Modding SSF4AE for PC (NO DLC UNLOCKS!)

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Comments

  • DooplissDoopliss Joined: Posts: 3,187
    I wonder, do you think it would be possible to throw together Sagat's c.HK, cl.MK, s.HK and js.LK to create the Tiger Raid Super? Or Rose's s.MP, c.HP and Soul throw to create aura soul throw?
    Maybe Doopliss isn't kicking ass, but he's taking names.

    "Combo Hunter", A Street Fighter V Season 2 Combo Video
  • vashvash Joined: Posts: 367
    For the boss character swap, how do you unpack/repack battle.eaf?
  • sensibeatsensibeat otaku Joined: Posts: 343
    You unpack XBox360 .eaf with quickbms and this script:
    # SSFIV .eaf archives (script 0.3)
    # script for QuickBMS http://aluigi.org/papers.htm#quickbms
    
    endian big
    comtype deflate
    
    idstring "#EAF"
    
    # 0x4 may be file name length
    
    goto 0x10
    get file_count long
    
    set idxpos = 0x80
    for i = 0 < file_count
        goto idxpos
        get name string
        math idxpos + 0x100
        goto idxpos
        get dummy long
        get offset long
        get size long
    
        goto offset
        get id long
        if id == 0x23454D5A
            endian little
            get crc long
            get uncompsize long
            get blah long
            endian big
    
            savepos cdatapos
            math size - 0x10
            clog name cdatapos size uncompsize
        else
            log name offset size
        endif
    
        math idxpos + 0x20
    next i
    
    

    I don't know how you repack.
  • Ex NihiloEx Nihilo Joined: Posts: 15
    I think if you want help you should give the ref of the model or even give a link ... Else I really don't know how we could help you.
    Sorry, some of the mods I want to convert are:
    "Chun Li's Street Fighter II V costume" mod by Likiker and khaledantar666
    Rose's "Wu the Lotus Blossom" mod by Kraga Phan
    Sagat's "Ganondorf" mod by hornyyoshi
    I want to convert more, but I can't even open the asset explorer program. First it was a few errors that I managed to fix using google, but now it gives me the error "CreateDevice returned INVALIDCALL". I can't find any solution to this one online.
    @Ex Nihilo
    Make sure you have DirectX9 installed properly (or try reinstalling it from Microsoft). Most of the 'failed to run' problems are related to that.
    Thanks for the tip. I tried updating Directx9 from the Microsoft page, but it still gives me the same error. :sad:
  • hunterkhunterk Joined: Posts: 2,237
    hmm. that still sounds like it could be DirectX-related. Did you download this?
  • vashvash Joined: Posts: 367
    Ah, repacking is an issue still. I guess I'll have to try deleting battle.eaf and copy back the extracted contents to my console.
  • Ex NihiloEx Nihilo Joined: Posts: 15
    hmm. that still sounds like it could be DirectX-related. Did you download this?
    No, I originally downloaded the directx 9 web one, but I also tried the link you provided, but still errors :(
  • hunterkhunterk Joined: Posts: 2,237
    have you tried re-downloading SF4Viewer? or perhaps another version?
  • Trife88Trife88 Joined: Posts: 7,839
    Any tutorials that explain how to make High Res DDS files for higher texture quality?

    I want to make some for Evil Ryu. My current Evil Ryu mod doesn't serve justice unless I can make them High Res
    Street Fighter V: Arcade Edition is the best game of our next generation.
  • Mike StriderMike Strider Fear the Happy Godhand. Joined: Posts: 19
    I wasn't sure where exactly to go with this but, how is online play affected when things are edited in the code? (moveswaps, edited colors, etc.) Is it still playable?
  • hunterkhunterk Joined: Posts: 2,237
    @Trife88
    It's pretty much the same as any of the "paste in larger file's hex, edit index to match new offsets" procedures. I don't know of any tutorials, per se, though.

    @Mike Strider
    Depends on what you've changed. Moveset stuff desyncs the game, colors and model tweaks don't. So, cheating isn't possible, but cosmetic stuff is.
  • Mike StriderMike Strider Fear the Happy Godhand. Joined: Posts: 19
    Cool, that helps a bunch. Thanks!
  • CWheezyCWheezy Joined: Posts: 889
    I am still confused as how to work the input editor, I am trying to change dudley`s moves to all qcf/qcb because I am lazy, so I need to copy another character's moves? In the dropdown menu it doesn't show an option to do it.

    Also, is there a way to edit things like frame data, hitboxes, etc? Or is that a long way away
  • bebopfanbebopfan Joined: Posts: 40
    I am trying to change dudley`s moves to all qcf/qcb because I am lazy

    you can make easier moves than qcf/qcb.

    1) change the move's motion to 255 - no motion.

    2) study how special move such as 6MP (Forward+MP) to see how it setup in the inputs.

    3) change your move inputs to the following (direction+button) :
    B+P
    DB+P
    DF+P
    B+K
    DB+P
    DF+K

    now your moves can be performed with simplely by press direction+button, which make it even easier than qcf/qcb.

    try to use as many buttons combination as possible.

    for example, HP+HK is taunt.

    but F+HP+HK and B+HP+HK are not used.

    so I use them:

    ultra 1 : F+HP+HK

    ultra 2 : B+HP+HK

    that's ultra easy to use, isn't it? :D
  • KtWdAKtWdA Outta the Blue Joined: Posts: 154
    I've compiled some material codes that work when applied using matedit.
    First are the reflective stuff... then there's the Lighty-Uppy Materials... Then there's the Alpha-changing codes. (These actually require you to edit the alpha layer in the texture files before you will see any results.

    Don't copy the names, just the codes, and paste under the material you want to change in the txt file.

    Also, I found the Metal [Black] to be more useful for things that you want to be shiny and lightly reflective, but not hyper reflective. I bring this one up because it wasn't mentioned by sensi in any of his tutes.

    Enjoy, and for the love of God, Please don't overdo it with the glowiness... it burns.
    Metal [Black] (Subtle)
    SpcBrushEnv_W=20000000
    MatDifR=22b673f
    MatDifG=560e6d3f
    MatDifB=560e6d3f
    MatDifScale=803f
    MatDifR=22b673f
    MatDifG=560e6d3f
    MatDifB=560e6d3f
    MatDifScale=803f
    MatDifR=22b673f
    MatDifG=560e6d3f
    MatDifB=560e6d3f
    MatDifScale=803f
    MatDifR=22b673f
    MatDifG=560e6d3f
    MatDifB=560e6d3f
    MatDifScale=803f
    MatAmbR=b6f3ad3f
    MatAmbG=b6f3ad3f
    MatAmbB=cef7a33f
    MatAmbScale=c03f
    ReflectCoeff=cdcc4c3d
    ReflectFresnelBias=ad7233c
    ReflectFresnelCoeff=cdcccc3d
    MatSpcR=8fc2553f
    MatSpcG=54e3653f
    MatSpcB=aaf1723f
    SpcCoeff=7041
    SpcPower=2042
    BrushA=40
    BrushB=803f
    BrushC=66662640
    BrushD=c03f
    
    Metal[Color] (Fairly Strong)
    SpcBrushEnv_W=20000000
    MatDifR=df4f4d3f
    MatDifG=aaf1123f
    MatDifB=aaf1123f
    MatDifScale=803f
    MatDifR=df4f4d3f
    MatDifG=aaf1123f
    MatDifB=aaf1123f
    MatDifScale=803f
    MatDifR=df4f4d3f
    MatDifG=aaf1123f
    MatDifB=aaf1123f
    MatDifScale=803f
    MatDifR=df4f4d3f
    MatDifG=aaf1123f
    MatDifB=aaf1123f
    MatDifScale=803f
    MatAmbR=c03f
    MatAmbG=295c9f3f
    MatAmbB=295c9f3f
    MatAmbScale=c03f
    ReflectCoeff=cdcc4c3d
    ReflectFresnelBias=ad7233c
    ReflectFresnelCoeff=cdcccc3d
    MatSpcR=c520703f
    MatSpcG=c520703f
    MatSpcB=c520703f
    SpcCoeff=7041
    SpcPower=2042
    BrushA=40
    BrushB=803f
    BrushC=66662640
    BrushD=c03f
    
    Metal [Gold] (Strong)
    SpcBrushEnv_W=20000000
    MatDifR=22b673f
    MatDifG=c9765e3f
    MatDifB=8fc2553f
    MatDifScale=803f
    MatDifR=22b673f
    MatDifG=c9765e3f
    MatDifB=8fc2553f
    MatDifScale=803f
    MatDifR=22b673f
    MatDifG=c9765e3f
    MatDifB=8fc2553f
    MatDifScale=803f
    MatDifR=22b673f
    MatDifG=c9765e3f
    MatDifB=8fc2553f
    MatDifScale=803f
    MatAmbR=c03f
    MatAmbG=b6f3ad3f
    MatAmbB=2b87963f
    MatAmbScale=c03f
    ReflectCoeff=cdcc4c3d
    ReflectFresnelBias=ad7233c
    ReflectFresnelCoeff=cdcccc3d
    MatSpcR=54e3653f
    MatSpcG=2db25d3f
    MatSpcB=7368713f
    SpcCoeff=7041
    SpcPower=2042
    BrushA=40
    BrushB=803f
    BrushC=66662640
    BrushD=c03f
    
    Metal [Silver] (Very Strong)
    SpcBrushEnv_W=20000000
    MatDifR=1b2f5d3f
    MatDifG=c9765e3f
    MatDifB=8fc2553f
    MatDifScale=803f
    MatDifR=1b2f5d3f
    MatDifG=c9765e3f
    MatDifB=8fc2553f
    MatDifScale=803f
    MatDifR=1b2f5d3f
    MatDifG=c9765e3f
    MatDifB=8fc2553f
    MatDifScale=803f
    MatDifR=1b2f5d3f
    MatDifG=c9765e3f
    MatDifB=8fc2553f
    MatDifScale=803f
    MatAmbR=a01aaf3f
    MatAmbG=a01aaf3f
    MatAmbB=c0ca993f
    MatAmbScale=c03f
    ReflectCoeff=803f
    ReflectFresnelBias=cdcccc3d
    ReflectFresnelCoeff=8040
    MatSpcR=603f
    MatSpcG=2db25d3f
    MatSpcB=c520503f
    SpcCoeff=7041
    SpcPower=2042
    BrushA=40
    BrushB=803f
    BrushC=66662640
    BrushD=c03f
    
    Red Glow
    Emission_W=9000000
    MatScale0X=803f
    MatScale0Y=803f
    MatScale0Z=803f
    MatScale0W=803f
    MatScale1X=4040
    MatScale1Y=803f
    MatScale1Z=803f
    MatScale1W=c03f
    Glare=100010001000000
    
    Red Glow (No Edge)
    Emission_W=a000000
    MatScale0X=803f
    MatScale0Y=803f
    MatScale0Z=803f
    MatScale0W=803f
    MatScale1X=40
    MatScale1Y=803f
    MatScale1Z=803f
    MatScale1W=40
    Glare=100010001000000
    NoEdge=100010001000000
    
    Light [Super Glow Color {Use Dark Beneath}] (ala Mecha Gief's hand_blue material)
    Emission_W=9000000
    MatScale0X=803f
    MatScale0Y=803f
    MatScale0Z=803f
    MatScale0W=803f
    MatScale1X=4040
    MatScale1Y=40
    MatScale1Z=803f
    MatScale1W=8040
    Glare=100010001000000
    
    Light [Pink-Red] (Blanka 4_01/05)
    Emission_W=9000000
    MatScale0X=803f
    MatScale0Y=803f
    MatScale0Z=803f
    MatScale0W=803f
    MatScale1X=4040
    MatScale1Y=803f
    MatScale1Z=803f
    MatScale1W=cdcc8c3f
    Glare=100010001000000
    
    Light (Blanka 4_02) [More Testing Needed]
    Emission_W=9000000
    MatScale0X=803f
    MatScale0Y=803f
    MatScale0Z=803f
    MatScale0W=803f
    MatScale1X=803f
    MatScale1Y=803f
    MatScale1Z=cdcc8c3f
    MatScale1W=9a99993f
    Glare=100010001000000
    
    Light [Yellow] (Blanka 4_03)
    Emission_W=9000000
    MatScale0X=803f
    MatScale0Y=803f
    MatScale0Z=803f
    MatScale0W=803f
    MatScale1X=4040
    MatScale1Y=4040
    MatScale1Z=803f
    MatScale1W=713d8a3f
    Glare=100010001000000
    
    Light [Weak Light Blue/Green] (Blanka 4_04)
    Emission_W=9000000
    MatScale0X=803f
    MatScale0Y=803f
    MatScale0Z=803f
    MatScale0W=803f
    MatScale1X=cdcc4c3f
    MatScale1Y=803f
    MatScale1Z=803f
    MatScale1W=9a99993f
    Glare=100010001000000
    
    Light [Medium-Strong Light Blue] (Blanka 4_06)
    Emission_W=9000000
    MatScale0X=803f
    MatScale0Y=803f
    MatScale0Z=803f
    MatScale0W=803f
    MatScale1X=cdcc4c3f
    MatScale1Y=40
    MatScale1Z=40
    MatScale1W=cdcc8c3f
    Glare=100010001000000
    
    Light [Strong White/Color Enhancer] (Blanka 4_07/08)
    Emission_W=9000000
    MatScale0X=803f
    MatScale0Y=803f
    MatScale0Z=803f
    MatScale0W=803f
    MatScale1X=cdcc8c3f
    MatScale1Y=cdcc8c3f
    MatScale1Z=cdcc8c3f
    MatScale1W=cdcc8c3f
    Glare=100010001000000
    
    Light (Blanka 4_09) [Not Fully Tested]
    Emission_W=9000000
    MatScale0X=803f
    MatScale0Y=803f
    MatScale0Z=803f
    MatScale0W=803f
    MatScale1X=3333733f
    MatScale1Y=803f
    MatScale1Z=cdcc8c3f
    MatScale1W=3333933f
    Glare=100010001000000
    
    Light (Blanka 4_10) [Not Fully Tested]
    Emission_W=9000000
    MatScale0X=803f
    MatScale0Y=803f
    MatScale0Z=803f
    MatScale0W=803f
    MatScale1X=803f
    MatScale1Y=803f
    MatScale1Z=803f
    MatScale1W=cdcc8c3f
    Glare=100010001000000
    
    Full Transparency (Edit Alpha Layer)
    AlphaTest=100010078000000
    
    Semi-Transparency (Edit Alpha Layer)
    AlphaBlend=100010001000000
    AlphaBlendType=100010000000000
    
  • CWheezyCWheezy Joined: Posts: 889
    I don't want press of a button, I want qcf/qcb.

    How do I do that?
  • bebopfanbebopfan Joined: Posts: 40
    I don't want press of a button, I want qcf/qcb.
    How do I do that?

    we'll have to wait when anotak update his tool, maybe he'll let us add new motions.
    this tool will have game-crashed problem on hold-move chars like Guile or Chun-li,
    hope this can be fixed also.

    and may I ask the reason why you don't want to use direction+buttons?

    if you are worry about using them by mistake, no problem.

    the move will only be performed when you hold direction and press buttons.
    as long as you release the direction, you won't use them by mistake.

    what's even better, you can smash button first, then hold direction when you smsah,
    it's so easy to combo without input mistake.

    so what's your reason for not using direction+buttons?
  • hunterkhunterk Joined: Posts: 2,237
    @KtWdA
    ah, great list, man. I need to make a tutorial for using that materials tool, and I'll be sure to include your list whenever I do.
  • KtWdAKtWdA Outta the Blue Joined: Posts: 154
    @KtWdA
    ah, great list, man. I need to make a tutorial for using that materials tool, and I'll be sure to include your list whenever I do.
    ^_^ Someone actually payed attention to me!!!
    I'd have had it done 2 days ago, but work's had me killed by the time I get home.
  • vashvash Joined: Posts: 367
    Getting the boss characters into the PC version, how do you get this character change in use? Battle.eaf is there, we have a means to unpack, but how is that installed on PC?
  • Trife88Trife88 Joined: Posts: 7,839
    Hunter I'm not that godlike..can you really explain in depth....or do it for me :) ill give u a hug <3
    Street Fighter V: Arcade Edition is the best game of our next generation.
  • hunterkhunterk Joined: Posts: 2,237
    Try this one:
    http://www.mediafire.com/download.php?59pvvyau7ucydj7

    I used a different/easier-to-follow process on this one than I usually use, so let me know if it works. I had some...weird results...when I tried it, but I suspect it was a problem on my end. If it indeed works, I'll whip up an easy tutorial that will work for most characters.
  • CWheezyCWheezy Joined: Posts: 889
    I don't like hcf, but I do like qcf and dp motions
  • KtWdAKtWdA Outta the Blue Joined: Posts: 154
    I don't like hcf, but I do like qcf and dp motions
    If I may say... Please, just get an arcade stick and stop whining. It's a fighting game.
  • CWheezyCWheezy Joined: Posts: 889
    Because it is a fighting game I have to like all the motions?

    I have a stick too, so I mean, try to argue with a non strawman. I think liking qcf motions is definitely fair. WHy don't you change all the motions to hcb and hcf? You have a stick, it is a fighting game, qcf for ryu's fireball is too easy, make it hcf
  • MezcalMezcal Joined: Posts: 74
    Is it already possible to replace the stage main and lobby sound files like it was in vanilla? Last time i replaced one of those, i couldnt join online games anymore.

    edit/ Replaced with an empty file i should have mentioned. I want the music to be completely muted.
  • bebopfanbebopfan Joined: Posts: 40
    anyone has idea about what file is for control the AI of CPU?

    recently I am enjoy watching CPU vs CPU on versus mode.

    but even when I choose CPU to be hardest, I still feel they can do better.

    is it possible to mod the AI of CPU to make them harder and smarter?
  • bebopfanbebopfan Joined: Posts: 40
    also, is it possible to trigger rival cutscene on versus mode? (or even boss cutscene when there's Seth and Lab stage)

    it would be good to see those cutscenes without having to play arcade mode all over again.
  • KuroiKenshiX360KuroiKenshiX360 Joined: Posts: 13
    You unpack XBox360 .eaf with quickbms and this script:
    # SSFIV .eaf archives (script 0.3)
    # script for QuickBMS http://aluigi.org/papers.htm#quickbms
    
    endian big
    comtype deflate
    
    idstring "#EAF"
    
    # 0x4 may be file name length
    
    goto 0x10
    get file_count long
    
    set idxpos = 0x80
    for i = 0 < file_count
        goto idxpos
        get name string
        math idxpos + 0x100
        goto idxpos
        get dummy long
        get offset long
        get size long
    
        goto offset
        get id long
        if id == 0x23454D5A
            endian little
            get crc long
            get uncompsize long
            get blah long
            endian big
    
            savepos cdatapos
            math size - 0x10
            clog name cdatapos size uncompsize
        else
            log name offset size
        endif
    
        math idxpos + 0x20
    next i
    
    

    I don't know how you repack.

    Did anyone has idea how to repack the files back to battle.eafo_O
    PLEEASE !!
  • error1error1 Joined: Posts: 421
    also, is it possible to trigger rival cutscene on versus mode? (or even boss cutscene when there's Seth and Lab stage)

    it would be good to see those cutscenes without having to play arcade mode all over again.
    try messing with the bac file, the cut scenes are in there and you should be able to switch them around, so you could probably change Dan's normal opening into his vs Sakura opening, but it may crash if you play anyone but Sakura
  • PiumaPiuma Ha-Do-Ken!! Joined: Posts: 590

    Did anyone has idea how to repack the files back to battle.eafo_O
    PLEEASE !!

    Do you want to insert mod in the xbox360/ps3 version?

    If so, you don't need to repack battle.eaf

    Simply put the unpacked folders in places of battle.eaf

    for Ps3 it works

    My personal collection of mods ---> http://ssf4aemodsbypiuma.jimdo.com
  • orgoloveorgolove Maximum Modding Joined: Posts: 87
    Hai guys.

    I'm thinking of an advanced T Hawk, but will see if I can add fireballs into his game.

    I see that there's like 2-3 copies of command moves for each character. Which file should I edit (in which directory) to have the changes be reflected in the actual game? i.e. there's the files in resource/battle/chara, and dlc/03_character/battle/chara, dlc\03_character_free\battle\chara, etc....

    It's even more confusing for the sound files. They are in like 4 different locations. Which directory does the game read files from?

    Thanks for your help.
  • sensibeatsensibeat otaku Joined: Posts: 343
    For bac & bcm files, the AE ones are in dlc/03_character_free/battle/regulation/latest
    The SSF4 ones (used in trials) are in resource/battle/chara

    basicaly files in the dlc folder have priority over those that exists in the resource folder

    so instead of overwriting the files existing in the resource folder you can put:
    costumes+colors mods of SF4 & SSF4 characters in : dlc/02_costume/battle/chara (AE characters' costumes are already in the dlc folder)
    stages mods in : dlc/03_character_free/battle/stage
    stages bgm mods in : dlc/03_character_free/battle/sound/bgm
  • Jay Vasquez 77Jay Vasquez 77 20 pushups per loss Joined: Posts: 107
    Does custom stage music loop?
    For most regular stage music it works like this:
    It's one AAX file made up of 6 Wav.ADX files.

    The first clip of stage music is an intro that plays once and flows into the second clip.
    The second clip gets looped over and over after this intro.
    The 3rd and 4th clip are low health clips that get played kinda like when the music would speed up in SFII. Low health intro, Low Health Loop.
    The 5th and 6th clips are Ultra meter ready clips. Intro and Loop.
    (I might have ultra and low health mixed up, but you get the idea.)

    The lazy way to do custom tracks is to take one song, and copy it 6 times, and it'll play over and over similar to having a song on repeat.

    The better way would be to open your song in an editor, chop the intro for the first part and find a natural sounding looping point for the second part. Then copy both files 3 times.

    The most time consuming way is to find two more looping parts in that song, and use them for ultra/low health clips. Too much effort imo, and it might sound jarring with some songs unless you know what you're doing.

    *This is only for regular stage music iirc, boss and rival music is usually 4 clips I think, just surround sound and no ultra/low health. Just going by memory.
    More info here:
    http://sf4mods.pbworks.com/w/page/5097125/Tutorials#MusicEditing
  • KtWdAKtWdA Outta the Blue Joined: Posts: 154
    I've been working on a Battle Damaged Makoto (yeah, I know the bulk of my focus is on Makoto at the moment... that will eventually change. maybe).
    14xecue.jpg
    Anywho, some screenshots here: http://hotfile.com/dl/124292183/b8c9be7/BDKoto.zip.html

    I do need some critique and tips if possible.

    Edit: Added screenshot because it seems to have gone completely unnoticed.
  • ElapheElaphe Joined: Posts: 27
    Hello. I have a very simple question. I have no problem understanding and installing skins which come with 2 files (emm and emb). I just place them in the corresponding dlc folder, and I rename the file with the number of the color I wish. For instance: CNL_01_05.obj.emm, for color number 5. As you can see, the first number is always 01. However, I've downloaded other files such as the Makoto skin, which come with this:

    MKT_01.bsr
    MKT_01.nml.emb
    MKT_01.obj.emo
    MKT_01.shd.emo
    MKT_01_01.col.emb
    MKT_01_01.obj.emm

    I suppose this is because it also include a model, apart from the skin. Now, what do I do with that? I've tried changing placing them in the dlc folder and just renaming the emb and emm final number to 02, but then the first color has errors in its skin. Is there a way to install custom sets with models + skins without replacing the original files, and selecting them as a color in the game?
  • Trife88Trife88 Joined: Posts: 7,839
    Since I can't do it myself.

    Could someone make High-Res files for either Evil Ryu, Cody, Cammy, or Juri?

    Edit: And maybe a thick..big booty Juri : )
    Street Fighter V: Arcade Edition is the best game of our next generation.
  • ElapheElaphe Joined: Posts: 27
    OK, I have been able to convert a model + skin with piece montee's utility. It's a Rose costume. I had to raw-dump two files. The result was:

    ROS_01.bsr
    ROS_01.nml.emb
    ROS_01.obj.emo
    ROS_01.shd.emo
    ROS_01_01.col.emb
    ROS_01_01.obj.emm

    I renamed the last two files to ROS_01_05.col.emb and ROS_01_05.obj.emm so as to have it as color 5 selection. It works! (everything in the dlc folder).

    Now, if I want to add another model, how should I number it? I've tried with this:

    ROS_02.bsr
    ROS_02.nml.emb
    ROS_02.obj.emo
    ROS_02.shd.emo
    ROS_02_06.col.emb
    ROS_02_06.obj.emm

    but it's not selected in the game when I chose color 6.
  • Jay Vasquez 77Jay Vasquez 77 20 pushups per loss Joined: Posts: 107
    do you have rose's 2nd costume unlocked?
  • ElapheElaphe Joined: Posts: 27
    I have unlocked all colors with a trainer. Is that what you mean? If not, how do I unlock costumes?
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