BS F-Zero Deluxe MSU-1
Zeldix :: MSU-1 Hacking :: MSU-1 Hacks Database :: Racing
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20240217
BS F-Zero Deluxe MSU-1
BS F-Zero Deluxe contains three different offical SNES F-Zero games done by Nintendo combined into one rom. Two of these games were Japanese exclusive. Click below for more information.
- BS F-Zero Deluxe Explanation, click here:
- BS F-Zero Deluxe contains official F-Zero content created by Nintendo for the SNES Satellaview add on. For more information, this documentary video by "Did You Know Gaming" explains these official Nintendo tracks being lost to time and being restored by a team of dedicated coders/designers.
https://www.youtube.com/watch?v=sDcrM706gws
You can also read more in this helpful article:
https://www.pressthebuttons.com/2024/02/lost-satellaview-f-zero-tracks-return.html
This version of F-Zero has the entire base game playable plus all the content from Nintendo's two Satellaview versions together into one rom with all 8 vehicles from both games available for any stage. It is essentially three F-Zero games combined into one.
The official music was performed live through Nintendo Satellaview. As a result it lost since it was never officially released and only heard live. The music that uploads in each track of the rom hack was recycled music used when these tracks where played in practice mode and not during the live performance. Some PCM sets will stick to the recycled music choices while others will upload new music based on creators preferences.
Patch:
Disclaimer: You will need to patch twice, once for the BS F-Zero Deluxe patch and then with the MSU-1 patch afterwards.Patch #1 BS F-Zero Deluxe patch by Guy Perfect, PowerPanda, and Porthor:
- Code:
https://www.romhacking.net/hacks/8437/
Patch #2 MSU-1 Patch V11 by Conn and Cubear:
- Code:
https://mega.nz/file/h7BGAQyY#6o4qA8gTY4PaKRo2Qfvkm1H1mBqUlFFSHZ5JgBiV0iQ
PCM Packs:
- track map, click here:
- 01 - Start
02 - Zoom
03 - Lost Life
04 - Opening Theme
05 - Select Time Theme
06 - Big Blue
07 - Ending Theme
08 - Red Canyon I
09 - Fire Field
10 - Silence
11 - White Land I
12 - White Land II
13 - Port Town I
14 - Mute City I
15 - Sand Ocean
16 - Death Wind I
17 - Mute City II
18 - Port Town II
19 - Mute City III
20 - Death Wind II
21 - Red Canyon II
22 - Forest I
23 - Big Blue II
24 - Sand Storm I
25 - Forest II
26 - Silence II
27 - Mute City IV
28 - Forest III
29 - Sand Storm II
30 - Metal Fort I
31 - Metal Fort II
JUD6MENT's Instrumental Expanded PCM Set
- Code:
Download:
https://mega.nz/file/qRM0CI4S#Wf4HudYchQ55fvv4X834OnDzhb7LzkRMGnzEaCmEBkg
Mirror Download:
https://www.mediafire.com/file/imtfee2xw9llanz/F-Zero_DX_Expanded_by_JUD6MENT.zip/file
Description: This PCM set has a different theme for every stage in the game. The 10 new stages uses music tracks from different F-Zero games.
JUD6MENT's Instrumental PCM Set
Not expanded, one theme for each stage type.
- Code:
Download:
https://mega.nz/file/8zNUWZxT#15QL5gttjf5X2S3k7Ea0qP-m6qUoxsw7MbA4pt504Zg
Mirror Download:
https://www.mediafire.com/file/27b561ygzyjn557/BS_F-Zero_Deluxe_by_JUD6MENT.zip/file
Description: This PCM set has 3 new music tracks from other F-Zero games to be used for the new stage types which are:
Forest - Dream Chaser from F-Zero X
Sand Storm - Drivin' Through on Max from F-Zero X
Metal Fort - The Long Distance of Murder from F-Zero X
DISCLAIMER: To have the new stages play the same PCM tracks that match the exact same tracks as the base rom hack, remove these 3 PCM from the folder. PCM-22, PCM-24, and PCM-30. This will mimic the base rom hack, for example, Sand Storm 1 will now upload Fire Field PCM and Sand Strom 2 will upload Death Wind PCM. YouTube Preview of Default Satellaview Stage Music
Expanded Original Soundtrack by CosmicTailz (snes soundfont)
- Code:
Download:
https://drive.google.com/file/d/1ex5kCsi10KRF7FJbYMkDJJCWvrKGdypD/view?usp=sharing
Description:This rom set uses CosmicTailz remixes to keep a snes style soundfont but give every stage a unique arrangement. This mimics the original Satellaview runs except in snes soundfont as even original levels of the base game would have new arrangements of the stage. Some stages will spc fallback by not having a PCM.
Original Soundtrack with TheBlurCafe recreated Satellaview stage music
- Code:
Download:
https://mega.nz/file/GENnCCqK#md6ow-xovUgnoULm7eEr2sS8A6zObwq-pwm7eM85eOQ
Mirror Download:
https://www.mediafire.com/file/mgzb3kr6abux795/TheBlurCafe_recreated_Satellaview_PCM.zip/file
Description:This rom set uses TheBlurCafe version of live performance music recreated in SNES music style. This pcm set uses the original game's soundtrack with the exception of the 4 new pcm tracks for the new stages in snes soundfont style. I converted all of TheBlur Cafe music in a separate folder if you desire to use any of his other music.
PCM sets by Mr. Wubbzy
Mr. Wubbzy's Spreadsheet For 10+ Different PCM Set Download Links:
- Code:
https://docs.google.com/spreadsheets/d/1Fh4hvIfeXtwt48KDfzW4ZC1GQMewivmPms4n2prHwlg/edit?usp=sharing
Additional PCM Packs:
All PCM sets from the original F-Zero MSU-1 forum is compatible. New Satellaview stages will default to the remix of the base rom (for example, Sand Storm 1 will find the PCM for Fire Field like how BS F-Zero Deluxe upload Fire Field for this stage). Follow this link for the PCM of F-Zero MSU-1:Additional Information:
To switch between different grand prix races, press L and R together on the controller. The Satalleview had two different F-Zero runs. The different GP are described as below:- All GP League Descriptions, click here:
- Knight, Queen, and King Leagues: The base game stages.
BS-1 and BS-2: This was the second run of Satellaview events. A two week event that contains only the 10 new stages.
These 5 Leagues are recommended and contains all stages in the game. However, there is an addition 5 leagues as follows.
Ace League - This is the original BS F-Zero rom stages. These stages were avaible for practice when not live with the Satellaview. This was never an official GP.
GP Knight, GP Queen, GP King, GP Ace: These are part of the first run of Satellaview episodes. It was a four week event. Each have 4 returning stages while containing 1 new stage. Big Blue 2 and Silence 2 have some minor changes in the stages in these versions.
-------------------------------------------------
Achieved BS F-Zero Grand Prix 2 (Outdated)
See the first comment in the forum below.
Last edited by JUD6MENT on Wed 7 Aug 2024 - 2:25; edited 16 times in total
JUD6MENT- Since : 2018-04-19
BS F-Zero Deluxe MSU-1 :: Comments
Re: BS F-Zero Deluxe MSU-1
Achieved BS F-Zero Grand Prix 2 (Outdated)
This is to achieve the first BS F-Zero Grand Prix. It is now outdated as BS F-Zero Deluxe has all the content in this game plus more, but just in case someone wants this work, it is available below.
Download the patch here:
http://www.romhacking.net/hacks/2505/
JUD6MENT Presents BS F-Zero MSU-1 PCM (Updated April 8th 2022):
https://mega.nz/file/F3RwVSxC#BO_JuALdLHw-3R5Jf_Vj9BsU6wQKlt3OlIyCZlwYfQs
YouTube Preview
F-Zero PCM:s (not adjusted to the BS version) made by Colines (more native sound) and alternativels kurrono (more "electronic rock" sound) are found here:
https://1drv.ms/f/s!AtMUCmAL6x14hQ27EbkbRa8bkN45
Mirror1:
https://1drv.ms/f/s!AnoZka-iPruQhGc-Gnr8-cUBKTEd
Mirror2:
https://drive.google.com/folderview?id=0B68bmgtrAXQASlZDT0dYaGdwTW8&usp=sharing
Track Map (for this outdated BS F-Zero only):
PCM 1 - Count Down
PCM 2 - Racers Get Ready
PCM 3 - Lost the Race
PCM 4 - Title Screen
PCM 5 - Time Record Screen
PCM 6 - Big Blue Stage
PCM 7 - Victory! Win the Race
PCM 10 - Death Wind (this is PCM-16 in original F-Zero MSU)
PCM 14 - Mute City
PCM 15 - Fire Field (this is PCM-9 in original F-Zero MSU)
PCM 16 - Silence (this is PCM-10 in original F-Zero MSU)
Last edited by JUD6MENT on Sat 24 Feb 2024 - 19:00; edited 3 times in total
So cool, thanks a lot for the recreated version
I really dream to play this game like it was for real on Satellaview ...
I really dream to play this game like it was for real on Satellaview ...
@Conn wants to retire but good hacks and good hackers won't let him do so " I'm very happy about that lol " thank you all very much for this gem, this is another game that I will do 100% and if possible more than 100, thanks a lot guys!!! Arigatô.
VVV18 wrote:@Conn wants to retire but good hacks and good hackers won't let him do so " I'm very happy about that lol " thank you all very much for this gem, this is another game that I will do 100% and if possible more than 100, thanks a lot guys!!! Arigatô.
The update was actually done by Cubear, Cubear took what Conn did with the base game years ago and then updated it for this version. Though i very appreciate both indeed, Conn did a lot on this website and still shows up every now and then.
At some point i will make a full extended version, every single track of the game have its own theme. I have been finding some good new music, especially this last year with the popularity of F-Zero 99
BS F-Zero Deluxe MSU-1 is compatible with the Fastrom Patch.
Fastrom->Deluxe->MSU-1 worked for me in that order.
Fastrom->Deluxe->MSU-1 worked for me in that order.
Dreadnort wrote:BS F-Zero Deluxe MSU-1 is compatible with the Fastrom Patch.
Fastrom->Deluxe->MSU-1 worked for me in that order.
Wow, that is neat. Thanks for sharing and hope you enjoy playing it
PowerPanda here. Thanks so much for creating this. I have a special request though.
For TheBlurCafe's music, are you willing to cut PCM tracks of the last 3 songs? These are labeled:
*Silence II & Mute City IV
*Metal Fort II
*Sand Storm II & Big Blue II
We know that the songs in the broadcast didn't necessarily "go" with any particular track. I think that the following music assignments would be more or less official:
===BS-1 LEAGUE===
Forest I: Forest I & III
Big Blue II: NO PCM
Sand Storm I: Metal Fort II
Forest II: Sand Storm GP1 Version
Silence II: NO PCM
===BS-2 LEAGUE===
Mute City IV: NO PCM
Forest III: Forest I & III
Sand Storm II: Sand Storm II & Big Blue
Metal Fort I: Metal Fort I & Sand Storm I
Metal Fort II: Silence II & Mute City IV
Note that on the F-Zero Online Discord, Facecat is nearly done converting all of CosmicTailz's songs. There's one thing they're going to fix tomorrow, but then that pack will be available.
For TheBlurCafe's music, are you willing to cut PCM tracks of the last 3 songs? These are labeled:
*Silence II & Mute City IV
*Metal Fort II
*Sand Storm II & Big Blue II
We know that the songs in the broadcast didn't necessarily "go" with any particular track. I think that the following music assignments would be more or less official:
===BS-1 LEAGUE===
Forest I: Forest I & III
Big Blue II: NO PCM
Sand Storm I: Metal Fort II
Forest II: Sand Storm GP1 Version
Silence II: NO PCM
===BS-2 LEAGUE===
Mute City IV: NO PCM
Forest III: Forest I & III
Sand Storm II: Sand Storm II & Big Blue
Metal Fort I: Metal Fort I & Sand Storm I
Metal Fort II: Silence II & Mute City IV
Note that on the F-Zero Online Discord, Facecat is nearly done converting all of CosmicTailz's songs. There's one thing they're going to fix tomorrow, but then that pack will be available.
I was playing this last night, absolutely awesome
I did experience some glitching in a couple of the new stages in regards to the music loading with using my SD2SNES.
it will pause and show a glitch screen just before the music starts, like its loading the music.
I can try and upload a picture to help with the description
oh I probably should note, that this is with the New Music Tracks PCM set. I haven't tried any of the others.
I did experience some glitching in a couple of the new stages in regards to the music loading with using my SD2SNES.
it will pause and show a glitch screen just before the music starts, like its loading the music.
I can try and upload a picture to help with the description
oh I probably should note, that this is with the New Music Tracks PCM set. I haven't tried any of the others.
PowerPanda wrote:PowerPanda here. Thanks so much for creating this. I have a special request though.
For TheBlurCafe's music, are you willing to cut PCM tracks of the last 3 songs? These are labeled:
*Silence II & Mute City IV
*Metal Fort II
*Sand Storm II & Big Blue II
We know that the songs in the broadcast didn't necessarily "go" with any particular track. I think that the following music assignments would be more or less official:
===BS-1 LEAGUE===
Forest I: Forest I & III
Big Blue II: NO PCM
Sand Storm I: Metal Fort II
Forest II: Sand Storm GP1 Version
Silence II: NO PCM
===BS-2 LEAGUE===
Mute City IV: NO PCM
Forest III: Forest I & III
Sand Storm II: Sand Storm II & Big Blue
Metal Fort I: Metal Fort I & Sand Storm I
Metal Fort II: Silence II & Mute City IV
Note that on the F-Zero Online Discord, Facecat is nearly done converting all of CosmicTailz's songs. There's one thing they're going to fix tomorrow, but then that pack will be available.
I can do that, thanks for the advice. Tell me more about the cosmictail songs if you could, we would love to feature here too
Nice to see this finished!
I just registered here to give some feedback more oriented on the ASM-side.
I was actually developing an updated version as well based on Conn's original hack, but for the entirety of the last week I was away, so development had stopped. Nice to see it finished with fancier fallbacks.
Take this as feedback in an ASM sense, and not on gameplay/end-user side:
All in all, this is very nice. It takes the cake compared to my rewrite from actually working properly and having fancier fallbacks.
I'll link my rewrite here because I still feel like there are positive things that can be implemented into the hack, such as properly fading out the MSU tracks instead of just cutting abruptly.
That said, I don't know if I'm allowed to post a link to my rewrite in here. Apologies in advance if I'm not allowed to: https://drive.google.com/file/d/1cFhXDvr-YloioZXAZIKYWYjrV1K290yc/view?usp=sharing
And another thing: some sound effects seem to be broken with the hack. Now this isn't your or MSU-1's fault. It seems to be something deep inside the sound driver. My hypothesis is that some sound effects intentionally sound different while something other than a race music track is playing so these sound effects can be used in menus, but I haven't confirmed that hypothesis at all.
I just registered here to give some feedback more oriented on the ASM-side.
I was actually developing an updated version as well based on Conn's original hack, but for the entirety of the last week I was away, so development had stopped. Nice to see it finished with fancier fallbacks.
Take this as feedback in an ASM sense, and not on gameplay/end-user side:
- I found updating the original hack kinda hard. This might have been for the lack of comments, formatting and consistency (indentation, newlines after return instructions, lack of labels in branches, etc.).
- I have actually rewritten/reformatted the original patch to use fancier Asar features, but I still found hard to make the hack to work properly, probably from lack of experience with the MSU-1. My rewrite seems to randomly restart the fallback SPC music at points.
- The finished hack won't work with the PAL version. I don't really care myself for the PAL version, but someone might. You can just change some addresses around. The ones around $00F8xx can be subtracted by 2, and $02C1CD can be changed to $02C1CE to make it work on PAL.
All in all, this is very nice. It takes the cake compared to my rewrite from actually working properly and having fancier fallbacks.
I'll link my rewrite here because I still feel like there are positive things that can be implemented into the hack, such as properly fading out the MSU tracks instead of just cutting abruptly.
That said, I don't know if I'm allowed to post a link to my rewrite in here. Apologies in advance if I'm not allowed to: https://drive.google.com/file/d/1cFhXDvr-YloioZXAZIKYWYjrV1K290yc/view?usp=sharing
And another thing: some sound effects seem to be broken with the hack. Now this isn't your or MSU-1's fault. It seems to be something deep inside the sound driver. My hypothesis is that some sound effects intentionally sound different while something other than a race music track is playing so these sound effects can be used in menus, but I haven't confirmed that hypothesis at all.
JUD6MENT wrote:
I can do that, thanks for the advice. Tell me more about the cosmictail songs if you could, we would love to feature here too
CosmicTailz is a Youtube composer who has redone some of the SNES soundtrack, making remixes of songs for repeats of the same venue. (IE - Mute City II is a remixed version of Mute City I.) She also composed original music for Forest, Metal Fort, and Sand Storm. Here are the PCMs that Facecat just finished:
https://drive.google.com/file/d/1ex5kCsi10KRF7FJbYMkDJJCWvrKGdypD/view?usp=sharing
I noticed a glitch when I tried this out last night. With the fallback feature (an awesome idea, BTW), if you assign a different piece of music to the "II" version of the stage, then the "I" version will play for a few seconds after you cross the finish line.
This same glitch also causes a slight buzz on FXPakPro on actual SNES hardware.PowerPanda wrote:I noticed a glitch when I tried this out last night. With the fallback feature (an awesome idea, BTW), if you assign a different piece of music to the "II" version of the stage, then the "I" version will play for a few seconds after you cross the finish line.
I am not going to be at my computer today, but I forgot to check if the alternate courses are covered. Their course ids are the 4 directly after Metal Fort II. Were these accounted for?
Hi, first post here.
Ran into a bit of a bug, at least with a selectively-incomplete patchset (to save on disk space), and the patch doesn't seem to cover the five additional league lineups (Ace, GP Knight, GP Queen, GP King, GP Ace) in GP mode.
Is there something I need to do to counteract this, or is this a bug with the patch?
Ran into a bit of a bug, at least with a selectively-incomplete patchset (to save on disk space), and the patch doesn't seem to cover the five additional league lineups (Ace, GP Knight, GP Queen, GP King, GP Ace) in GP mode.
Is there something I need to do to counteract this, or is this a bug with the patch?
I know I wasn't the one you asked, but the answer is "for the most part", at least for timetrial mode; on Sand Storm II's broadcast version, however, it's a mite buggy, playing SS I's theme on the results screen (at least if you quit, didn't test finishing a run or crashing).PowerPanda wrote:I am not going to be at my computer today, but I forgot to check if the alternate courses are covered. Their course ids are the 4 directly after Metal Fort II. Were these accounted for?
Xterra wrote:Hi, first post here.
Ran into a bit of a bug, at least with a selectively-incomplete patchset (to save on disk space), and the patch doesn't seem to cover the five additional league lineups (Ace, GP Knight, GP Queen, GP King, GP Ace) in GP mode.
Is there something I need to do to counteract this, or is this a bug with the patch?
The readme document says on the screen with where you are choosing which gp to play, press both buttons L and R at the exact same time to swap to more options
Thank you to anyone reporting bugs, I will investigate them and if I can recreate them I will make a short recording of it and send it to Cubear. Cubear seems to be on a trip right now but will look into them when she gets back.
JUD6MENT wrote:Xterra wrote:Hi, first post here.
Ran into a bit of a bug, at least with a selectively-incomplete patchset (to save on disk space), and the patch doesn't seem to cover the five additional league lineups (Ace, GP Knight, GP Queen, GP King, GP Ace) in GP mode.
Is there something I need to do to counteract this, or is this a bug with the patch?
The readme document says on the screen with where you are choosing which gp to play, press both buttons L and R at the exact same time to swap to more options
Oh no, I'm aware of that. What I was saying is that when I play those leagues, the MSU-1 music does not play, falling back to the SPC music. Additionally, certain tracks like to play the wrong music on a post-crash or post-quit results screen perhaps every other race, also tending to play the White Land II music on next race start when it happens; also, on first boot it likes to play the Mute City II theme instead of the title theme.
Thank you (and the BS Deluxe authors!) for the hard work! This patch was literally all FZD needed to be the greatest, most definitive version of the game ever. :-)
EDIT: my issues are with a US ROM, on SNES9X 1.6.0.
Last edited by Xterra on Mon 19 Feb 2024 - 18:05; edited 3 times in total (Reason for editing : Add clarification)
What pcm set are you using? If you are using the old version of bs fzero it will do what you describe and do some fall back as it only has 5 stage tracks in.
I will look into it myself though and see what is happening.
I will look into it myself though and see what is happening.
I am using my own self-made PCM set that basically only includes CosmicTailz' tracks plus White Land II. The set was created using WAV2MSU, if that means anything.JUD6MENT wrote:What pcm set are you using? If you are using the old version of bs fzero it will do what you describe and do some fall back as it only has 5 stage tracks in.
I will look into it myself though and see what is happening.
I don't know myself to be using an old version of anything, patch-wise.
Xterra wrote:I am using my own self-made PCM set that basically only includes CosmicTailz' tracks plus White Land II. The set was created using WAV2MSU, if that means anything.JUD6MENT wrote:What pcm set are you using? If you are using the old version of bs fzero it will do what you describe and do some fall back as it only has 5 stage tracks in.
I will look into it myself though and see what is happening.
I don't know myself to be using an old version of anything, patch-wise.
CosmicTailz and TheBlurCafe PCM sets are using the original soundtrack, and some stages will fallback to spc. Those tracks are trying to use MSU-1 to give the new stages a unique snes soundfont sound, but the goal of those two PCM sets is to recreate a SNES style of music. You will probably notice that PCM 1-16 is missing because it wants to use the original soundtrack there. If you are wanting remixes, use one of my PCM sets labeled "JUD6MENT's Intrumental"
JUD6MENT wrote:Xterra wrote:I am using my own self-made PCM set that basically only includes CosmicTailz' tracks plus White Land II. The set was created using WAV2MSU, if that means anything.JUD6MENT wrote:What pcm set are you using? If you are using the old version of bs fzero it will do what you describe and do some fall back as it only has 5 stage tracks in.
I will look into it myself though and see what is happening.
I don't know myself to be using an old version of anything, patch-wise.
CosmicTailz and TheBlurCafe PCM sets are using the original soundtrack, and some stages will fallback to spc. Those tracks are trying to use MSU-1 to give the new stages a unique snes soundfont sound, but the goal of those two PCM sets is to recreate a SNES style of music. You will probably notice that PCM 1-16 is missing because it wants to use the original soundtrack there. If you are wanting remixes, use one of my PCM sets labeled "JUD6MENT's Intrumental"
M'hm, I'm aware. I'm going for the "authentic SNES sound", and 100% get the reason the first sixteen tracks or so ain't there; in fact I'm relying on it, so I don't have to bloat the folder with PCM data that just matches what I've got ingame.
The set I use consists of CosmicTailz' music plus one original track, with any tunes that are in a different key from the venue's first track (I.E. Mute City 3, White Land 2, Forests 2 and 3) pitch-shifted in editing to match (I'm oddly fixated on the key of the original tunes-- call it an autism thing).
But yeah, the lack of half the PCM tracks isn't the issue; the inbuilt fallback to SPC covers for that.
Ruffy5 wrote:
I did experience some glitching in a couple of the new stages in regards to the music loading with using my SD2SNES.
it will pause and show a glitch screen just before the music starts, like its loading the music. with the New Music Tracks PCM set.
I was concerned that this may happen. I'll implement some code to allow a frame to pass before the next "play" signal instead of waiting for it all to work sequentially.
That's just @conn's coding style it takes some getting used to.Catador wrote:Nice to see this finished!
Take this as feedback in an ASM sense, and not on gameplay/end-user side:
- I found updating the original hack kinda hard. This might have been for the lack of comments, formatting and consistency (indentation, newlines after return instructions, lack of labels in branches, etc.).
It's welcome here, don't worry about itCatador wrote:
That said, I don't know if I'm allowed to post a link to my rewrite in here. Apologies in advance if I'm not allowed to: https://drive.google.com/file/d/1cFhXDvr-YloioZXAZIKYWYjrV1K290yc/view?usp=sharing
Once the other issues are fixed I could look into a different means of muting the SPC tracks, but that might be far down the road from here.Catador wrote:
And another thing: some sound effects seem to be broken with the hack. Now this isn't your or MSU-1's fault. It seems to be something deep inside the sound driver.
PowerPanda wrote:
I noticed a glitch when I tried this out last night. With the fallback feature (an awesome idea, BTW), if you assign a different piece of music to the "II" version of the stage, then the "I" version will play for a few seconds after you cross the finish line.
Noted. I'll look into this.
Likely will be resolved with the other patches, but thank you for reporting.indingo85 wrote:
This same glitch also causes a slight buzz on FXPakPro on actual SNES hardware.
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