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Sega Saturn News is a News and downloads site
for the Sega Saturn, Sega 32X and Vintage Sega Consoles, We have
all the latest emulators, homebrew and all the downloads on this
site, we also cover commercial gaming and console news. Part of
the DCEmu Homebrew & Gaming Network.
THE LATEST NEWS BELOW
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January 24th, 2013, 13:41 Posted By: wraggster
via http://emu-russia.net/en/
Sega Saturn emulator for Windows has been updated recently. Changes:
- This new release is about change, on both the user interface and the emulation core.
- We added an essential feature missing in Qt port: the debug interface. With this new feature, we now recommend the Qt port as default port for Linux (and friends) and Windows. You can also use it on Mac OS X or you can use the specific Cocoa port. This port gained a new feature too: it can now loads ISO and BIN/CUE files, so you can play on a Mac without an optical drive.
- There’s been many changes on the emulation side too: The software renderer is now a big boy and now handles transparency and many other VDP2 features, making many more games playable. The OpenGL renderer also include a number of new features, but as the software renderer, though slower, is running more games, we made it the default.
- The last big thing in this release is it will be the last to support some options, mainly ports, that we will remove as we can’t, or don’t want, to maintain them anymore.
- First, we remove three ports that have been superceded by better alternatives:
-- the native Windows port in favor of the Qt port;
-- the Carbon port for the Cocoa one;
-- the Wii port, you can find a better one on WiiBrew.
The PSP port will disappear too, except if someone feels like taking it over.
On the technical side, this will also be the last release to be buildable with autotools and we’re dropping support for autopackage.
News source: http://sourceforge.net
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January 7th, 2013, 14:39 Posted By: wraggster
via http://www.aep-emu.de/
Zega Alpha is the new name of vbsms+, an enhanced version version of the Sega MasterSystem/GameGear emulator.
Due to updates, please reconfigure your input before playing games. You may need to also rename your saves, movies, and such from *.v* to *.z*. This is due to a change in the folder system.
Input
- Added a Button 1+2 combo for SMS Control Pads and Game Gear
- Updated Paddle Control code to have access to SMS Pause button
GUI
- Updated some minor cosmetic things in a few windows
Der Englische Text:
Zega Alpha 3.2.2 (1/6/13)
Due to updates, please reconfigure your input before playing games. You may need to also rename your saves, movies, and such from *.v* to *.z*. This is due to a change in the folder system.
Input
- Added a Button 1+2 combo for SMS Control Pads and Game Gear
- Updated Paddle Control code to have access to SMS Pause button
GUI
- Updated some minor cosmetic things in a few windows
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January 4th, 2013, 13:58 Posted By: wraggster
via http://www.aep-emu.de/
A new test-version of the Sega Saturn emulator SSF has been released.
Machine translation
Quote:
I made up a test version.
Changes were provided the option to disable the scan line to full screen mode.
After that, I was provided with the option to handle a separate thread DSP. After that ... I forgot.
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December 30th, 2012, 00:52 Posted By: wraggster
via http://www.emucr.com/
SSF Test Version (12/12/28) is released. SSF is a Sega Saturn emulator for Windows systems using DirectX 9.0b. The current version claims near-complete implementation of the Sega Saturn hardware (not counting emulation bugs), and can emulate the Saturn based Sega Titan Video arcade hardware too. As with most emulators, CDs or disc images are not included and have to be owned separately. The BIOS is also not included; as of 0.07 Beta R3, games run without the BIOS however. The usage of BIOS files is optional but recommended for better compatibility, and needed for tasks such as management of the contents of the internal memory of the Sega Saturn, or setting the system clock.
SSF Test Version (12/12/28) Changelog:
- fixed a bug in the 68000 emulator.
- fixed the sound generation process.
- fixed the processing of SCU-DMA.
- State data saved version has changed.
- I was provided the option to set the percentage of the scan line.
- I was provided the option to set the processing alternative SH2 recompile.
- I was provided the option to enable / disable the instruction cache SH2.
- I tried not to save the configuration file emulated speed.
- I've improved handling semi-transparent mesh.
- I fixed a bug that can not save state / load the scene.
http://www.mediafire.com/?krnov7ddkc19tpf
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November 28th, 2012, 15:26 Posted By: wraggster
via http://www.emucr.com/
DGen Git (2012/11/27) is compiled. DGen/SDL is a free, open source emulator for Sega Genesis/Mega Drive systems. DGen isn't the best Mega Drive/Genesis emulator out there, but it works and it's probably the most portable. It's also perfect for command‐line freaks.
DGen Features:
- Game Genie/Hex codes support
- PAL/NTSC, fullscreen modes
- Joypad / joystick support
- OpenGL textured video output
- Portable (64‐bit, endian safe), runs in Windows using MinGW
- Screenshots, demos recording and playback
- Musashi and StarScream (x86‐only) CPU cores
- CZ80 and MZ80 (generic and x86‐only versions)
- 16‐bit, 8000 to 48000Hz sound output
- Support for 8, 15, 16, 24 and 32 bpp modes
- Archived/compressed ROMs support
- M68K debugger (contributed by Edd Barrett)
- hqx and scale2x scaling filters
DGen Git Changelog:
* sdl: fix OpenGL texture type for 32bpp on big endian machines
On big endian machines, the 32bpp texture type used by default is
reversed, requiring bool_swab to be enabled. The 16bpp texture type
doesn't have this problem.
It's annoying, so this commit replaces the default GL_UNSIGNED_BYTE type
with GL_UNSIGNED_INT_8_8_8_8_REV on big endian machines.
Bug: 3588431
Reported-by: anthonyjbentley
Signed-off-by: zamaz
http://www.mediafire.com/?nai434814xs6v5s
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November 26th, 2012, 13:41 Posted By: wraggster
As we move away from our monthly Back in Time articles, and before we begin any one off articles, we decided to produce a feature that would help bridge the transition. And what better way than a celebratory look back at the release of Sonic the Hedgehog 2 in November 1992?
We scoured high and low to bring together all the known UK reviews of Sonic the Hedgehog 2, whether it be good, bad or ugly. We researched many classic videogaming publications such as Computer & Video Games, Mega Drive Advanced Gaming, MegaTech, Sega Power, Sega Pro and Sega Zone.
So sit back and enjoy the most comprehensive collection of Sonic 2 reviews in the world.
http://www.outofprintarchive.com/art...onic2sDay.html
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November 19th, 2012, 15:21 Posted By: wraggster
via http://www.aep-emu.de/
DGen/SDL SDL is a Sega Genesis emulator for Linux / SDL
Quote:
--------------------------------------------------------------------------------
WHAT´S NEW?
--------------------------------------------------------------------------------
v1.31 <- v1.30
* Joystick axes can now be configured for controllers with more than two.
They can also be reversed.
* Implemented command "calibrate_js" to configure joystick buttons
interactively.
* Fixed a bug in the debugger prompt handler.
* Implemented FM2612 debugging support.
* Refactored SDL keyboard handling.
* Removed Linux-specific joystick code which no one uses (not even in
Linux, where the SDL version has always been preferred).
* Implemented the ability to bind arbitrary commands to joystick buttons.
This makes DGen fully controllable from a joystick/joypad.
* Implemented proper sprite masking. This fixes annoying priority glitches in
a number of games.
* Fixed half-submitted commands support in the VDP. This finally fixes the
mangled EA logo.
* Some code refactoring and documentation.
* Improved region settings. The single "region" variable can be used to
switch interactively from one region settings to another (identifier,
resolution, PAL/NTSC mode and frame rate).
* Improved region auto detection with the ability to specify a preference
order ("str_region_order" variable).
* Fixed other miscellaneous bugs (NASM on non-x86 targets, uninitialized
variables, other warnings and errors).
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October 18th, 2012, 00:17 Posted By: wraggster
Sega of Japan has released a (very) short teaser, er, teasing the impending announcement of five new games. Showing the text "2x5," and following it with five very recognizable sound clips from some of Sega's greatest arcade games, specifically those that ran on its Model 2 board. All told, we hear Akira fromVirtua Fighter 2, Bahn from Fighting Vipers, rings from Sonic: The Fighters, and the announcers from Virtua Striker and Virtual On. Sega will apparently be making an announcement about the games tomorrow, presumably that they're coming to download services like PlayStation Network and Xbox Live Arcade.
Virtua Fighter 2, Fighting Vipers and Sonic: The Fighters aren't exactly a surprise, as they've already been rated for Xbox by the USK, but this is the first time we've heard of Virtua Striker or Virtual On. Good news for fans of soccer and giant robots!
http://www.joystiq.com/2012/10/17/se...ipers-virtual/
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October 18th, 2012, 00:03 Posted By: wraggster
Retro Sega fans will be getting all squeaky at a new deal over on DotEmu that bundles 45 classics together for $9.98.
The massive digital games pack for play on PC comes with a hefty serving of Sega nostalgia, including all the major Mega Drive Sonics, Golden Axe, Ecco the Dolphin, Space Harrier 2, Virtua Figher 2 and loads more.They all come with configurable keys, filters, controller support and an instant save feature.
The full list is below:
Sonic the Hedgehog
Sonic the Hedgehog 2
Sonic 3 & Knuckles
Sonic Spinball
Sonic 3D Blast
Golden Axe
Altered Beast
Comix Zone
Ecco The Dolphin
Gain Ground
Shinobi III: Return of the Ninja Master
VectorMan
Crack Down
Shadow Dancer
Space Harrier II
Ecco JR
Alex Kidd in The Enchanted Castle
Bonanza Bros.
Super Thunder Blade
Kid Chameleon
Ristar
Galaxy Force 2
Columns
Eternal Champions
Fatal Labyrinth
Bio-Hasard Battle
Columns III
Sword Of Vermilion
Virtua Fighter 2
Ecco II: The Tides of Time
Alien Storm
Decap Attack
Flicky
ESWAT: City Under Siege
Golden Axe 2
Landstalker: The Treasure of King Nole
Shining Force
Wonder Boy III: Monster lair
Streets of Rage 2
Alien Soldier
Light Crusader
Gunstar Heroes
Street of Rage
Shining Force II
Shining in the Darkness
This comes after Sega released a video (below) teasing an announcement tomorrow regarding what appears to be the revival of numerous classic Sega arcade games which ran on the Model 2 arcade board.
Sound effects in the video have been identified as being from Virtua Fighter 2, Fighting Vipers, Sonic the Fighters, Virtua Striker and Virtual On. It seems unlikely this relates to the DotEmu bundle, so look out for more news tomorrow.
http://www.computerandvideogames.com...-on-pc-for-10/
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October 10th, 2012, 14:58 Posted By: wraggster
news via http://www.aep-emu.de/PNphpBB2-file-...c-t-19329.html
BizHawk is a multi-system emulator in C#.
Supported Systems
Nintendo Entertainment System (NES)
Super Nintendo (SNES)
Gameboy
Gameboy Color
Super Gameboy
Sega Master System
SG-1000
Game Gear
PC-Engine (TurboGrafx-16) / CD-ROM
SuperGrafx
TI-83 Calculator
Unofficially Released
Sega Genesis (Experimental)
Quote:
BizHawk 1.1.1b
Windows Binary
Released: October 08, 2012
Revision Range 3382 - 3394
SNESHawk - a big fix to the bsnes determinacy woes, this fix fixes problems with "virtual lag frames" that were the cause of internally savestating (to fix determinacy problems).
Statusbar saveslots - right click will now save to that slot
Add ROM info for SMS and PCE games to the ROM status bar icon
BizHawk 1.1.1a
Windows Binary
Released: October 07, 2012
Revision Range 3175 - 3381
Fixes issues with GBC support (input, display, paths)
BizHawk 1.1.1
Windows Binary
Released: October 06, 2012
Revision Range 3154 - 3374
New Platform support: Super Gameboy!
Multiclient
Trace Logger Tool, for NES, SMS/GG/SG, and PCE cores
Bilinear Filtering option
XInput support, LT/RT are possible inputs now
Joystick suppert - Fix "hardcoding" of left & right analog sticks being mapped to the arrow buttons
Reboot core notification system (since many settings on various cores don´t take effect until rebooted)
Add Saveram backup feature, similar to savestate backup feature, defaults to On
Support custom resizing
Support Windows 7 shortcuts: Win+L Win+R Win+U
Fix memory leak when using OSD Capture
Fix the bug where choosing a small size from the menu (typically 1x) would cause unexpected black bars
Fix status bar icons to really hide when not necessary, fix tool tips displayed, and positioning
Fix behavior of the folder browser dialog of the path config dialog
Fix d3d devicelost errors
Fix "Hex" boxes in various dialogs to allow Ctrl+C/V/A, such as Game Genie, Cheats, Ram watch/search, etc
Fix Tools/Lua to update after a frame instead of before
Add slightly informative error message to certain rom load exceptions
Path Config - add an info icon that opens a popup for the special path options (., .., %recent%, %exe%)
Movies
Imported movie files are now automatically copied over to .Movies directory
Add PAL flag to movie (if recording in pal mode!)
Add "FirmwareSHA1" to movie header for SGB and PCECD
Cheats
Add "Values as Hex" menu item, when turned off, allows value and compare to be decimal instead of hex
Fixed column display, on and domain were reversed (domain names were being displayed in the on column). Also centered the On column text
Ram Watch
Fix bug where display value was actually the previous frame value
Input Config
Auto-focus the first control option when loaded
Better controller images
Message Config
Fix X/Y values not updating when typing directly into the numeric boxes
Fix positioning of icon on drawing area to not be partially "off screen"
Fix logic for dragging when using anchoring
Fix drawing of the x,y coordinates to respect the anchoring
Ability to configure autohold display
Ability to toggle the "stacking" effect on general OSD messages
Allow configuring of the position and anchoring of General OSD messages
Fix the saving of the multitrack x,y variables
Fix restore defaults for Multitrack settings
Hex Editor
Allow drag highlighting with the mouse
Fix typing values with the numberpad
Fix copy/pasting multiple highlighted addresses
Don´t show 0 length Memory domains (prevents showing SNES CARTRAM in situations it doesn´t exist and thus crashing the hex editor)
Pressing enter in the find box = click the find next button
TAStudio
middle clicking pauses/unpauses the emulator
Lua
fix so that multiple scripts can draw at once
Add new functions: emu.onsnoop(), mainmemory.readbyterange(), mainmemory.writebyterange(),
nes.addgamegenie(), nes.removegamegenie(), nes.getallowmorethaneightsprites(), **nes.setallowmorethaneightsprites(),
nes.getdispbackground(), nes.setdispbackground(), nes.getdispsprites(), **nes.setdispsprites(), nes.gettopscanline(), nes.settopscanline()
New Hitbox scripts
Updated RBIBaseball script that demonstrates the use of the forms library
Move lua to after the frame instead of before
Make the Lua Function List dialog modeless
SNESHawk
Hook up autofire controllers
Hooked up controller 3 & 4
Add System Bus memory domain (except when recording movies due to determinicy issues)
Determincy fixes
Graphics Debugger - numerous new features, fixes
Fixes for audio popping/hiccups
Read region, so 50fps live viewing and video dumping now works (PAL).
Lag Counter fix, remove many false positives
Change the initial bootup frame size (on frame zero) to 256x224, it´s the most common game resolution, and also the smallest (so can avoid some instances of window size snapping down because too big)
Add SNES Graphics config to the Toolbox dialog
Add firmware support
Fix recording of soft and hard resets into movies
.lsmv and .zmv movie importing
SNES game database
NESHawk
Big improvements to sound
Fix Bill & Ted´s Excellent Video Game adventure
Fix bad Cobra Triangle sound
DMC fix, Fire Hawk (USA) no longer has graphical glitches on the intro screen.
Fix dmc sfx bug in Battletoads & Double Dragon making nonexistent sfx
Add emulation of empty databus, fixes freeze bug in bt&dd
Implement Mapper 163
Fix default patch set for VRC7
Game Genie Encoder/Decoder - pressing enter in the code box will add the cheat
Fix for frame buffer being generated before the ppu runs on a frame instead of after
GBHawk
Memory domains now work correctly immediately after a loadstate
.lsmv movie importing
Gameboy/GBC game databases
Some rom annotation status details
Add more intelligible error messages on bad mapper number load attempt
Fix loading of .gbc files from archives
GGHawk
Add Show Clipped Regions, and Highlight Active Display options
Show a GG menu to allow for Sprite Limit, and Graphics options menu items while the core is loaded
BizHawk 1.1.0a
Windows Binary
Hotfix for rerecording on SNESHawk and GBHawk
Released: September 23, 2012
Revision Range 3154 - 3169
SNESHawk, GBHawk: Fix how the frame counter is saved in savestates, fixes a number of potential issues with rerecording
SNESHawk
Lag counter now works
Ram Search/Ram Watch - Unfreeze All context menu item, show Unfreeze if selecting multiple frozen addresses
Ram Watch - show shortcut keys on context menu items
If changing the status of a cheat in Cheats,Hex Editor, Ram Watch, Ram Search, update the other dialogs too if they are open
New lua functions
gui.addmessage(), nes.setscanlines(), nes.getbottomscaneline(), nes.gettopscanline(), nes.getclipleftandright(), nes.setclipleftandright()
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October 8th, 2012, 13:44 Posted By: wraggster
via www.emucr.com[/URL]
Yabause SVN r2988 is compiled. Yabause is a Sega Saturn Emulator(SS Emulator) for Linux, Windows and Mac OS X.Yabause support booting games using Saturn cds or iso files.
Yabause SVN Changelog:
r2988
Moved DirectX cores from windows directory to src.
Both Qt and Windows port should still compile fine.
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September 30th, 2012, 23:16 Posted By: wraggster
We take a little jump in releases for Sega Pro as we have to skip issue 4 for the time being. At least until we can find a new issue because the damage to a certain page in this particular issue is just too severe to repair. So this week we fo ahead and present issue 5 of Sega Pro, originally released in March 1992.
We start with a look atEarnest Evanson the Mega CD, then move on to the Japanese onlyWani Wani Worldfor the Mega Drive. Then we take a second look atSol-Feace.
Going into 8-bit territory, we take a lookLine of Firefor the Master System and then look atGalvanic Gunner AlesteandSkweek, both are for the Game Gear.
http://www.outofprintarchive.com/news.html
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September 24th, 2012, 14:15 Posted By: wraggster
Time for an update! This version features Neo3-SD support... Dr.neo sent me one, and I spent the day making sure it worked like it should.
The main problem people had before was saving/restoring the sram. That turned out to be mostly bugs in the game save/restore code. I can't believe how buggy that code was! It was even affecting the Neo2-SD and Neo2-Pro, much less the Neo3-SD. So the new menu also features less buggy save/restore of game saves for everybody!
While working on the Neo3-SD support, I beefed up the cart identification. The hardware info line at the bottom of the browser box now shows the exact cart in use, from the very first 256Kbit rev A cart to the brand new Neo3-SD. Another change in the interface has to do with what browsers you can use: people using flash-only carts can only toggle between the flash browser and the USB mode. People on the Neo2-SD and Pro can switch between the flash browser, USB mode, and SD browser. If no SD card is in the Neo2-SD/Pro, it starts in the flash browser, and if an SD card is present, it starts in the SD browser. People with the Neo3-SD cart only get the SD browser and nothing else. You can start the Neo3-SD without an SD card, but you get the SD browser with no entries in the browser list. You can then insert an SD card and hit "START" to show the contents. Hitting "START" on the Neo3-SD ALWAYS makes it show the root directory of the SD card. It's an easy way to go back several directory levels, or to show a new card if you change SD cards. You can boot the menu from the SD card on the Neo3-SD just like on the Neo2-SD/Pro. That makes it easy to run updates - just copy the MDEBIOS.BIN file to the /menu/md/ directory of the SD card. No need to update the menu in the Neo3-SD menu flash... unless you want to, of course.
For folks just joining us here, these are just the binary files. The source, as always, is available in the google code page repository:
http://code.google.com/p/neo-myth-menu/
Most of the controls for the interface are shown at the bottom of the display. The difference between Run and Run2 is Run resets back to the menu, while Run2 resets back to the game. "MODE" will switch between the different forms of shortened names in the browser window: there is shorten on the right, shorten in the middle, and shorten on the left. "A" brings up the OPTIONS display where you can do things like set the save memory, enter cheats, etc.
As always, please report any issues you run across. We're always trying to improve the menu.
Oh, just a reminder - people can play VGM music off SD card. Even Neo3-SD folk. Just "run" the song and it will load and play. It loops forever, or until you press "C" as the message on the display shows. You can play VGMs up to 7 MBytes long. Compressed VGM files (like VGZ) are not supported - they MUST be decompressed!
EDIT: 2012/09/23 - Quick update to v2.9.1 for BRAM fixes
EDIT: 2012/09/23 - Another quick edit; this one adds a hardware info display. Press "Z" to toggle between the Help Messages and the Hardware Info Messages at the bottom of the display.
download: http://www.neoflash.com/forum/index....ic,7509.0.html
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September 24th, 2012, 13:56 Posted By: wraggster
Staying in the 32/64-bit generation, we jump ship from the Nintendo 64 onto the Sega Saturn.
In issue 9 of the Official Sega Saturn Magazine we find a very special feature on a game that would end up never seeing the light of day. This game is none other thanSonic X-treme. From here we move onto the Japanese only title:Irem Arcade Classics. Afterwards we take another look at the timeless classicNiGHTS into Dreams.
And last but certainly not least, we check out a real programming wonder in the cult favouriteExhumed.
http://www.outofprintarchive.com/news.html
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