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Author Topic: [RELEASE] Golden Sun Reloaded  (Read 119393 times)
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I need saves to test encounters in GS Reloaded!

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« Reply #285 on: October 27, 2017, 07:58:55 PM »

Clotho: I'm honestly not sure actually. Probably so, that's just the first item I've come across where I tried to use it in battle.

Perhaps i worded myself poorly, but what i wanted to say is that i knew of that behavior and that's no bug for me, cause that's how it always worked.
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« Reply #286 on: November 01, 2017, 10:46:20 PM »

Super late reply, but now I agree with how this works, the item's actives and stuff. Just took a little while to wrap my head around it.
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« Reply #287 on: December 29, 2017, 08:57:09 PM »

Many ways to check: open patched and unpatched rom with Atrius' editor, open both roms with a hex editor and do a compare...
In game you can look for basic things after reading about at the changes made (in the opening post): for TLA, Felix's base class having a different name is a dead giveaway.
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« Reply #288 on: January 02, 2018, 01:14:44 AM »

Something i should have done years ago: posting a ton of .sav files.

* GSTBS_Reloaded_v1.63_(Flint_get)[1].sav (64 KB - downloaded 107 times.)
* GSTBS_Reloaded_v1.63_(Ivan_get)[1].sav (64 KB - downloaded 180 times.)
* GSTBS_Reloaded_v1.63_(Pre-Bandit_Fight)[1].sav (64 KB - downloaded 110 times.)
* GSTBS_Reloaded_v1.63_(Ivan_2nd_get)[1].sav (64 KB - downloaded 124 times.)
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« Reply #289 on: January 02, 2018, 01:16:08 AM »

Some more

* GSTBS_Reloaded_v1.63_(Leaving_Bilibin)[1].sav (64 KB - downloaded 119 times.)
* GSTBS_Reloaded_v1.63_(Kolima_Forest)[1].sav (64 KB - downloaded 111 times.)
* GSTBS_Reloaded_v1.63_(Base_of_Tret)[1].sav (64 KB - downloaded 124 times.)
* GSTBS_Reloaded_v1.63_(Breeze_fight)[1].sav (64 KB - downloaded 111 times.)
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« Reply #290 on: January 02, 2018, 01:53:56 AM »

Only allowed 4 attachments per post

* GSTBS_Reloaded_v1.63_(Forge_fight)[1].sav (64 KB - downloaded 125 times.)
* GSTBS_Reloaded_v1.63_(Pre-Tret_fight)[1].sav (64 KB - downloaded 121 times.)
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« Reply #291 on: January 02, 2018, 12:21:06 PM »

Try to zip a bunch of them, they'd still be small enough to fit in one attchment. Thanks anyway, they'll be useful for testing purposes.
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« Reply #292 on: January 03, 2018, 11:45:35 AM »

I gave Reloaded another go and it's just as fun as I remember. Not much to say about TBS since it's a simpler game, except it'd be nice if Mia could get Break at lvl25 or 26 instead of 27, because from my experience Break is needed to reliably beat Deadbeard and without it he will massacre your party after a couple of Impact casts. I am pretty sure I could have beat him earlier if I had Break earlier but I level-ground my party from around lvl25 until Mia hit lvl27 because I needed Break. My favorite class setup was Ivan and Mia in base classes and Isaac and Garet as Chaos Lords. This allowed for better defense rotations since I could have Ground, Granite, and Flash all on Garet instead of split between Isaac and Garet and with Mia's Wish Well I had little difficulty surviving. Ivan's role was unleashing Djinn and summoning Thor since Jupiter Djinn have great utility Djinn with Breeze, Zephyr, Kite, and Luff all being amazing. Also Chaos Lords are surprisingly good casters late game in TBS thanks to Fiery Blast and Wild Growth.

I've always liked TLA more since it has more interesting choices with class setups due to early Djinn imbalance, eight characters, tri-element classes being useful, and class-changing items. I still struggled in Yampi Desert and the nearby overworld, as well as all of Gondowan, but I was probably severely underlevelled with my average level around 15-16 by the time I recruited Piers. Briggs is a good fight, with all three adepts burning through a majority of their PP pool by the end. In the Eastern Sea, my zone order was Aqua Rock, Tundaria Tower, Gaia Rock, Ankohl Ruins. Of these, I found Aqua Rock and Ankohl Ruins relatively easy, Tundaria Tower brutal (in a good way), and Gaia Rock in the middle. I'm pretty sure you're supposed to do Gaia Rock before Tundaria Tower but I really wanted Ether so I did Tundaria Tower first. Avimander and Poseidon are still good fights, not much new to say about them. Avimander may be a bit on the easy side though.

In the Western Sea, Moapa and his Knights are still trivially easy. The only scary thing they do is Bramble Seed and similar which are rare. Karst and Agatio are also pretty easy compared to the Flame Dragons. If the Flame Dragons are intended to be fought after looting Treasure Isle, Yampi Desert Cave, and Islet Cave and getting a near endgame setup then their difficulty is in a good spot. After getting all the Djinn and items I need, I used the following team setup for Balrog, Star Magician, and Sentinel in that order (haven't fought Dullahan yet as he'll probably require a different setup focused on two-element classes). My party was level 34-36 before Balrog and now they're level 37-38.

Jonin Isaac: Best physical class alongside Chaos Lord but doesn't suck at casting. Low luck is an issue at times, most notably during the Balrog and Star Magician fights where he, Garet, and Felix kept getting stunned/deluded/sealed, but otherwise the class is fantastic. He runs an unleash setup with, Sol Blade, Mythril Helm, Riot Gloves, Valkyrie Mail, and Ninja Sandals.

Jonin Garet: He would have worked better as a Shogun since he isn't unleashing and he's focusing Venus and Mars power and they have better physical attack psynergy for these elements but Jonin is a surprisngly decent caster despite being a physical class. An unleash setup would make him a worse version of Isaac and Felix since the cursed items and Valkyrie Mail are occupied so he has a semi-caster setup with Alecto's Mace, Millenium Helm, Big Bang Gloves, Xylion Armor, and Dragon Boots.

Fury Ivan: Despite the class's high attack stat it sucks at physical attacks (Tisiphone Edge is Venus, the only element not included in this class) and he's too low level for Spark Plasma and Pyroclasm. Currently he's the weakest member of my party but he can still be useful by casting Impact and unleashing against enemies with high defense or Jupiter weakness. He runs a caster unleash setup with Lachesis' Rule, Berserk Circlet, Mythril Armlet, Mythril Clothes, and Ninja Sandals.

Angel Mia: Best healing class in the game (or will be once she finally learns Pure Wish haha). Agility is awful but can in your favor during boss fights if you are using two healers. She can unleash Shade or Balm without messing up her class if she doesn't need to heal that turn. Ice Missle shreds random encounters thanks to her insane 224 Mercury power. Her setup is for maximizing Mercury power with Clotho's Distaff, Psychic Circlet, Selene's Armlet, Triton's Ward, and Dragon Boots.

Jonin Felix: I decided that the difference between Darksword and Excalibur unleash setups is bigger than the difference between Ker's Weight and Lachesis' Rule unleash setups so Felix gets the Cleric's Ring. He runs an unleash setup with, Darksword, Fear Helm, Terror Shield, Stealth Armor, and Ninja Sandals.

Radiant Miko Jenna: This class is better than I gave it credit for in the past. I used to hate how it gets stuck at Briar for so long but once I learned that unleashing Mud is pretty good the class felt a lot better. Mars power is completely irrelevant since she isn't a high enough level for Dragon Fume. Too bad Ker's Weight is cursed since not using it is a 10 Venus power loss but that's not a huge deal. Her setup is for maximizing Venus power with Nebula Wand, Psychic Circlet, Big Bang Gloves, and Mysterious Robe.

Pure Mage Sheba: She's too low level for Freeze Prism and Spark Plasma but she's still a solid healer. Only significant advantage she has over Mia is agility and Revive but both of those are important at times.

Dragontamer Piers: I don't really like his class options for physical attacks since he will never measure up to a Jonin but Dragontamer is an awesome jack-of-all-trades class with solid physical damage, a party heal, a revive, a decent area damage psynergy, and Impact. It doesn't do any of these things particularly well but having someone so flexible is great. He runs a weird hybrid setup with Herculean Axe, Millenium Helm, Riot Gloves, Xylion Armor, and Ninja Sandals. Tisiphone Edge and Dragon Boots would possibly better uses of those slots but having a 57% unleash chance isn't awful and he's still a good caster with the rest of his gear.

Balrog was a fun and moderately challenging fight since he kept stunning my Jonins (Felix has 9 luck haha). Moloch was a serious issue since it gutted my party's agility allowing him to act twice before any of my adepts could act, which was a disaster. The trick I found was to unleash Zephyr a ton to counteract this. Whenever I really needed him to not summon something I had Jenna unleash Petra. He also sometimes burned a lot of Djinn of an element, disabling party heal psynergy for a while, so I had to swap my healers around as well. It was pretty hectic swapping stunned adepts in and out but overall it wasn't too difficult after I figured out the key Djinni to use.

Star Magician's fight was harder since he kept deluding and sealing my adepts. Shuriken worked wonders against the Guardian and Refresh Balls but my Jonins can't cast it when they're sealed which happened a ton thanks to their awful luck stat. One unleash from Isaac or Felix would drop a Refresh Ball and two would drop a Guardian Ball but they can't unleash when deluded. Because of the constant statuses, Tonic and Salt were key Djinni aside from the usual Flash, Shade, Granite, Aroma, and Ether. Star Magician was probably the hardest of the three superboss I fought since it's hard to even be able to damage him in the first place and I can't afford to take a turn of no damage dealing if there's a Refresh Ball.

Sentinel was surprisingly the easiest superboss of the three I fought since he's the most 'fair'. He's slow, he won't mess with my Djinn, he won't use any disables, and he won't summon allies. Isaac and Felix were the only ones doing damage to the boss since they were my only good unleashers. Ivan could have been decent if I gave him Atropos' Rod but I forgot to bring one. In retrospect I should have swapped Felix's Darksword with Tisiphone Edge but I forgot to do that was well. Even with Felix and Isaac's crazy physical setups, Sentinel's defense shot through the roof after a couple casts of Guard so I needed Kindle/Forge/Impact to balance this out. Fortunately, all my adepts aside from Jenna, Mia, and Sheba have access to Impact which help Felix and Isaac deal enough damage. Sadly Sentinel loves to use Break (while being immune to Break himself) so I had to keep reapplying Impact but overall he wasn't too hard. He occasionally one-rounded a few of my adepts but I have enough access to reviving that this wasn't a major issue.

Attached is a file with saves right before each of these superbosses.

* GSTLA-Reloaded-1.63_bat00.sav (64 KB - downloaded 114 times.)
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« Reply #293 on: January 03, 2018, 12:43:13 PM »

Based on my experiences during my two playthroughs, I have some suggestions for some item and class changes.

Items

Dragon Skin items suck except the boots. Usually you end up with enough adepts in classes that can use the relevant psynergy which aren't even that important aside from boss battles. I recommend adding elemental resistances or some other stats to make these worth using since the psynergy is not good enough.

Most weapons from early forgeable (not rusty) items aren't very good compared to the armors and even if they are good, they are quickly replaced, like Sylph Rapier vs Lightning Sword or Murakamo.

Golem Core items aside from Titan Gloves are pretty bad for the time you get them. For instance Chronos Mail is worse than Dragon Scales which you get much earlier.

Berserk Circlet should give attack (around 20-30) instead of or in addition to the PP in order to make the Fury and Valkyrie classes actually work as physical attackers. I'll explain more when I talk about those classes.

I changed my mind about the cursed mage items from my previous playthrough. They are good but they aren't good enough to justify the Cleric's Ring when Lachesis' Rule is almost as good for unleash setups. Comparing Dark Robe to Xylion Armor is pretty sad considering Dark Robe just has 5 more of each power in exchange for 5 defense and not being cursed. Sure elemental power isn't that great on warrior adepts compared to mage adepts but really mage adepts don't need more than one or two elemental powers and +25 power +40 resist options exist for each element as well as Iris Robe.

Any hope for a new endgame quality mace or light blade? There is only one endgame quality weapon light blade and two endgame quality maces (Tisiphone Edge, Rising Mace, and Alecto's Mace, and Rising Mace's attack stat is pretty bad for endgame) which severely limits the options for the Fury and Valkyrie classes and warrior adept semicaster builds.

Classes

I mentioned this in my previous post but it'd be awesome if Break would be learned a couple levels earlier. It only really matters for the Deadbeard fight and it's not very fun to level grind just for Break.

I don't really understand how Fury and Valkyrie are supposed to work. They appear to be physical classes but they just don't work as such. Firstly, compared to an Excalibur unleash setup with Riot Gloves, Tisiphone Edge, Rising Mace, and Alecto's Mace lose 28, 28, and 20 attack respectively before scaling (since you need Mythirl Armlet over Riot Gloves) and Excalibur doesn't even give as much attack as Sol Blade, Darksword, or Herculean Axe. Jenna has a decent personal attack stat but Valkyrie's 155% mod is abysmal. I'm not seeing what she brings to the table compared to Holy Knight Piers. Fury is a bit more interesting, since it seems pretty similar to the Inquisitor class but with a bunch of attack and Planetery tacked on. Ivan can only use Tisiphone edge which sucks because he will have no Venus power. Alecto's Mace seems decent on Sheba and Mia but their low personal attack stat combined with the low stats on their items and the weak 160% mod on the class makes them very bad at physical attacks. My recommendation is to reduce the PP modifier and increase the attack modifier of these classes to 175% or so, in addition to adding an attack stat buff to the Berserk Circlet in order to make these classes function as physical attackers. As they are now, their Plume Edge and Planetary psynergies are useless and their better off as a pure caster or a Lachesis' Rule/Atropos' Rod unleasher.
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« Reply #294 on: January 04, 2018, 11:27:10 PM »

Did you make a new game for this mod? iirc Caledor did some tweaking on innate psyenergies and things don't work properly if you don't start a new file on the patched rom.

I have no idea why you may have this issue though, consider I exclusively played on the latest version and didn't have that problem.

A temporary fix: You can hack a Frost Gem in to your party. :P
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« Reply #295 on: January 05, 2018, 03:31:11 PM »

@bpat
those are all excellent suggestions and there might be enough material for a new release. Especially on the Valkyrie/Fury part and the lack of endgame light blades. Most midgame items are just too hard to salvage instead. There's simply a lot of stuff into a small time frame, it's really no wonder you can't enjoy every single piece as much as you'd want to before it gets outclassed.

@zadiel
As chrono said, Piers now has frost innately, and innate psynergies are distributed the moment you start a new game. if you patch your game and hit continue piers will lose Frost as it isn't in his base class anymore.
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« Reply #296 on: January 05, 2018, 03:56:33 PM »

Quote
As chrono said, Piers now has frost innately, and innate psynergies are distributed the moment you start a new game. if you patch your game and hit continue piers will lose Frost as it isn't in his base class anymore.
Off chance this can be remedied by resetting the innate Psynergy every time you load a file? = Sounds like I could make a patch for general use.


Example - I'm thinking:

if (does not have Psynergy)
{
    give Psynergy
}

(And flag checks for the Rock Psynergy.)
« Last Edit: January 05, 2018, 04:09:21 PM by Fox » Logged

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« Reply #297 on: January 05, 2018, 04:04:24 PM »

Would fix the psynergy issue, but it wouldn't remedy the broken stats (especially Luck) grow differently from the vanilla game. I'd rather keep it as it is then: a reminder that you'd be better off starting anew.
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« Reply #298 on: January 05, 2018, 04:26:16 PM »

Good point. It might be better to start anew, yeah.


While there could be a way to partially fix the stats issue? (Only somewhat.) I really should take another look at your hack(s)... If enough of the game was played that you would have gotten an extreme advantage in level # or something... then it most certainly wouldn't be recommended.

I'm thinking:
tempVar = Current level value.... (For each char)
Set cur level value to 0 for each char (I think)...
And then call the level up function with tempVar to level that many times.
Call the recalculate stats function (So djinn/class/item stats are counted.)

I'm assuming stat-boosting items could also be checked? (Check treasure flags for if obtained, and artifacts for if dropped. (When it is an artifact) .... If it is assumed you used them, the items could always be re-added to a character/shop without putting them in as stats.)

It might be better to start anew, yeah.
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« Reply #299 on: January 05, 2018, 11:22:07 PM »

Regarding bpat's suggestions. After a bit of analysis here's what i came up with regarding the endgame.

- There will be a strong Jupiter-based Light Blade. No new items though. A few midgame blades will be moved around to have 1 strong endgame Jupiter LB. Tisiphone might even drop to second best.
- Berserker Circlet will also boost attack. Probably by 20.
- Dark Robe will probably be boosted to +30 power to all.
- Classes will see minimal or no change at all.

About the midgame: a few elemental resistances might be fine for the dragon equipment.
If there is to be a change regarding Golem Core's equipment, it will be Chronos Mail. I doubt weapons will be touched.
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Yesterday at 01:49:41 PM
Salanewt: Two weird posts about hacking in a week.
Yesterday at 04:34:53 AM
Salanewt: Lol.
June 16, 2019, 06:54:57 AM
Fox: This place is depressingly too quiet.
June 03, 2019, 07:55:18 PM
Fox: I wonder if Atrius would be interested in how my map editor would be shaping up... even if it is a bit.... messy.  - As for Textcomp being compatible with more games.... maybe some day = I would like to do that...., but it isn't on my priority list right now, unfortunately. :(   
May 29, 2019, 10:55:32 PM
KyleRunner: Fox, could you, please, make your Textcomp compatible with more games (Mario Golf and Tennis)? 
May 27, 2019, 10:10:08 PM
Caledor: I released a patch that does just that. It's in the download section
May 26, 2019, 04:47:43 AM
ryancaesar12345: and how to change a elemtal color like steam normal violet change to blue?
May 25, 2019, 02:53:49 PM
ryancaesar12345: i saw in reloaded too many icon replace or changes and shade and flash decrease block damage 60 and 90 to 50 and 60 i think summon % hp damage decrease class separation change the treasure items the effects are change 
May 25, 2019, 02:22:15 PM
Fox: Another thing about the Separation Patch and why we need PC based class type charts = With Atrius's patch = If you set all eLevels to 0, ... then when you get djinn of just one type, and each PC becomes something... well... Jenna/Piers would have the same base classes as Felix/Sheba... ... but this is concept-wise to show that something may be given up.....
May 25, 2019, 02:12:36 PM
Fox: "overwritting it" I mean the data in the buffer... not the originally file you loaded. - That only ever gets overwriting via the Save/Save As buttons.)
May 25, 2019, 02:07:44 PM
Fox: That being said, any newer version made, won't necessarily be compatible to an older version of gsmagic. It all depends on what I do.
May 25, 2019, 02:04:52 PM
Fox: The way I have it now - there's a bit of a space limitation for world map editing... that if the data covers more than what it originally does, it will let you know... (Although, it may only tell you after already overwriting it.) - So I'll need to eventually do fixes for that. But as this is an experiment editor, I'm still willing to release partial completions at times... for sake of concept,
May 25, 2019, 01:59:36 PM
Fox: (The absolute latest version of my editor is WIP/has not been released.... and I was hoping to feature World Map tilemap editing.)
May 25, 2019, 01:55:00 PM
Fox: (Careful with some editors though.... as you'll need to understand GBA is little endian... so some hex editors might show the data as Big Endian.... basically little endian is reverse bytes. (so AA BB CC DD as 8-bit/bytes.... becomes DDCCBBAA as a 32-bit)
May 25, 2019, 01:51:30 PM
Fox: tla editor... bt rather... to google for a hex editor... such as HxD, Windhex, Hex Editor Neo, etc... and use that.... Or you could just do it in VBA's memory viewer for temporary edits. (You can still save the ROM section by saving a dump, and changing from .dmp to .gba, though... but that takes a bit to explain.)
May 25, 2019, 01:49:40 PM
Fox: I thought maybe I would need to clarify.  - gsmagic is my experiment editor.  It can be found on this forum. (e.g. http://forum.goldensunhacking.net/index.php?topic=2805.0 has it, but is not the latest version of my editor.) ; Those patches - applying them is for making them easier to edit via a hex editor.... Since originally it is done in assembly... a bit of a mess for editing.... , so those patches turn that data into table(s).... ; When I say "hex editor" = No, I don't mean to use the 
May 25, 2019, 01:27:51 PM
ryancaesar12345: i dont understand a thing simple success rate and simple summon  .ips files how to understand? by patch in original rom and view in gs tla editor?
May 25, 2019, 01:26:12 PM
ryancaesar12345: gsmagic? what is that and is that a editor where i can download that?
May 25, 2019, 01:03:43 PM
Fox: gsmagic only really supports GS2 (U) as well... While there is minor support for GS1 (Mainly to view maps), can't really say it counts yet.
May 25, 2019, 01:00:10 PM
Foxhttp://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=59 = And the Simple Summons thing... (Hex editor experience expected..) ... For all three of the hex editor experience stuff... I mean just basic knowledge should be enough to get by.

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