Jump to content

ColecoFan1981

Members
  • Content Count

    356
  • Joined

  • Last visited

Posts posted by ColecoFan1981


  1. Hi,

     

    For those of you familiar with the Texas Instruments TI-99/4A and its BASIC program, what is the right way to write a program on it about microtonal adjustment? I want to use the FOR-NEXT and IF-THEN statements in the program; however, I do not know where to put them in regards to the mathematics below.

     

    It could start off as something like this:

    5 CALL CLEAR

    10 LET F=60

    20 LET Y=1200*LOG(F/16.3515978312876)/LOG(2)

     

    About microtonal adjustments relating to musical pitches:

    0 = C; 1 = C#; 2 = D; 3 = D#; 4 = E; 5 = F; 6 = F#; 7 = G; 8 = G#; 9 = A; 10 = A#; 11 = B

     

    C1 = 32.7 Hz

    C#1 = 34.65 Hz

    D1 = 36.71 Hz

    D#1 = 38.89 Hz

    E1 = 41.2 Hz

    F1 = 43.65 Hz

    F#1 = 46.25 Hz

    G1 = 49 Hz

    G#1 = 51.91 Hz

    A1 = 55 Hz

    A#1 = 58.27 Hz

    B1 = 61.74 Hz

     

    To find out what note corresponds to a frequency of 52.5 Hz:

    Y=1200*LOG(52.5/16.3515978312876)/LOG(2)

    Y=2019.46

     

    To find out octave N; it is the integer part of Y/1200 = 2019.46/1200 = 1

    Then subtract 1*1200 from 2019.46, which gives Y'=819.46

     

    Semitone (S) = integer part of 819.46/100 = 8. The note to insert is a G# (7=G; 8=G#; 9=A).

    Now subtract 100*8 from 819.46. The result is 19.46, rounded to M=19 cents.

    We have to insert a G#, 1st octave, with a microtonal adjustment of 19 cents.

    Same frequency can be obtained by using an A, 1st octave, with a microtonal adjustment of (19-100) = -81 cents.

     

    Thank you in advance,

     

     

     

    Ben


  2. OK, I am going to rejuvenate this forum with some additional submissions for the CV:

     

    *Dragon Quest (Enix, 1986; called Dragon Warrior here from 1989 to 2005) -- an MSX2 version exists in Japan

    *Final Fantasy (Square, 1987)

    *Yie Ar Kung Fu (Konami, 1985) (original arcade version with Oolong as the hero) (sound samples representing messages, such as "Xie xie!" -- Chinese for "thank you!" -- if you get another life, are represented as text)

    *Karateka (Broderbund/Jordan Mechner, 1984) (this was the first game Jordan Mechner programmed while still a college undergrad)

    *Prince of Persia (Broderbund/Jordan Mechner, 1989) (this was Mechner's other big success; the plot of the game is that your hero, the Prince, has 1 hour to save the Princess before she either marries Jaffar, or dies, after your hour is up)

     

    ~Ben


  3. Hi,

     

    In regards to the first version of Donkey Kong with 24K of ROM, on the elevator board, if Mario attempts to jump up on the elevator from the lowest starting point of the left side of the screen, he falls through the elevator, killing him. But on the 16K ROM version this was corrected and Mario doesn't miss the elevator when jumping from the lowest left part of the screen.

     

    Also on the original 24K ROM version, on the rivet board, if Mario jumps up, where Pauline's hat is (on the girder above him), he collects it. The 16K ROM version fixes this bug also.

     

    The 24K ROM version has a maximum time limit of 8000 points. The 16K ROM version is infinite, going all the way to 99,900 points before it can kill Mario after rolling back to zero.

     

    Has anyone ever ROM hacked this or other ColecoVision cartridges? The CV (and MSX) uses Z80 programming logic, as opposed to several other game systems out there (Atari 400/800/5200, Commodore 64, Nintendo FamiCom/NES, etc.) that use 6502 programming logic.

     

    In conclusion, were there really three known versions of the DK cartridge version for the CV? The one on eBay (see this link for details) has all its ROM chips dated June of 1982 (6/11/82, 6/15/82 and 6/16/82), while the first released 24K ROM version is dated September of 1982. But what about the 16K ROM? Was that one dated January of 1983 or so?

    ~Ben


  4. I have a question about the ColecoVision Mr. Do! scoring:

     

    Each treat you take from an empty Badguy spot is 500 points, plus an additional 500 points multiplied by the phase level number (e.g. the point value for the treat on Phase 59 would be: 500 + 500 * 59 (please remember to multiply first), or 500 + 29,500, for a total of 30,000 points). On the arcade version, each treat is 500 points plus 500 points multiplied by phase number through Scene 15, for a maximum value of 8,000 points (500 + 500 * 15), remaining there from scenes 16 and up.

     

    The ColecoVision has this treat value award always going higher with each phase level number (as I said earlier, the treat on scene 59 awards Mr. Do! 30,000 points). If anyone with Z80 programming knowledge knows why these differences, please explain.

     

    Each cherry harvested is 50 points, and if you manage to collect eight of them in succession (Do-re-mi-fa...), that is 400 points + 500 point bonus for a total of 900 points per string of eight cherries.

     

    Hitting any enemy with your Power Ball is 500 points.

     

    Smashing a Badguy/Digger with an apple is 1,000 points. Two Badguys smashed with an apple gives you 2,000 points. Three Badguys smashed: 2,000 + 2,000 = 4,000 points. Four Badguys smashed: 2,000 + 2,000 * 2, or 2,000 + 4,000 = 6,000 points. Five Badguys smashed: 2,000 + 2,000 * 3 or 2,000 + 6,000 = 8,000 points. But will smashing six Badguys (if ever you have done this) award you a total of 10,000 points?

     

    The Diamond, if you manage to make it appear from a broken apple, is 10,000 points and sends you to the next scene. On the arcade version it also gave you another free game.

     

    ~Ben


  5.  

    Watch as the score resets to zero when this guy plays Mr. Do! - the maximum possible high score is 655,360 before going back to zero due to $FFFF (65,535) being the highest byte number in an 8-bit register.

     

    I wonder if any of you ColecoVision hackers know anything about how to hack the ROM set so that the maximum score limit reaches 999,990 points before going back to zero.

     

    ~Ben


  6. Hi,

     

    Does anyone know how to write properly the commands in BASIC necessary to allow all sixteen or so colors to show up on the screen at once? This is in regards to:

    *Commodore VIC-20

    *Commodore 64

    *Texas Instruments TI-99/4(A)

    *Tomy Tutor

     

    NTSC preferred.

     

    Thank you,

     

     

     

    Ben Edge


  7. With the program I supplied, make the following changes to have no gaps between the colour bars:

     

    Line 60 change "TO X+3" to "TO X+4"

    Line 140 change "POKE 53249,206" to "POKE 53249,208"

    and remove line 150.

    Is this in regards to the NTSC palette?

    And also, could you please give me the complete BASIC program that contains these lines?

     

    ~Ben


  8. Hi,

     

    Could anyone here please provide me the technical specifications to the Texas Instruments TI-99/4A color monitor? I know it is said to be a modified Zenith 13" color TV set.

     

    Specifically I'd like to know what its gamma value is. Most computer monitors are known to have a system gamma of 2.5. NTSC gamma is usually 2.2, and PAL usually 2.8.

     

    Thank you,

     

     

     

     

    Ben


  9. Hi,

     

    I'm sure Joe Zbiciak can answer me on this one:

     

    Who happens to know anything about the second set of RGB values calculated in each of the three tables in the TI Europe May 6, 1982 handout titled Proposal for Solving the Current Shortcomings of the TMS9929A? The information below is relevant to Chapter 2 of this handout.

     

    For the TMS9918A table, the RGB values listed are:

    Medium Green: Y' 0.53, A' 0.27, R' 0.28, G' 0.72, B' 0.24 and then R 0.06, G 0.48, B 0.04

    Light Green: Y' 0.67, A' 0.2, R' 0.48, G' 0.81, B' 0.44 and then R 0.2, G 0.63, B 0.16

    Dark Blue: Y' 0.4, A' 0.13, R' 0.39, G' 0.36, B' 0.66 and then R 0.12, G 0.1, B 0.41

    Light Blue: Y' 0.53, A' 0.27, R' 0.5, G' 0.44, B' 1.06 and then R 0.22, G 0.16, B 1.15

    Dark Red: Y' 0.47, A' 0.24, R' 0.71, G' 0.38, B '0.28 and then R 0.47, G 0.12, B 0.06

    Cyan: Y' 0.67, A' 0.3, R' 0.36, G' 0.78, B' 0.93 and then R 0.11, G 0.57, B 0.85

    Medium Red: Y' 0.53, A' 0.3, R' 0.84, G' 0.42, B' 0.28 and then R 0.68, G 0.15, B 0.06

    Light Red: Y' 0.67, A' 0.3, R' 0.98, G' 0.56, B' 0.42 and then R 0.96, G 0.28, B 0.15

    Dark Yellow: Y' 0.73, A' 0.24, R' 0.76, G' 0.8, B' 0.25 and then R 0.55, G 0.62, B 0.05

    Light Yellow: Y' 0.8, A' 0.17, R' 0.82, G' 0.86, B' 0.47 and then R 0.65, G 0.71, B 0.19

    Dark Green: Y' 0.47, A' 0.24, R' 0.25, G' 0.64, B' 0.2 and then R 0.05, G 0.37, B 0.03

    Magenta: Y' 0.53, A' 0.2, R' 0.71, G' 0.39, B' 0.78 and then R 0.47, G 0.13, B 0.57

     

    The NTSC-to-PAL gamma correction table shows the uncorrected RGB coefficients, followed by the gamma-corrected coefficients. Note the higher luminance (Y') levels, so required for PAL transmission.

    Medium Green: R 0.06, G 0.48, B 0.04 and then R' 0.36, G' 0.77, B' 0.32, V -0.2, U -0.14 and Y' 0.6

    Light Green: R 0.2, G 0.63, B 0.16 and then R' 0.56, G' 0.85, B' 0.52, V -0.14, B -0.1 and Y' 0.73

    Dark Blue: R 0.12, G 0.1, B 0.41 and then R' 0.47, G' 0.44, B' 0.72, V -0.01, U 0.12 and Y' 0.48

    Light Blue: R 0.22, G 0.16, B 1.15 and then R' 0.58, G' 0.53, B' 1.15, V -0.02, U 0.22 and Y' 0.6

    Dark Red: R 0.47, G 0.12, B 0.06 and then R' 0.77, G' 0.47, B' 0.36, V 0.19, U -0.09 and Y' 0.55

    Cyan: R 0.11, G 0.57, B 0.85 and then R' 0.45, G' 0.82, B' 0.94, V -0.24, U 0.11 and Y' 0.72

    Medium Red: R 0.68, G 0.15, B 0.06 and then R' 0.87, G' 0.51, B' 0.37, V 0.24, U -0.11 and Y' 0.6

    Light Red: R 0.96, G 0.28, B 0.15 and then R' 0.98, G' 0.63, B' 0.51, V 0.23, U -0.11 and Y' 0.72

    Dark Yellow: R: 0.55, G 0.62, B 0.05 and then R' 0.81, G' 0.84, B' 0.34, V 0.3, U -0.21 and Y' 0.78

    Light Yellow: R: 0.65, G 0.71, B 0.19 and then R' 0.86, G' 0.88, B' 0.55, V 0.2, U -0.14 and Y' 0.98

    Dark Green: R: 0.05, G 0.37, B 0.03 and then R' 0.34, G' 0.7, B' 0.27, V -0.18, U -0.13 and Y' 0.54

    Magenta: R: 0.47, G 0.13, B 0.57 and then R' 0.77, G' 0.48, B' 0.82, V 0.14, U 0.11 and Y' 0.6

     

    The last table shows the final proposed PAL RGB values, using the current luminances (note in the handout it says these particular R'G'B' coefficients appear to be less saturated than the TMS9918 values):

    Medium Green: Y' 0.53, V -0.18, U -0.11, R' 0.33, G' 0.68, B' 0.31 and R 0.04, G 0.33, B 0.04

    Light Green: Y' 0.67, V -0.13, U -0.18, R' 0.52, G' 0.78, B' 0.5 and R 0.16, G 0.5, B 0.14

    Dark Blue: Y' 0.4, V 0.02, U 0.25, R' 0.43, G 0.29, B' 0.91 and R 0.09, G 0.03, B 0.76

    Light Blue: Y' 0.53, V -0.01, U 0.23, R' 0.52, G' 0.45, B' 0.99 and R 0.16, G 0.11, B 0.97

    Dark Red: Y' 0.47, V 0.18, U -0.07, R' 0.67, G' 0.4, B' 0.32 and R 0.33, G 0.07, B 0.04

    Cyan: Y' 0.67, V -0.22, U 0.12, R' 0.43, G' 0.75, B' 0.91 and R 0.09, G 0.44, B 0.77

    Medium Red: Y' 0.53, V 0.23, U -0.08, R' 0.79, G' 0.43, B' 0.36 and R 0.51, G 0.1, B 0.06

    Light Red: Y' 0.67, V 0.23, U -0.08, R' 0.93, G' 0.57, B' 0.5 and R 0.81, G 0.21, B 0.14

    Dark Yellow: Y' 0.73, V 0.01, U -0.18, R' 0.74, G' 0.79, B' 0.37 and R 0.44, G 0.52, B 0.06

    Light Yellow: Y' 0.8, V 0.01, U -0.13, R' 0.81, G' 0.84, B' 0.53 and R 0.74, G 0.82, B 0.14

    Dark Green: Y' 0.47, V -0.16, U -0.11, R' 0.29, G' 0.6, B' 0.25 and R 0.03, G 0.24, B 0.02

    Magenta: Y' 0.53, V 0.13, U 0.11, R' 0.68, G' 0.41, B' 0.75 and R 0.34, G 0.08, B 0.44

     

    The handout shows some incorrect results for both the NTSC-to-PAL gamma corrected values and for the final proposed PAL values (especially those for the Light Yellow color). This is the kind of help I want.

     

    The help wanted was how all of these coefficients were arrived at (RGB and R'G'B' in particular). Karl Guttag may be able to help me out on these.

     

    Thank you,

     

     

     

    Ben


  10. Check out my new PNG files for the colors to all three versions of the TI 9900 VDP family.

     

    The left one is for the TMS-9918(A).

     

    The middle one is for the TMS-9928A.

     

    The right one is for the TMS-9929A.

     

    ~Ben

    post-21978-126247369733_thumb.png

    post-21978-12624736977_thumb.png

    post-21978-126247369808_thumb.png


  11. The reason my values are more correct is because I took them from official TI literature.

     

    I'm a little curious where you think current emulators got their values from. :)

     

    The values I used in Classic99 are based on the this work by Richard F. Drushel: http://users.stargate.net/~drushel/pub/coleco/twwmca/wk961201.html ). This page goes into detail on differences observed from a framegrab to the calculated values (working from an Adam). While I feel that the framegrabber adds its own variables to the mix, you'll find his calculated values are similar to what you came up with (for the 9918A). There are some notable differences, especially on the blue channel. The datasheet only gives luma and chroma for the 9918A, and Y/R-Y/B-Y for the 9928/9929. Can we see the math you used to convert to RGB? Then we can compare against Richard's work and see why the results differ.

     

    Even that, though, I debate a bit. Note that this approach (pure math on the VDP datasheet) does not take into account the circuitry between the video chip and the output port, which can affect the final value. It only reflects what the chip emits at its output pin(s). On top of that, it's all somewhat subjective anyway, because the television adjustment affects the final color, too. But at the very least, IMO, a "definitive" color guide needs to take the output stage and video amp, if any, into account too.

     

    Sorry to nitpick, but in classic computing, there is way too much "This is right, just do it this way". It's not always right, so if someone makes an assertion, I want to see the proof and provide correlation before moving forward. :)

     

    I base all these calculations from the matrices of Charles Poynton (http://www.poynton.com/):

     

    YIQ

    R = Y + 0.9563 * I + 0.621 * Q

    G = Y - 0.2721 * I - 0.6474 * Q

    B = Y - 1.107 * I + 1.7046 * Q

     

    YPbPr

    R = Y + 1.402 * Pr

    G = Y - 0.344136 * Pb - 0.714136 * Pr

    B = Y + 1.772 * Pb

     

    Also - how do I submit palette strips to this site? I want to do that so I can be able to have you see these calculated values in color.

     

    ~Ben


  12. I would like to suggest that all of you familiar with the TMS9918A/9928A/9929A to revise the color palette for all emulators in which the supported systems use these VDPs:

     

    I'm always interested in new ideas for better matching, but can you please explain what makes these colors more correct?

     

    (er, not to mention, what these numbers are -- are they intended to be a 0-255 range? And why isn't white listed?)

     

    hehe, thanks.

    Hi,

     

    The reason my values are more correct is because I took them from official TI literature.

     

    Black is 0, 0, 0 for all versions of the VDP, whereas White is 255, 255, 255 for all versions.

     

    I don't know if I did the PAL gamma corrections for the TMS-9929A VDP chip just right.

     

    I did submit all of the 8-bit RGB values listed as being given from 0-255. What I did was to calculate all of the RGB values (listed as voltage values from 0 to 1) from the YIQ and YPbPr calculations and multiply them all by 256 (to get the 8-bit values). Any RGB value that comes up as 1 or greater from the YIQ/YPbPr calculations are truncated as 1, thus those 8-bit calculations are 255. For the PAL version the values are all multiplied by 0.875 to compensate for gamma correction.

     

    ~Ben


  13. Hi,

     

    I would like to suggest that all of you familiar with the TMS9918A/9928A/9929A to revise the color palette for all emulators in which the supported systems use these VDPs:

     

    *MESS

    *Classic99

    *ColEm

    *ADAMEm

    *Win994A

    *BlueMSX

     

    The palettes I'd like to submit for your future palette fixes are:

     

    TMS9918A (NTSC)

    Select systems: Texas Instruments TI-99/4A (NTSC), MSX (NTSC), Tomy Tutor/Pyuuta

     

    Medium Green

    RGB: 70.6, 183.12, 62.12

     

    Light Green

    RGB: 124.18, 207.89, 108.45

     

    Dark Blue

    RGB: 98.71, 91.4, 168.71

     

    Light Blue

    RGB: 127.45, 112.72, 255

     

    Dark Red

    RGB: 182.99, 97.67, 72.59

     

    Cyan

    RGB: 91.72, 199.05, 239.08

     

    Medium Red

    RGB: 217.07, 106.5, 72.48

     

    Light Red

    RGB: 252.91, 142.34, 108.32

     

    Dark Yellow

    RGB: 194.99, 206.26, 65.82

     

    Light Yellow

    RGB: 211.06, 218.68, 116.9

     

    Dark Green

    RGB: 60.75, 160.49, 47.26

     

    Magenta

    RGB: 183.02, 99.31, 198.75

     

    Gray

    RGB: 204.8, 204.8, 204.8

     

    TMS9928A (NTSC)

    Select systems: ColecoVision, Sega SG-1000, Sega SC-3000, CGL Sord M5 (NTSC)

     

    Medium Green

    RGB: 63.9, 184.14, 74.44

     

    Light Green

    RGB: 117.68, 207.75, 126.16

     

    Dark Blue

    RGB: 89.84, 85.45, 222.61

     

    Light Blue

    RGB: 128.5, 119.07, 240.02

     

    Dark Red

    RGB: 184.92, 94.9, 81.76

     

    Cyan

    RGB: 102.54, 219.71, 239.05

     

    Medium Red

    RGB: 218.23, 102.44, 90.32

     

    Light Red

    RGB: 254.07, 138.28, 126.16

     

    Dark Yellow

    RGB: 204.83, 195.36, 96.15

     

    Light Yellow

    RGB: 222.75, 208.87, 136.76

     

    Dark Green

    RGB: 59.3, 161.97, 65.88

     

    Magenta

    RGB: 182.34, 103.1, 181.04

     

    Gray

    RGB: 204.8, 204.8, 204.8

     

    Colors for TMS9929A (PAL)

    Select systems: CBS ColecoVision, MSX (PAL), CGL Sord M5 (PAL), Texas Instruments TI-99/4A (PAL)

     

    Medium Green

    RGB: 81.82, 202.06, 92.36

    PAL Gamma correction: 72.02, 177.87, 81.3

     

    Light Green

    RGB: 133.04, 223.11, 141.52

    PAL Gamma correction: 117.11, 196.4, 124.58

     

    Dark Blue

    RGB: 107.76, 103.37, 240.53

    PAL Gamma correction: 94.86, 90.99, 211.73

     

    Light Blue

    RGB: 146.42, 136.99, 255

    PAL Gamma correction: 128.89, 120.59, 224.47

     

    Dark Red

    RGB: 212.85, 100.78, 113

    PAL Gamma correction: 187.37, 88.71, 99.47

     

    Cyan

    RGB: 102.54, 219.71, 239.05

    PAL Gamma correction: 90.26, 193.41, 210.43

     

    Medium Red

    RGB: 230.7, 118.7, 130.92

    PAL Gamma correction: 203.08, 104.49, 115.25

     

    Light Red

    RGB: 255, 151.98, 164.2

    PAL Gamma correction: 224.47, 133.79, 144.54

     

    Dark Yellow

    RGB: 215.07, 207.36, 97.32

    PAL Gamma correction: 189.32, 182.54, 85.67

     

    Light Yellow

    RGB: 230.43, 222.72, 112.68

    PAL Gamma correction: 202.84, 196.06, 99.19

     

    Dark Green

    RGB: 74.66, 177.33, 81.24

    PAL Gamma correction: 65.72, 156.1, 71.51

     

    Magenta

    RGB: 200.26, 121.02, 198.96

    PAL Gamma correction: 176.29, 106.53, 175.14

     

    Gray

    RGB: 204.8, 204.8, 204.8

    PAL Gamma correction: 180.28, 180.28, 180.28


  14. My favourites for conversion are definitly "Munchman" and "Parsec".

    Ofcourse Parsec would have to be without speech. Unless using opcodes' future opgrade module.

    If I wouldn't have so many things on my plate right now, I would try to convert Munchman.

    That shouldn't be too hard. We do have the TMS9900 assembler source code of Munchman available.

    Based on LPC10 and voices in some Commodore 64 games like Impossible Mission and GhostBusters, it can be possible to hear voice by using software only if we can accept the action to stop... for about 1KB per second in ROM, and I don't know really how much RAM... but I guess it can be adapted.

     

    Don't know how much space a sample would take ?

    In PARSEC, TI used GROM for storing graphics and speech data.

    Here's a nice

    of PARSEC in action (including speech).

    Alpiner also used GROM, as did Buck Rogers: Planet of Zoom.

     

    ~Ben


  15. Indeed, several algorithms have already appeared here. In this topic I've posted a ZIP archive that contains a C program which calculates NTSC GTIA (and therefore CGIA) palettes, based on analysis of several computers' output.

     

    I'm assumming you got your values from that CGIA.PDF document, p. 50-51, right? It is therefore worth to note that the phase difference value (24 degrees in your case) while being hardcoded in CGIA, is a variable on GTIA chips - it is regulated by voltage applied to pin 17 of GTIA. That pin is connected to a potentiometer accessible from the bottom of an Atari machine - it was regulated by manufacturer, to match the generated colours with their names (which you quoted above). The problem is, that setting the angle to 24 causes CGIA to generate colours that don't match their names. Therefore, CGIA would produce wrong (different) colours with relation to a properly-regulated GTIA.

     

    I've determined that using the angle of 27 degrees (=21 ns) matches colour names much better.

    Yeah, that's correct. However, I would have to like use pi/180 in the equations.

     

    ~Ben


  16. Hi,

     

    This topic may have been brought up numerous times here, and I apologize, but, could anyone please give me the correct equations to use when determining what the RGB values for each of the 16 hues that the CGIA chip generates on-screen?

     

    I'll give you an example color. Let's say orange, which in the table is listed as having a phase angle of 24 degrees.

     

    In the book, the complete list of colors are:

    RED - 76.5 degrees

    GREEN - 299.9 degrees

    BLUE - 192 degrees

     

    And then ...

    0 - Gray (no color) - no output

    1 - Gold - zero (reference)

    2 - Orange - 24 degrees

    3 - Red-Orange - 48 degrees

    4 - Pink - 72 degrees

    5 - Purple - 96 degrees

    6 - Purple-Blue - 120 degrees

    7 - Blue - 144 degrees

    8 - Blue - 168 degrees

    9 - Light Blue - 192 degrees

    A - Turquoise - 216 degrees

    B - Green-Blue - 240 degrees

    C - Green - 264 degrees

    D - Yellow-Green - 288 degrees

    E - Orange-Green - 312 degrees

    F - Light Orange - 336 degrees

     

    The given colors are all in 24-degree increments.

     

    Again - could you please help me determine what the RGB values are? None of the common formulae associated with getting RGB triplets will work properly.

     

    Thank you,

     

     

     

    Ben Edge

×
×
  • Create New...