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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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June 15th, 2009, 17:23 Posted By: wraggster
The new Bionic Commando sold a mere 27,000 units during its first month of sale in the US this May, reports Gamasutra. Well, its "first month" might be stretching it (like a grapple arm) a bit. The title went on sale May 19, which means it was at retail for the Xbox 360 and PS3 for a little under two weeks. Although, even with that caveat, those sales figures still aren't good for the modestly reviewed title, which had plenty of promotion.
Terminator Salvation, also developed by (the allegedly downsized) Grin and released around the same time as BC, sold 43,000 units with exceptionally poor reviews. To really put things in perspective, Bionic Commando Rearmed -- the high-def remake of the classic game -- sold 130,000 copies during its first week late last year.
http://www.joystiq.com/2009/06/15/bi...-sales-in-may/
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June 15th, 2009, 17:11 Posted By: wraggster
Not only will Modern Warfare 2 be the biggest game of 2009, but it'll sell 11 million copies this year alone.
That's according to predictions made by industry analyst, Mike Hickey, who says that Infinity Ward's sequel will make Activision $803 million in 2009. Happy days.
"It's possible that the game could be one of the largest entertainment releases of all time," noted the Janco Partners analyst.
"If you assume similar channel unit sales velocity as GTA IV, the game could potentially sell through 7.8 million units globally with an estimated retail value of more than $569 million in the first week.
"Continuing the same channel logic, it's possible the game could sell through to consumers' 4.6 million units globally with an estimated retail value of more than $338 million in the first day."
Last week Activision CEO Mike Griffith said he expects Modern Warfare 2 to be the best-selling Call Of Duty game to date.
http://www.computerandvideogames.com....php?id=217520
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June 14th, 2009, 17:50 Posted By: wraggster
News via PSPita
The coder Dark_Chiri an interesting issue for our homebrew PSP. This is Trick Update, which lets you emulate a version of system software installed other than the PSP, obviously keeping the Custom Firmware on the console.
More to follow.
Quote:
- Compatible with FAT and PSP SLIM & LITE with Custom Firmware: 5.00 M33-3 / 5.00 M33-4 / 5.00 M33-5 / 5.00M33-6 / 5.02 GEN-A
- Not compatible with Custom Firmware and Custom Firmware Enabler GEN-A for HEN
- To use the program, you must have enabled the option in Recovery "Use Version.txt". When they are disabled, the program is uninstalled in practice.
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June 14th, 2009, 17:46 Posted By: wraggster
wololo has released a new version of Wagic for the PSP, heres the release news:
I think a new release never involved that many people. I want to thank leungclj, Dr.Solomat, Abrasax, J, superhiro, orine, and Aco for their help with cards and code. And also Polar_Kraken, NyghtcrawleR, Blublub, Rob3d, gdspsp for the beta testing. And all users on the forum who help this project grow to a professional level. We have a great community, and Wagic has never been so alive!
What is Wagic?
Wagic is an heroic-fantasy collectible card game for your PSP, in which you battle with your creatures against the CPU. It is based on the rules of a famous card game. A nice credits system allows you to improve your army as you win battles. The game features a cool deck editor, extra modes to unlock (such as Momir Basic), and allows you to create your own cards with a simple text editor. Wagic made it to the top 10 of this year’s Neoflash spring competition, and each new release is extremely well received by international PSP sites.
Thanks to the community, you can play with completely original cards from Final Fantasy, Naruto… (even wrestling superstars!). This gives the game a high replay value (close to what commercial games can give you), and once you get hooked, you will spend hours on Wagic!
Ok, enough self flattery
Changelog
So, what’s new in this release? Well, a lot, as usual.
Wagic now has more than 2100 cards, including 500 new cards from the 10th Edition, Alara Reborn, Shards of Alara, Urza’s saga, Revised, Ice Age, Ravnica, Shadowmoor, Legends…remember that you can get more sets from the community at http://wololo.net/wagic
Counterspells finally work! Blue decks now get all their power back. Plus, the AI doesn’t complain if you keep counter its spells and play the bad guy
Improvements in the Shop: Sets that have more than 80 cards now offer boosters (the minimum was 100 in previous releases), the shop tells you how many cards of a given name you already own, so that you don’t buy more than necessary
New parser keywords: “lord” now works until end of turn for instants and sorceries, fizzle keyword (for counterspells), stack is now a valid zone for targets, library is now a valid zone for targets, damage all, move all, discard (random), deplete, rampage
Zip file support for images. More info here
Translation system. Wagic is now available in french and german (thanks Aco), and, of course, in english. This is experimental, and will be improved depending on the success of this feature. See Res/lang/Readme.txt for more info. If you can translate Wagic in another language, feel free to do so and contact me. Currently this only supports latin 1 languages though, but if a coder wants to dig in and help us with font issues for other languages, let me know.
The main menu shows you various stats about your decks
4000 cards limitation has been removed.
AI Decks now get a name and a description
Libraries can finally be searched (think Diabolic tutor)
Performance improvements in the Deck editor and the shop for people with huge collections
Sleep mode doesn’t crash the PSP anymore (thanks orine)
Various Bug fixes (Momir Basic crash with too much mana, Shroud for cards in hand or in the graveyard, …)
Cards Bug fixes (Arcanis the Omnipotent, Cancel, Counterspell, Heartcage Giant , Northern Paladin, repulse, Restrain, Shadowfeed, Skyshroud Vampire, Soothing Balm, Spell blast, Strength of unity, …)
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June 14th, 2009, 13:34 Posted By: wraggster
Xenogears and Becus25 have released Custom Firmware Enabler v3.30
Heres whats new:
Changes?
- Improved menu options.
- Fixed bug in network update.
- Now you can change version.txt to 5.51.
- Spoof Mac address in XMB.
- Improved the ChikHEN patch system.
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June 14th, 2009, 13:30 Posted By: wraggster
News/release from Hyperhacker
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June 14th, 2009, 13:15 Posted By: wraggster
News/release from Xfacter
BG3 is a hovertank deathmatch game. Using a variety of weapons, defeat your opponents to bring glory to your homeland.
[Controls]
Movement - TRIANGLE, CIRCLE, CROSS, SQUARE
Look - Analog Nub
Change Weapon - D-Pad Left/Right
Fire - Right Trigger
(Note: Change look inversion and analog deadzone in the config.ini file)
[Gameplay]
There are a range of weapons in BG3 with varying levels of effectiveness. In order to defeat an enemy you must deplete his shields and armor.
The machine gun is a good all-around weapon. The laser is effective against shields. The tank shells are effective against armor.
The missiles are better all-around weapons.
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June 14th, 2009, 13:07 Posted By: wraggster
News/release from Calvin
Zombie Desert is a 2.5D platformer for PSP.
Programmer: Calv!n
Graphics Art: Harry
__________ D O W N L O A D __________
*** download ***
I currently have some major bug issues with the sprites/gameplay so I will work this out over the next 3 days.
The download is a debug build of the working tilemap engine.
Controls:
*D-pad - move the camera around to explore the scene.
*R/L Trigger - zoom the camera in and out (NOTE: DEBUG VERSION ONLY)
__________ S T O R Y __________
It’s the 1950s, and you are flying somewhere over a desert in Texas when all of a sudden, GAMMA RAYS!!! Your plane looses control and you make a crash landing somewhere in the desert only to find that the source of the gamma rays are ZOMBIES! Left with no choice, you must blast your way out of the desert through heaps of zombies that want to tear at you if they get but a whiff of you.
__________ G A M E & F E A T U R E S __________
NOTE: Not all gameplay and bugs have been fixed. The above download is just an early engine build. Currently implementing some of the following features!
* Creative retro style, pixelated 8 bit textures and graphics.
* 3D level geometry.
* Rich environments
* Sharp animations.
* Face paced action similar to Metal Slug.
* 3 weapons: pistol, shotgun, and machine gun (possibly more to come)
* Easy to use level editor for PC allowing for user to create maps and thus only limiting game play to one's imagination.
__________ S C R E E N S H O T S & A R T __________
I am currently waiting on more art and tiles from the graphics artist. It is sometimes difficult to coordinate with the graphics artist because of a 10 hour difference in timezones. I'm hoping that I can finish some stuff and add/update more things in the coming few days that we are allotted for debugging and updates.
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June 14th, 2009, 13:04 Posted By: wraggster
News/release from Brick
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June 14th, 2009, 12:56 Posted By: wraggster
News/release from sg57
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June 14th, 2009, 12:29 Posted By: wraggster
News/release from pspflashsystem
labKillHomer3D is running on both PSP and PC (windows (xp, vista...) a linux and a wii version are going to come )
GAME:
Your goal is to leave the labyrinth. For this, you must kill homer simpson else you won't be able to leave this labyrinth. Besides, there is a minimap to help you.
When you shoot Homer, he cry some sounds very amusing so install and play to have fun
MAP'S EDITOR:
You can create your map in this mode! For this, there are four elements (wall, empty, player, homer and exit) to hang
and you can save your map with the name which you want thanks to editor's keyboard
I don't want to say more about this game else I'll break the suspense
So, let's explain commands but you can know all buttons directly in game's menu
IN MENU:
Up and down to move the cursor
Right or left to change homer's language's sound (english or french)
Cross to select your choice
IN GAME:
Cross, triangle, circle and square to move the player
Analog pad to move the camera
L + Analog pad to move the camera more precisely (good think if you want to shoot more precisely mr homer )
R to shoot
Select to go to the "sky mode" for a total view of your labyrinth or exit this mode
Start to go to the menu (valid also in homer's show)
IN MAP'S EDITOR:
R to change the current element
Cross to hang the current element
Start to go to editor's menu
Up, down, right and left to move editor's cursor
Analog pad to move editor's cursor faster
Don't forget that my code is under GNU General Public License: so, please respect this license
I've coded my engine with my game named PFST3DEngine. This engine allows you to use:
frustum culling, 2D, freefly camera, circle collision, font (ttf or image's fonts), load .obj, load .md2,
a particule system optimized, timer, list file of a directory, use texture image and many more again...
To use my engine, you must have sdl libraries and pspgl installed.
Version 1.0: Initial release (06/06/09)
Version 2.0: (12/06/09):
Walls are a lot brighter
lights fixed
Now implemented an AI: so Homer moved is more "intelligent" : he runs away when you come
pspjoke's bug lol solved
Now just a part of the mini map is drawn so it's more hard to find the exit consequently it's more funny
The text is now more clear
Added a new splashscreen effect and a new opening animation
When you shoot new particules are drawn
Also when you shoot homer, now he jumps
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June 14th, 2009, 11:06 Posted By: wraggster
News/release from Slippy
Bomberman-inspired MMORPG.
Every kill is +4 to your experience
Every death is a -1 to your experience.
100 Experience points = 1 level
Art is completely modifiable and expandable, allowing individual servers to offer custom packs (although certain resources are shared)
(Will release the art tools a bit later on)
Controls (In Game)
Digital/Analog = move character
Select = bring up OSK
Start = bring up quit menu
X = plant bomb
Controls (Menu)
Digital/Analog = move cursor
X/Start = select
O = go back/cancel
Dimensions
======================
There's 8 players max per map, so what this means is that after a map gets filled, a new dimension is created to hold the new set.
To switch dimensions, one needs to enter and leave a map.
To get to the lobby:
Walk south in The Jungle to a little 'entrance'
======================
Changelogs
======================
======================
Revision D: (in progress)
======================
Todo:
1) Add sound effects
5) Add in-game menu for top (global) scorer charts
6) Add better player movement prediction (current implementation is a shabby one, but quick to implement)
13) Potential state transition-bug: Add watchdog to check if net context is down, and game context is up. If so, shut down game context, and pull up menu context.
18) Add anti-cheat position check server side (requires #17) (There's two types of checks, maximum distance per second, and actual server side collision )
21) Resolve the teleportTo and moveTo issue
36) Fix awkward camera position.
37) Fix zbuffer ranging to reduce zbuffer-overlapping polygons.
40) Add animated texture support (use to animate water)
44) Implement Dan's OSK for the people that want it
45) Fix issue where, when PSP's wifi-panel fails, the input is applied to both the fR menu and the wifi panel
48) Make pressing start not bring up the log off message box, but add a log off menu
50) Fix announce command in server
51) Don't discard user IDs in the chat module
52) Investigate D48 occurrence in server and client code
54) Add setPos server command
55) Add ping and ping back function
56) Send version # on register
57) Add bombom collision, right now the player can "step over it"
58) Fix bug where on other's PSPs, the death animation is looped instead of played once
59) Fix bottom "hint" bar whose smoothing was turned off by accident
60) Fix DH logo whose smoothing was turned off by accident
61) Fix lag (lol, first find the source I guess)
62) Fix explosion alpha-conflict
63) Fix vsync issue where the map draw flickers and the black background can be seen
64) Fix issue where players can't see their own level (always says 0) but others can
65) Fix annoying chat scrolling bug
======================
Revision C: (latest)
======================
http://sanik.imk.cx/redux/faintReduxRevC.zip
Fixes from B:
0) Tag (EBOOT images)
35) Add player respawn time out and selection (requires #17)
3) Add bombom planting (Lobby = no bombom planting) (requires #33)
11) Add temporary time out to prevent users from clicking [Submit] in the menu like mad
17) Add collision map loading server side
20) Add time indep. movement by getting the ticks in the game_think function
24) Add colors to chat text to denote when server speaks, you speak, and others speak (changed my mind, not going to implement this)
28) Add player dying.
29) Add background to help tint areas around text to be easier to read.
32) Add player radius check in collision detection, instead of just the center.
33) Add place item packet
34) Remove the player misalign hack
41) Add ?, /, ', :, and a bunch of other missing ASCII keys to the OSK; Note: |~[]{} are not on OSK cause they're game-reserved keys!
42) Promote chat messages to TPC-over-UDP (some may notice that some messages get lost; this is due to me using a lossy send mode for chats.)
43) Implement sgl_splitSprite() for drawing large textures as split chunks (speed boost)
46) Fix issue where, a player goes to another map, their X/Z coords are changed to match the 'door' of the new map, yet this change is visible for a few seconds on the old map.
47) Phase out "POLL_EVENT" packet, and replace it with anti-cheat server-side version.
49) Read events from the ESM map and not hard coded into the server
53) Add setExp server command
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June 14th, 2009, 11:01 Posted By: wraggster
News/release from Xigency
A Team Duck production.
Edit: Now updated to version 1.1d
The first official PSP version of Chronicles, made from scratch, is making its debut here at the Homebrew Idol 2 competition.
Chronicles is a first person action-adventure game for the PSP. Fight your way past ghosts, goblins, and whatever those other things are to get the secret key to the locked gate, then hop across some platforms to land yourself into the next of 6 challenging levels.
Backed by Team Duck's 3D Tedge engine, which we built from scratch, this game boasts beautiful visuals complete with dynamic lighting, a full particle system, 3D collision, model loading from files, among other features. This game is just a taste of what our engine is capable of doing. Take a peak at the level files, made with Milkshape3D, and feel free to modify and create your own levels. I intend to improve this set of levels and release another episode pretty soon.
Use the analog stick to move, X to slash your sword, and O to jump.
If you have any questions, concerns, or inquiries, please drop by the forums here and let me know! I hope you guys enjoy the game!
Changes in version 1.1b:
-Fixed clipping 99% (by restructuring the rendering and implementing software clipping), just a few tweaks for the last little bit
-Main menu and pause menu added
-Loads dungeon lists from files to easily allow for new "episodes"
-Improved performance on most levels
-Other tweaks
-Added a final level and two bonus levels, teasers for the next level pack
1.1c:
-Fixed clipping 100%
-Fixed game pause glitch
-Misc. tweaks
1.1d:
-Fixed gate and key masking
Team Duck
Greg "xigency" Tourville
And a big thanks to Slasher, Youresam, and my family. I wouldn't have been able to make this in one weekend without all their help.
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June 14th, 2009, 10:56 Posted By: wraggster
News via psphacks/pspgen
Take a seat PSP-3000 owners, this time it ain’t all about you… Released for the PSP-1000 (Fat) and PSP-2000 (Slim) is Custom Firmware 5.50 GEN-A Build 4 from PSPGEN’s own GENyUS.
What you need:
A PSP-1000 or 2000 v1 or v2
A PSP running CFW 3.52 M33 or higher
What you get:
All features of Sony’s Official Firmware 5.50
Launch UMDs / ISOs / CSOs and demos requiring 5.50 or below
Launch homebrew
Launch PSOne (POPs) games
Access to recovery mode (change CPU speed, enable/disable plugins, registry hacks, flash access, etc…)
I just installed 5.50 GEN-A on my Slim and it works beautifully. It’s simple: unzip the archive, copy everything under PSP/GAME/UPDATE to your memory stick, and run the updater from the [GAME] menu.
Props GENyUS; Nice work.
Note: DO NOT attempt to flash or install CFW 5.50 GEN-A on a PSP-3000 or TA-088v3 hand-held. You will render your PSP a useless brick.
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June 14th, 2009, 10:33 Posted By: wraggster
News from streetskaterfu
Many user would like to communicate with their friends on PS3. As there's no default application for it we thought of just writing our own if it is possible. So we done a lot of research already, but still work in progress. The base to work on is definitive there and we will try to successfull finish this nice project. What I can tell you so far, is that the PSN messaging is based on the XMPP protocol, used by several IM-programs like Jabber
The pic above is the application to check for the real nickname which the PSN uses to login.
We also just finished an application to filter the real nickname you will need to login into the PSN later. You will just need to enter your normal PSN account name and the program spits out your messanger nickname. With this nickname, you can then login into the messenger environment to be able to send pics and messages to your PS3 friends. We hope it's possible to have all running soon and be able to give you a usefull addon for the PC, so you don't need to feel "alone", just you'r not on your PS3 and can type with your friends ;-)
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June 13th, 2009, 22:11 Posted By: HardHat
Time for a little RPG battling fun with Battle Arena.
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June 13th, 2009, 21:10 Posted By: wraggster
A PS3 price drop is an inevitability. The only questions are when, and how much. While it may seem like a no-brainer, Sony must carefully plan out a price drop if it wants to get anywhere near its goal for profitability. Outspoken analyst Michael Pachter notes that Sony could lose $350 million of profits on a price cut of just $50 (accounting for 6-7 million systems sold after a reduction). While a cut to $299 would be far more palpable to gamers, that would cost the company at least twice as much -- would Sony want to incur those losses during a difficult financial market?
Considering the exorbitant price tag on a price cut, it's likely Sony will choose the smallest cut possible. Pachter suggests that a $350 bundle, which includes a first party game (such as Killzone 2) is the likeliest solution for the company, predicting the drop will happen in October -- just in time for the holiday season.
http://www.joystiq.com/2009/06/12/pa...y-350-million/
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June 13th, 2009, 21:08 Posted By: wraggster
The European PlayStation.blog has shed a bit more light on the newly announced PSPgo hardware, answering some burning questions about how it differs from the currently available PlayStation Portable models, including battery life expectancy, accessory compatibility and Memory Stick changes.
The PSPgo, according to official European word, will come with an "embedded battery" offering a charge "equivalent with the current models." That means approximately 3 to 6 hours for gameplay and 3 to 5 hours for playing back video. Looks like a smaller battery may cancel out power saving benefits achieved from dropping the UMD drive.
Other things dropped? Support for older PSP accessories. With the smaller form factor comes a smaller USB connection, meaning new cables and peripherals will be specific to the PSPgo. The blog writes that Sony may offer an adapter, but we'd imagine that might be hard for things like the PSP camera.
The European PlayStation.blog doesn't, however, reveal any further details about the UMD "goodwill program" that will let owners of physical copies of PSP games transfer them toward digital copies. But poke around the Q&A and you might find other answers you're looking for.
http://kotaku.com/5288929/details-on...essories--more
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June 13th, 2009, 21:06 Posted By: wraggster
The App Store is probably the single best thing about the iPhone. All those useful things collected in one spot where they're easily accessible? Handy. Might Sony, then, be looking to open an App Store of their own?
"Sources close to game development" have told Destructoid that Sony will be unveiling just that at this year's Games Con in Germany. This new element to the PSPgo shopfront will feature "smaller, 'non-retail' games and applications", which will be priced at roughly $2-$6 and must come in at under 100MB.
Such a move wouldn't surprise me, and wouldn't surprise you either. The PSPgo would easily support smaller digital titles, while Sony have long been dabbling with non-gaming applications for the handheld, releasing everything from PSP translators to street maps.
http://kotaku.com/5288956/pspgo-getting-an-app-store
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June 13th, 2009, 21:06 Posted By: wraggster
Sony Online Entertainment apparently has a hit on its hands as Free Realms has passed the 3 million unique users mark. As the game continues to tick past million mark milestones, we expect to see the four million unique user press release in the next month. If we don't ... something has gone terribly wrong.
To celebrate its latest milestone, SOE is giving out the "3M Pet Party Pack," which has "goodies" for player's virtual feline and canine companions.
As the game continues to grow its base on the PC, we couldn't help but contact SOE and ask about the status of the PS3 version. We were told by a representative the PS3 version is still in development, but there's currently no status update or comment about whether the two platforms would be cross-compatible.
http://www.joystiq.com/2009/06/13/fr...ill-in-develo/
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