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[PSX2] PCSX2 0.9.9 SVN5300

[0] @ Niedziela, 17 Czerwca 2012 12:43CET

[PSX2] PCSX2 0.9.9 SVN5300

PCSX2 jest jedynym emulatorem SONY PLAYSTATION II, który z powodzeniem pozwala pograć w gry, które oferuje oryginalna konsola. Poniższe publikowane wersje są zapisem prac na kodem tego emulatora i wszystkie one mają status deweloperski, co znaczy, że należy liczyć się z problemami - czasami mniejszymi, czasami większymi.

Ostatnia oficjalna wersja nosi numer 0.9.8 i można ją ściągnąć np. stąd lub ze strony domowej projektu.

Pliki pochodzą z oficjalnego BOTa projektu z serwisu ORPHIS.

PCSX2 0.9.7 Developer version SVN5300 2012-06-17 14:33:34

  • GSDX: partially revert texture cache changes for now. Compat probably back to normal, some glitchy textures are probably differently glitchy, the other changes might improve some games, performance probably much the same as ever.

PCSX2 0.9.7 Developer version SVN5299 2012-06-17 14:07:03

  • GSDX: CT32 -> T8H, need to use a 32 bit D3D format for the texture so that they have compatible D3D types for the copy (don't have to if using StretchRect but might as well).

PCSX2 0.9.7 Developer version SVN5295 2012-06-17 01:32:04

  • portaudio (SPU2-X): Last merge from portaudio svn I forgot to include this change (or tell rama to include it), which breaks debug builds of SPU2-X.
    Also, "omfg a commit by gigaherz!"

PCSX2 0.9.7 Developer version SVN5294 2012-06-13 23:53:08

  • GSdx: Add GUI for disabling all CRC hacks (for testing purposes only, disabled by default). The new checkbox is at the "HW Hacks" section, and is only relevant when the global "Enable HW Hacks" box is checked.

PCSX2 0.9.7 Developer version SVN5293 2012-06-13 18:14:58

  • GSDX: Clear Target::m_valid after a full Read() for performance (and accuracy?) Probably doesn't match the original intent but it matches the current usage.

PCSX2 0.9.7 Developer version SVN5292 2012-06-13 17:44:24

  • GSDX: (New bug?) If "8 bit textures" is disabled format conversion has already happened and we need PS_FMT=0 in the shader for indexed textures.
    GSDX: (Old bug) When looking up a texture in the cache, the check didn't take into account CLUT formats, nor did it skip this check when "8 bit textures" is enabled.

PCSX2 0.9.7 Developer version SVN5291 2012-06-13 15:36:10

  • GSDX: fixed an oversight in my shader change gregory caught which removed alpha expansion for the direct sampling case, should probably fix the remaining bugs. Also set the texture sampler to point sampling when the shader will be performing its own bilinear filtering (effect on games unknown but should be an improvement).

PCSX2 0.9.7 Developer version SVN5290 2012-06-13 10:43:04

  • zzogl: use the EXT version of fbo (fix the build on windows)
    gsdx:
    * add some parenthesis to shup up very verbose gcc warning
    * adapt ogl to latest sudonim change

PCSX2 0.9.7 Developer version SVN5289 2012-06-12 18:14:01

  • zzogl glsl4:
    * properly delete program and vertex array. Avoid a crash on plugin reload
    * reset shader state. Avoid to reuse invalid data on plugin reload
    gsdx:
    * add an hack to unattach/attach the gl context from different thread. Help to solve some crashes. The best will be to move gpu operation out of gsreadfifo but it would need more works
    * implement logz for test purpose (don't seem to help)
    gsdx replay:
    * use default xdg location

PCSX2 0.9.7 Developer version SVN5288 2012-06-11 10:57:32

  • GSDX: Added a compatibility check to the framebuffer handling for the texture cache and made it preferred and added a writeback as a fallback. Compat should be back to normal?

PCSX2 0.9.7 Developer version SVN5287 2012-06-11 03:27:16

  • GSDX: made the paletted texture handling in the cache a bit more sensible to my eyes and implemented interpolation of palette entries for pixels in paletted textures when using the 8 bit textures option. Regressions in some games I think, such as Virtual On (which is very broken anyway), need to investigate what made them work (to some degree) before. Seems to change some performance characteristics favourably to my surprise, but I might just be bad at remembering framerates.

PCSX2 0.9.7 Developer version SVN5287 2012-06-11 03:27:16

  • GSDX: made the paletted texture handling in the cache a bit more sensible to my eyes and implemented interpolation of palette entries for pixels in paletted textures when using the 8 bit textures option. Regressions in some games I think, such as Virtual On (which is very broken anyway), need to investigate what made them work (to some degree) before. Seems to change some performance characteristics favourably to my surprise, but I might just be bad at remembering framerates.

PCSX2 0.9.7 Developer version SVN5286 2012-06-11 02:57:28

PCSX2 0.9.7 Developer version SVN5285 2012-06-11 02:56:44

  • GSDX: Forgot a file.

PCSX2 0.9.7 Developer version SVN5284 2012-06-11 02:31:44

  • GSDX: Added some exceptions on shader compilation failure (with handlers in entry points because people seem to like the plugin struggling on even when nothing works any more) because I am not keen crashing Windows via my graphics driver.

PCSX2 0.9.7 Developer version SVN5283 2012-06-11 00:00:18

PCSX2 0.9.7 Developer version SVN5281 2012-06-10 16:04:47

  • GSDX: put all paletted texture samples through the same transformation from the UNORM 0-1 256 step mapping to a 0.5/256-255.5/256 mapping after seeing potential bugs with FMT_4HL and changed FMT_4HH because it seemed to be completely wrong. Nothing but 8 bit textures tested because I can't find a single game which uses 4 bit textures.

PCSX2 0.9.7 Developer version SVN5280 2012-06-09 08:03:27

  • GSDX: Fixed my inability to remember or look up (I swear that page was hiding) coordinate systems in r5279 and assumed that it was a rounding error instead. The symptom was that palette indices above around 250 were being rounded up to the next palette entry causing visible glitches (only in D3D10 for some reason). Changed the code to keep the fractional part after multiplication by 256 around 0.5 and the steps around 1.0. Should be very safe against small errors.

PCSX2 0.9.7 Developer version SVN5279 2012-06-08 21:36:44

  • GSDX: Probably fix D3D10 and maybe D3D9 (might be working anyway but I think I have it addressing texel centres now) palette lookups. I noticed that this was broken in D3D10 while fixing the Realta Nua issue in r5273.
    Explanation, because this gives me a headache and this might save someone else one (or I might be wrong and they might see why): in D3D10, 0.0 points to the centre of the leftmost texel and 1.0 points one texel to the right of the rightmost texel, so to map a UNORM uniformly across a texel we need to multiply the input by (w-1)/w. In D3D9 0.0 points to the left edge of the leftmost texel and 1.0 to the right edge of the rightmost texel so after the multiplication we add 1/2w.
    Actual texture sampling is probably not right for at least one of D3D9 and D3D10, but this headache is killing me.

PCSX2 0.9.7 Developer version SVN5278 2012-06-08 18:14:47

  • zzogl:
    * add a script to run cg compiler on glsl file:
    + handy to check the syntax
    + output the asm of the shader
    - unfortunately don't support latest glsl construct but better than nothing
    * really delete resources before context destruction
    * wanted to play with opengl3 timer for profiling but not conclusive, just keeping code around for future use

PCSX2 0.9.7 Developer version SVN5277 2012-06-07 21:41:00

  • Revert original fix for Realta Nua as Pseudonym found the proper fix. This should get rid of the regression on Agressive Inline and one of the Matt Hoffman games having textureless graphics.

PCSX2 0.9.7 Developer version SVN5276 2012-06-07 15:22:12

PCSX2 0.9.7 Developer version SVN5275 2012-06-07 11:53:53

PCSX2 0.9.7 Developer version SVN5274 2012-06-07 11:45:16

PCSX2 0.9.7 Developer version SVN5273 2012-06-06 22:04:39

  • GS/GIF: only raise interrupts on IMR writes on falling edges, i.e. if the interrupt was previously masked. Also remove a block about queued signals from IMR writes which makes no sense to me given that the CSR write to clear the previous SIGNAL should be setting CSR.SIGNAL already, which will trigger the interrupt by the standard mechanism. tl;dr: fixes realta nua and probably other stuff.

PCSX2 0.9.7 Developer version SVN5272 2012-06-06 20:38:24

  • Games DB: add support for controlling mvuFlagSpeedHack. Disabling this hack for all Katamari games (otherwise enabled by default now) since it has a weird speed bug with it enabled.

PCSX2 0.9.7 Developer version SVN5271 2012-06-06 14:55:15

  • NSIS Un/Installer: updates (for both full/web installers):
    - Removed vcredist 2008-sp1 and 2010, added vcredist 2010 sp1.
    - GSdx DLLs rename (+"32"), added avx.
    - Version to 1.0.0.
    - Uninstaller: bios removal now has own checkbox (can now remove everything and keep bios).
    - Uninstaller: registry is cleaned first (better for next install in case uninstall fails for some reason).
    TODO/ToTest:
    - Test upgrade from 0.98, 0.97.
    - Got few crashes and/or errors if files/folders were in use while uninstalling. Look into that.
    - First install on a clean system: test that first-time-wizard appears (i didn't get the ftw, I possibly had stuff from previous incomplete uninstall).
    - Add an option to run pcsx2 when the installer completes?
    - readme/faq have "0.9.8" in filename, but the installer refers to <version>, check if/when it's used.
    - Cheats folder created at program files. consider at mydocs?
    - Cheats folder contains what appears to be a valid pnach file for personas 4 (inf health etc). do we want that packaged?
    - Do we want to mirror vcredist 2010sp1 on pcsx2.code.google/files? (older redists are mirrored).
    - Change the installer logo to the one used everywhere else?
    - See if we can use the best gsdx version selected initially (my system supports sse4, but it selects the sse2 dll by default at ftw).
    - Default KB config for lilypad? all other plugins can work without configuring manually, but without a controller configured, it's very meh. See what we can do about it.

PCSX2 0.9.7 Developer version SVN5270 2012-06-06 10:08:08

  • Changed the defaults for GSdx to native resolution (for emulation accuracy's sake) and made the recommended speedhacks enabled by default in PCSX2.
    Also set the auto deinterlace mode in GSdx when the .ini isn't present (instead of "none").

PCSX2 0.9.7 Developer version SVN5269 2012-06-05 06:46:52

PCSX2 0.9.7 Developer version SVN5268 2012-06-04 18:45:54

PCSX2 0.9.7 Developer version SVN5267 2012-06-03 11:29:13

PCSX2 0.9.7 Developer version SVN5265 2012-06-02 21:52:23

PCSX2 0.9.7 Developer version SVN5264 2012-06-02 09:33:40

PCSX2 0.9.7 Developer version SVN5263 2012-06-02 08:01:04

PCSX2 0.9.7 Developer version SVN5260 2012-06-01 22:23:43

  • Gif Unit: Bugfix for Path3 Masking. Fast and the Furious did some channel swapping which freaks it out. Now remembers if it was called by Path 3 for the DMA rewinding to work correctly.

PCSX2 0.9.7 Developer version SVN5259 2012-06-01 18:24:37

  • SPU-2X Project too for VS2010

PCSX2 0.9.7 Developer version SVN5258 2012-06-01 18:18:14

  • Not sure if it was just me who had this issue but Lilypad didn't have the Directx SDK lib/include paths in the VC Directories, causing it not to build. Now it has :P

PCSX2 0.9.7 Developer version SVN5256 2012-06-01 14:26:37

PCSX2 0.9.7 Developer version SVN5255 2012-06-01 14:16:25

  • GSdx: CRC hacks: Remove duplicates (none left for now).
    The following dup CRCs of were removed (leaving one):
    0x7D4EA48F - Haunting Ground EU (now only Genji).
    0x1A85E924 - DMC3 CH (now only GOW1)
    0x7ACF7E03 - Spyro New beginning (now only ICO)
    The following CRCs were removed without any negative effect:
    0x2F123FD8 - GOW2 RU (same as US).
    0x23A97857 - Star Ocean 3 JPUNDUB (same as US).

PCSX2 0.9.7 Developer version SVN5253 2012-06-01 08:35:03

PCSX2 0.9.7 Developer version SVN5252 2012-06-01 08:21:31

  • zzogl:
    * Fix context code for the common shader and set the indices for the uniform... (will fix most of GLSL-related black screen issue)
    * some memory improvements were not merged from zzogl-dev branch

PCSX2 0.9.7 Developer version SVN5248 2012-05-30 21:18:31

  • VU Interpreter: Implement branch in branch delay slot handling, fixing hot wheels when using VU Interpreter. Might be buggy, but better than without it ;p

PCSX2 0.9.7 Developer version SVN5247 2012-05-30 19:26:37

  • Path3 Masking Fix: GGIF MFIFO didn't set the GIF state, also added the path 3 stalling stuff to there too.

PCSX2 0.9.7 Developer version SVN5246 2012-05-30 19:19:53

  • Path 3 games speed up. Stopping VIF looping when waiting for Path 3 to finish (can sometimes loop over 1000 times)
    Examples of speed ups:
    Outrun 2006
    before 43.4 - 45.7
    after 44.7 - 47.33
    Grand Theft Auto: San Andreas
    before 63 - 66.9
    after 66 - 69.5
    Need for Speed Most Wanted
    before 33.0 - 33.3
    after 33.22 - 33.57
    Burnout 2
    before 46.5 - 48.3
    after 53.2 - 55.5

PCSX2 0.9.7 Developer version SVN5245 2012-05-30 18:43:02

  • Path3: Stopped Path3 looping when MskPath3 is enabled, reduces the amount the recompiler has to exit, yeilding a small speed boost (but it is really small!)

PCSX2 0.9.7 Developer version SVN5244 2012-05-30 15:04:17

PCSX2 0.9.7 Developer version SVN5243 2012-05-30 12:07:09

PCSX2 0.9.7 Developer version SVN5241 2012-05-29 06:59:33

PCSX2 0.9.7 Developer version SVN5239 2012-05-28 20:32:48

  • Found one more progressive scan flag and fixed a typo in the GSdx hacks.

PCSX2 0.9.7 Developer version SVN5237 2012-05-27 15:34:48

  • zzogl glsl: optimize state change. With luck it would be less slower. At least GL trace is much smaller (Gow menu go down from 4600 to 3000!)

PCSX2 0.9.7 Developer version SVN5236 2012-05-27 12:51:48

  • zzogl: fix compilation failure because of a wrongly refreshed patch

PCSX2 0.9.7 Developer version SVN5235 2012-05-27 12:40:14

  • i18n: revert es_ES of previous commit (files were empty)

PCSX2 0.9.7 Developer version SVN5234 2012-05-27 10:24:09

  • i18n:
    * new language ms_MY
    * update sv_SE, tr_TR, es_SE,zh_CN
    If I forget someone ping me ;)

PCSX2 0.9.7 Developer version SVN5233 2012-05-27 08:13:27

  • zzogl: rework dump test, to avoid bad mix between u32/u8
    glsl4: Replace some define with function (ogl4 support function pointer). Explain how depth is computed in vertex shader

PCSX2 0.9.7 Developer version SVN5232 2012-05-26 09:58:37

  • gsdx-ogl: only enable AMD hack when linking ps2 related shader. Otherwise SV_Target1 in convert is wrongly remapped
    zzogl: check harder that the previous primitive exist.

PCSX2 0.9.7 Developer version SVN5229 2012-05-25 16:23:44

  • microVU: fixed a regression from r4940 that refraction caught when reviewing changes for a bug report. Might fix line of sight in MGS2 (the reported bug)? Might have something to do with the ace combat (forget which) collision detection? Might fix nothing but I'm pretty sure this is correct now.

PCSX2 0.9.7 Developer version SVN5228 2012-05-25 14:24:02

  • GIF: Fix for Terminator 3 & Growlanser 2&3 collection invisible screens.
    *Noted small speed boosts on some games (Outrun up from 48fps to 52fps, MGS3 potentially gaining 1fps, Sega Tennis possibly 0.5fps), could be a freak occurrance tho :P

PCSX2 0.9.7 Developer version SVN5227 2012-05-25 06:44:22

  • zzogl: revert a change of the zzogl-dev branch. Avoid to compute an empty frame in Persona 4 & tale of abyss (if someone can check the latter)

PCSX2 0.9.7 Developer version SVN5226 2012-05-24 23:28:53

PCSX2 0.9.7 Developer version SVN5225 2012-05-24 18:57:23

  • GIF: Ape Escape 2 fix, who thought it was a good idea to transfer data direct through the damn FIFO >.< Silly developers, i hate you! ;p
    (love you really)

PCSX2 0.9.7 Developer version SVN5224 2012-05-24 18:46:00

  • Gif/VIF:
    -Path3 Masking Changes, Gif Unit now rolls the DMA back (Path3 only) if it is using the Masking and finishes mid DMA packet.
    -Vif modified to be simpler in the transfer loop and fixes issues where Flushes are called at the end of a DMA packet.
    Game fixes from changes:
    Outrun 2006 - Water textures and general flickering fixed, also SW mode not required for half screen issue. Caused by GIF Path 3 stopping in the wrong place.
    Star Wars Episode 3: Revenge of the Sith - DMA timeouts caused by Flush at end of packet.
    Had to break savestates (version change!), sorry :(

PCSX2 0.9.7 Developer version SVN5223 2012-05-24 06:39:39

PCSX2 0.9.7 Developer version SVN5222 2012-05-23 16:22:03

  • Path3 Masking: Games should no longer need the EE Timing fix. General fixes for Need for Speed Underground 2 and other games affected by the change. Hopefully Outrun and Terminator 3 will be ok now too, no promises (as i don't have the games)

PCSX2 0.9.7 Developer version SVN5221 2012-05-23 06:38:37

  • GSdx: CRC hacks: "Aggressive" mode (and related stuff).
    - Added "Aggressive-CRC" checkbox at the HW hacks section of the config dialog.
    - The following hacks are now activated only in aggressive mode:
    - God of War 2: disable water effect/lines, disable global haze.
    - FFX, FFX2, SSX3 (the full crc hack from r5214).
    - Shadow of the Colossus: disable (over)bloom.
    - Reverted the Valkyrie Profile 2 hack to pre- r5214.
    - Some CRC fixes by comments on r5214.
    - Regression fix of dynamic crc hack (INITIAL_MODE = 0 didn't compile)

PCSX2 0.9.7 Developer version SVN5220 2012-05-22 12:31:56

  • Path3 Masking: Fix for Need For Speed Underground - This got broken when the new GIF Unit went in, probably affects many games which use streams of NOP commands before issuing the mask. Game still requires EE Timing Fix however.
    VIF Stall Delay hack: Modified slightly for Onimusha Blade Warriors. This expects the end of the packet to all be in the VIF1 FIFO (which doesn't exist) and the VIF to have finished, so the Stall is technically ignored now, doesn't hurt SOCOM 2.

PCSX2 0.9.7 Developer version SVN5219 2012-05-21 06:43:28

  • zzogl: GLSL is working again for AMD gpu. Nvidia test is welcome
    * properly release shader in release mode
    * set stream format every time an array buffer is bound

PCSX2 0.9.7 Developer version SVN5218 2012-05-19 19:19:17

PCSX2 0.9.7 Developer version SVN5217 2012-05-19 18:31:53

  • GSdx: CRC hacks: duplicates/stuff:
    - Console message for duplicate CRCs on our list.
    - Removed trivial duplicates.
    - Added some CRCs from comments on r5214
    - Soul Calibur 2 now has the same crc hack as Soul Calibur 3.
    We still need to address the following 7 duplicates (most were already there before r5214):
    {0x7D4EA48F, HauntingGround, EU, 0},
    {0x7D4EA48F, Genji, NoRegion, 0},
    {0x7ACF7E03, ICO, NoRegion, 0},
    {0x7ACF7E03, SpyroNewBeginning, NoRegion, 0},
    {0x6BA2F6B9, ResidentEvil4, NoRegion, 0},
    {0x6BA2F6B9, ResidentEvil4, EU, 0},
    {0xD6385328, GodOfWar, US, 0},
    {0xD6385328, GodOfWar, NoRegion, 0},
    {0x1A85E924, GodOfWar, NoRegion, 0},
    {0x1A85E924, DevilMayCry3, CH, 0},
    {0x2F123FD8, GodOfWar2, RU, 0},
    {0x2F123FD8, GodOfWar2, US, 0},
    {0x23A97857, StarOcean3, US, 0},
    {0x23A97857, StarOcean3, JPUNDUB, 0}

PCSX2 0.9.7 Developer version SVN5216 2012-05-19 08:20:30

  • GSdx: Dyna crc hack: adds version info (for r5125).

PCSX2 0.9.7 Developer version SVN5215 2012-05-19 08:04:12

  • GSdx: Dynamic CRC hack: now supports CRC
    .
    Allows to have a single dynaCRC DLL for several games, differentiated by their CRCs by using the new utility IsCRC(0x12345678, 0x87654321, ...).
    Note: With old GSdx (and updated new DynaCrcHack.c), IsCRC always returns false.

PCSX2 0.9.7 Developer version SVN5214 2012-05-18 16:51:18

  • GSdx: CRC Hacks: Import from Cutie - PLEASE HELP WITH TESTING:
    - 14 Updated hacks, 41 new hacks (See full list at the first comment).
    - New crc-hacks might have patial crc lists, so it's possible that some copies won't get the benefit (yet).
    - Non crc-hacks code was NOT imported from Cutie, so some crc hacks might not be as effective as within Cutie itself.
    - New region: CH, few more CRCs.
    Note:
    Due to the very big list of affected games, I couldn't test the vast majority of them, and so your help would be appreciated in testing. Please report (even if someone else already reported with the same result as yours) with the following format:
    <game name> - <better/worse/same> (reason) - tested <little/medium/much>
    e.g.:
    Tomb Raider Legend - Better (removes garbage graphics) - tested a little.
    GTA San Andreas - Better (removes ghosts) - tested a little.
    And of course, big thank you goes to the author of Cutie, for the time put into improving PCSX2, and for respecting the GPL license and releasing the code.

PCSX2 0.9.7 Developer version SVN5213 2012-05-17 14:18:37

  • gsdx linux: uses OGL device by default instead of GSnull. Issue arise when renderer is 0 -> device is GSnull but GSRenderer is ogl
    debian: fix some typo

PCSX2 0.9.7 Developer version SVN5212 2012-05-15 06:45:26

  • zzogl:
    * some parameters was set after the shader setup. Extend the API to do the shader setup before the draw
    * remove the useless shader compatibility bits

PCSX2 0.9.7 Developer version SVN5211 2012-05-15 06:40:45

  • zzogl:
    * fix properly context, directly save the state in the shader
    * replace the last deprecated variable in the shader. Remain the issue that host enable 1 output and the shader write 2 outputs
    * It seems that VBO does't depends on the VAO but vertex format depends on both VBO/VAO so I set the format multiple time. Not sure the behavior is fully correct

PCSX2 0.9.7 Developer version SVN5210 2012-05-13 20:22:15

PCSX2 0.9.7 Developer version SVN5209 2012-05-13 17:22:36

  • gsdx, zzogl: avoid nested class inside GSVertexArrayOGL.h
    zzogl: rework the shader interface to use struct like CG. Shader are still broken because some variables (gl_color & gl_secondary_color) are not supported in vertex shader...

PCSX2 0.9.7 Developer version SVN5208 2012-05-13 17:14:05

  • zzogl:
    * use 128 vertex buffer instead of 512 that will avoid to fill the GPU vram
    * Use separate shader infrastructure for GLSL 4 as Nvidia cg. Beside code is much easier to understand

PCSX2 0.9.7 Developer version SVN5207 2012-05-13 17:09:18

  • gsdx ogl:
    * split GSDeviceOGl header. Will allow easy sharing with zzogl.
    * fix some gcc warning
    zzogl:
    * import Uniform buffer and Vertex array from GSdx

PCSX2 0.9.7 Developer version SVN5206 2012-05-11 20:52:50

  • i18n: tr_TR pcsx2_Iconized is wrongly translated. I fuzzy all strings to have an english string instead of lookup key
    various: apply some patch of Micove to disable debug logging in GSdx release mode

PCSX2 0.9.7 Developer version SVN5205 2012-05-11 20:26:03

PCSX2 0.9.7 Developer version SVN5204 2012-05-11 20:21:44

  • debian: update of the package round1
    * Use some (lots) of improvement from Micove package
    * Merge all binary package into 1 would be easier for everyone

PCSX2 0.9.7 Developer version SVN5203 2012-05-11 19:39:32

PCSX2 0.9.7 Developer version SVN5202 2012-05-08 07:32:15

wstecz17/06/2012 12:43
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