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									GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
  
									
									
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								Wyster Agent
  
 
  Joined: 04 Jun 2007 Posts: 11
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											  Posted: Sat Mar 26, 2016 3:17 am    Post subject: Goldeneye Lua Map | 
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											Hi, 
 
 
For those who don't know me, I'm a long time GE/PD speedrunner, as well as a TASer. I've posted here before but since it was a very long time ago I thought I'd introduce myself again.
 
 
I've been using hacking tools to break/understand GE for speedrunning purposes for many many years now with alot of success. However, now that there are emulators like BizHawk with Lua script support, I figured it was time to use the things I've learned to create tools that allow even those with no hacking/programming knowledge to take advantage of memory watching when testing new speedrunning strategies/ideas.
 
 
One particular project i've been working on is a real-time map, showing the locations/actions of all guards as well as Bond. You can see it in action here:
 
 
https://www.youtube.com/watch?v=E80LCF4RHWw
 
 
While I have tons of ideas for things to add, such as doors/objects/explosives/hearing radius etc, i still have some basics to figure out fully. The main issue i'm having at the moment is figuring out which guard datas should be drawn.
 
 
My understanding thus far is basically this: 
 
1. The guard data list pointer can be found at 8002CC64.
 
2. Each 'slot' takes up 0x1DC bytes.
 
3. When a guard dies, his ID is set to 0xFF, and the slot becomes 'empty'.
 
4. When a guard spawns, he uses the first empty slot available.
 
 
So the question is, how do I know which slots are empty and which are in use? Also, how many guards slots are there in total?
 
 
For the second question, i've been suspecting the value at 8002CC68 to be the "capacity" of the list. Is this correct? Seems to correspond fairly well with the number of guards in each stage, but it's pure guesswork at this point.
 
 
The first question is a bit tougher. Simply checking for id == 0xFF only works for slots that have already been in use at some point. So what about the uninitialized slots? Since there are no guarantees about the data, there's no obvious way to tell if it's a 'real' slot or not.
 
 
The game clearly needs to know this internally somehow, so I've been searching for any kind of list of empty slots, but no success thus far. Do you guys have any idea how the game handles this? Any insights would be greatly appreciated :)  Guessing i'll have more questions in the future as well, but i think this will be enough to keep the project going for now.
 
 
 
 
Edit: Ok, figured it out. It was the byte at offset 0x1C that determined if a slot was empty by being not equal to zero.
  Last edited by Wyster on Fri Jun 17, 2016 8:57 am; edited 1 time in total | 
										 
									 
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								SubDrag Administrator
  
 
  Joined: 16 Aug 2006 Posts: 6189
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											  Posted: Fri Apr 15, 2016 4:46 am    Post subject:  | 
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											That is really cool, that live 2d view of what's going on.   
 
 
I know you solved it, perhap's Zoinkity's documentation can help in what you're doing, it details all the info on the active guard info:
 
 
8006 position data:	0x34 each
 
0x0	type
 
	1	normal obj
 
	2	door
 
	3	guard
 
	4	weapon (pickup)
 
	5
 
	6	player
 
	7	explosion
 
 
0x1	state	0 if not loaded
 
	1	activated?  usually set for monitors
 
	2	actually on screen
 
	4	possibly "use position data given here"...
 
	8	has been loaded (or on-screen?)
 
 
0x2	blank
 
0x4	p->object data
 
0x8	xpos
 
0xC	ypos
 
0x10	zpos
 
0x14	p->clipping tile	room pointer
 
0x18	rotation
 
0x1C	
 
0x20	
 
0x24	p->previous entry
 
0x28	p->next entry
 
0x2C-0x30	list of room numbers (8 max)
 
	FF indicates end of list
 
 
-----------
 
80073DC0	0xEC	slave object during movement routine (00000080 tag)
 
max of 20 (0x14)
 
 
0xCC	room#
 
0xCD	FFFF
 
 
0xE4	OBJdata
 
 
-----------
 
80075030	0x48	object position offset data (00000040 tag)
 
primarily only used to offset from another preset point
 
(only known use is by 0C hanging monitor type, but could be fiddled with)
 
 
0x0
 
0x4
 
0x8
 
0xC
 
0x10
 
0x14
 
0x18
 
0x1C
 
0x20
 
0x24
 
0x28
 
0x2C
 
0x30
 
0x34
 
0x38
 
0x3C
 
0x40
 
0x44	pointer to assigned 73dc0 slot (when applicable)
 
 
-----------
 
-----------
 
-----------
 
Guard data	0x1DC	P->8002CC64
 
 
offsets:
 
0x0		set by type 8E; Technically first byte of ID; 1388=player 1
 
0x1	guard ID
 
 
0x2	accuracy? reaction time? ???
 
0x3	accuracy? reaction time? ???	
 
 
0x4	rounds fired from right gun?
 
0x5	rounds fired from left gun?
 
0x6	head
 
0x7	current action type
 
	1	standing
 
	2	freeze guard animation...
 
	3	wasting time (ie. swatting flies)
 
	4	dying
 
	5	fade-away (removed)
 
	6	getting shot
 
	7	limping sort of animation
 
	8	firing (standstill)
 
	9	firing (walking)
 
	A	firing (running or rolling)
 
	B	step to side
 
	C	hop to side
 
	D	run to side
 
	E	walk along path
 
	F	moving (any speed)
 
	10	surrendering
 
	11	freeze guard animation...
 
	12	look around self
 
	13	trigger alarm (activate object)
 
	14	throw grenade
 
 
0x8	?	set=0 when fading actor
 
0x9	?	set=0 when init. players (7F0201F0)
 
0xA	number of shots near guard (ie. over head)
 
0xB	# times shot
 
 
0xC	???	recalled by invis.multi, converted to float, added to 256...
 
0xD	accuracy? reaction time? ???
 
0xE	???	set to 0A by type 08
 
0xF	body
 
 
0x10	beligerancy	set by type 8D	higher=cooler animations (ie. grenade)
 
0x11	
 
0x12	bitflags
 
	x2xx	enable path
 
	x1xx	set when xyz pointer invalid
 
	xx4x	enable loop counter
 
	xx2x	eliminate guard
 
	xxx2	??? - tested by action 39
 
	xxx1	kicks hat off head.  This shouldn't be set when helmets or moonraker hats in use.
 
 
0x14	guard bitflags
 
	80000000
 
	40000000
 
	20000000
 
	10000000
 
	08000000
 
	04000000
 
	02000000
 
	01000000
 
	00800000
 
	00400000
 
	00200000	shot/shot at	F8 unsets this
 
	00100000	scientist (civilian) flag
 
	00080000
 
	00040000
 
	00020000
 
	00010000
 
	00008000
 
	00004000
 
	00002000
 
	00001000
 
	00000800
 
	00000400
 
	00000200
 
	00000100
 
	00000080
 
	00000040
 
	00000020
 
	00000010	???	Doak-facility
 
	00000008	loaded - has been on screen?
 
	00000004	invisible.  used by DD to blank all guards
 
	00000002	currently doing action?
 
	00000001	use sunglasses (when applicable)
 
0x18	handle to position data
 
0x1C	handle to model data handle
 
0x20	???	CALLED BY ACTION61
 
0x24	???
 
0x28	???
 
0x2C	???	set to FFFFFFFF when fading guard, 0 when standing still
 
0x30	???	type 08 sets to 0; 0x14 of struck animation copied here
 
0x34	???	type 08 sets to 0
 
0x36	???	
 
0x37	???	
 
0x38	???	type 08 sets to 0
 
0x3C	???	type 08 sets to 2
 
0x40	???	type 08 sets this to 0, then 1.  sometimes=pathpreset addy
 
0x44	timer?	base value + random value/120
 
0x48	
 
0x4C	flags
 
	60	???
 
	01	0 when moving toward point; 1 when still
 
0x50	
 
0x54	
 
0x58	type of motion	???
 
0x59	dec distance counter	???
 
0x5A	distance from target
 
 
0xA4	[float] ?
 
0xA8	[float] ?
 
0xAC	[float] ?
 
0xB0	[float] ?
 
0xB4	[float] ?
 
0xB8	[float] ?
 
0xBC	(float) x position
 
0xC0	(float) y position
 
0xC4	(float) z position
 
0xC8	?	set=0 when init. players (7F0201EC)
 
0xCC	?	=val @ 8004837C during player init.
 
0xD0	(float) "reaction" time (ability to react to Bond and fire)
 
0xD4	?	set=0 when init. players
 
0xD8	[float] ?
 
0xDC	[float] ?
 
0xE0	[float] ?
 
0xE4	?	set=0 when init. players
 
0xE8	?	set=0 when init. players
 
0xEC	(float)	guard's hearing	(reaction time?)
 
	whenever you fire a gun, multiplies this vs "sound" and alarms if too high
 
0xF0	?	set=0 when init. players
 
0xF4	?	LOADED DURING PLAYER INIT, COPIED TO 0xF4+
 
0xF5	""
 
0xF6	""
 
0xF7	""
 
0xF8	?	LOADED DURING PLAYER INIT, COPIED TO 0xF4+
 
0xF9	""
 
0xFA	""
 
0xFB	""
 
0xFC	(float) damage recieved.  BA subtracts from this number, like AC-10
 
0x100	(float) health
 
0x104	pointer to action block controlling character
 
0x108	offset within action block
 
0x10A	action block return
 
0x10C	user byte #1
 
0x10D	user byte #2
 
0x10E	bitflags	guard type (80 sets scientist at least)
 
0x10F	set as random value
 
0x110	loop counter
 
0x114	preset of object to interact with (2328 preset)
 
0x116	FC target
 
0x118	FA target
 
0x11A	FB target
 
 
0x13C	[float] ?
 
 
0x140	[float] ?
 
0x144	[float] ?
 
0x148	[float] ?
 
0x14C	[float] ?
 
0x150	???	blanked in type 08
 
0x154	???	blanked in type 08
 
0x158	???	blanked in type 08
 
0x15C	???	blanked in type 08
 
0x160	handle to position data of right gun
 
0x164	handle to position data of left gun	used by type 62
 
0x168	p->SE buffer	NULL when init. players
 
0x16C	p->SE buffer	NULL when init. players
 
0x170	p->SE buffer	NULL when init. players
 
0x174	p->SE buffer	NULL when init. players
 
0x178	?	set=0 when init. players
 
0x17C	?	set=0 when init. players
 
0x180	?	set=0 when init. players	1BYTE
 
 
0x1AC	?	set=0 when init. players	1BYTE
 
 
0x1D8	handle to position data of hat
 
---------
 
---------
 
model data handle attached to guard (GUARD+1C)	0xBC
 
0x0
 
0x2
 
0x4	GUARDdata
 
0x8	body model load line
 
0xC	
 
0x10	actual model
 
0x14	(float) scale
 
0x20	
 
 
 
 
---------
 
---------
 
modifiers:
 
800528EC	multiplied by health check value
 
 
800528F4	multiplied by health set value
 
800528F8	multiplied by BA set value
 
---------
 
---------
 
BONDdata	0x2A80	p->8007A0B0
 
E:	80079EE0, 80079EE4, 80079EE8, 80079EEC for players 1-4
 
J:	80079F50, 80079F54, 80079F58, 80079F5C
 
P:	800689F0, 800689F4, 800689F8, 800689FC
 
 
0x0	???
 
0x4	xpos
 
0x8	ypos
 
0xC	zpos
 
0x10	another xpos
 
0x14	another xpos
 
0x18	another xpos
 
0x1C	xoffset?
 
0x20	yoffset?
 
0x24	zoffset?
 
0x28	another another xpos
 
0x2C	another another ypos
 
0x30	another another zpos
 
0x34	room pointer
 
0x38	current model x pos?
 
0x3C	current model y pos?
 
0x40	current model z pos?
 
0x44	prev. model x pos, copied from 0x38 [7F087664]
 
0x48	prev. model y pos, copied from 0x3C [7F087664]
 
0x4C	prev. model z pos, copied from 0x40 [7F087664]
 
0x50	X current room position
 
0x54	Y current room position
 
0x58	Z current room position
 
 
0x9C	
 
 
0xA8	8006 position data	+4 in this leads to player's guarddata
 
 
0xB4	z position
 
0xB8	x position
 
0xC4	z position
 
0xC8	x position
 
 
0xD0	
 
0xD4	pointer to character's object instance
 
0xD8	player button control
 
0xDC	health in watch display?	(255-0 / 437F0000-00000000)
 
	[call 7F08A2EC to return F0 = health; breaks T6]
 
0xE0	body armour in watch display?
 
	[call 7F08A2FC to return F0 = health; breaks T6]
 
 
0xEC	display watch health total (copied f/ 0xDC), used in MP menus
 
0xF0	display watch armour total (copied f/ 0xE0), used in MP menus
 
0xF4	
 
0xF8	
 
 
0x118	look-ahead setting
 
 
0x124	TRUE when aiming
 
0x128	solo auto-aim y setting
 
0x12C	[float]
 
 
0x138	solo auto-aim x setting
 
0x13C	[float] 
 
 
0x148	[float] lateral rotation 1st
 
0x14C	[float] lateral rot. correction degree	drains to +-0 at rest	(-left:+right)	movement only - not sight/turret!
 
 
0x158	[float] vertical rotation 1st
 
0x15C
 
0x160	[float] 
 
 
0x16C	[float] 1.0 if strafing (-left:+right)
 
0x170	[float] copy of +0x16C?
 
0x174	[float] speed	current rate of motion forward or back
 
 
0x18C	viewport alpha; these four words act as a timer to fade in/out character
 
0x190	degree of change (?)
 
0x194	TIMER; smaller = faster.  usually set to 1
 
0x198	final alpha level
 
0x19C	
 
 
0x1C0
 
0x1C4
 
0x1C8	
 
0x1CC	TRUE when minute ticks appear around border of solo watch menu
 
0x1D0	open/close solo watch menu
 
 
0x204	???; vertical rot. copied here
 
0x208
 
0x20C	
 
0x210
 
 
0x218	
 
0x21C	
 
0x220	step in watch menu entry/exit animation
 
	0	start
 
	1	set while head going down and arm coming out
 
	2	starts the arm moving back to left; if not set, disappears
 
	3	set once zoom starts
 
0x224	x watch pos?  starts zoom when equal to 41A00000
 
 
0x230	???	used as base for a watch scale storage value; watch obj. instance?
 
0x244	???	watch scale destination
 
 
0x3D0	???	set by 7F0807B0 (A0)
 
0x3D4	???	set by 7F0807B0 (A1)
 
0x3D8	???	set by 7F0807B0 (A2)
 
0x3DC	[float] ???	set by 7F0807B0 (A3)
 
 
0x3E4	[float] timer for fade; finished when time <0>right item buffer
 
0x80C	p->left item buffer (solo)
 
0x810	0x20	copy of body's obj.header
 
0x830	0x20	copy of right weapon's obj.header
 
 
//0x864 - 0xC0C: right item info buffer
 
0x864	
 
0x870	right weapon
 
0x874	right gun attack (f/ wep#)
 
0x878	previous right weapon
 
0x87C	right gun firing status
 
0x894	??? - 0 when detonating mines
 
0x898	right gun's current animation
 
	0	standby
 
	1	fire pistol	step 1	trigger
 
	2	fire pistol	step 2	gunfire
 
	3	fire pistol	step 3	recoil
 
	4	fire pistol	step 4	return to standby
 
	5	draw pistol	step 1	drop off-screen
 
	6	draw pistol	step 2	switch
 
	7	draw pistol	step 3	rise on-screen
 
	8	draw pistol	step 4
 
	9	draw pistol	step 5	return to standby
 
	A	draw rifle	step 1	drop off-screen
 
	B	draw rifle	step 2	switch
 
	C	draw rifle	step 3	rise on-screen
 
	D	fire rifle	step 1
 
	E	reload weapon	step 1	drop off-screen
 
	F	reload weapon	step 2	restore clip ammo
 
	10	reload weapon	step 3	rise on-screen
 
	11	slap (attack)	step 1	SE
 
	12	slap (attack)	step 2	damage
 
	13	slap (attack)	step 3	swing up+right, then slap down+left
 
	14	slap (attack)	step 1	SE
 
	15	slap (attack)	step 2	damage
 
	16	slap (attack)	step 3	swing up+left, then slap down+right
 
	17	chop (attack)	step 1	swing back
 
	18	chop (attack)	step 2	damage
 
	19	chop (attack)	step 3	follow through to standby
 
	1A	lift and fire	step 1	weapon to upper left + fire
 
	1B	lift and fire	step 2	drop back to standby
 
	1C	throw knife	step 1	swing back + release
 
	1D	throw knife	step 2	follow through to standby
 
	1E	slap (attack)	step 1	damage
 
	1F	slap (attack)	step 2	swing up+right, then slap down+left
 
	20	slap (attack)	step 1	damage
 
	21	slap (attack)	step 2	swing up+left, then slap down+right
 
	22	default to standby
 
0x89C	right gun clip ammo
 
0x8AC	right gun next weapon to draw
 
0x8B4	0 - trigger right gun animation
 
 
//0xC0C - 0xFB4: left item info buffer
 
0xC0C
 
0xC18	left weapon
 
0xC1C	left gun attack (f/ wep#)
 
0xC20	previous left weapon
 
0xC24	left gun firing status
 
0xC40	left gun animation
 
0xC44	left gun clip ammo
 
0xC54	left gun next weapon to draw
 
0xC5C	0 - trigger left gun animation
 
 
0xFB4
 
 
0xFC0	[float]
 
0xFC4	[float]
 
0xFC8	
 
0xFCC	
 
0xFD0	
 
0xFD4	
 
0xFD8	
 
0xFDC	
 
0xFDD	
 
0xFDE	
 
0xFDF	
 
0xFE0	
 
0xFE4	
 
0xFE8	[float]
 
0xFEC	[float]
 
0xFF0	[float]
 
0xFF4	[float]
 
0xFF8	[float]
 
0xFFC	[float]
 
0x1000	[float]
 
0x1004	[float]
 
0x1008	[float]
 
0x100C	[float]
 
0x1010	[float]
 
0x1014	[float] -Pi...
 
0x1018	[float]
 
 
 
0x1060	!0 if key analyzer used on GEkey.
 
0x1064	flags (?)
 
	00000001	ammo on-screen
 
 
0x106C	[float]
 
0x1070	[float]
 
0x1074	[float]
 
0x1078	
 
0x107C	[float]
 
0x1080	[float]
 
0x1084	[float]	set to sniper rifle zoom factor
 
0x1088	[float]	set to camera zoom factor
 
0x108C
 
0x1090	[float]	screen width?
 
0x1094	[float]	screen height?
 
0x1098	[float]	???
 
0x109C	[float]	???
 
0x10A0	[float]	???
 
0x10A4	[float]	???
 
0x10A8	[float]	???
 
0x10AC	[float]	1/2 screen width?
 
0x10B0	[float]	1/2 screen height?
 
0x10B4	
 
0x10B8	
 
0x10BC	
 
0x10C0	
 
0x10C4	
 
0x10C8	
 
0x10CC	
 
0x10D0	
 
0x10D4	
 
0x10D8	
 
0x10DC	
 
0x10E0	
 
0x10E4	
 
0x10E8	
 
0x10EC	
 
0x10F0	
 
0x10F4	
 
0x10F8	
 
0x10FC	
 
 
0x1118	[float]	these four floats are copied when setting global visibility: no portals required
 
0x111C	[float]	
 
0x1120	[float]	
 
0x1124	[float]
 
0x1128	???	bitflags of some sort
 
	00000001	hide sight
 
	00000002	tied to gunfire?
 
 
0x1130	0x11A8	ammo totals - 1 long per value
 
0x11A8	p->red screen animation block
 
 
0x11BC	[float]	watch menu screen swap - current timer
 
0x11C0	[float]	end time; while running, only watch, not menu overlay, visible
 
0x11C4	[float]	watch menu current size
 
0x11C8	[float]	watch menu initial size
 
0x11CC	[float]	watch menu final size; must change this value to affect cur size
 
0x11D0	[float]	watch menu current size; unsure this one's use
 
0x11D4	[float]	???
 
0x11D8	???	set=0 by stationary intro camera
 
0x11DC	???	set=-1 by stationary intro camera
 
0x11E0	p->inventory (first in cycle)
 
0x11E4	p->inventory (right weapon? last in set?)
 
0x11E8	max inventory entries (used to search inventory)
 
	inventory format:
 
		0x0	4	availability
 
				-1 end of list
 
				0  not available
 
				1  right hand available
 
				2  pointer to item
 
				3  double weapon set
 
		0x4	4	right weapon code or p->obj.pos (8006)
 
		0x8	4	left weapon code (when applicable)
 
		0xC	4	p->next item in cycle
 
		0x10	4	p->previous item in cycle
 
 
0x11EC	1=all guns
 
 
0x11F4	p->???
 
	0x20	???
 
	0x24	???
 
0x11F8	index of time spent using items	0x78 - 10 (0xA) entries
 
	0x0	right item type
 
	0x4	left item type
 
	0x8	time (ms) item was in use
 
0x1270
 
 
0x1284	player's current animation
 
 
0x12B4	(byte) used in displaying text, after 12B5 test
 
0x12B5	(byte) used when testing if you can display a cheat text... screen?
 
0x12B6	(byte) 1= invincible
 
0x12B7	
 
0x12B8	???; related to armour display (equiv. of 1598)
 
 
0x1598	???; related to health display (equiv. of 12B8)
 
 
0x1878	buffer for vertices, used to generate green backdrop in solo watch HUD
 
 
0x2858	buffer for display lists, used to generate green backdrop in solo watch HUD
 
 
0x29C4	TRUE when MP in-game menu activated
 
0x29C8	selected page in MP in-game menu? 0-7
 
	0	awards
 
	1	player losses
 
	2	player kills
 
	3	scores
 
	4	pause
 
	5	exit
 
	6	exit: cancel / confirm
 
	7	waiting for players to exit
 
0x29CC	selection on MP page 6 (0-cancel,1-confirm)
 
0x29D0	press stick register--TRUE allows input	used by 7F0C1EF8, 7F0C1F68
 
0x29D4	
 
0x29D8	#deaths
 
0x29DC	#suicides
 
 
0x29E0	
 
 
0x29F8	
 
 
0x2A00	show health display timer	nonzero displays health
 
0x2A04
 
0x2A06
 
 
0x2A10	p->text for 1st multiplayer award
 
0x2A14	p->text for 2nd mulitplayer award
 
 
0x2A38	
 
0x2A3C	Health register.  Probably actual.  0xDC is likely for watch display
 
0x2A40	BA register.  Probably actual.  0xE0 is likely for watch display
 
0x2A44	-1
 
0x2A48	-1
 
 
0x2A50	!0 lock right gun model
 
0x2A54	!0 lock left gun model
 
0x2A58	control type (0 - honey, etc)
 
0x2A5C	control type (0 - honey, etc)
 
0x2A60	(float) control type (0 - honey, etc)
 
0x2A64	negative vertical spacing for control type entry, language-specific
 
0x2A68	1	set after assigning control type data
 
 
+-+-+-+-+-+
 
OBJECT INSTANCE ENTRIES
 
more specificaly, those for player characters:
 
pointer to entry @ playerdata+0xD4
 
size is variable; 0x40 minimum.  Add group# * 4 for each
 
 
0x2	2	group#, which amounts to # entries
 
0x4	4	pointer to guarddata(?)
 
 
0x8	4	pointer to body's header
 
 
0x14	4	[float]	scale
 
 
0xB8	4	[float] y offset, so midpoint isn't in the ground | 
										 
									 
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								Wyster Agent
  
 
  Joined: 04 Jun 2007 Posts: 11
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								|   | 
								
									
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								SubDrag Administrator
  
 
  Joined: 16 Aug 2006 Posts: 6189
                      | 
								
									
										
											  Posted: Fri Jun 17, 2016 9:59 am    Post subject:  | 
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											| That is really spectacular! Wow! | 
										 
									 
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								PaRaDoX 007
  
 
  Joined: 17 Oct 2009 Posts: 713 Location: Grid                     | 
								
									
										
											  Posted: Fri Jun 17, 2016 6:52 pm    Post subject:  | 
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											| Impressive! | 
										 
									 
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								basédexe5ithaccount Agent
  
 
  Joined: 01 Jul 2016 Posts: 16
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