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MASH
Reged: 09/26/03
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MAMEinfo 0.199GIT (20th Jun)
06/20/18 10:28 PM


MAMEINFO.DAT

* Updated to MAME 0.199GIT - http://git.redump.net/mame/log/

* Added Source/Listinfo changes

* Newest Bugs (20th Jun)

* Added/Fixed all missing ROMset and CHD infos

* Added/Fixed 'Recommended Games'

* Fixed Mameinfo.dat infos



Download at: http://mameinfo.mameworld.info/

MAME Testers at: http://mametesters.org/view_all_set.php?sort=last_updated&dir=DESC&type=2





0.199GIT

- New games: El Fin Del Tiempo and Player's Edge Plus (X002149P+XP000038) Triple Bonus Poker
- New Working games: Head On (Sidam bootleg, set 2), Head On 2 (Sidam bootleg) and War Mission
- New Non-Working games: Mad Dog II: The Lost Gold (3DO hardware) and Shootout at Old Tucson (3DO hardware)
- New clones: Air Hockey (6.12?, encrypted), Bubble Memories: The Story Of Bubble Bobble III (Ver 2.5A 1996/02/21), Come-Cocos (Ms. Pac-Man) (Cocamatic bootleg), Donkey Kong Banana Kingdom (satellite), Galaxy Wars II (Defender bootleg), Ghost Pilots (prototype), Golden Tee Golf (Joystick, v3.3), Gran Rally (Spanish bootleg of Pole Position II), Hat Trick Hero '95 (Ver 2.6Asia 1994/11/17), Hidden Catch (World) / Tul Lin Gu Lim Chat Ki '98 (Korea) (pcb ver 3.02), Jump Coaster (World), The Key Of Avalon - The Wizard Master (client) (Rev C) (GDT-0006C), The Key Of Avalon 2.5 - War of the Key (client) (Rev A) (GDT-0019A), The Key Of Avalon 2.5 - War of the Key (server) (Rev A) (GDT-0018A), 'Knights of Valour 2 Plus - Nine Dragons / Sanguo Zhan Ji 2 Qunxiong Zhengba / Sanguo Zhan Ji 2 Feilong Zai Tian / Sangoku Senki Busyou Souha (ver. M200XX, 200, 100CN)', Metal Slug 3 (NGM-2560, earlier), Player's Edge Plus (PP0472) Deuces Wild Poker, Player's Edge Plus (X000057P+XP000038) Deuces Wild Poker (Stratosphere Players Club), Power Stone 2 (bootleg), Raiden Fighters (US, newer), Strikers 1945 (World, unprotected), Titan (Pac-Man hack) and Viper Phase 1 (New Version, Germany)
- New drivers: efdt.cpp and nichild.cpp
- New devices: buggyboyjr_sound, bus_mouse, dcs2_audio_denver_2ch, fantasy_sound, isa8_ec1841_0003, monsterb_sound, mtrap_sound, neocart_mslug3a, nibbler_sound, pballoon_sound, reel, sasuke_sound, satansat_sound, tx1j_sound and vanguard_sound
- Intel 4004 CPU: Cleaner boilerplate (mcs40\mcs40.h)
- Intel I486 CPU: Don't mask top 8 bits of sgdt for 486 too, fixes win32s (cpu\i386\i486ops.hxx)
- MCS-51 MCU: Consolidated internal address maps. Eemoved P0 from ROMless versions since it conflicts with external accesses on hardware.
- Motorola MC68000
. Fixed carry flag clear in divs and divu instructions (m68000\m68k_in.cpp). Note: The HP9000/300 selftests hangs in (MESS) hp9k_3xx.cpp. The debugger shows the following code: move.l (a2)+, d0; move.l (a2)+, d1; move d6, ccr; divs.w d0,d1 and loop: bcs.s loop. Clearly this tests whether the carry flag is cleared - the Motorola Reference Manual says it's always cleared. However, in our implementation, it's not cleared on overflow. The divu instruction is always cleared, even on overflow.
. Fixed pack instructions (m68000\m68k_in.cpp). Note: The following test code from the 'HP9000/300 series mainframe tests' fails: lea bytes, a0; pack -(a0),-(a1), #$FEDC; move.b (a1),d0; cmbi.b #$E,d0; loop: bne.s loop and bytes: 0x41 0x42. It looks like most of the pack instructions have the byte order wrong, but the pack dx,dy variant seems to have been fixed already.
- AD1848 16-bit SoundPort: Swapped the crystals so it's playing at 32Khz instead of 22.05. This fixed all sounds playing too fast in mtouchxl.cpp (ID 06983)
- CD Audio: Added missing header bytes to mode sense, fixes audio playing with common DOS CDROM drivers (machine\t10mmc.cpp).
- DCS2 Audio Denver: Updated DCS audio to get San Francisco Rush 2049 closer to working (audio\dcs.cpp)
- Sound Blaster 16: Implemented direct DAC mode
- TMS5220 sound
. Converted logging calls to logmacro.h standard
. Renaming improperly capitalized pseudo-macros and removed pseudo-macros from lvalues. Reorganized savestate values into a sane, maintainable order. Removed the unused, deprecated time_to_ready and cycles_to_ready functions. Fixed the race condition bug with m_buffer_low and m_buffer_empty flags not being updated before setting the interrupt state. Fixed the issue where if no VSM is actually attached to the 5220, the chip will get stuck speaking silence forever if it gets a Speak VSM command. In reality (at least on the tms51xx and probably the same here) the pin reads as open bus/noise, but will eventually hit a stop frame by reading 4 ones in a row. Added/fixed debugger fences for read functions where they were missing, and a write function where it was unnecessary and caused issues when issuing manual writes from the debugger. Changed the types of the flag variables already used for boolean values to bool, and simplified comparisons with them; also renamed the ambiguous m_data_register variable to the more descriptive name of m_read_byte_register. Changed status_read such that reading the status register from the debugger returns a valid value instead of 0, but doesn't otherwise affect the emulation. Make it so the /READY(readyq) callback only changes state to ready after a write during speak external mode, if the write actually completed because there was room in the FIFO. If not, it polls the fifo state every 16 cycles until there is room, and only then asserts the readyq callback. Actually zero the FIFO during initialization and when speak external goes active. Replaced memset calls with std::fill.
- 3dfx Voodoo Graphics: Reinstate texture address masking. Fixes segmentation fault in War: The Final Assault.
- Floppy: Improved logging, removed status flag ST1.ND on missing IDAM/DAM and added HEAD_LOAD state, used as a spinup delay by some systems (machine\upd765.cpp).
- Intel 8275 CRTC: DMA refinements: Excluded FIFO characters from counting towards filling character buffer. Extended DMA up to one character past an "end of DMA" control code. Clean up code slightly.
- MC146818 RTC: Don't restart timer unnecessarily
- PSX GPU: Added missing primitives (video\psx.cpp)
- Serial EEPROM: Prevent ambiguity between clock and streaming enable
- SVGA: Moved memory mappings to remap routine (isa\svga_tseng.cpp)
- TMS9928A VDP: Expose internal palette through device_palette_interface
- Xicor X2210 64x4 NOVRAM: Removed memory interface and clean up code. Added address sanity checking.
- Z80 SCC Channel
. Removed generic device type 'Z80 SCC' (which nothing was using) and custom MCFG_SCCXXXX_ADD macros
. Actually clear interrupt state
- 1945kiii.cpp: Minor cleanups. Added notes.
- 20pacgal.cpp: Cleanups. Added palette_device. Moved video start functions into video_start. Reduced runtime tag lookups. Converted some arrays into std::unique_ptr. Make drawing sprite/chars functions related to cliprect. Added notes. Minor cleanup of palette.
- 3do.cpp
. Dumped BIOS for ALG 3DO based arcade games
. Disallow md23do to write to ROM region via mirror, boots to 3do logo and fails extended RSA check.
- acommand.cpp, cischeat.cpp and megasys1.cpp: Initialize VRAM to sane default (video\ms1_tmap.cpp)
- alpha68k.cpp: Added addressable latch for type II and V configurations
- balsente.cpp
. Use Intel 8253 PIT device and clean up names. Splitted NVRAM between two X2212 devices.
. Use MC6850 ACIA devices for sound communication
- champbas.cpp
. Separated parts specific to Exciting Soccer from Champion Baseball state
. Fixed missing AY-3-8910 sound in clone Champion Base Ball Part-2 (Japan) (ID 06989)
- chihiro.cpp: Moved ids into constructors (machine\xbox_pci.cpp)
- cischeat.cpp
. Moved sound irq into YM irqhandler
. Big Run
. Fixed road / sprite priorities
. Fixed long standing road colors regression (dawn effect & left edge at start of game)
. Handtuned sound frequencies to match reference
. Initialize VRAM to sane default (video\ms1_tmap.cpp), fixes ugly back pen shown up in Big Run.
. Removed the IMPERFECT_GRAPHICS flag. The remaining glitches are BTANBs.
. Added backup RAM to Captain Flag
. Hooked up sprite DMA to Wild Pilot (fixes flickering)
- ddenlovr.cpp and dynax.cpp: Make "Rev. 2" blitter (TC17G032AP-0246 custom DIP64) a device
- ddragon.cpp: Cleanups. Fixed bit manipulations. Added object finders instead runtime tag lookups and address_map_bank_device for darktowr_state bankswitching. Fixed ADPCM ROM (noth MSM5205s hasn't share ROM space). Fixed bit manipulation.
- dreamwld.cpp: Added docs for MCU. Fixed MCU region size.
- exidy.cpp and victory.cpp: Full encapsulation of audio devices
- gaiden.cpp: Added undumped MCU to wildfang and stratof configuration and correct size of internal ROM region. Note: Regarding the MCU type: This was reported as "NEC D8749HC" back in 2001 by Yasuhiro Ogawa, but the location (unpopulated on Ninja Gaiden) is silkscreened "uPD8049" on the PCB.
- hornet.cpp
. Added separate dipswitch settings for Gradius IV
. Allows gun to work with default settings in Silent Scope and Teraburst. This fixed analog inputs do not function in Silent Scope (ID 06992).
. Use Gradius IV dips for NBA Play By Play and removed periodic interrupt
. Added input port definitions for NBA Play By Play and Teraburst
- jaguar.cpp: Use ioport finders for joysticks/buttons
- jalmah.cpp
. Misc cleanups. Rewrote video by using Mega System 1 tilemap devices (video\ms1_tmap.cpp). Fixed second tilemap size for good. Documented extended mahjong inputs.
. Otogizoushi Urashima Mahjong: Fixed video priority during gameplay (score display and calls). Emulated video scrolling partial updates (fixes winning animations). Fixed color protection (girls and test mode). Misc cleanups.
. Converted 1st version MCU code snippets to ROM. Note: The original MCU actually uploads these into shared work ram area.
. Wrote a MCU code snippet for sound banking in Urashima Mahjong/Mahjong Channel Zoom In/Mahjong Daireikai.
- kinst.cpp: Killer Instinct driver needs to stay in machine_reset(). Fixes game hangs during attract mode (ID 06988).
- ksys573.cpp: Cleanup driver
- legionna.cpp, r2dx_v33.cpp, raiden2.cpp and seicupbl.cpp: Eliminated machine().device and hardcoded tags and dependency on palette_device (machine\seibucop\seibucop.cpp)
- leland.cpp: Removed more literal tags, splitted redline/offroad/etc. out of Leland state.
- ltcasino.cpp: Updated notes. Various minor clean-ups and hooked up ay8910 read ports.
- m92.cpp: Cleanup duplicates. Reduced runtime tag lookups. Make EEPROM Save/loadable. Fixed spacing. Splitted machine configs/address maps related to main CPU ROM. Added notes.
- megaplay.cpp: Demoted Mega Play games with MACHINE_IMPERFECT_GRAPHICS, because overlay bitmap is wrong (title screen, Mega Play logo, etc...). Added notes of overlay.
- meritm.cpp: Small clean-ups
- ms32.cpp: CPU type identification
- ninjakd2.cpp
. Attempt fixing bullets not shot by enemies in Omega Fighter
. Basic inheritance. Reduced duplicates and runtime tag lookups.
- segas24.cpp: Further cleanups
- seta.cpp: Added seperate value for tilemap banks. Added user_data for tilemap banks. Minor cleanups. Added seperate value for rambank. Added output_finders. Break up the "vregs" handler. Acknowledge more interrupts.
- snk6502.cpp
. Removed some tag lookups. Added more device finders.
. Improved 'SNK6502 Custom Sound' encapsulation and fixed BGM. Frequency/rate should be set in config, not reset handlers. Speech should be moved into a separate device for the games that have it. Probably should be specialisations for sasuke and satansat. Not all games have three channels.
- starwars.cpp
. Replaced machine().device with finders
. Fixed ROM loading bug in The Empire Strikes Back
- stv.cpp: Removed tag lookup from machine\saturn.cpp
- taito_b.cpp: Identified TC0180VCU as source of interrupts and change these into callbacks. The interval between the two has been changed (no longer being an arbitrary multiple of the CPU clock), but the timing is still more or less guesswork.
- tatsumi.cpp
. Made a massive order cleanup
. Removed an ugly kludge in Round Up 5, fixes soft resets. Demoted game to not working for obvious reasons. Added vertical text scrolling. Fixed video priority on map screen after a play. BG gfxdata, needs decoding. Also cleaned up text gfx data. Added background bitmap layers. Improved road clipping. Misc I/O. Added SCREEN_RAW_PARAMS. Apply proper shadow sprites.
. Fixed Apache 3 out of bounds colors for sprites (trees and buildings). Apply proper shadow sprites.
. Make Cycle Warriors sub CPU to not stall at soft resets
. Merged Cycle Warriors/Big Fight memory maps
. Some video fixes to Cycle Warriors and Big Fight: Marked first drawn layer as opaque. Added row and col scroll register select.
. Added shadow sprites. OKI status is actually reversed active wise for Cycle Warriors and Big Fight, fixes "we got em" sample playback in former.
. Bit 15 of tilemap code is per-tile high priority with regards to sprites. Fixes several priority glitches.
. Bit 14 of tilemap is per-tile opacity enable. Color banks are HW configured. Fixes fade in/out effects and CRT test colors.
. Apply page wraparound for backgrounds, fixes various glitches in Big Fight and Cycle Warriors.
. Inverted shadow product when a specific register is enabled, used by Big Fight when player fights against Chen to simulate disco strobe lights.
- tx1.cpp: Refactored TX-1 to have separate sound-board devices. Removed tag lookups. Fixed layout for new tag lookups.
- williams.cpp
. Cleanups. Reduced runtime tag lookups and duplicates. Added input_merger for interrupts.
. Fixed naming and device'd palette for williams_state/blaster_state games
. Reduced runtime tag lookups and cleanup duplicates in audio\williams.cpp. Use output finder.
. Splitted Speed Ball address map
- AGEMAME: Separated reel and stepper devices to an extent, cleaned up use of custom mcfgs for them (machine\steppers.cpp).
- Asteroids Deluxe: Documented (rev 3) change and correct 'Difficulty' dipswitch
- BanBam: Protection checkpoint for BanBam and clones, improved simulation. Still imperfect, but all graphics are correct and the games no longer crash. Marked MCU as good dump from observation and Phil Bennett's comments.
- Buggy Challenge: Fixed MCU to run at 3MHz as shown on the schematic, and added sound address map and other comments.
- Crystal Castles: Added addressable latches
- Cyber Tank: Cleanup duplicates. Reduced runtime tag lookups. Fixed sound output (related to OST)
- Cycle Maabou: Bumped sprite size, fixed some missing sprites (for example how to play screen).
- Double Dealer: Misc cleanups
- Ferrari F355 Challenge 2: Added alternate program ROM dump
- I, Robot: Use X2212 device for NVRAM
- Jumping Pop: Fixed missing graphics in first stage (ID 06984)
- Keirin Ou: Attempt to fix garbage graphics after a bonus stage
- Kick Start: Added input buttons mode
- King & Balloon: Fixed King's voice playing (ID 07017)
- Major Havoc: Use parallel EEPROM device
- Monster Bash: Splitted sound board into a proper device
- Pingu's Ice Block: Redumped Compact Flash card. Added selfmade boot ROMs (modified from dkbanans).
- Portraits and Quiz de Hyuu!Hyuu: Demoted games to not working.
- Power Instinct: Reduced duplicate and runtime tag lookups. Corrected sprite lags. Added notes. Converted byte swapped gfx into ROM_LOAD16_WORD_SWAP and vblank irq into MCFG_SCREEN_VBLANK_CALLBACK.
- Quantum: Use X2212 device for NVRAM
- Reality Tennis: Use parallel EEPROM device. Fixed device finders. Minor cleanups
- Renegade: Fixed in-game music stops playing after a while (ID 07007)
- Return of the Jedi
. Moderate driver overhaul. Splitted NVRAM between two 4-bit X2212 devices. Guarantee an invalid checksum when default NVRAM data is used (so that the manufacturer's high scores will be installed).
. Soundlatch modernization. Use WSQ handler to drive TMS5220.
- Star Force: Simplified background color swap
- Street Fighter: Cleanups. Reduced duplicates, RAM usage of tilemap and runtime tag lookups.
- Strikers 1945: Fixed maincpu length in clone Strikers 1945 (Japan, unprotected)
- Tetris (set 1): Replaced NVRAM with parallel EEPROM. Hook up I8749 MCU to get working sound in clone Tetris (bootleg set 3)
- Truco Clemente: Allow multiple coin insertion
- Video Poker: Clean up
- War Mission: Added new disk image (Game now playable). Note: Data after 0xd56b0 would not read consistently, however the game only appears to use the first 24 tracks (up to 0x48fff) as it loads once on startup, not during gameplay, and all tracks before that gave consistent reads. There is data after this point but it is likely leftovers from another game / whatever was on the disk before, so for our purposes this should be fine. Some bullets do seem to spawn from locations where there are no enemies, but I think this is just annoying game design. 2 player mode can be enabled in service mode for War Mission, it is disabled by default (settings are stored on the disk).
- Williams Multigame: Make game working again. Cleanups. Added address_map_bank_device for IO Bankswitching, machine_start/reset instead MCFG_MACHINE_START/RESET and save state. Fixed naming and crash.
- Xain'd Sleena: Clean up. Reduced code duplication and literal tags.
- Dipswitch fixes in asteroid.cpp, ltcasino.cpp, tatsumi.cpp, trucocl.cpp and vicdual.cpp
- Fixed rom names in bking.cpp, itech8.cpp, fastfred.cpp, leland.cpp, neogeo.cpp, system1.cpp and taito_f3.cpp
- Description changes of Cabaret Show, The King of Fighters 2003 (NGM-2710, Export), Player's Edge Plus (X002150P+XP000038) Triple Bonus Poker, Raiden Fighters (Japan, earlier), Raiden Fighters (Japan, earliest), Raiden Fighters (Japan, newer), Raiden Fighters (US, earlier), Trophy Hunting - Bear & Moose V1.00, Trophy Hunting - Bear & Moose V1.00 (location test) and Turkey Hunting USA V1.00
- Renamed (dynamoah) to (dynamoaha), (gtg) to (gtgj31) and (jumpcoas) to (jumpcoasa)
- MAME
. Use plural names for output finders when there are multiple outputs
. Assorted cleanup involving driver_init for 1942.cpp, 2mindril.cpp, 3do.cpp, 40love.cpp, 4enraya.cpp, 4roses.cpp and taito_f3.cpp
. ROMLOAD
. Move the +1 to the proper place in the ROM BIOS macros (emu\romload.h and romentry.h) - that's been confusing people for far too long.
. Added a valdiation check for ROMs with BIOS flag set that are unselectable, fix the things it uncovers.
. Allow BIOS declaration before first ROM region
. DEVICES
. Improved validation and fixed formatting (emu\diexec.cpp and screen.cpp)
. Eliminated customized MCFG_DEVICE_ADD macros (AT28C16, C352, DS1302, DS1386, DS2404, MC146818, MCD212, MSM5832, Timekeeper, WD1773, WPC_DMD, WPC_LAMP, WPC_OUT, WPC_PIC, WPC_SHIFT and YGV608)
. Added customized MCFG_DEVICE_ADD macros (asuka.cpp, goldstar.cpp, hornet.cpp, ksys573.cpp, model1.cpp, model2.cpp, ninjaw.cpp, othunder.cpp, segahang.cpp, segam1.cpp, segaorun.cpp, segas16a.cpp, segas16b.cpp, segas18.cpp, segas24.cpp, segaxbd.cpp, segaybd.cpp, stfight.cpp, system16.cpp, taito_f2.cpp, taito_z.cpp, vicdual.cpp, warriorb.cpp, video\sega16sp.h, segaic16.h, segaic16_road.h, segaic24.h, stfight_dev.h and tc0110pcr.h)
. Use device finder for deco_mlc.cpp, dogfgt.cpp, drw80pkr.cpp, gaelco3d.cpp, magmax.cpp, mediagx.cpp, mpu4.cpp, othello.cpp, snk6502.cpp, starwars.cpp and trackfld.cpp
. Miscellaneous machine().device and MCFG cleanups (cclimber.cpp, crystal.cpp, galaga.cpp (Battles), gaplus.cpp and video\tia.cpp)
. Removed machine().device lookups (konamigx.cpp, midyunit.cpp, model2.cpp and video\k054338.cpp)
. Removed machine().device usage from beathead, by17, by35, cave, coolpool, cps3, dfruit, dkong, dvk_kcgd, foodf, gridlee, hyprolyb, irobot, itech32, jedi, kaneko16, mario, phoenix, pkscram, pleiads, polepos, redalert, scramble, segag80r, segag80v, segas24, sis85c496, slapstic, snk6502, starwars, subsino2, toaplan1, trackfld, tx1 and audio\segasnd.cpp. src/mame/audio is now clean of machine().device.
. Replaced machine().device with subdevice for NVRAM installation (esripsys.cpp, hitpoker.cpp, magtouch.cpp, meritm.cpp, namcos2.cpp, pcat_dyn.cpp, pcat_nit.cpp, s7.cpp, segas24.cpp, tmnt.cpp, triplhnt.cpp, ttchamp.cpp, twin16.cpp, upscope.cpp, videopkr.cpp and zn.cpp)
. MEMORY SYSTEM
. Reduced code duplication and added support for device finders in more places in memory maps (emu\addrmap.h)
. Make address map config look like Next-gen
. Added streamline templates in addrmap.h. Get rid of overloads on read/write member names - this will become even more important in the near future.
. Lift some stuff needed by devcb3 out of address map entry
. Get rid of some overloaded names - a lot of these will become unnecessary after new memory and devcb are ready.
. Prevent segfault at stop and when selecting device from menu (emu\dinetwork.cpp and osd\osdnet.cpp)
. Fixed connecting to existing socket (osd\modules\file\winptty.cpp)
. Make it possible to set screen update functions without macros without syntax that looks absolutely terrible (emu\screen.h) - examples will come with DEVCB3.
. PLUGINS
. Added discord presence plugin. Use domain sockets and pipes.
. Use explicit integer sizes rather than "native" types (plugins\cheatfind\init.lua)
. VGM player: Added Stop, Pause, Play, Restart and Loop controls. Added rudimentary layout using default font symbols to provide clickable buttons for the new media controls recently added. The cursor doesn't seem to show up, but I'm sure one of the layout wizards can quickly remedy that. Added LEDs.
- SDLMAME: GetCurrentProcessId is valid on lib\osdlib_uwp.cpp
- Compiling
. Added asserts to detect tag being set after object resolution and resolved multiple times
. Added AppVeyor config (appveyor.yml)
. Fixed SUBTARGET=virtual (cripts\target\mame\virtual.lua)
. Fixed m68000 makefile not respecting the VERBOSE build option (m68000\makefile)
. Removed emupal.h from emu.h
. Enable building on RISCV64




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In our lab, theory and practice are combined: nothing works and no one knows why."









Entire thread
Subject Posted by Posted on
* MAMEinfo 0.198 :) MASH 05/30/18 09:53 AM
. * MAMEinfo 0.199GIT (20th Jun) MASH  06/20/18 10:28 PM
. * Re: MAMEinfo 0.199GIT (20th Jun) SmitdoggAdministrator  06/22/18 05:03 AM
. * Re: MAMEinfo 0.199GIT (20th Jun) Ashura-X  06/26/18 04:45 PM
. * Re: MAMEinfo 0.199GIT (20th Jun) SmitdoggAdministrator  06/26/18 04:49 PM
. * Re: MAMEinfo 0.199GIT (20th Jun) CiroConsentino  06/30/18 02:29 AM

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