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PSP News is a News and downloads site for the PSP, PSVita, PS4, PS3, PS2 and PSOne, We have all the latest emulators, hack and custom firmwares, homebrew and all the downloads on this site, we also cover commercial gaming and console news., the latest homebrew and releases, Part of the
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September 11th, 2006, 17:36 Posted By: wraggster
Game site IGN offers a first look at the PLAYSTATION 3 box art and points out the small changes the new design offers. The PlayStation logo, which previously was set against a black background, is now contrasted with white. The text alignment on the spine also returns to left aligned as it was in the PSX days. The ESRB and the Sony Online Entertainment logos are unobtrusively located in the corners. While the art is real, IGN also whipped up this mock-up of the Blu-ray case, which kinda sticks out. The rest of it, not bad, not bad at all.
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September 11th, 2006, 17:32 Posted By: wraggster
This brand new trailer for Metal Gear Solid 4 showcases the insane skills of Solid Snake's most imposing enemies ever, the weirdly leggy cyborg assault drones.
We're still not sure if it's blood the drones leak, or just oil - or even which would be worse - but the sight of one of these monsters high-kicking a soldier dead is at once disturbing and thrilling. Go hit the movies tab and see the carnage for yourself.
If you missed the previous clips - which we also have nestled in our MGS4 video library - this trailer gives a stripped down heads-up on the game's plot and Snake's new mission. Liquid, the boss from Metal Gear Solid on PSone, has gained control of a private army big enough to challenge America's own military might and Snake must do everything he can to stop a new World War.
Trailer Here
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September 11th, 2006, 17:31 Posted By: wraggster
Unknown Realms, a new action-RPG for PS3, has been revealed in the build-up to the machine's Tokyo Game Show appearance.
The game has been created by the developer of impossibly pretty PS2 slash-'em-up Genji (and its PS3 sequel), and that much is obvious in the colour-soaked screenshots below. Billed as a 'dark fantasy', the game follows the exploits of university student Ellen and journalist Keats through a series of dream-like realms - including a war-torn battlefield, a coral-strewn underwater setting and enchanted forests shimmering with all the lighting effects that PS3 can crank out.
Unknown Realms will be shown at TGS in a couple of weeks' time - as fresh games are a welcome sight on Sony's delayed supermachine, we'll be sure to bring you more information during the show.
Screens Here
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September 11th, 2006, 17:29 Posted By: wraggster
Several of Capcom and Koei's PlayStation 3 titles will be playable at next week's Tokyo Game Show, while Capcom has also spoken of new game announcements.
With expectation starting to build ahead of Tokyo's annual showcase, Capcom has pledged 12 demo units of Devil May Cry 4, while Koei aims to have playable versions of some of its PS3 titles on-hand, likely to include Fatal Inertia (a launch title), Bladestorm, Ni-Oh and Mahjong Taikai IV.
Koei will also be demonstrating Samurai Warriors Wave for Nintendo Wii, while Capcom will be offering hands-on time with Xbox 360 exclusive Lost Planet, but with PlayStation 3 making its public playable debut in Japan the Sony console is understandably the focus.
Elsewhere on Capcom's line-up is obscure PlayStation 2 fighting game God Hand, developed by Clover Studio, along with PSP titles Power Stone Collection, Monster Hunter Portable 2nd and Capcom Classics Collection. The DS will be represented by a new Phoenix Wright title and Megaman Rebirth.
Koei, meanwhile, is largely focused on Sony formats, with PS2 titles Sangokushi 11, G1 Jockey 4 2006, Harukanaru Toki no Naka De, Samurai Warriors 2 Empires and Nobunaga's Ambition on show, and Dynasty Warriors Mahjong appearing on PSP. That title will also be visible on DS, along with Pocket Scenario Series Harukanaru Toki no Naka De.
Tokyo Game Show 2006 takes place between September 22nd and 24th.
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September 11th, 2006, 17:20 Posted By: b8a
Here's yet another quick release from everyone's favorite 90's era arcade emulator porter, NJ. He has now updated his CPS2PSP emulator to beta 2 in order to address some palette issues.
What's Changed beta 2
-Made a fix for a new problem that occurred in some games due to a change in the palette processing. There are no changes other than the palette. Even the state save data can be used exactly as it is from the beta version. Additionally, he added some new information for TIFF loader users:
I forgot to add this to readme_cps2.txt, but when using this under the TIFF loader, please add the text below to the appropriate file. When added to the GTA loader, memory decreases so please don't add it to that version. If you already added this portion for text 5/beta, then all you need to do is change [CPS2PSP_3ccaece6] and the ebootname in the first line.
The value in the first line can be determined through the EBOOT_signature.exe program that is included with eLoader 0.98.
[CPS2PSP_3ccaece6]
#************************************************* ************************#
#* CAPCOM CPS2 Emulator for PSP beta 2 *#
#*-----------------------------------------------------------------------*#
#* LOADER: 0.98 *#
#* TIFF: 2.0 - YES : Only the small size games can be played. *#
#* GTA: 2.0 - YES *#
#* GTA: 2.01 - YES *#
#* GTA: 2.5 - YES *#
#* GTA: 2.6 - YES *#
#************************************************* ************************#
ebootname=CPS2PSP beta 2
limitedMemoryManager=Y
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September 11th, 2006, 17:16 Posted By: wraggster
New from Lik sang:

Product Features
Over 8 Hours of Movies Including Voiced Cut Scenes - Pre-rendered cut scenes and real-time cut scenes with dramatically enhanced models, as well as in-game voiced cut scenes with anime-style 2D portraits unveil an epic story.
The Exciting Conclusion to an Epic Trilogy - Building on the deeply philosophical and existential storyline of the first two titles, the concluding chapter in the series brings closure to the remaining mysteries in the highly acclaimed story.
Updated Battle System - Battles are intuitive and fun, combining the best aspects of the first two games' battles, while introducing the new Break system.
Customize Your Characters - A branching skill set promotes character specialization and diversification. Strategic party management is more highly rewarded, adding another level of depth to game strategy.
Money/Shops Are Back!- Buy, barter, and sell any items or equipment, allowing you to upgrade your characters and E.S.s frequently.
Challenge Yourself and Friends with new Mini-games - With 60 pre-made levels to complete, the Xenosaga puzzle mini-games add a new type of challenge for the player, and rewards his performance. The mini-game map editor also lets players create, play and share their own custom maps with friends.
Description
A year has passed since Xenosaga II. Shion has resigned her post at Vector Industries after realizing that the company is deeply connected to the cause of the Gnosis phenomenon. She has thus joined Scientia, an underground organization, in order to unveil Vector's true objectives. The development of KOS-MOS is to be cancelled, and a mysterious android, T-elos appears to be taking KOS-MOS' place. Shadows of suspicion and conspiracy surround T-elos. Uncover the future of mankind in this much-anticipated conclusion to the Xenosaga trilogy.

More info --> http://www.lik-sang.com/info.php?pro...7&lsaid=219793
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September 11th, 2006, 17:07 Posted By: wraggster
Sony boss Ken Kutaragi has expressed further regret over last week's news that the PlayStation 3 will be delayed in Europe until March 2007, apparently admitting to news agency Reuters that Sony's strength in hardware is in decline.
The man known as the father of PlayStation apparently told reporters, "If you asked me if Sony's strength in hardware was in decline, right now I guess I would have to say that might be true."
It's certainly a surprising admission if the quote is genuine and it certainly appears to be as it's been widely reported. However, as is so often the case, it should be taken in context and in this case, there's no more context than the raw quote to examine.
Kutaragi is undoubtedly right in some senses as PlayStation hardware is in decline, facing an extremely serious challenge from Microsoft and to a lesser extent Nintendo for the hearts and minds of gamers in the next generation - a challenge it didn't have to deal with during the launch of the PS2. The delay to the PS3 in Europe has been a major blow, given Microsoft more or less managed a full global launch of its own last year and the Redmond giant now has a chance to cash in on the lucrative European Christmas market this winter.
Perhaps Kutaragi's qualifier of 'right now' might be the crucial phrase in that quote, suggesting more optimistic times are on the way. Kutaragi could also be referring to the general challenges Sony faces in all hardware markets, including TVs and consumer goods where the Japanese electronics giant is also under attack from new challengers.
But whether that means a decline in PlayStation hardware overall, we're not so convinced, as we still see PlayStation 3 being a major success when it does eventually launch in Europe, although it will also undoubtedly yield some significant market share to both 360 and Wii. We're sure you won't be afraid to share your thoughts on Kutaragi's statement in the comments field below.
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September 11th, 2006, 17:06 Posted By: wraggster
EA Sports has some news that will bowl over cricket fanatics: its latest slice of virtual leather on digitised willow, Cricket 07, will ship on PlayStation 2 and PC in early November.
Which leaves plenty of time for us to enact our own virtual Ashes Test series - England's attempt to maintain its grip on the urn begins on November 23 in Brisbane. EA Sports has extensively revamped the game, endowing it with what it calls the Century Stick control system. EA Canada producer Justin Forrest explains: "Our new, innovative 'Century Stick' control system will change the way all fans approach gameplay as you'll now have full control over foot choice, shot selection, shot power, and shot direction - it's never felt this close to actually wielding a bat before."
The game also features a more natural camera perspective and a Quickplay system that lets you crank up the speed and drop the difficulty level for Twenty20-style wham-bam action (it lets you play fully licensed Twenty20 games) or slow things down and crank up the difficulty from proper Test Match action. And, naturally, it will let you enact the Ashes in all their glory. Check out the attached screens for an even greater insight. Let's just hope that, injuries notwithstanding, Freddie, Straussy and the boys do the business again.
Screens Here
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September 11th, 2006, 00:42 Posted By: Shilo
This my entry for the DCGP:
My first release at DCEMU I have been working on this flash game for about a month now, and when I read that DCEMU was holding a coding compo I decided I would enter it. This game is a shooting game based off of Zombies Ate My Neighbors for the SNES (one of the best games ever and I highly recommend you play it ). The game is only 3 levels long with a fight with the evil doctor himself at the end. I would have liked to make it longer, but if it would be about 400kb bigger it wouldn't even load. There are a few glitches in the sound and it is sluggish in some levels do to the PSP Flash Player. And, sometimes if you play the game for a long time you will get an error message that says something about running out of memory. If this happens, just refresh the page. If you read the How to Play in the game refresh and your should not get the out of memory error until you play the game for a while (I was able to beat it twice with out this error). If you need help installing and running the game please refer to the read me included in the zip folder, and if you need help playing the game, select "How to Play" in the main menu.
If you find any bugs please either: PM me, email me (waffles907@yahoo.com), or post with a description of the bug.
While I did rip the sprites, SFX, and the music, they all belong to Konami and I do not claim ownership of them in any way.
I may make another game or two for the compo so look out for them 
Thanks Everyone 

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September 10th, 2006, 19:20 Posted By: wraggster
Dr Neo Posted this on his forum:
If i can't get these address before 15th.September,they will lost the prize forever
[NDS APPS No.1] beup - kevinc
[PSP Games No.1] R-Gear - shazz
[NDS/GBA Games No.5] Glider - HtheB
[NDS/GBA Games No.10] Sensitive DS - spinal
[NDS APPS No.4] DSFTP 1.9 - bjoerngiesler
[NDS APPS No.9] Draw - davr
[NDS APPS No.10] SIDPlayerDS - GPF
[PSP Games No.3] ThrottleX - AnonymousTipster
[PSP Games No.4] Droplets - drakonite
[PSP Games No.7] Escape - taichi1082
[PSP Games No.9] Sandbox - psmonkey
So to all those coders please get your adress to DrNeo over at Neoflash
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September 10th, 2006, 18:05 Posted By: Skye
NJ has fixed the bugs, that he had in his last beta version. Here is a quick translation via google
The modification point is to be rather many, but the effect which it corresponds to hardship completely not seeing.With the unreasonable [tsu] lever you abandoned the improvement of speed above this already.The after all place, as for about 7 tenths of processing with the feeling which depends on the processing of video emulation the shank. When it is CPS2, when it is the usual game picture, unless the 1000~1500 about sprite must be drawn in one picture, because, it is rather hard, don't you think? is. If equal to number the combining [e] which is about 2 times that NEOGEO. By the way, doing the sound mixing with ME, speed does not rise and after (on the other hand speed goes down with synchronous processing, sound unstably). If it tries turning sound to OFF, it is understood, but almost there is no load, it is, don't you think? assuming, that (perhaps speed rose, it probably is 1fps).
When after, it compiles with kernel mode, it seems that the person who is thought that speed rises, is, but it does not rise. With only kernel mode such as network the processing and active memory which cannot be used just increases about 300~400KB. With being the case that it is said, temporarily, CPS2 leaving for a while with this, starts CPS1. romcnv.exe was renewed. Correction of trouble of the below-mentioned drawing as for the game which does. Please do again to draw up cash file. Correcting the trouble of drawing of the game below. Street fighter ZERO 2: Left and right of the victory mark of ranking indication is strange. Part priority of opening demonstration is strange. Score of the top and bottom of ranking indication of the [maitei] pan is not processed the mask. [ezahoden] pre-world war 2 demonstration is not indicated in normally with D&D S.O.M. Part sprite of [pazurupu] 2 is not indicated. (Bug of ROM converter. Correction being completed). In every game texture size modification to optimum value. But, because it was allotted at the value to which problem does not happen originally as for speed the change. It tried not to read the PCM data when sound is made invalid. It corresponds to the paddle input of [pazurupu] 2. (The same method as forgottn of CPS1PSP). Modifying the calculation method of the pallet. Whether fading out and the like somewhat became good. C68K substantially rewriting. (The M68000 core was drawn up anew, but bug correction and the like Because it is not in time, utilizing continuation C68K. Because speed does not change almost, This way whether it does,) Z80 modification to CZ80 which customizes the core. CZ80 is to be lacking a little in accuracy, but Because it is not the strange sound driver different from NEOGEO, especially problem seems that does not occur. Because there is a bug, it corrected. There is no compatibility of the state data attendant upon above-mentioned and modification. it is the schedule which even in formal edition and is modified. Is not bug, is, but the case where with the grapple game Raster Effects is turned to OFF the gap of the background part Cancellation. However, because drawing of the picture increases, (about average 1~2fps) speed falls somewhat.
* Really, as for speed it is to improve delicately but you deducted with this correction and when such as zero whether. Other things, detailed modification point large number.
Here is what our wonderful translator b8a had translated from NJ's website earlier today before the release was made.
-For the time being, the fixes for the M68000 bug are finished, and now if I can root out the CZ80 bugs it looks like I'll be able to release the fix version. Upon reverting to test 5's Z80, the speed dropped quite a bit, so I'd like to stick with CZ80 as much as possible.
-The CZ80 bugs are also fixed, I've checked all of the opcodes and found problems with some cycle counts and flag math and have fixed them. Maybe I'll be able to release this tonight?
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September 10th, 2006, 14:07 Posted By: altunozara
I have finally gotten around making beta 2 of my first lua game named GO GO GO!
This version is more on the looks side of things...I still have alot to do on this game..but if you think its pretty cool why dont you go ahead and download it!
My new version includes
+A main menu with the option to move from option to option(only 1 option works for now..soz i will fix in my next release) ...well its not much...but i released this to show everyone that i was still working on it...
Over at qj i got a lot of bad feedback...and well it kinda put me off...thats why this release has taken quite a while!
Thanks The ex over at qj for the graphics and SG57 for help on the coding!
I have learned alot over this game and i hope i continue to learn!
Please i have been having trouble with a collision problem were the one guy goes too much to the left but not enough on the right...if anyone could tell me how to fix this i would be very happy!!!!!!!
Thankyou dcemu...without your wonderfull people this could not have been released...
well here it is! Hope you ENJOY!
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September 10th, 2006, 13:06 Posted By: wraggster
Youresam has released a new version of his Netlib app for the PSP, heres the details:
This is a new version of netlib, a library designed to make luaplayer games online. Note that all that is new is the server, and the IP used for netlib (I am now hosting it )
Changes:
-Fixed crash after 100 IDs
-Changed values of IDs and AMWs allowed
-New output interface:
*Has datestamps
*When you run the program, it prompts what information to output.
*Colored text
I am thinking of creating a small library that uses netlib that makes it even easier to make an online game (a library for a library, oronic?). It might just use a command like connectGame("gamename")
Note this requires the .NET framework installed.
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September 10th, 2006, 12:53 Posted By: wraggster
Weltall has released a new version of CW Cheat for the PSP. This is a cheat device for Devhook:
Heres whats new:
This is a new version of cwcheat: the 0.1.3
This new version has a lot of improvement and bug fixes.
-On the code side we have all the conditional codes and the copy byte code finally working right under all circonstances (and some of them are finally added to the database)
-plus it's available a new code type which is the jocker type: this code executes a line of code if the selected buttons are pressed
-On the code searching side now the search for a difference is implemented and working fine
-Other than this now thanks to danzel it's available the complete remaPSP integrated into cwcheat.
-and on the side of supporting apps it's available an application which permits you to automatically download the latest database from the psp and much more new functions and fixes which you can see from the changelog
Updated Version Released
Someone told me that cwcheat with monster hunter freedom eur crashed the psp so after some investigation I’ve found that the problem was a buffer overflow in the database reading runtimes w hich now is corrected.
Plus I’ve added some new things.
0.1.3B RELEASE
[CORE PRX]
-correct a bug which overflodded the kernel ram if a game had more than 399 cheats and could lead to a crash
(eg: monster hunter freedom eu)
-now 420 cheats are supported per game (now all mhf cheats can be loaded)
-now the remaps folder of remaPSP is moved to ms0:/dh/ before it was in ms0:/
[INSTALLER]
-removed the 0x0 from the GUI
[PACKAGE]
-added a french manual by stark from cfccar
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September 10th, 2006, 12:23 Posted By: wraggster
Dickydick69 has released a new version of his movie streaming app for the PSP, heres whats new:
- JPEG images will be transferred as jpeg (faster!) all others as PNG
- can handle all image sizes (rescale on server)
- small images centered
- large images rescaled
- image slideshow (just the same as playlist)
- better psp/ip detection in installer
- bug removed with identical rss feed titles
- rss feed date added in listing
- some other stuff
- correct name in irshell?
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September 10th, 2006, 10:53 Posted By: Mr. Shizzy
Exophase has released 2 new versions of his excellent GBA Emulator for the PSP, heres the release info from the readme file:
v0.7 - (beta than ever)
# Fixed a dynarec bug involving flags generating functions in
contiguous conditional blocks. Fixes music in Super Mario
Advance 2-4.
# Fixed a dynarec bug where Thumb mov imm instructions wouldn't
set flags. Fixes Zelda: Minish Cap, Megaman Battle Network,
probably others. Comes at a slight speed cost.
# Fixed a MIPS dynarec bug where some delay slots might not
get filled rarely, causing chaos. Don't know if it improves
any games.
# Improved self-modifying code detection. Makes Golden Sun,
Golden Sun 2, and Madden 2007 sorta work but excrutiatingly
slowly. Looking for a game-specific workaround for this - if you
want to play these games you'll have to wait for now 
# Fixed a bug causing the interrupt disable flag to go down
when SWIs are entered, causing crashes/resets. Fixes
Super Mario Advance 2-4.
# Fixed menu crashing when strings with certain characters are
printed (for instance going to the menu after loading the
BIOS)
# Accidentally forgot to render win0 + win1 + objwin when all
active at the same time, many weeks ago. Added that, should fix
some parts in games that had frozen screens.
# Fixed some issues with gpsp.cfg needing to be present and
corrupting, hopefully. At the very least sanity checks are
performed on the config file.
# Made it so assigning the frameskip button to something besides
triangle actually worked as expected.
# Fixed ability to restart current game if nothing is loaded
(ie, crash)
# Added interrupt on cpsr modification support to the dynarec
(fixes backgrounds in Castlevania: Harmony of Dissonance)
# Added open addressing for ldm/stm instructions (fixes
Super Mario Advance 3)
# Improved cycle accuracy a little. Don't know of anything this
fixes, but games with idle loops will run a little better w/o
idle loop elimination (but should still be added when possible)
# Fixed some bugs causing sound to play sometimes when it shouldn't.
@ Added dead flag elimination for Thumb code. May possibly have
noticeable performance increases (Thumb emited coded size can
have a reduction of 20% or more)
@ Added code generation for divide SWI. May have a small speed
increase in some games.
+ Added analog nub support (special thanks to psp298 for the
code)
+ Added fractional frameskip. Go below 0 to get them. A frameskip
of 1/2 for instance means render 2 out of every 3 frames, 2/3
means render 3 out of every 4 frames, etc. Possibly useful for
games that are not quite fast enough at fs0 but fullspeed at
fs1...
One version is faster and the other more compatible, choose which one works for you.
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September 10th, 2006, 09:07 Posted By: Lil13lazin
Birdman has just released his new SMM mod dubbed 'Super Mini Homer'
Here's what he posted over at
Deviant PSP
I know what your thinking, Super Mario Mini is old. Well, you are correct. This is a old game, but i decided to release this mod now. This new mod is not just a simple GFX change, but a whole new game. What i have done is made the cloud look like a brick. In doing this a level can look like a block, but have ways to walk though it. If you like tricky games that make you say "WOW" this is the mod for you.
YOUR MISSION:
Your homer and your world is crashing down on you. The forbidden donut has been taken. If a person finishes the donut Homer will lose his soul. You must use regular donuts for fuel you in your search for the Sacred Donut. Yes, there will be those who are out to make sure the donut is not found. But you must prevail to save your soul!
What this feature adds:
-New Grafix
-New Levels (14)
Plans on next release:
-Custom Sound effects
DOWNLOAD LINK
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September 9th, 2006, 23:17 Posted By: wraggster
The German Portable News site has released a new issue of their magazine for the PSP, the mag is in german so for those interested check it out here
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