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05-03-22 06:01:20 AM
Jul - SM64 Hacking (Archive) - Help/Questions about Toad's Tool 64 and SM64 hacking New poll - New thread - New reply
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MarIO0
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Posted on 05-26-11 09:57:07 AM Link | Quote
I'm trying to parse the M64 ROM, but I'm having a problem with segment mapping:

(This is about the normal ROM, but I have the same problem with the extended ROM).

At offset 0x00219BC0, there's the following geometry command:




15 04 00 00 02 01 1E D8
According to the doc (and it seems to work in other cases), it means:
Load polygon data from segment 0x02 at offset 0x011ED8, with drawing later 0x04.



The problem is, segment 0x02 is not mapped. To prove that it's not a bug in my program, I tried the following: Since the only commands that load banks are 0x17, 0x18 and 0x1A, and they all have the format (with segment 0x02);




XX 0C 00 02 00 XX XX XX 00 XX XX XX



Searching with 0C 00 02 00 should find the command that loads it, but it doesn't.

So, the question is: Where's segment 0x02 defined? I'm guessing it's hardcoded or loaded with some undocumented command...

messiaen
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Posted on 05-26-11 01:00:58 PM Link | Quote
It's loaded by this function (from Nagra's Mario Resource):

_0x80248964()
{
SavePtr(0, 0x80000000);
osCreateMesgQueue(&_0x8033b028, &_0x8033b044, 1);
osCreateMesgQueue(&_0x8033b010, &_0x8033b040, 1);
FrameBuffer[3] = &_0x80000400 & 0x1fffffff; /* Find what's in it */
FrameBuffer[0] = &_0x8038f800 & 0x1fffffff; /* Find what's in it */
FrameBuffer[1] = &_0x803a5000 & 0x1fffffff; /* Find what's in it */
FrameBuffer[2] = &_0x803da800 & 0x1fffffff; /* Find what's in it */
_0x8033b060 = _pool_alloc(16384, 0);
SavePtr(17, _0x8033b060);
DynamicObjectCopy(&_0x8033b080, 0x004ec000, _0x8033b060);
_0x8033b064 = _pool_alloc(2048, 0);
SavePtr(24, _0x8033b064);
DynamicObjectCopy(&_0x8033b090, 0x00579c20, _0x8033b064);
DynamicIndexCopy(16, _scriptSegmentRomStart, _scriptSegmentRomEnd, 0);
UncIndexCopy(2, 0x00108a40, 0x00114750);
}

In the extended ROM that bank is moved somewhere after 0x800000, just check whatever is passed to register A0 in the highlighted function above.



Dextrose, who used to host "Mario Resource" is down, you can find this in this torrent
MarIO0
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Posted on 05-26-11 02:34:17 PM Link | Quote
Thanks! That was a clear and useful answer. I wasn't even expecting a reply to this posting in the middle of an ask-anything topic
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Posted on 05-28-11 01:28:02 PM (last edited by MarIO0 at 05-29-11 04:28 PM) Link | Quote
Found the right way to parse. It turns 0x0F is just 0x14 bytes (found this in a Cellar Dweller's doc by chance). It didn't work for me previously because I had a bug somewhere else. Here's the fixed parse, for reference:

0x454D54: 0A 01 00 2D 00 64 20 8029AA3C
0x454D60: 04 00 00 00 (Start node)
0x454D64: 0F 00 00 10 00 00 05 DC 09 C4 00 00 05 DC D1 20 80287D30
0x454D78: 04 00 00 00 (Start node)


Most likely solved. But I'd like confirmation of this:
- There's a 0x80 geometry layout command (this seems strange because all other comands are <= 0x20).
- Very rarely, 0x04 and 0x05 geometry layout commands are not followed by 3 zeroes.

EDIT: But in Flatworld Battlefield, the pointer to the 0x80 command is just before the pointed data, so not referenced by the game...



Well, I'm getting really confused... probably something stupid.

I parse the level script instruction 1F08 01 00 0E00073C (start area / load geometry), that starts loading geometry data at ROM 0x454D1C.

So well, after some easy instructions, there's this:
0x454D54: 0A 01 00 2D 00 64 20 8029AA3C
0x454D60: 04 00 00 00 (Start node)
0x454D64: 0F 00 00 10 00 00 05 DC
0x454D6C: 09 C4 00 00 (LOOKS DIFFERENT THAN OTHER 0x09)
0x454D70: 05 DC D1 20 (DOESN'T LOOK GOOD)
0x454D74: 80287D30 (THAT'S A RAM ADDRESS)
0x454D78: 04 00 00 00 (Start node)(OK AGAIN)
More ok instructions...

I'm pretty sure that the 0x0A and 0x04 instructions are OK, and the 0x0F instruction looks like the other 0x0F instructions I've found before, but 0x09 looks already desynched and the next instructions are just wrong.

Can anyone tell me how it that interpreted? Probably obvious, but I can't figure it out (changing 0x0F/0x09 size breaks other things)...

MariOZMAV seems to use the same sizes as me for the opcodes, but I'm not sure if it parses that script so it may be wrong.

EDIT: I'm also thinking 0x0F may be a jump/return instruction, but there are about 100 other 0x0F before and it continues parsing correctly...

EDIT 2: By looking at Flatworld Battlefield, I've found that my interpretation looks like it until the 0x09. And that there's a 0x80 instruction that is 8 bytes (but the doc. says it's just for Toad's Tool...?). That would allow me to parse it. But there's still the weird 0x05, which makes me think something may be wrong...
dVanDaHorns
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Posted on 05-28-11 05:59:16 PM (last edited by dVanDaHorns at 05-28-11 04:35 PM) Link | Quote
Hello everyone
So I am working on an SM64 hack for a while now, and I have been experimenting with a few things with the level importer.

Anyways, I attempted to create a diamond platform (a type of platform used in-game, one good example is the pedestal with the warp pipe at the end of Bowser's first level) using Google Sketchup. Anyways, when I import said platform into SM64, the game sticks up a whole bunch of invisible walls around the platform... 3 of the 6 edges have invisible walls (and of the 3, only 2 are adjacent, the third one is on the other side.)
Here is a vid, if this helps,
http://www.youtube.com/watch?v=hJR8xWytJ3o

Can someone plz tell me what's going on, and how I can fix this?

Thanx!

Edit: Another question. In Frauber's importer, you get to select object banks to use in one specific level. However, no matter what I select, all objects in Object Bank 0x0E don't appear in the final ROM (they appear in Toad's Tool, but so does everything else...) how do I fix this?

Thanks again!
Celux

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Posted on 05-28-11 11:26:44 PM Link | Quote
Originally posted by dVanDaHorns
Hello everyone
So I am working on an SM64 hack for a while now, and I have been experimenting with a few things with the level importer.

Anyways, I attempted to create a diamond platform (a type of platform used in-game, one good example is the pedestal with the warp pipe at the end of Bowser's first level) using Google Sketchup. Anyways, when I import said platform into SM64, the game sticks up a whole bunch of invisible walls around the platform... 3 of the 6 edges have invisible walls (and of the 3, only 2 are adjacent, the third one is on the other side.)
Here is a vid, if this helps,
http://www.youtube.com/watch?v=hJR8xWytJ3o

Can someone plz tell me what's going on, and how I can fix this?

Thanx!


In the obj importer, tick the box that says "enable death floor on bottom"
dVanDaHorns
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Posted on 05-28-11 11:55:24 PM Link | Quote
Originally posted by Celux
Originally posted by dVanDaHorns
Hello everyone
So I am working on an SM64 hack for a while now, and I have been experimenting with a few things with the level importer.

Anyways, I attempted to create a diamond platform (a type of platform used in-game, one good example is the pedestal with the warp pipe at the end of Bowser's first level) using Google Sketchup. Anyways, when I import said platform into SM64, the game sticks up a whole bunch of invisible walls around the platform... 3 of the 6 edges have invisible walls (and of the 3, only 2 are adjacent, the third one is on the other side.)
Here is a vid, if this helps,
http://www.youtube.com/watch?v=hJR8xWytJ3o

Can someone plz tell me what's going on, and how I can fix this?

Thanx!


In the obj importer, tick the box that says "enable death floor on bottom"

Been there, done that. It's been ticked since I first imported the level, since I want the death floor :/
Celux

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Posted on 05-29-11 12:49:04 AM Link | Quote
Originally posted by dVanDaHorns
Originally posted by Celux
Originally posted by dVanDaHorns
Hello everyone
So I am working on an SM64 hack for a while now, and I have been experimenting with a few things with the level importer.

Anyways, I attempted to create a diamond platform (a type of platform used in-game, one good example is the pedestal with the warp pipe at the end of Bowser's first level) using Google Sketchup. Anyways, when I import said platform into SM64, the game sticks up a whole bunch of invisible walls around the platform... 3 of the 6 edges have invisible walls (and of the 3, only 2 are adjacent, the third one is on the other side.)
Here is a vid, if this helps,
http://www.youtube.com/watch?v=hJR8xWytJ3o

Can someone plz tell me what's going on, and how I can fix this?

Thanx!


In the obj importer, tick the box that says "enable death floor on bottom"

Been there, done that. It's been ticked since I first imported the level, since I want the death floor :/


open the level in TT64 and see if the level overlaps the level boundary.
You can also check the model in google sketchup for any unused polygons underneath that spot.
Sinclair
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Posted on 05-29-11 03:03:51 PM (last edited by Sinclair at 05-30-11 06:07 PM) Link | Quote
Let us find the truth...

--------------------
Achtung, I've been working diligently on a kaizo/NES mix theme of Super Mario 64, ja. It was working fine until Bowser's first course. Before I began editing the level, I ran through it just to get a feel for it, so I could think about how to make it harder, ja. (It worked fine when I tested the unedited level). After I edited the level, though, it would no longer work. When I used the warp inside the castle, the screen turns black/white, the course's music plays, but the screen doesn't fade back it, ja. Ach.
I can't quite figure out what happened. I moved the level start warp and the warp that is activated if you die against Bowser back to their original positions, hoping that that would be the problem, ja.
Achtung. Besides moving the warp, I've moved a bit of the platforms, but not dramatically. I moved most of them back, as well. I added flamethrowers, giant goombas, snufits, more hidden blocks and hidden switches, and moved the warp pipe to another location, ja. Also, I moved the warp to enter the level. Instead of it being inside the floor trap, I moved it right infront of it, and changed it to a fading warp. Achtung, the level already didn't work before I changed that warp, I believe.
Ach, herrs and frauleins, does anyone happen to know how to fix this issue?

EDIT: Here's a video. I used captains for object information.

http://www.youtube.com/watch?v=6Zdqz0APeIY

EDIT: Achtung. I put the green warp pipe on a pushable metal block (I figured that, for some reason, the pipe being in mid-air might have caused it), I separated some of the flamethrowers that might have been stacking, and I moved the warp pipe in a bit more, thinking that it may have left the level's boundaries. Ach, sadly, none of this was the issue. Nein.

*** EDIT: Achtung, I've re-added the purple floor switch (I removed it before), and the level began to load again. I don't know if this caused it or not, and I am still very curious as to what caused this. Is it possible, herrs and frauleins, that my removing a simple purple floor switch could have caused the bug? Thank you in advance.

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dVanDaHorns
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Posted on 05-30-11 09:01:18 PM Link | Quote
Originally posted by Celux
Originally posted by dVanDaHorns
Originally posted by Celux
Originally posted by dVanDaHorns
Hello everyone
So I am working on an SM64 hack for a while now, and I have been experimenting with a few things with the level importer.

Anyways, I attempted to create a diamond platform (a type of platform used in-game, one good example is the pedestal with the warp pipe at the end of Bowser's first level) using Google Sketchup. Anyways, when I import said platform into SM64, the game sticks up a whole bunch of invisible walls around the platform... 3 of the 6 edges have invisible walls (and of the 3, only 2 are adjacent, the third one is on the other side.)
Here is a vid, if this helps,
http://www.youtube.com/watch?v=hJR8xWytJ3o

Can someone plz tell me what's going on, and how I can fix this?

Thanx!


In the obj importer, tick the box that says "enable death floor on bottom"

Been there, done that. It's been ticked since I first imported the level, since I want the death floor :/


open the level in TT64 and see if the level overlaps the level boundary.
You can also check the model in google sketchup for any unused polygons underneath that spot.


Thanks man! I found the problem...apparently angled shapes that are textured on the inside tend to glitch (I discovered another similar spot, the rom is working perfectly now. ) Thanks a lot!
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Posted on 05-30-11 09:11:59 PM (last edited by dVanDaHorns at 05-30-11 06:14 PM) Link | Quote
Originally posted by Sinclair
Achtung, I've been working diligently on a kaizo/NES mix theme of Super Mario 64, ja. It was working fine until Bowser's first course. Before I began editing the level, I ran through it just to get a feel for it, so I could think about how to make it harder, ja. (It worked fine when I tested the unedited level). After I edited the level, though, it would no longer work. When I used the warp inside the castle, the screen turns black/white, the course's music plays, but the screen doesn't fade back it, ja. Ach.
I can't quite figure out what happened. I moved the level start warp and the warp that is activated if you die against Bowser back to their original positions, hoping that that would be the problem, ja.
Achtung. Besides moving the warp, I've moved a bit of the platforms, but not dramatically. I moved most of them back, as well. I added flamethrowers, giant goombas, snufits, more hidden blocks and hidden switches, and moved the warp pipe to another location, ja. Also, I moved the warp to enter the level. Instead of it being inside the floor trap, I moved it right infront of it, and changed it to a fading warp. Achtung, the level already didn't work before I changed that warp, I believe.
Ach, herrs and frauleins, does anyone happen to know how to fix this issue?

EDIT: Here's a video. I used captains for object information.

http://www.youtube.com/watch?v=6Zdqz0APeIY

EDIT: Achtung. I put the green warp pipe on a pushable metal block (I figured that, for some reason, the pipe being in mid-air might have caused it), I separated some of the flamethrowers that might have been stacking, and I moved the warp pipe in a bit more, thinking that it may have left the level's boundaries. Ach, sadly, none of this was the issue. Nein.


First off, to the admins and mods of this forum: I apologize for this double post, it they happen to be against the rules...

That aside, time to tackle your problem, sinclair!

Anyways, I'm thinking that it may just be a linking issue. (I am not 100% sure of what the problem is exactly, but I doubt it's clutter. Here's the best solution I can think of...)

Why don't you try creating a new start warp? (Add another fade warp to the level, place it about the same place as the original, then linking it to the fade warp inside the castle?)

EDIT: Or, this sounds like a very similar glitch that occurs sometimes in the Kaizo Mario 64 hack. It occurs when Mario walks into an area that's just got too much stuff. Now, I know you're going for Kaizo, but what if you toned it down? Removed a few things, see if that helps! (I would recommend making a copy of your current rom, and editing the copy so that you still have the original, just in case.)

Hope this helps! If not, feel free to send me the file, and I'll take a look at it.
Cheers, dVan

Edit 2: Sounds like your problem was resolved! (And yes, that has been known to cause level crashes before.) Good luck with your game!
RDX

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Posted on 05-31-11 04:34:53 AM Link | Quote
I feel pretty dumb asking this, but can someone point me towards a set of instructions or something on how to do transparent textures?

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Joe
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Posted on 05-31-11 05:50:50 AM Link | Quote
Originally posted by RDX
I feel pretty dumb asking this, but can someone point me towards a set of instructions or something on how to do transparent textures?
Your question is kind of vague. What do you want to do with transparent textures?

If you want to edit transparent textures (or textures in general), this thread is relevant.

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Posted on 05-31-11 09:28:33 PM Link | Quote
Alright, I got a few more problems...

First off, I have placed a star in the level that replaced Castle Grounds (it is a red coin star.). However, when I collect it, Mario exits through the designated success warp...yet after he touches the ground, the game freezes. This only is a problem in the Castle Grounds area, however...is there something that can be done to fix that, or is the game simply incapable of placing stars in the Castle Grounds area?

Secondly, it seems that whatever items I place on the substituded Castle Grounds level, nothing past object 008 will load until I enter a level and get a star. This one has me really confused, does anyone know how I can remove that?

Finally, every single warp I place goes directly to Bobomb Battlefield (Or to another warp in the substituted castle grounds area. However, all these warps are properly linked to go to other levels (as in, I assign the warp in the Warp Destinations area to go to the level, and I give the warp a specific, unused warp id. Then, I take a warp and assign the warp id to that warp...but I still end up in Bob-omb Battlefield. I even tried warping to a separatedly-created warp within the target level, and linked that warp to the warp in the Castle Grounds, but still end up in Bob-omb Battlefield.) Anyone know what to do to fix that? :/

Thanks, a lot!
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Posted on 05-31-11 10:34:31 PM (last edited by videogamer555 at 05-31-11 07:39 PM) Link | Quote
Ok, I enabled the flat world level replacement for BobOmb Battlefield. Unfortunately there are only 4 objects shown in red in the 3d object list (the rest are gray, though they show up as existing on the actual editor window). That is only 4 objects which will appear visible in the game. Funny thing though is they are invisible in the editor. How do I even edit a level like this? Please assist.

Oh and by the way, the enabler for level select doesn't work. It gives me a level selector, but every time I select a level in the game my emulator crashes. I'm using the latest release version of Project64.
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Posted on 05-31-11 10:42:39 PM (last edited by dVanDaHorns at 05-31-11 07:46 PM) Link | Quote
Originally posted by videogamer555
Ok, I enabled the flat world level replacement for BobOmb Battlefield. Unfortunately there are only 4 objects shown in red in the 3d object list (the rest are gray, though they show up as existing on the actual editor window). That is only 4 objects which will appear visible in the game. Funny thing though is they are invisible in the editor. How do I even edit a level like this? Please assist.


Alright, this is easy enough. First off, the four objects there are warps. They have no model assigned to them, (except pipe warps, but those aren't present.) THus, they are invisible. I recommend changing. Also, you can only choose objects within the BBB item bank list (goombas, chain chomp, bob-ombs, and generic stuff like chuckyas, flame throwers, etc.) To change the item bank...well, the only way I know is to use Frauber's importer, although I assume there are other ways.

Finally, the gray objects are objects that aren't assigned to any act yet, thus why they are invisible. To give them an act, click on one of the 6 stars (click on all 6 if you want it to appear in all acts) and the object will become red, and visible in the said act.
Hope this helps!

Edit: This is because if you enable the level select for levels that weren't pre-coded with a level select (ie any level except the 15) the game will crash, as it cannot run information that isn't there. THis function is mainly used for disabling the level select

(Also, people, plz don't forget my questions )
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Posted on 05-31-11 11:55:01 PM (last edited by RDX at 05-31-11 08:57 PM) Link | Quote
Originally posted by Joe
Originally posted by RDX
I feel pretty dumb asking this, but can someone point me towards a set of instructions or something on how to do transparent textures?
Your question is kind of vague. What do you want to do with transparent textures?

If you want to edit transparent textures (or textures in general), this thread is relevant.
Well, for example, say you got a gate. The texture is going to look like the gate with white spaces in between the fence posts. I'm trying to get the white spaces to show up transparent in game, but for the gate to still be showing.


I want the white parts to be transparent.

It's a simple issue I'm pretty sure, I just don't remember how to do it. Dudaw said something about 3D Ripper X or something like that once but I have no idea what I'm supposed to be doing.

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Posted on 06-01-11 12:50:29 AM Link | Quote
Originally posted by RDX
Well, for example, say you got a gate. The texture is going to look like the gate with white spaces in between the fence posts. I'm trying to get the white spaces to show up transparent in game, but for the gate to still be showing.


I want the white parts to be transparent.

It's a simple issue I'm pretty sure, I just don't remember how to do it. Dudaw said something about 3D Ripper X or something like that once but I have no idea what I'm supposed to be doing.
That's one of the textures you can import through Toad's Tool, right? Just take a look at how Toad's Tool exports the original and use that as an example of how to do it. The left half of the image should be your texture, and the right half is a transparency map with black for visible and white for transparent.

If it's not one of the textures supported by Toad's Tool (or you'd like to learn some more advanced graphics skills), have a look here.

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Posted on 06-01-11 01:29:30 AM (last edited by RDX at 05-31-11 10:30 PM) Link | Quote
It's not as simple as that. I'm not just pulling textures out and putting them back in, I'm making a model in sketchup and trying to use a texture that is partially transparent. Skelux could probably help but he never answers my questions. I dunno, I'm stumped. I understand what you're talking about, but I don't think it works that way with imported models.

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Posted on 06-01-11 01:53:19 AM Link | Quote
Open it in a graphics editor like GIMP, give it an alpha channel, and make the white parts transparent.

If you use GIMP: after adding the alpha channel, use the "select by color" tool and select the white part. Press delete, and it will be transparent. Then, save it as a PNG.

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