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D-Bug & Automation Forum >> Coding >> Hidden messages in code
http://d-bug.mooo.com/dbugforums/cgi-bin/yabb2/YaBB.pl?num=1257011785 Message started by ggn on 31.10.09 at 17:56:24 |
Title: Hidden messages in code Post by ggn on 31.10.09 at 17:56:24
There is a similar thread on www.bitfellas.org, but since their forum is only visible through registration, I'll post what I've posted there right here.
Line of fire Quote:
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Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 17:58:26
Type 'Fenny' (shift+f) while palying the tunnel sequence in Interphase and you get an interactive hidden screen with a slideshow of all 3D objects and the following text:
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Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 17:59:50
Double Dragon
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Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 18:01:13
3D Pool
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Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 18:02:03
Hades Nebula
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Aparrently Mzzz D. Rose was quite the lady, because the game crashes at a later point ;) |
Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 18:03:23
E-motion
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Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 18:04:03
Wings of death
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Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 18:04:56
Advanced Ski Simulator
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Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 18:05:30
Antago
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Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 18:06:04
APB
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Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 18:07:30
Arkanoid
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Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 18:08:03
Astaroth
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Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 18:08:23
Baal
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Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 18:08:46
Gold of the aztecs
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Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 18:09:10
Bermuda project
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Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 18:11:31
Anarchy
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Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 18:12:05
Berlin 1948
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Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 18:12:35
Bivouac
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Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 18:13:11
Black tiger
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Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 18:13:51
Brataccas
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Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 18:14:31
Buggy Boy
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Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 18:14:59
UN Squadron
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Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 18:15:42
Arkanoid II
Code (] BALLS BEQ CAPSET CMP #1,D0 BEQ GSNAK CMP #2,D0 BEQ B16 MULTIMEG:MOVE #1,MEGA MOVE.L #$5A950,BALLTYPE BRA DISPJN BADMULT:MOVE #8,BADMAX BRA CAPSET B16: MOVE.B #16,BALLS MOVE.L #ESHOT,D7 BSR SON MOVE BALLINPLAY,D0 BSR TRNSCLC BSR TRNSIN MOVE #48,D0 BSR TRNSCLC MOVE SPEED,D0 ASL #4,D0 MOVE.L #DIRTABX,A0 ADD D0,A0 MOVE #7,d1 B16ER: MOVE DIRTABY-DIRTABX(A0),YDRCT MOVE (A0)+,XDRCT TST 256(A5) BPL B162 BSR TRNSOUT B162: NEG YDRCT ADDQ.L #2,A5 TST 256(A5) BPL B163 BSR TRNSOUT B163: ADDQ.L #2,A5 DBRA D1,B16ER BRA CAPSET GLAS: MOVE.B #LAS,BATTYPE MOVE.L #X+48,MAXSHOTS BRA CAPSET GSNAK: MOVE BALLINPLAY,D0 BSR TRNSCLC BSR TRNSIN MOVE X,SNAKX MOVE Y,SNAKY MOVE XDRCT,SNAKXD MOVE YDRCT,SNAKYD MOVE ANGLE,SNAKANG MOVE #11,D0 SUB.B BALLS,D0 MOVE D0,SNAKCNTR MOVE.B #20,SPEEDUP BRA CAPSET NGOL: CAPSET: MOVE.B OLDBT,D7 BEQ.L STRNS CMP.B #ext,D7 BEQ.S EXRET CMP.B #SHRINK,D7 BEQ SHRKRET CMP.B #TWIN,D7 BEQ CAPFIN CMP.B #GHOST,D7 BEQ GHOSTRET CMP.B #las,D7 BNE.L STRNS MOVE.L #$6E340,SRCE+4 MOVE.L #$6E350,MASK+4 MOVE.B #24,GLOCNT RETNGLO: MOVE.L #-$820,GLODRN MOVE.B #2,TRANS BRA.S CAPFIN EXRET: MOVE.L #$6D2D0,SRCE+4 MOVE.L #$6D2E8,MASK+4 MOVE.B #16,GLOCNT MOVE #1,XCHNGE MOVE.L #E5,D7 BSR.L son BRA.S RETNGLO SHRKRET:MOVE.L #$6D470,SRCE+4 MOVE.L #$6D488,MASK+4 MOVE.B #16,GLOCNT MOVE #-1,XCHNGE MOVE.L #E42,D7 BSR son BRA.S RETNGLO GHOSTRET:MOVE #-1,C+4 MOVE #-1,C+6S TRNS: BSR.L STRANS CAPFIN: MOVE.L #player1 +2,A0 BSR.L score CAPEND: MOVE #$FFFF,C+10 NOCAP: ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; SPARKLESPARKLER: SUBQ.W #1,SKCNTR BNE.S NSPARKLER MOVE #2,SKCNTR MOVE.L #X,A0 MOVE.L #30,D1 ADD.L D1,A0 S [...):
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Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 18:16:16
Captain Fizz
[code] "=====================",13,10 dc.b "Insert disk to test in drive 0 then press any key...",13,0 string2 dc.b "This disk is GOOD ",0 string3 dc.b "This disk is BAD ",0 clear1 dc.b 27,'E',0 CNOP 0,2 clear move.l #clear1,a0 clear entire screen jsr printf rts intro move.l [/code] |
Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 18:17:32
Chase HQ
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Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 18:17:44
Continental Circus
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Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 18:53:40
Colorado
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Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 19:15:49
Double Dragon
Code (]move.l #1,-(a7) move.w #$20,-(a7) trap #1 add.l #6,a7 tst.w d0 beq user1 move.l usstack,-(a7) move.w #$20,-(a7) trap #1 add.l #6,a7 user1 rts[/code):
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Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 19:16:51
Death Trap
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Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 19:18:00
Defender of the crown
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Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 19:19:57
Double Dragon II
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Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 19:20:08
Dragon Breed
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Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 19:20:31
Dragon's Lair
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(not a mistake, it was on DL :) |
Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 19:20:44
Dragon's Lair II
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(at least they got it right this time :P) |
Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 19:20:59
Dynamite Dux
Code (] ONE DAY,6789 WAS PLAYING WITH [ch63739):
And that made my day (and also made me want to hack this game to see if any naughty gfx are present :D ) |
Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 19:22:34
Eliminator
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Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 19:23:47
F15 Strike Eagle II
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Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 19:24:10
F19 Stealth Fighter
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Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 19:24:26
Fire And Forget II
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Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 19:25:00
Gauntlet II
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Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 19:25:21
Gauntlet
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Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 19:27:14
Sonical Fantasia / Equinox (Stingray patch ;)) (on amiga)
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Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 19:27:56
Super Squeek
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Title: Re: Hidden messages in code Post by ggn on 31.10.09 at 19:30:55
The new tetris (N64)
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Original [http://www.dextrose.com/_forum/showthread.php?t=1925&page=2&pp=15]here[/url] |
Title: Re: Hidden messages in code Post by ggn on 15.11.09 at 11:59:13
Double Bobble 2000
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Title: Re: Hidden messages in code Post by Klapauzius on 15.11.09 at 22:38:19
Typhoon
Sorry, in German only. Too lazy and tired to translate... Quote:
EDIT: translation: Quote:
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Title: Re: Hidden messages in code Post by simonsunnyboy on 16.11.09 at 19:13:29 Klapauzius wrote on 15.11.09 at 22:38:19:
Hehe, now that is a good one ^^ |
Title: Re: Hidden messages in code Post by ggn on 15.12.09 at 21:54:16 simonsunnyboy wrote on 16.11.09 at 19:13:29:
Hehe, now that is a good one ^^[/quote] You mean you haven't read a message like that before? |
Title: Re: Hidden messages in code Post by ggn on 15.12.09 at 22:01:02
Super Gridrunner
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Title: Re: Hidden messages in code Post by ggn on 15.12.09 at 22:39:25
Ruff & Ready
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Title: Re: Hidden messages in code Post by ggn on 15.12.09 at 22:47:27
Wacky races
Code (]* This routine loads the Bootsector load_bootsector move.w #2,side(a6) ; A: side 0 bsr set_side ; sets the side bsr restore ; SEEK TRACK 0 move.l #load_buffer,a0 move.l a0,loadaddress(a6) add.l #512*8,a0 move.l a0,endaddress(a6) bsr set_dma_address move.w #1,sector(a6) ; sector number 1 bsr readsector ; read 1 sector rts *---------------------------------------------------------------------------* * This routine loads the directory sectors load_dir2 move.w #2,side(a6) ; A: side 0 bsr set_side ; sets the side move.l #load_buffer,a0 move.l a0,loadaddress(a6) add.l #512*8,a0 move.l a0,endaddress(a6) bsr set_dma_address moveq #1,d0 moveq #0,d1 move.w NFATS(a6),d1 move.w SPF(a6),d2 mulu d2,d1 add.l d1,d0 ; d0 = logical start sector move.w #-1,last_t move.w d0,logical(a6) move.w #7-1,nlog(a6) ; number of logical sectors to load bsr load_logical rts *---------------------------------------------------------------------------* * This routine loads the F.A.T sectors load_fat move.w #2,side(a6) ; A: side 0 bsr set_side ; sets the side move.l #load_buffer,a0 move.l a0,loadaddress(a6) add.l #512*8,a0 move.l a0,endaddress(a6) bsr set_dma_address bsr restore ; track 0 move.w #2,sector(a6) move.w SPF(a6),d4 subq.w #1,d4 .loop bsr readsector add.w #1,sector(a6) dbra d4,.loop rts *---------------------------------------------------------------------------* * This routine gets the bootsector info get_boot_info move.l #load_buffer,a0 moveq #0,d0 move.b $0b(a0),d0 lsl.w #8,d0 move.b $0c(a0),d0 bsr convertmsdosw move.w d0,BPS(a6) moveq #0,d0 move.b $0d(a0),d0 lsl.w #8,d0 bsr convertmsdosw move.w d0,SPC(a6) moveq #0,d0 move.b $0e(a0),d0 lsl.w #8,d0 move.b $0f(a0),d0 bsr convertmsdosw move.w d0,RES(a6) moveq #0,d0 move.b $10(a0),d0 lsl.w #8,d0 bsr convertmsdosw move.w d0,NFATS(a6) moveq #0,d0 move.b $11(a0),d0 lsl.w #8,d0 move.b $12(a0),d0 bsr convertmsdosw move.w d0,NDIRS(a6) moveq #0,d0 move.b $13(a0),d0 lsl.w #8,d0 move.b $14(a0),d0 bsr convertmsdosw move.w d0,NSECTS(a6) moveq #0,d0 move.b $16(a0),d0 lsl.w #8,d0 move.b $17(a0),d0 bsr convertmsdosw move.w d0,SPF(a6) moveq #0,d0 move.b $18(a0),d0 lsl.w #8,d0 move.b $19(a0),d0 bsr convertmsdosw move.w d0,SPT(a6) moveq #0,d0 move.b $1a(a0),d0 lsl.w #8,d0 move.b $1b(a0),d0 bsr convertmsdosw move.w d0,NSIDES(a6) moveq #0,d0 move.b $1c(a0),d0 lsl.w #8,d0 move.b $1d(a0),d0 bsr convertmsdosw move.w d0,NHID(a6) rts *---------------------------------------------------------------------------* convertmsdosw move.w d0,d1 and.w #$ff00,d0 and.w #$00ff,d1 lsr.w #8,d0 lsl.w #8,d1 or.w d1,d0 rts *---------------------------------------------------------------------------* ; This routine searches for the desired filename sfilename dc.b " . " dfilename dc.b " . " search_name lea sfilename(pc),a0 move.l #" ",(a0)+ move.l #" ",(a0)+ move.b #".",(a0)+ move.b #" ",(a0)+ move.b #" ",(a0)+ move.b #" ",(a0)+ move.l #load_buffer,a5 ; dir list move.l filepointer(a6),a4 ; filename lea sfilename(pc),a0 moveq #8-1,d7 ; first name .search1 move.b (a4)+,d2 beq.s .gotsname cmp.b #".",d2 beq.s .gotsfilen bsr convertupper ; make upper case move.b d2,(a0)+ dbra d7,.search1 cmp.b #0,(a4) beq.s .gotsname addq.l #1,a4 ; skip period (.) .gotsfilen lea sfilename+9(pc),a0 moveq #3-1,d7 ; first name .search2 move.b (a4)+,d2 beq.s .gotsname cmp.b #".",d2 bne.s .notper bra.s .search2 .notper bsr convertupper ; make upper case move.b d2,(a0)+ dbra d7,.search2 .gotsname move.w #112-1,d0 ; max dir ents .searchdir move.l a5,a4 ; dir pointer lea dfilename(pc),a3 move.b (a4)+,(a3)+ move.b (a4)+,(a3)+ move.b (a4)+,(a3)+ move.b (a4)+,(a3)+ move.b (a4)+,(a3)+ move.b (a4)+,(a3)+ move.b (a4)+,(a3)+ move.b (a4)+,(a3)+ ; name move.b #".",(a3)+ move.b (a4)+,(a3)+ move.b (a4)+,(a3)+ move.b (a4)+,(a3)+ ; ext lea sfilename(pc),a0 lea dfilename(pc),a1 move.l (a0),d2 cmp.l (a1),d2 bne.s .nomatch move.l 4(a0),d2 cmp.l 4(a1),d2 bne.s .nomatch move.l 8(a0),d2 cmp.l 8(a1),d2 bne.s .nomatch bra.s .match .nomatch lea 32(a5),a5 dbra d0,.searchdir move.w #1,error(a6) *---------------------------------------------------------------------------* * This routine loads logical sectors load_logical move.w nlog(a6),d4 ; nunber of sectors to load .loop moveq #0,d0 move.w logical(a6),d0 divu SPT(a6),d0 move.w d0,l_track(a6) swap d0 add.w #1,d0 move.w d0,l_sector(a6) move.w #0,d0 swap d0 move.w #2,side(a6) cmp.w #1,NSIDES(a6) beq.s .ss divu #2,d0 move.w d0,l_track(a6) swap d0 addq.w #2,d0 move.w d0,side(a6) .ss bsr set_side ; get side move.w l_track(a6),d0 cmp.w last_t(a6),d0 ; same rts .match moveq #0,d0 move.b 26(a5),d0 lsl.w #8,d0 move.b 27(a5),d0 bsr convertmsdosw move.w d0,cluster(a6) move.l loadpointer(a6),d0 move.l d0,loadaddress(a6) move.l d0,d4 moveq #0,d0 move.b 28(a5),d0 lsl.w #8,d0 move.b 29(a5),d0 bsr convertmsdosw move.w d0,d2 swap d2 move.b 30(a5),d0 lsl.w #8,d0 move.b 31(a5),d0 bsr convertmsdosw move.w d0,d2 swap d2 move.l d2,filelen(A6) rts *---------------------------------------------------------------------------* convertupper cmp.b #"a",d2 blt.s .noc cmp.b #"z",d2 bgt.s .noc sub.b #"a",d2 add.b #"A",d2 .noc rts *---------------------------------------------------------------------------* load_cluster move.w cluster(a6),d0 subq.w #2,d0 ; starts at sector 2 muls SPC(a6),d0 add.w DATREC(a6),d0 ; add DATREC tst.w d0 bge.s .smeg move.w #0,d0 .smeg move.w d0,logical(a6) ; store logical sector move.w #2-1,nlog(A6) ; 2 sectors bsr load_logical rts ; Load cluster *---------------------------------------------------------------------------* next_cluster move.l #load_buffer,a0 moveq #0,d0 move.w cluster(a6),d0 moveq #3,d1 mulu d0,d1 lsr.w #1,d1 btst #0,d0 bne.s .codd .ceven move.b 1(a0,d1.w),d0 lsl.w #8,d0 or.b 0(a0,d1.w),d0 and.w #$0fff,d0 move.w d0,cluster(a6) bra.s .gcluster .codd move.b 1(a0,d1.w),d0 lsl.w #8,d0 move.b 0(a0,d1.w),d0 lsr.w #4,d0 and.w #$0fff,d0 move.w d0,cluster(a6) .gcluster rts *---------------------------------------------------------------------------* seek move.w #$86,(dmamode).l move.w d0,d7 bsr wrt1772 move.w #$80,(dmamode).l move.w #$13,d7 bsr wrt1772 bsr fdcwait rts *---------------------------------------------------------------------------* * This routine sets the DMA address set_dma_address move.l loadaddress(a6),d7 move.b d7,$ff860d lsr.l #8,d7 move.b d7,$ff860b lsr.l #8,d7 move.b d7,$ff8609 rts *---------------------------------------------------------------------------* * This routine restores the Drive (seeks track 0) restore move.w #$80,(dmamode).l move.w #%00001111,d7 bsr wrt1772 ; 6m/s Step rate bsr fdcwait ; normal fdc wait rts *---------------------------------------------------------------------------* * This routine sets the side (0 or 1) set_side movem.l d0-d7/a0-a6,-(sp) ; save all regs moveq.l #0,d7 move.w side(a6),d7 bne.s .set ; set side bsr motoroff ; wait for motor to stop moveq #0,d7 .set eor.b #7,d7 and.b #7,d7 move.b #$e,$ff8800 ; GI-SELECT move.b ($ff8800).l,d0 and.b #$f8,d0 or.b d0,d7 move.b d7,$ffff8802.w ; GI-WRITE movem.l (sp)+,d0-d7/a0-a6 rts *---------------------------------------------------------------------------* * This routine turns off the motor motoroff move.w #$80,(dmamode).l .test bsr read1772 btst #7,d0 bne.s .test rts *---------------------------------------------------------------------------* * This routine gets the status of the 1772 read1772 bsr wait move.w (dmascnt).l,d0 bsr wait rts *---------------------------------------------------------------------------* * This routine gets the status of the 1772 wrt1772 bsr wait move.w d7,(dmascnt).l bsr wait rts *---------------------------------------------------------------------------* * This routine performs a short delay wait move.w sr,-(sp) move.w #$20,d5 .loop dbra d5,.loop move.w (sp)+,sr [...):
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Title: Re: Hidden messages in code Post by Shw on 16.12.09 at 06:44:44
interesting DMA rout with comments, thank GGN
Shw |
Title: Re: Hidden messages in code Post by Klapauzius on 29.10.11 at 09:06:10
Gauntlet
[code]l_valkyrie ds.w 1 l_wizard ds.w 1 l_elf ds.w 1 * saved_warrior: ds.l 8 * saved states of players when changing levels * * Joystick variables * .globl jstick_0 jstick_0 ds.b 1 * data byte for j0 jstick_1 ds.b 1 * data byte for j1 .globl j0_direction j0_direction ds.w 1 * direction for player j0_x ds.w 1 * joy stick 0 x direction j0_y ds.w 1 * joy stick 0 y direction j0_button ds.w 1 * joy stick 0 button j0_magic ds.w 1 * FFFF when using magic j1_direction ds.w 1 * j1_x ds.w 1 * joy stick 1 x direction j1_y ds.w 1 * joy stick 1 y direction j1_button ds.w 1 * joy stick 1 button j1_magic ds.w 1 * FFFF when using magic k0_direction ds.w 1 * direction for player k0_x ds.w 1 * kbd stick 0 x direction k0_y ds.w 1 * kbd stick 0 y direction k0_button ds.w 1 * kbd stick 0 button k0_magic ds.w 1 * FFFF when us[/code] Just a fragment of the original source code, to be found in a sector on game disk 2. |
Title: Re: Hidden messages in code Post by MitchFrenzal on 30.10.11 at 15:20:48
That Dynamite Dux code was something to do with the code "NUDE", But I can't remember how you set it off. I seem to recall you have to hold all four keys down though. :/
(Type "Cheat" on the title screen, That should do it. 1-6 selects level, and typing "nude" brings up the bonus screen) I will post a screenshot at some point, Just for GG. :P Bollocksed if I can get that kinky intro to appear now, Will work on it later, (Even if it means digging my old disk version out and pushing it through my STFM) |
Title: Re: Hidden messages in code Post by robert2098 on 04.11.11 at 10:01:13
Inside the Atari 8-bit game "Alley cat":
Q: Why can't a pirate use a dildo?? A: Because it chips his teeth. |
Title: Re: Hidden messages in code Post by Klapauzius on 21.01.12 at 18:20:08
Dugger
Code (]This message goes to all crackers, who will ever read this message: Please do not crack this little program, because it was a hard work to create it. So please give this program a chance, and wait some time, so that it can be sold sometimes. Thank you ! Till and Markus and Jochen![/code):
Code (]Wer Highscores nachmacht oder verfälscht oder Nachgemachte oder Verfälschte sich verschafft, wird mit Softwareentzug nicht unter 2 Jahren bestraft.[/code):
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Title: Re: Hidden messages in code Post by Phill on 14.04.12 at 12:21:49
Hunter Francais version Atari ST
"Oi out my code!" "and now act two" "well done nibbler, now try writing a full game.... PAUL!" |
Title: Re: Hidden messages in code Post by Phill on 14.04.12 at 12:22:43
Rick Dangerous Enhanced Atari ST version
"Game dedicated to Jayne, with all my love 4ever - Simon Phipps 03/02/1989. U must be hacking to get here - All the best 2 U 4 the future." |
Title: Re: Hidden messages in code Post by Shw on 14.01.14 at 19:12:38
Saint & Greavsie
This game is dedicated with love 2 Jayne, the lady I marry 2morrow - Simon Phipps 02/06/1989.U must be hacking 2 find this - All the best 2 U 4 the future. P.S. This game was started 15/02/89 - this is the last (?) time I change it - 30/08/89 ( and married life is great! |
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