Deja Vu #04
31 марта 1998

CODING - The rotation of sprites.

<b>CODING</b> - The rotation of sprites.
SoundTrack: MR.Z OF LASER SOFT '98 (C) BD
__________________________________________


;----------------------------------------;
; TURN SPRITES;
; (C) SerzhSoft, Shadrinsk, july 31, 1997;
;----------------------------------------;

        ORG # 8000

        JP EXAMPLE
;----------------------------------------;
, Used in changing teams
_NULL EQU 0
;----------------------------------------;
ALFA dw 0; angle sprite
;
COSALFA db 0; absolute value

        db 0; sign: 0 =[+], # ff = [-]
;
SINALFA db 0; absolute value

        db 0; sign: 0 =[+], # ff = [-]
;----------------------------------------;
ATTR_P EQU 23693; attributes screen
;----------------------------------------;
; Bits: 0 - over 0 / 1, 2 - inverse 0 / 1
4 - ink 'paper 9 (transparent Asia-Pacific.)
P_FLAG EQU 23697
;----------------------------------------;
; Demo

EXAMPLE

        di
;

        XOR A

        LD (P_FLAG), A
;

        ld hl, 0; angle Knuckle. sprite

        ld a, 128; scale: 0.5:1

        call INISYST; INIC-I system

                         coordinates
;

        ld e, 0; X sprite

        ld d, 0; Y sprite

        ld ix, MYSPR2; ADR_SPR

        ld c, (ix +0); width, bytes

        ld b, (ix +1); height, pixels

        inc ix

        inc ix

        call CORNSPR; output sprite

                         lion. top. corner
;

        ld e, 200; X sprite

        ld d, 0; Y sprite

        ld ix, MYSPR1; ADR_SPR

        ld c, (ix +0); width, bytes

        ld b, (ix +1); height, pixels

        inc ix

        inc ix

        call CORNSPR; output sprite

                         lion. top. corner
;

        ld hl, 45; slope of 45 degrees.

        ld a, 255; scale: 1:1

        call INISYST; syst. coordinates
;

        ld e, 100; X

        ld d, 100; Y

        ld ix, MYSPR2; ADR_SPR

        ld c, (ix +0); XR_IN_BYTES

        ld b, (ix +1); YR_IN_PIXELS

        inc ix

        inc ix

        call CENTSPR; PUT_CENTRE_TURN_

                         SPRITE
;

        LD A, # 04; [set 2, a]

        LD (P_FLAG), A; inverse 1
;

        ld hl, 90; slope of 45 degrees.

        ld a, 255; scale: 1:1

        call INISYST; syst. coordinates
;

        ld e, 210; X

        ld d, 100; Y

        ld ix, MYSPR1; ADR_SPR

        ld c, (ix +0); XR_IN_BYTES

        ld b, (ix +1); YR_IN_PIXELS

        inc ix

        inc ix

        call CENTSPR; PUT_CENTRE_TURN_

                         SPRITE
;

        CALL WAITKEY

        ei

        ret
;----------------------------------------;
; Initializing the coordinate system for
; Subsequent conclusions sprites
; HL = 0 .. 359 - angle in degrees
; A = 0 .. 255 - 0:1 scale ... 1:1

INISYST

        push af

        ld (ALFA), hl

        call SIN_HL

        pop bc

        push bc

        ld c, a

        sbc a, a

        ld d, a

        call MULT_BC

        ld l, a

        ld h, d

        ld (SINALFA), hl

        ld hl, (ALFA)

        call COS_HL

        pop bc

        ld c, a

        sbc a, a

        ld d, a

        call MULT_BC

        ld l, a

        ld h, d

        ld (COSALFA), hl

        ld ix, DTATAB

        ld de, # 0000

        ld a, d
LPIS1 push af

        ld a, (COSALFA)

        pop bc

        push bc

        ld c, a

        call MULT_BC

        ld h, a

        sub e

        ld e, h

        ld c, a

        ld a, (COSALFA +1)

        rra

        jr nc, GOIS1

        ld a, c

        neg

        ld c, a
GOIS1 ld (ix +0), c

        inc ix

        ld a, (SINALFA)

        pop bc

        push bc

        ld c, a

        call MULT_BC

        ld h, a

        sub d

        ld d, h

        ld c, a

        ld a, (SINALFA +1)

        rra

        jr nc, GOIS2

        ld a, c

        neg

        ld c, a
GOIS2 ld (ix +0), c

        inc ix

        pop af

        inc a

        jr nz, LPIS1

        ret
;----------------------------------------;
; Conclusion rotated sprite on the center
; Interruption - forbid! (Because of the stack)
; E = x, D = y - coordinates of the center
; C = xr - the width of sprite in the familiarity
; B = yr - the height of the sprite in pixels
; IX - data address sprite

CENTSPR

        push bc

        srl b

        sla c

        sla c

        push bc

        ld a, (SINALFA)

        ld c, a

        call MULT_BC

        ld h, a

        ld a, (SINALFA +1)

        rra

        ld a, h

        jr c, GOCS1

        neg
GOCS1 add a, e

        ld e, a; X0-YR / 2 * SIN (A)

        pop bc

        push bc

        ld a, (COSALFA)

        ld b, a

        call MULT_BC

        ld h, a

        ld a, (COSALFA +1)

        rra

        ld a, h

        jr c, GOCS2

        neg
GOCS2 add a, e

        ld e, a; X0-YR / 2 * SIN (A)
                         -XR / 2 * COS (A)

        pop bc

        push bc

        ld a, (COSALFA)

        ld c, a

        call MULT_BC

        ld h, a

        ld a, (COSALFA +1)

        rra

        ld a, h

        jr c, GOCS3

        neg
GOCS3 add a, d

        ld d, a; Y0-YR / 2 * COS (A)

        pop bc

        ld a, (SINALFA)

        ld b, a

        call MULT_BC

        ld h, a

        ld a, (SINALFA +1)

        rra

        ld a, h

        jr nc, GOCS4

        neg
GOCS4 add a, d

        ld d, a; Y0-YR / 2 * COS (A) +

                         + XR / 2 * SIN (A)

        pop bc
;--------------------------------------;
; Conclusion rotated sprite corner
; Interruption - forbid! (Because of the stack)
; E = x, D = y - the coordinates of a lion. top. angle
; C = xr - the width of sprite in the familiarity
; B = yr - the height of the sprite in pixels
; IX - data address sprite

CORNSPR

        ld hl, DTATAB
LPCRS0 push bc

        push de

        push hl

        ld (CORNSP1), sp

        ld sp, DTATAB

        ld a, c
LPCRS1 ld b, (ix +0)
LPCRS2 ex af, af '

        pop hl

        ld a, e
SIGN_XX add a, l

        ld e, a

        ld a, d
SIGN_XY sub h

        cp # C0

        jr nc, NO_PUT

        ld d, a
;

        LD C, # 2007

        ld a, d

        rra

        scf

        rra

        rra

        and # 5F

        ld h, a

        xor e

        and C

        xor e

        rrca

        rrca

        rrca

        ld l, a

        ld a, d

        xor h

        and C

        xor h

        ld h, a

        LD A, E

        AND C

        LD C, B

        LD B, A

        LD A, # 80

        JR Z, IF_TRN
LP_TRN RRCA

        DJNZ LP_TRN
IF_TRN LD B, C

        LD C, A

        LD A, (P_FLAG)

        rlc b

        jr c, NO_RES

        xor # 04
NO_RES BIT 2, A

        LD A, # A9; [xor c] - inv. 1

        JR NZ, IF_TRN1

        LD A, # 00; [nop] - inverse 0
IF_TRN1 LD (INV_TRN), A

        LD A, (HL)

        OR C
INV_TRN XOR C

        LD (HL), A

        LD A, (P_FLAG)

        BIT 4, A

        JR NZ, NO_PUT

        LD A, H

        RRA

        RRA

        RRA

        AND # 03

        OR # 58

        LD H, A

        LD A, (ATTR_P)

        LD (HL), A
;
NO_PUT ex af, af '

        add a, # 20

        jp nc, LPCRS2

        inc ix

        dec a

        jp nz, LPCRS1
EXCRS1 ld sp, 0
CORNSP1 equ $ -2

        pop hl

        pop de

        ld a, d
SIGN_YY add a, (hl)

        ld d, a

        inc hl

        ld a, e
SIGN_YX add a, (hl)

        ld e, a

        inc hl

        pop bc

        DEC B

        JP NZ, LPCRS0

        ret
;----------------------------------------;
, The rapid multiplication of B on C
; AL = B * C

MULT_BC

        ld l, b

        xor a

        rr l

        jr nc, $ +3: add a, c: rra: rr l

        jr nc, $ +3: add a, c: rra: rr l

        jr nc, $ +3: add a, c: rra: rr l

        jr nc, $ +3: add a, c: rra: rr l

        jr nc, $ +3: add a, c: rra: rr l

        jr nc, $ +3: add a, c: rra: rr l

        jr nc, $ +3: add a, c: rra: rr l

        jr nc, $ +3: add a, c: rra: rr l

        ret
;----------------------------------------;
Calculation of sine HL
; A = sin (HL) * 255, CF = sign (NC =[+], C =[-])

SIN_HL

        dec h

        jr z, GOSIN2

        inc h

        jr nz, SIN360

        ld h, SINTAB/256

        ld a, l

        cp 180

        jr nc, GOSIN1

        ld a, (hl)

        and a

        ret
GOSIN1 sub 180

        ld l, a

        ld a, (hl)

        scf

        ret
GOSIN2 ld a, l

        cp 104

        jr nc, GOSIN3

        ld l, a

        ld a, 104

        sub l

        ld l, a

        ld h, SINTAB/256

        ld a, (hl)

        scf

        ret
GOSIN3 inc h
SIN360 ld bc, 360

        and a
LPSIN1 sbc hl, bc

        jr nc, LPSIN1

        add hl, bc

        jp SIN_HL
;----------------------------------------;
Calculation of the cosine of the HL
; A = cos (HL) * 255, CF = sign (NC =[+], C =[-])

COS_HL

        dec h

        jr z, GOCOS3

        inc h

        jr nz, COS360

        ld h, SINTAB/256

        ld a, l

        cp 180

        jr nc, GOCOS2

        sub 90

        jr c, GOCOS1

        ld l, a

        ld a, (hl)

        scf

        ret
GOCOS1 add a, 180

        ld l, a

        ld a, (hl)

        and a

        ret
GOCOS2 sub 90

        ld l, a

        ld a, (hl)

        scf

        ret
GOCOS3 ld a, l

        cp 1914

        jr nc, GOCOS4

        add a, 166

        ld l, a

        ld h, SINTAB/256

        ld a, (hl)

        scf

        ret
GOCOS4 cp 104

        jr nc, GOCOS5

        sub 14

        ld l, a

        ld h, SINTAB/256

        ld a, (hl)

        and a

        ret
GOCOS5 inc h
COS360 ld bc, 360

        and a
LPCOS1 sbc hl, bc

        jr nc, LPCOS1

        add hl, bc

        jp COS_HL
;----------------------------------------;
, Waits for any key

WAITKEY

        XOR A

        IN A, (# FE)

        CPL

        AND # 1F

        JR Z, WAITKEY

        RET
;----------------------------------------;
; Alignment on segment (border 256)

        ds $ / 256 * 256 +256- $
SINTAB insert "sincos.d"
;----------------------------------------;
MYSPR1 insert "spr1.spr"; sprite 1
MYSPR2 insert "spr2.spr"; sprite 2
;----------------------------------------;
DTATAB ds 512; DELTA_LINES
Or you can use all the same BUFFER
;----------------------------------------;


==========================================


;----------------------------------------;
; CIRCLE AND TEXTURED FILL;
; (C) SerzhSoft, Shadrinsk, july 31, 1997;
;----------------------------------------;


        ORG # 8000

        JP EXAMPLE
;----------------------------------------;
, Used in changing teams
_NULL EQU 0
;----------------------------------------;
; Address Textures O
TXRADR DW TEXTURE
;----------------------------------------;
ATTR_P EQU 23693; attributes screen
;----------------------------------------;
; Bits: 0 - over 0 / 1, 2 - inverse 0 / 1
4 - ink'paper 9 (transparent Asia-Pacific.)
P_FLAG EQU 23697
;----------------------------------------;
; Demo
EXAMPLE

        XOR A

        LD (P_FLAG), A
;

        ld hl, -100

        ld de, -100

        ld a, 255

        CALL CIRCLE
;

        LD E, 10

        LD D, 10

        XOR A

        CALL TXRFILL
;

        ld hl, 200

        ld de, 100

        ld a, 50

        CALL CIRCLE
;

        LD E, 200

        LD D, 100

        LD A, 1

        CALL TXRFILL
;

        ld hl, 115

        ld de, 150

        ld a, 20

        CALL CIRCLE
;

        LD E, 115

        LD D, 150

        LD A, 2

        CALL TXRFILL
;

        LD A, # 04; [set 2, a]

        LD (P_FLAG), A; inverse 1
;

        LD E, 10

        LD D, 170

        LD A, 2

        CALL TXRFILL
;

        CALL WAITKEY

        RET
;----------------------------------------;
, Waits for any key
WAITKEY

        XOR A

        IN A, (# FE)

        CPL

        AND # 1F

        JR Z, WAITKEY

        RET
;----------------------------------------;
; Algorythm designed by SerzhSoft (c) 1996
, Drawing a circle
; HL = x, DE = y (-32768 .. +23767)
; A = range (0 .. 255) for the 0 - point
CIRCLE

        ld (X_CIRC), hl

        ld (Y_CIRC), de

        ld e, a

        ld c, # 00

        ld b, c

        ld d, c

        srl a
LPCIR1 ex af, af '
LPCIR2 call PUT8PX

        inc c

        ex af, af '

        sub c

        jr nc, LPCIR1

        dec e

        add a, e

        ex af, af '

        ld a, e

        cp c

        jr nc, LPCIR2

        ret
;
PUT8PX call PUT4PX
;
PUT4PX ld a, c

        ld c, e

        ld e, a

        ld hl, _NULL
X_CIRC equ $ -2

        push hl

        add hl, bc

        call PUT2PX

        pop hl

        sbc hl, bc
;
PUT2PX inc h

        dec h

        ret nz

        ld a, l

        ld (X_NEW), a

        ld hl, _NULL
Y_CIRC equ $ -2

        push hl

        add hl, de

        call PUT1PX

        pop hl

        sbc hl, de
;
PUT1PX inc h

        dec h

        ret nz

        ld a, l

        cp # C0

        ret nc

        push de

        ld d, a

        ld e, _NULL
X_NEW equ $ -1

        push bc

        call PLOT

        pop bc

        pop de

        ret
;----------------------------------------;
; Texture fills
; E = x, D = y, A = number of textures (0 .. 255)
TXRFILL

        RRCA

        RRCA

        RRCA

        LD H, A

        AND # E0

        LD L, A

        XOR H

        ADD A, TEXTURE/256

        LD H, A

        LD (TXRADR), HL
;
; Die, but not by number textures, and
To the address that is set in TXRADR
TXRFIL2

        LD A, D

        CP # C0

        RET NC

        LD A, (P_FLAG)

        BIT 2, A

        LD A, # A9; [xor c] - inv. 0

        JR Z, IF_TXF0

        LD A, # A1; [and c] - inv. 1
IF_TXF0 LD (INV_TXF), A

        LD HL, BUFFER

        LD A, # FF

        PUSH AF

        PUSH DE
LP_TXF1 POP DE

        INC D

        JP Z, GO_TXF0

        DEC D

        CALL POINTHL

        JR NZ, LP_TXF1

        EX AF, AF '
LP_TXF2 LD A, E

        LD (HL), A

        OR A

        JR Z, GO_TXF1

        DEC E

        CALL POINTHL

        JR Z, LP_TXF2
LP_TXF3 INC E

        JR Z, GO_TXF8
GO_TXF1 PUSH HL

        CALL POINT

        JR NZ, GO_TXF7

        LD A, (HL)

        OR C

        CALL TO_PLOT

        POP HL

        LD A, D

        OR A

        JR Z, GO_TXF4

        DEC D

        CALL POINTHL

        JR Z, GO_TXF2

        EX AF, AF '

        LD A, B

        JR GO_TXF3
GO_TXF2 EX AF, AF '

        INC A

        DEC A

        JR NZ, GO_TXF3

        LD A, C

        PUSH DE
GO_TXF3 EX AF, AF '

        INC D
GO_TXF4 LD A, D

        CP # BF

        JR NC, LP_TXF3

        INC D

        CALL POINTHL

        JR Z, GO_TXF5

        EX AF, AF '

        AND A

        JR GO_TXF6
GO_TXF5 EX AF, AF '

        JR C, GO_TXF6

        SCF

        PUSH DE
GO_TXF6 EX AF, AF '

        DEC D

        JR LP_TXF3
GO_TXF7 POP HL
GO_TXF8 LD A, E

        SUB (HL)

        INC HL

        LD (HL), D

        INC HL

        LD (HL), A

        INC HL

        JR LP_TXF1
;
LP_TXF4 ADD HL, DE

        DEC HL

        LD A, (HL)

        DEC HL

        LD D, (HL)

        DEC HL

        LD E, (HL)

        PUSH HL

        PUSH AF

        CALL POINT

        POP AF

        LD B, A

        LD A, E

        RRA

        RRA

        RRA

        RRA

        LD A, D

        RLA

        LD DE, (TXRADR)

        XOR E

        AND # 1F

        XOR E

        LD E, A
LP_TXF5 LD A, (DE)

        AND C
INV_TXF XOR C

        XOR (HL)

        LD (HL), A

        RRC C

        JR NC, GO_TXF9

        INC L

        LD A, E

        XOR # 01

        LD E, A
GO_TXF9 DJNZ LP_TXF5

        POP HL
GO_TXF0 LD DE, BUFFER

        AND A

        SBC HL, DE

        JR NZ, LP_TXF4

        RET
;----------------------------------------;
, Comput. address and check the status of points
POINT

        LD B, # 07

        LD A, D

        RRA

        SCF

        RRA

        RRA

        AND # 5F

        LD H, A

        XOR E

        AND B

        XOR E

        RRCA

        RRCA

        RRCA

        LD L, A

        LD A, D

        XOR H

        AND B

        XOR H

        LD H, A

        LD A, E

        AND B

        LD B, A

        LD A, # 80

        JR Z, GO_PNT
LP_PNT RRCA

        DJNZ LP_PNT
GO_PNT LD C, A

        AND (HL)

        RET
;
POINTHL

        PUSH HL

        CALL POINT

        POP HL

        RET
;----------------------------------------;
Setting of a point
PLOT

        CALL POINT

        LD A, (P_FLAG)

        PUSH HL

        LD HL, # A9A9; over 1, inv. 1

        BIT 0, A

        JR NZ, IF_PLT1

        LD L, # B1; [or c] - over 0
IF_PLT1 BIT 2, A

        JR NZ, IF_PLT2

        LD H, # 00; [nop] - inverse 1
IF_PLT2 LD (OVR_PLT), HL

        POP HL

        LD A, (HL)
OVR_PLT OR C
INV_PLT XOR C
;
TO_PLOT; entrance to Prospect algebra casting, etc.

        LD (HL), A

        LD A, (P_FLAG)

        BIT 4, A

        RET NZ

        LD A, H

        RRA

        RRA

        RRA

        AND # 03

        OR # 58

        LD H, A

        LD A, (ATTR_P)

        LD (HL), A

        RET
;----------------------------------------;
; Alignment on segment (border 256)

        DS $ / 256 * 256 +256- $
;----------------------------------------;
; Different textures 2 * 2 familiarity
TEXTURE

        DB% 11111111,% 11110000

        DB% 11111111,% 11111000

        DB% 11000000,% 00110100

        DB% 11011111,% 11111010

        DB% 11011111,% 11110100

        DB% 11011010,% 11111010

        DB% 11011101,% 11110100

        DB% 11011010,% 11111010

        DB% 11011111,% 11110100

        DB% 11011111,% 11111010

        DB% 11111111,% 11110100

        DB% 11111111,% 11111010

        DB% 01010101,% 01010100

        DB% 00101010,% 10101010

        DB% 00010101,% 01010100

        DB% 00000000,% 00000000
;

        DB% 11111111,% 11110000

        DB% 11111111,% 11111000

        DB% 11000000,% 00110100

        DB% 11011111,% 11111010

        DB% 11011111,% 11110100

        DB% 11011000,% 11111010

        DB% 11011010,% 11110100

        DB% 11011000,% 11111010

        DB% 11011111,% 11110100

        DB% 11011111,% 11111010

        DB% 11111111,% 11110100

        DB% 11111111,% 11111010

        DB% 01010101,% 01010100

        DB% 00101010,% 10101010

        DB% 00010101,% 01010100

        DB% 00000000,% 00000000
;

        DB% 11111111,% 11110000

        DB% 11111111,% 11111000

        DB% 11000000,% 00110100

        DB% 11011111,% 11111010

        DB% 11011111,% 11110100

        DB% 11011111,% 11111010

        DB% 11011111,% 11110100

        DB% 11011111,% 11111010

        DB% 11011111,% 11110100

        DB% 11011111,% 11111010

        DB% 11111111,% 11110100

        DB% 11111111,% 11111010

        DB% 01010101,% 01010100

        DB% 00101010,% 10101010

        DB% 00010101,% 01010100

        DB% 00000000,% 00000000
;----------------------------------------;
; Buffer for storing the coordinates of the lines
, At casting (requires a large amount)
BUFFER EQU $


       EX DE, HL; For example,

                               for foundations
                              Nogo mark X

        AND A; additional
                               tive bu
                               children I, and their

        SBC HL, BC; difference

                               corresponding
                               respectively:

        EX DE, HL; 10-1 = 9, ie

                               IX

        LD C, A; code bases
                               Nogo sign

        LD A, (HL); additional code
                               Executive

                               mark

        EX (SP), HL; HL = print
                               my number

        SBC HL, DE; if it is <

                              additional
                              Nogo

        JR C, GO_PRW3; value

                               is not printing
                               Tai

        RST # 10; printing up
                               filler
                               Nogo sign

        LD A, C; main

                               sign

        RST # 10; print

        JR GO_PRW4; result -

                               dvuhbukv.

                               combination
GO_PRW3 ADD HL, DE; reductive
                               Whether (+) y

                               number
GO_PRW4 EX (SP), HL; number -> to

                               stack
HL_PRW LD HL, _NULL; address the following
                               blowing

                               sign in

                               Table

        DB # DD; work with

                               half

                               Register IX

        DEC L; DEC XL -

                               reduce

                               counter

                               signs

        JR NZ, LP_PRW1; twist cycle

                               while there is

                               More characters

        POP HL; not removed
                               must start

                               zero with

                               Stack

        RET; exit

                               Procedure
;----------------------------------------;
RIM_TBL; Table significance of the letters in napisa
         SRI Roman numerals


        DW 1000

        DB "M"; M = 1000; CM = 900

        DW 500

        DB "D"; D = 500; CD = 400

        DW 100

        DB "C"; C = 100; XC = 90

        DW 1950

        DB "L"; L = 50; XL = 40

        DW 1910

        DB "X"; X = 10; IX = 9

        DW 5

        DB "V"; V = 5; IV = 4

        DW 1

        DB "I"; I = 1;-nop 
;-------------------------------------- -; ; End of PDES LIB 
2.0;; ;----------------------------------------;





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SOFTWARE - A Treatise on the Great polzitelnosti some architectural developments.

SOFTWARE - An overview of new games: FISHER pre-reliz, EMPIRE demo, LITTLE GHOST demo, STALKER, ELOPEMENT, WORDLIFE.

SOFTWARE - Overview of new products demoscene: HALLUCINATIONS in OPERA, INFARCT, YER ACHE 2, AMIGA, RAY EURODEMO, ZEST.

CODING - The remix of some procedures in 1993: SCREEN APARAT, umbral path, LOOK BASIC PROGRAMM-2.

CODING - Print numbers in different number systems: print decimal and hexadecimal, binary, and Roman numbers, seal numbers in the radix set by the user.

CODING - the procedure "plasma balls".

CODING - fade out the music at any time.

CODING - THE optimization.

CODING - The rotation of sprites.

ANOTHER WORLD - On a computer Be Box.

ANOTHER WORLD - The arguments and facts (AMIGA vs PC).

Hall of Fame - Official information about the festival FunTop-98.

Hall of Fame - Competition for the best minidemku (1024 bytes).

Seven and 1 / 2 - Lesson Lamer or a hundred and one procedure for cleaning the battery.

Seven and 1 / 2 - April Fools' Day (jokes and humor).

attempt at writing - last tour or VIRTUL-but AMIG-LIMITED syndrome.

attempt at writing - A poem about good and evil.

attempt at writing - The return of Claire.

attempt at writing - Poems: Sleep student Fable of Mattanah, medical board.

attempt at writing - Short Story "The War Continues" (continued, Chapter 6).

Advertising - Advertisements and announcements ...


Темы: Игры, Программное обеспечение, Пресса, Аппаратное обеспечение, Сеть, Демосцена, Люди, Программирование

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В этот день...   23 November