched the Class Items, as there wasn't much incentive to do so, especially since I needed to make one duplicate of the 3 class items so there wouldn't be someone with a wasted distribution of Djinn. If it were possible for you to craft a whole new Class Item and Class line for it, then that would greatly encourage players to try them out.

All in all, these mods were absolutely fantastic, and the only thing that could make me happier than a Golden Sun 4 would be a balancing mod of similar ideology for Dark Dawn. Though I can understand if you'd rather not touch upon that, since these mods alone took a VERY long time to reach where they are now lol

 on: December 29, 2018, 02:08:19 AM 
Started by Caledor - Last post by Caledor
Patch is for English version only.

I don't play with the English one (the one i release here) cause I'm Italian and i have my personal Italian rom patched with the mod.

EDIT: this was an answer to a post that somehow disappeared

 on: December 23, 2018, 10:48:51 PM 
Started by Caledor - Last post by Caledor
Major Releases v1.72 are UP

This is the result of the first - almost - full playthrough i've managed to do in these 4 years.

The changelog is already on the download page, but i'll paste here a slightly more detailed version as well

Spoiler for Hidden:
Jenna's Inquisitor line loses Volcano, gains Raging Heat
Jenna's Guru line loses Beam, gains Juggle
Raging Heat line and Fiery Juggle are slightly stronger (BP 185 and 155)
Mud's base power down to 80 (from 100)
Vine's base power down to 70 (from 80)
Fury's base power down to 160 (from 170)
Gasp's base power down to 150 (from 160)
Slightly tweaked a few learning levels (mostly MT healing and high-end spells)
Minor stat fixes to many early to mid game weapons
Price tweaks to most weapons
Vial, potion, mist potion are weaker and cost less
Cookie is weaker (6 -> 4)
Contigo, Shaman Village, Lalivero sell Vial
Fixed overworld enemies around Dekhan Plateau
Enemies in Dekhan Plateu, South Indra, Madra Catacombs give more Exp and Coins
Jupiter Djinn in Yampi: -3 SPD (L10 Sheba outspeeds it now)
Briggs, Pirate +atk
Boss Hydra slightly weaker (less AoE, more venom)
-10% Exp/Coins by enemies from Izumo to Magma Rock
Crystal rod drop rate from chimera mage down to 1/128
Agatio and Karst are much stronger
  +30 PP each
  Death Scythe is now Mars-based
  Heat Kiss deals damage (BP 110)
  Stun Muscle x1.5 -> x1.6
  Cage deals damage and Stuns (BP 120)
  Agatio replaces Eruption with Pyroclasm
  Agatio knows a stronger High Impact, loses standard attack
  Karst loses her standard attack for Enfeeble
  Karst replaces Healing Aura for Cool Aura
Flame dragons are slightly weaker
  Flame Breath's BP: 170 -> 120
  Karst loses Fiery Blast, Break, gains Death Scythe, Enfeeble
  Agatio loses Rolling Flame, gains Giga Impact, Debilitate
Fixed a few descrptions and inconsistencies between TBS and TLA

From the top we have:
  • Minor buffs to two of the most underused classes of Jenna
  • Minor nerf to Mud and Vine (especially Mud, he was too good in the midgame). Gasp and Fury followed for power/level ratio
  • Various balance fixes to different parts of the game, be it enemies or item stats
  • A follow-up of the nerf to PP restoring items
  • Cookies nerf: the reason is in the base HP/PP ratio
  • Buff to Agatio and karst lighthouse version, nerf to their dragon version, respectively the easiest and hardest normal bosses of TLA

Almost full playthrough cause i'm not touching again the superbosses: they've been tested way more than other enemies and there won't be balance-only changes for them ever again.

@Varden: please note that i've done a quick check of descriptions in TLA and fixed some, in case you still want to do your own check

 on: December 21, 2018, 06:38:06 PM 
Started by Caledor - Last post by VardenSalad
Oh, no problem. I'll probably do a full run through of all the items in the editor after I finish this playthrough.

 on: December 21, 2018, 03:05:33 PM 
Started by Caledor - Last post by Caledor
fixed too. Thanks a lot for those man, keep them coming if you can. You know i don't play with the english version so it's very unlikely that i'd notice myself.

 on: December 20, 2018, 08:17:57 PM 
Started by Erik the Appreciator - Last post by Luna_blade
Ho that is pretty great. I think I played your GS1 patch once.
When I replay the games I think using your patches will be my preferred way to play.

 on: December 20, 2018, 07:38:18 PM 
Started by Caledor - Last post by VardenSalad
Berserk Circlet is also incorrect. No attack bonus despite the item description

 on: December 20, 2018, 06:01:41 PM 
Started by Erik the Appreciator - Last post by Erik the Appreciator
Golden Sun Rebalance 2012 v1.1:;sa=view;down=45
The Lost Age Rebalance 2013 v1.1:;sa=view;down=49

Hello, it's been a long time. Ever since I posted those two Rebalance patches for GS and TLA nearly 6 years ago, I had been playing my patches off-and-on and making more adjustments with the standard editor to smooth out any rough edges I'd come across. With the recent spate of attention Golden Sun had been receiving from its expanded cameos in Smash Bros., I felt like releasing the latest forms of those patches as version-1.1 replacements on the site. Since other patches have debuted on the site that use more advanced hardware changes, I've put in effort to make my patches more distinct as "moderate-difficulty but pleasant romps" created purely within the limitations of Atrius' editor.

These are the broad changes I made to each patch:

Normalized Offensive Psynergy Damage: The biggest change since the last versions of the patches has been a thorough rebalance of the offensive area-of-effect Psynergy. They all now use the [30%] [40%] [70%] [100%] [70%] [40%] [30%] damage distribution model of Summons instead of the [40%] [60%] [80%] [100%] [80%] [60%] [40%] model, and their base damage values have all been carefully normalized to take their PP costs, their ranges, and the levels at which they are first learned into account.

As a rule that applies to most Psynergy in the game, a Psynergy's power is equal to 10 times its PP cost. This gets lowered by a multiplier corresponding to how low the level at which it is first learned is; for example, a Psynergy learned at level 1 has this multiplier at .46, a level 11 Psynergy has this multiplier at .56, and a level 40 Psynergy has this multiplier at .85. The rate at which the multiplier increases becomes half as slow from levels 41 through 50, where it finally settles at a .9 multiplier from level 50 onward. The base damage of the Psynergy then undergoes yet another multiplier based on its range; while no extra multiplier happens for 3-range Psynergy, there is another x.9 multiplier for 5-range Psynergy, or x.85 for 7-range Psynergy. (As for single-target non-physical Psynergies like Spire and Dragon Fume, the spell instead adds 10 flat damage and then goes through a x1.2 multiplier.)

The benefits to this system, I feel, are that Psynergy spells being more focused on their targets and less damaging to targets far from the center makes for more meaningful Psynergy targeting considerations for both you and your opponents. The single target taking comparatively more damage than its neighbors makes it more sensible to have your caster Adepts cast wide-area Psynergies upon lone bosses for viable damage. The rigid formula that governs the base damage ratings of all the Psynergies results in the earliest Psynergies in either game being generally less powerful, mid-tier Psynergies being roughly the same amount of impact, and late-game Psynergies being significantly more powerful. (For example, Gaia's 40 power is now 36, Mother Gaia's 100 power is now 105, and Grand Gaia's 200 Power is now 259.)

Regardless, there are no longer any odd discrepancies between a Psynergy's cost and damage output; Magma Storm's 120 Power at high damage distribution is now 216 Power at summon-like damage distribution, and you can always expect your latest Psynergy to give you what you pay for.

Thorough Enemy Balance Pass: Through several more playthroughs of both games, I've carefully and painstakingly adjusted a lot about all of the individual enemies and their formations, taking the new power values for area-of-effect Psynergy into account. Hopefully I've ironed out the vast majority of potentially degenerate situations from the old patches, and I've done a lot of fine-tuning with bosses' arsenals.

Text Revisions: More of the old games' odd turns-of-phrase are replaced with more logical statements (e.g. Alex's dissing of Saturos and Menardi's memory now properly uses the past tense, the dwarf who sees your ship points out its wings instead of stating that it is beached when the player might not necessarily have beached it there, the Kalt Island guy's thoughts about the cannon do not reference the fabricated scenario of the North American localization), and all instances of "Serpent" are capitalized. Meanwhile, there's an entire new opening text crawl for TLA carefully planned out by yours truly, and there's a new set of Kraden rants in Lemuria. ;) I'll post the intro crawl below:

Spoiler for Hidden:
All matter on the world of
Weyard, be it the land or
even humankind itself, is
composed of four elements:
earth, water, fire, and wind.

Weyard itself -- a planet
taking the form of a flat
plane -- once played host
to a power that is said to
have nearly doomed it.

Tales from an era long past
paint this as the force at
work when the base elements
combine to create reality -
Alchemy, which mankind
once wielded at whim.

The apex of civilization
sired by man's free reign
over the building blocks
of reality as it was, the
strife that followed was
only a matter of fate.

Weyard was almost torn
apart by war. To save the
world from mankind's
aspirations of dominion,
several brave and wise
men did the unthinkable.

They sealed Alchemy
itself out of man's reach.
Locked within the confines
of Mt. Aleph, Alchemy's
absence had removed all
impetus for war.

Knowledge of Alchemy
faded away over the aeons
to come, even as a village
named Vale formed itself
at the base of Mt. Aleph in
the Angaran heartland.

These villagers were among
the few who remained on
Weyard who were privy to
Psynergy -- the craft of
manipulating each element
with the power of the mind.

As "Adepts" of the elements,
Vale's residents had fancied
themselves custodians of
the great sanctum inside
Mt. Aleph, knowing not
the truths that lay within.

Three years after tragedy
struck the village, three
young residents -- Isaac,
Garet, and Jenna -- entered
Sol Sanctum as part of
their studies, spurred on
by the scholar, Kraden.

Inside, they discovered
the Elemental Stars, a
set of four all-powerful
jewels that functioned
as keys to breaking the
seal placed on Alchemy!

But they were followed by
a band of thieves led by
Saturos and Menardi, a
duo of driven fire Adepts
hailing from the distant,
frozen northlands.

Among their number was
Jenna's own brother, Felix,
thought lost in the tragedy
prior. Saturos stole three
of the Stars and took Jenna
and Kraden hostage.

Isaac was charged by the
omniscient guardian of the
seal, a creature known as
the Wise One, to prevent
Saturos from effecting the
dangerous power's return.

Isaac and Garet left Vale
on a quest to stop Saturos
from using the four Stars
to light each of four ancient
towers across Weyard,
the Elemental Lighthouses.

They quickly banded with
new allies: a wayward wind
Adept named Ivan and
the water Adept Mia, who
upheld her clan's vow to
guard Mercury Lighthouse.

But in spite of his group's
best efforts, Isaac could not
stop Saturos from lighting
the Mercury Beacon. The
four-strong party promptly
resumed the chase.

Their pursuit took the four
across Angara, and they
eventually crossed south
into Gondowan, wherein
lied Venus Lighthouse.

At the denouement of a
protracted struggle, Isaac
defeated the fire Adepts.
Alas, the Venus Beacon
was lit, and neither Felix
nor the hostages were
anywhere to be found.

Using a ship loaned to them
by one Lord Babi of Tolbi,
Isaac and his companions
expanded their search for
Felix, Jenna, and Kraden
out into the open seas.

We turn back the clock to
the moment Venus was lit,
where we will see that
Felix and Jenna's side of the
story is not as it appeared
from Isaac's perspective...

BTW, this is a password for TLA that makes Isaac's party thoroughly suited to what Felix's party would be with the level curve used in that patch. The party is at level 34, and besides having all of the usual completionist features that you would expect, it includes all 25 stat-boosting items, a bunch of Lucky Medals, and whatever distinct equipment I could fit in the characters' inventories.

Spoiler for Hidden:

 on: December 18, 2018, 07:23:57 PM 
Started by Caledor - Last post by Caledor
fixed for next release, thanks

Pages: [1] 2 3 ... 10
January 20, 2019, 06:29:27 PM
Fox: That would be cool to have, yes. Where the text in the ROM is uncompressed. - The huffman compression used in the gba games is not used in the nds game, so perhaps that may be one reason it wasn't done. I think it is some generic compression thingy. If someone did do it (and make the entire ROM uncompressed), perhaps I would be more inclined to work on my dark dawn editor. Hm?
January 15, 2019, 05:38:01 PM
KyleRunner: Could someone please create a GSTOOLKIT compatible with Dark Dawn? I'll try to translate that one to my language as well (as I did with the first two games).
January 09, 2019, 02:39:00 PM
Luna_blade: I wonder when true death will strike
January 08, 2019, 03:00:02 PM
Misery: That is true
January 07, 2019, 06:08:38 PM
JamietheFlameUser: so this place is pretty inactive
December 17, 2018, 06:43:36 AM
Salanewt: Okay, minor announcement I guess. We just looked over some pre-release footage of GS1, and noticed that one of the unused and unlisted animations we discovered in GS2 (and GS1) plays in that footage. "Brine" is actually an early Fizz.
December 15, 2018, 01:06:23 AM
Fox: :D
December 15, 2018, 12:58:01 AM
Fox: A banana for you, a banana for me, a banana to your face. Your face is mine! A face for you, a face for me. A face for the banana too. Who wants to feed the banana?
December 09, 2018, 07:43:31 PM
Fox: A banana for you, a banana for me, let's all open a banana and enjoy!
December 08, 2018, 09:48:52 PM
Drake baku: ba... ba.... bana.... bana.... banana.... nanananananananana..... and now back to doing normal, kinda
December 07, 2018, 05:43:02 PM
Luna_blade: Hey I forgot the christmas theme
November 29, 2018, 09:01:09 AM
zman9000: ded
November 19, 2018, 11:05:28 AM
Drake baku: Good day to ya all
October 30, 2018, 09:45:58 PM
Atrius: There used to be where I got the battle sprites for Kraden, but that site doesn't exist any more.
October 26, 2018, 01:31:40 PM
Infitek: Do you know if there any custom Alex battle sprites available on the internet ?
October 26, 2018, 01:31:01 PM
Infitek: Hey everyone
October 13, 2018, 03:23:06 AM
Salanewt: Updated it to provide more info that I forgot to mention.
October 13, 2018, 03:16:48 AM
Salanewt: I'm still trying to iron out IQ 2 but I'm pretty sure it's entirely random targeting.
October 13, 2018, 03:16:29 AM
Salanewt: Oh yeah, I posted some more info about enemy IQ.
October 12, 2018, 09:51:27 PM
FoxThe HTML5 project is too small to count

Temple of Kraden Golden Sunrise
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