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September 10th, 2012, 14:34 Posted By: wraggster
Toys R Us has unveiled its own proprietry Android tablet called Tabeo.
According to the Wall Street Journal, the seven-inch matte white device will run a custom version of Google’s Android 4.0 Ice Cream Sandwich OS and will come pre-loaded with educational and gaming apps like Angry Birds, Fruit Ninja, Cut the Rope, Temple Run, 100 Floors, Collapse!, Tiki Golf, Tiki Cart 3D and more.
Toys R Us has also put together its own Tabeo app store which will feature a curated selection of kids content.
The tablet has reportedly been launched to combat the consumer practice of “showrooming”, where products are tested out in stores and then purchased for a cheaper price from a rival retailer.
Troy Peterson, VP, divisional merchandise manager, Toys R Us, US said: “Over the past year, we’ve spent considerable time talking to parents and children to determine what features and functions they really want in a kids’ tablet, resulting in Tabeo.
"We are proud that tabeo offers robust and flexible parental controls that can help protect children as they surf the Internet, and we are pleased to offer the tabeo App Store, which features only kid-safe content carefully curated by the Toys R Us team."
Although the tablet has been confirmed for Toys R Us in the US, but there’s no word on a UK release yet.
http://www.pcr-online.biz/news/read/...-tablet/029138
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September 9th, 2012, 19:54 Posted By: wraggster
via http://www.emucr.com/
nGlide v1.00 is released. nGlide is a 3Dfx Voodoo Glide wrapper which means it 'emulates' 3Dfx Glide Library, so you don't need to have a 3Dfx Voodoo card to play games written for Glide API. Both versions of Glide API are supported, Glide2 (glide2x.dll) and Glide3 (glide3x.dll). nGlide translates all Glide callings to Direct3D, which is supported by almost all today's graphics cards.
nGlide v1.00 Changelog:
Glide2:
-added support for Barrage
-added support for S.C.A.R.S.
-fixed Airfix Dogfighter no intro bug
-fixed Bio F.R.E.A.K.S. black background issue
-fixed Carnivores sky issue
-fixed Carnivores 2 sky issue
-fixed Carnivores: Ice Age sky issue
-fixed CART Precision Racing image quality
-fixed Codename: Eagle texturing issue
-fixed Descent: Freespace ship lights
-fixed Excalibur 2555AD text glitch
-fixed F/A-18 Korea garbled debriefing screen
-fixed Lands of Lore 3 Alt+Tab crash
-fixed Monster Truck Madness 2 image quality
-fixed Motorhead lights visible through walls
-fixed Pył (with DOSBox + Gulikoza patch) lights visible through walls
-fixed Starsiege menu buttons glitch
-fixed SWIV 3D platform and shadow glitches
-fixed TNN Outdoors Pro Hunter engine crash with 640x480 and above
Glide3:
-added support for ePSXe, PS1 Emulator (with Lewpy's Glide plugin)
-added support for TEXMIRROR extension
-fixed Arabian Nights complex shadows bug
-fixed Hardwar: The Future is Greedy oblique lines glitch
-fixed Hype: The Time Quest blinking character shadows
-fixed Lander shadow glitch
-fixed realMYST transparency issue in menu
Miscellaneous:
-fixed Resolution: By desktop setting with DOSBox + Gulikoza patch
-improved compatibility with Wine
http://www.zeus-software.com/
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September 9th, 2012, 13:06 Posted By: wraggster
via http://www.aep-emu.de/
Doom64 EX is a clone of the Nintendo64 game Doom64 for Windows.
Quote:
Doom64 EX 2.3 Released, New Wiki, Editor Updates, DS Port Status
Posted on August 6, 2012
8
Version 2.3 is finally out! You can grab it at the downloads page. Some changes include:
Wadgen now extracts detune and pitch wheel sensitivity properties for soundfont
Checksum lump created by Wadgen to further check for IWAD versions
Improved console command system
Automap controls can now be key-binded
Mouse cursor feature for menus
Give, mapall, killall console cheats implemented
Skyboxes implemented for mouselook users
Zone allocation replaced with zative system
Support for 65535 sidedefs and segs
Sound output gain now tweakable in menu
Better support for handling ‘drag & drop’ pwads
Many bug fixes
I’ve put in a ton of work since the embarrassing 2.2 release and many issues should be resolved. If you want a full list of what I’ve been doing, then you can view the cia.vc report here. I’ve also put in a lot of work to insure that Doom64EX can be run on min-spec computers with the worse-case GPU settings. I will continue to do updates so be sure to report any bugs if they pop up.
New Wiki
In other news, my host, Sourceforge, has announced the retirement of hosted apps which includes Mediawiki. As a result, I have installed and created a new wiki for Doom64EX which can be found here. Unfortunately there are some issues with SF’s servers that’s preventing me from installing the very latest version of Mediawiki. This can lead to some security issues and the version I have installed does not allow you to upload images or register an account. I’ll upgrade the wiki once I am able to but for the time being, feel free to browse through. Unfortunately it’s still bare as usual but I have added some new topics which includes compiling Doom64EX (incomplete) and some new modding tutorials. The wiki should except anonymous edits though so feel free to contribute.
Doom Builder 64
A new version of Doom Builder 64 is also available at the downloads page. The only major update is the removal of the Macros tab in the linedef editing window. Reason for this is because it has led to many issues and bugs with the editor. It was also very technical and confusing to work with.
BLAM (Basic Line Action Macro) Utility
Speaking of the editor, a few weeks ago I’ve spoke about creating a scripting based tool to replace the confusing macro interface in the editor. I’ve recently created a new scripting utility called BLAM which, like ACC, will compile text-based script files into macro lumps for your level. This utility is already included with the latest version of Doom Builder 64. A standalone version of BLAM can be made available by request. Scripting tutorials will be made available in the near future so be sure to keep an eye out on the forums and wiki. I apologize for not getting everything prepared.
Doom64 DS Status
Lastly, the DS port. The game is fully playable from start to finish but a lot of the menu options and other little features is incomplete. Also most of the game’s content is unoptimized. Due to low interest in homebrew DS in the community, I have not bothered to move forward with this port but I do intend on releasing Doom64 DS in its current state sometime this month.
So there you have it, I could of spent more time getting tutorials ready (especially for scripting) but I felt that you folks waited too long for this release so I decided to get these out the door now. I will continue to make updates to the wiki whenever I have time.
Enjoy
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September 9th, 2012, 13:04 Posted By: wraggster
via http://www.aep-emu.de/
Yamagi Quake II is an enhanced client for Quake II.
Quote:
On 09/03/2012 Quake II 5.00 was released. Changes since 4.21 are:
- Backport to Microsoft Windows.
- Support for OpenBSD. (by Jonathan Gray)
- Aspect ratio can be set via the video menu.
- A better random number generator.
- The SDL sound driver is now selectable by "s_sdldriver".
- Fix a crash while diving when using the SDL sound backend.
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September 8th, 2012, 23:54 Posted By: wraggster
The first expansion for Ubisoft's free-to-play shooter Ghost Recon Online drops next Wednesday, September 12, bringing with it new gear, weapons and the games largest map to date. Additionally, "over 300 balance changes, improvements, and bug fixes" will also be included in the update.
The new map, "Tomsk-9," is a Conquest map tucked far away in the arctic circle, in what appears to be a very cold and very snowy Russian nuclear reprocessing complex. Six arctic-camouflaged weapon variants, three arctic-camouflaged headgear variants and two arctic-camouflaged armor variants will have you looking the part, provided you've got the real and/or virtual currency to pay for it.
While the arctic headgear and armor will be permanent additions to the game's shop, the weapon variants will only be available for two weeks after the update hits.
http://www.joystiq.com/2012/09/08/gh...-september-12/
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September 8th, 2012, 23:37 Posted By: wraggster
So, you probably didn't even get the cellophane off your Xperia Tablet S yet (for those in the UK at least), but Sony has already beaten the likes of iFixit to the strip-down post. It's one of the firm's own engineers, Takuya Inaba, who takes a knife to the minty-fresh tablet -- revealing its NVIDIA innards for all to see. Of course, we could tell you all about how he opened up the tablet, removing 10 screws, and breaking the splash-proof internal seal, but we gather you'd probably rather see the deed for yourselves. Full gory video after the break, but just remember, don't try this at home or you might as well tear up that warranty, too.
http://www.engadget.com/2012/09/08/s...full-teardown/
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September 8th, 2012, 23:34 Posted By: wraggster
A few days ago when I posted a homebrew Motorola 68000 computer spectacular, I briefly mentioned a truly spectacular homebrew computer built by [Simon Ferber]. When I posted a link to a Youtube demo of his 68k board, he was working on a website to document the architecture design, hardware, and software. That website is now up (cache if you need it) and now we can all get a good look at the best homebrew computer ever built.
Built around the 68008 CPU – slightly less capable than the 68000 found in the original Macs, Amigas, and the TI-89 – [Simon]‘s Kiwi computer has peripherals out the wazoo. A Yamaha V9990 Video Display Processor provides a 640×480 display with 32k colors. Two SID chips taken from a Commodore 64 provide stereo chiptune audio, and a floppy disk controller, IDE/ATA bus, and CS8900A Ethernet controller provide all the practical functionality you’d expect from an awesome computer.
On the software side of things, [Simon] is running Enhanced Basic 68k, but of course he can’t just use BASIC to fiddle around with all the cool chips on the Kiwi. With that in mind, he came up with a C-based toolchain that included porting libc to the Kiwi.
Like any good homebrew computer project, all the schematics, a bit of code, and a BOM are provided. [Simon] is currently working on (slightly) redesigning the PCB layout of the Kiwi, and we’ll be happy to see those files released. Anyone up for a Kiwi PCB group buy?
http://hackaday.com/2012/09/08/build...computer-ever/
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September 8th, 2012, 23:07 Posted By: wraggster
A new patch for Apache by Roy Fielding, one of the authors of the Do Not Track (DNT) standard, is set to override the DNT option if the browser reaching the server is Internet Explorer 10. Microsoft has by default enabled DNT in Internet Explorer 10 stating that it is to 'better protect user privacy.' This hasn't gone down well with ad networks, users and other browser makers. According to Mozilla, the DNT feature shouldn't be either in an active state or an inactive state until and unless a user specifically sets it. Along the same lines is the stance adopted by Digital Advertising Alliance. The alliance has revealed that it will only honor DNT if and only if it is not switched on by default. This means advertisers will be ignoring the DNT altogether no matter how a particular browser is set up. The DNT project has another member – Apache. It turns out that Microsoft's stance is like a thorn to Apache as well. Fielding has written a patch for the web server titled 'Apache does not tolerate deliberate abuse of open standards.' The patch immediately sparked a debate, which instigated Fielding to elaborate on his work: 'The only reason DNT exists is to express a non-default option. That's all it does. [...] It does not protect anyone's privacy unless the recipients believe it was set by a real human being, with a real preference for privacy over personalization.
http://apache.slashdot.org/story/12/...-track-setting
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September 8th, 2012, 22:57 Posted By: wraggster
Patrick Wyatt led production efforts for several of Blizzard Entertainment's early games, including Warcraft 1 & 2 and StarCraft. Wyatt has just published an in-depth look at the development of StarCraft, highlighting many of the problems the team encountered, and several of the hacks they came to later regret. Quoting: 'Given all the issues working against the team, you might think it was hard to identify a single large source of bugs, but based on my experiences the biggest problems in StarCraftrelated to the use of doubly-linked linked lists. Linked lists were used extensively in the engine to track units with shared behavior. With twice the number of units of its predecessor — StarCraft had a maximum of 1600, up from 800 in Warcraft 2 — it became essential to optimize the search for units of specific types by keeping them linked together in lists. ... All of these lists were doubly-linked to make it possible to add and remove elements from the list in constant time — O(1) — without the necessity to traverse the list looking for the element to remove — O(N). Unfortunately, each list was 'hand-maintained' — there were no shared functions to link and unlink elements from these lists; programmers just manually inlined the link and unlink behavior anywhere it was required. And hand-rolled code is far more error-prone than simply using a routine that's already been debugged. ... So the game would blow up all the time. All the time.'"Wyatt also has a couple interesting posts about the making of Warcraft 1.
http://games.slashdot.org/story/12/0...ping-starcraft
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September 8th, 2012, 00:17 Posted By: wraggster
If there's been a race in the Pico-ITX realm to catch up to full-size PCs, VIA just leapt ahead by a few bounds with the EPIA-P910. The tiny PC mates one of VIA's 1GHz QuadCore E-Series processors with a VX11H media core to handle the kinds of tasks that would break just about any other system its size: stereoscopic 3D displays and DirectX 11 3D graphics are entirely within the realm of possibility. Likewise, there's a surprising amount of expansion headroom compared to many of the P910's similarly small counterparts, such as the 8GB RAM ceiling and support for both HDMI 1.4a and USB 3.0. You'll need to get in touch with VIA if you want to find out how much it costs to work the new EPIA into anembedded PC, and it's more likely to be headed to corporate buyers than to homebrew projects. We're still looking forward to the shot of visual adrenaline, whether it's in a mini PC or a store display.
http://www.engadget.com/2012/09/07/v...into-pico-itx/
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September 8th, 2012, 00:02 Posted By: wraggster
The NPD Group has informed GamesIndustry International that THQ's Darksiders II sold just 247,000 units for the August reporting period - that's despite placing first on NPD's top 10 chart, which shows justhow weak retail software sales have been.
THQ was actually back in the black in the company's first fiscal quarter, and new president Jason Rubin has made it clear that THQ is narrowing its product slate to focus only on the games with the greatest potential.
Reshaping THQ to be lean and mean and profitable will take some time, and it's hard to say whether Darksiders will last as a franchise.
"I think that the sales are below what they had hoped for. I presume it sold around 500,000 globally in the first two weeks (the NPD cutoff was Aug 25), so it's probably over 1 million now, but my understanding is that breakeven is greater than 2 million units, so it's not likely to get much higher than that," Wedbush analyst Michael Pachter told us, adding, "We should probably give it another month and see if it's tracking better."
Developer Vigil is enormously talented and Darksiders II was received well critically (84 on Metacritic), but will this slower than expected start mean Darksiders is done?Rubin told GamesIndustry International back at E3 that "Vigil is an incredible talent. I think we have to look at the products they're doing and see if we can make something that perhaps hits the market more directly."
THQ was not available to comment on the sale
http://www.gamesindustry.biz/article...0-copies-in-us
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September 7th, 2012, 23:55 Posted By: wraggster
The PC version of the new version of the old PC classic is important for the new developer
[h=3]Firaxis Games[/h]firaxis.com
XCOM: Enemy Unknown developer Firaxis Games promises that the new title will be familiar to fans of the original game. Game designer Jake Solomon toldPolygon that the PC version of the game was "a big deal" for the studio and getting the game right was key.
"The PC version for us is a big deal," said Solomon. "With a shooter or an action game you may be able to fall into the dangerous trap of porting the UI, but for us that was never an option."
The console versions of the game strip out some of the complexity in the UI, but the PC version features the original game's classic grid as an option.
"We've had two separate teams working the whole time on the UI, one on PC and one on console. We're pretty excited that they look very different and feel very different," said Solomon.
"We don't have a grid in the console version, it's all free movement, but on the PC version it was such a pain in the ass to not have a grid that we went back and added it."
XCOM: Enemy Unknown is getting a North American release on PC, Xbox 360, and PlayStation 3 on October 9, 2012, with a European release date of October 12, 2012.
http://www.gamesindustry.biz/article...al-for-firaxis
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September 7th, 2012, 01:25 Posted By: wraggster
Did you like the Xperiance Sony was selling at IFA 2012? If you answered yes, are in need of a new Android tablet and happen to live across the pond, the time has come to place your orders. Available now on the Japanese electronics giant's UK site (sorry, statesiders), the newly outed Tablet S is ready to ship in three configurations: 16GB / 32GB WiFi-only models that'll set you back £329 and £379 (about $523 and $602), respectively and a lone 16GB 3G variant that goes for £429 (about $682). For the money, you're getting a quad-core Tegra 3 slate clocked at 1.3GHz, a 1280 x 800 WXGA display, Ice Cream Sandwich and the company's signature hardware styling. Of course, if you're outside of the Euro zone and can't wait for pre-orders to be fulfilled, there's no harm in making this your next import. Hit up the source below to check out the goods for yourself.
http://www.sony.co.uk/product/xperia-tablet-s
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September 7th, 2012, 01:11 Posted By: wraggster
The next instalment in the Football Manger series will include a new Classic mode - a 'lite' version of Football Manager for those with less time to engage in the game.
Sports Interactive studio manager Miles JacobsonPublisher Sega said the new Football Manager 2013 "marks a seismic shift" in the development of the series.Football Manager Classic - bundled for free - will allow full seasons to be played out in less than ten hours, marking a significant decrease from the full version of the game. It also includes various arcade-style challenges as well as a new microtransactions model.
For all the new details of the 'full-fat' Football Manager 2013, go here.
Within Classic mode, players also have the option to select a number of challenges designed to test their management skills. Players can join clubs mid-season in a bid to pull them out from danger of relegation, or to push a mid-table team for European qualification.
Classic mode adds various 'unlockable' features that can ease the difficulty of the game. Players can remove the need for work permits, for example, or add cash to their transfer budgets.
This is where Football Manager adds in a new microtransactions model, with players allowed to either earn the features or pay for them themselves.
"The introduction of Football Manager Classic is a major step forward in Football Manager's evolution," said Sports Interactive studio director Miles Jacobson.
"In recent years it's become clear that there's a large group of people who would like to play Football Manager, but simply can't devote the time required to get the most out of the game - in fact, now that they have families and other commitments, even some members of the SI team have found themselves in this position.
"We decided, therefore, to try to find a way to accommodate players with limited free time, without significantly diluting the experience. We believe that FMC achieves this beautifully.
"I would, however, like to stress to our many, many fans around the world that the introduction of FMC will not impact in any way on the game that they've come to know and love. For those who still want the full, 'hands-on' experience, FM13 offers exactly what they're looking for - a bigger, better and even more immersive version of the world's greatest football management simulation."
http://www.computerandvideogames.com...otransactions/
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September 7th, 2012, 00:08 Posted By: wraggster
A brand new accessible Classic Mode is the headline feature of the freshly announced Football manager 2013.
Described by publisher Sega as a “seismic shift” in the series, FM2013’s Classic Mode offers “an alternative, less time-consuming” game type that is hoped will appeal to those who have until now found the game’s depth too intimidating.
It’s said to allow a full season to be played out in eight to ten hours and is modelled on the more simplistic take on the series offered by its iOS versions.
“The introduction of FMC is a major step forward in Football Manager’s evolution,” Sports Interactive’s studio director Miles Jacobson explained. “In recent years it’s become clear that there’s a large group of people who would like to play Football Manager, but simply can’t devote the time required to get the most out of the game – in fact, now that they have families and other commitments, even some members of the SI team have found themselves in this position.
“We decided, therefore, to try to find a way to accommodate players with limited free time, without significantly diluting the experience. We believe that FMC achieves this beautifully.”
A ‘proper’ full-blooded game mode will also be included, so diehards can stop worrying now.
Also new is challenge mode, which tasks players with overcoming tricky management situations based on the sorts of scenarios that football managers face each week. The online portion of the game has undergone a redesign.
Perhaps more controversial is the introduction of unlockable features, such as removing the need for work permits or boosting up transfer budgets.
A release date of “before Christmas” was all we were given.
http://www.mcvuk.com/news/read/footb...c-mode/0102442
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September 6th, 2012, 23:56 Posted By: wraggster
Kindle Fire, meet the new hotness. The holiday shopping crowd may have fallen in love with Amazon's tablet last year, but there's a new Fire in town. We snuck a Fire into today's Amazon event, and placed up next to the new model, the difference is clear: the Fire felt a bit OEMed and boxy, sort of a remake of the BlackBerry PlayBook, from a hardware perspective, at least. This is clearly not the case with the seven-inch HD -- it really feels like a reasonably high-end tablet with an extremely nice price point. And what about the Kindle Touch versus the Kindle Paperwhite? The difference aren't quite as extreme, but they're definitely apparent. The new devoted e-reader from Amazon is an extremely well built device at first glance. Check out a picture of the two after the break.
http://www.engadget.com/2012/09/06/k...indle-fire-hd/
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September 6th, 2012, 21:58 Posted By: wraggster
Ubisoft has revealed Rayman Jungle Run, an endless runner for iOS and Android with Rayman Origins' visuals - and it's out later this month.
Announced at the publisher's digital day in Paris, Jungle Runfollows the template laid down by Canabalt and Temple Run, but with one distinct advantage - the same graphics as last year's PS3 and Xbox 360 release Rayman Origins.
It's out in two weeks, on September 20; see below for the first trailer.
http://www.edge-online.com/news/raym...-run-announced
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September 6th, 2012, 21:52 Posted By: wraggster
Sequel to 1994 adventure is top reward for fan backing
A sequel to adventure game Beneath a Steel Sky will be green light if a Kickstarter project reaches $1m.
Revolution Software reached its Kickstarter campaign target of $400,000 for Broken Sword 5 just 13 days after it began.
With the backing of another $600,000, Revolution has said it will start work on a sequel to it’s acclaimed 1994 adventure, implementing Easter eggs in Broken Sword: the Serpent’s Curse to offer a glimpse at its futuristic dystopia.
“What’s so exciting is that we’ve still got 16 days to go. So we are in the fantastic position of being able to define ‘stretch goals’ which, if achieved, would allow us to realize our wildest ambitions,” said Charles Cecil, managing director of Revolution.
A sequel to Beneath a Steel Sky is the studio’s ultimate bonus, but it has promised other stretch goals depending on the amount backers pledge, including previously cut gameplay, exotic new locations and extra characters.
http://www.develop-online.net/news/4...kstarter-bonus
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