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Forum Index : Microcontroller and PC projects : PicoMiteHDMI: Color Cycle Animation

     Page 2 of 2    
Author Message
stanleyella

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Joined: 25/06/2022
Location: United Kingdom
Posts: 2127
Posted: 01:50am 18 Oct 2024
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cool phil. hdmi mode 5 shows 4 blue, 8 green, 8 red.. but only shows 6 colours but nice demo
another different problem you could help me with maybe please.

SPRITE LOADARRAY [#]n, w,h, array%()
Creates the sprite 'n' with width 'w' and height 'h' by reading w*h RGB888
values from 'array%()'. The RGB888 values must be stored in order of
columns across and then rows down starting at the top left.
This allows the programmer to create simple sprites in a program without
needing to load them from disk or read them from the display. The
firmware will generate an error if 'array%()' is not big enough to hold the
number of values required

how do I get data to array? ie make array instead of data and this crude way?
ie create array with shortcut colour values

'copy data to screen
 for spht=0 to 15
   for spw=0 to 15
     read sp1
     pixel spw+10,spht+10,sp1
   next spw
 next spht
'read screen to sprite
sprite READ 1,10,10,16,16

sprite1:
data wh,bl,bl,bl,bl,bk,bk,bk,bk,bk,bk,bl,bl,bl,bl,wh
data bk,bl,re,re,re,bl,bl,bk,bk,bl,bl,re,re,re,bl,bk
data bk,bk,bk,bl,re,wh,bl,bk,bk,bl,wh,re,bl,bk,bk,bk
data bk,bk,bk,bl,re,wh,bl,bk,bk,bl,wh,re,bl,bk,bk,bk
data bk,bk,bk,bk,bl,wh,bl,bk,bk,bl,wh,bl,bk,bk,bk,bk
data bk,bk,bk,bk,bk,bl,bl,bk,bk,bl,bl,bk,bk,bk,bk,bk
data bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk
data bk,bk,bk,bk,ye,ye,ye,bk,bk,ye,ye,ye,bk,bk,bk,bk
data bk,bk,bk,ye,bk,bk,bk,bk,bk,bk,bk,bk,ye,bk,bk,bk
data bk,ye,ye,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,ye,ye,bk
data bk,ye,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,ye,bk
data ye,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bl,ye
data ye,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,ye
data ye,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,ye
data bk,ye,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,ye,bk
data bk,bk,ye,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,ye,bk,bk

should have added
'colour shortcuts
const WH =RGB(255,  255,  255) 'WHITE
const YE =RGB(255,  255,    0) 'YELLOW
const LI =RGB(255,  128,  255) 'LILAC
const BR =RGB(255,  128,    0) 'BROWN
const FU =RGB(255,  64,   255) 'FUCHSIA
const RU =RGB(255,  64,     0) 'RUST
const MA =RGB(255,  0,    255) 'MAGENTA
const RE =RGB(255,  0,      0) 'RED
const CY =RGB(0,    255,  255) 'CYAN
const GR =RGB(0,    255,    0) 'GREEN
const CE =RGB(0,    128,  255) 'CERULEAN
const MI =RGB(0,    128,    0) 'MIDGREEN
const CO =RGB(0,    64,   255) 'COBALT
const MY =RGB(0,    64,     0) 'MYRTLE
const BL =RGB(0,    0,    255) 'BLUE
const Bk =RGB(0,    0,      0) 'BLACK
const Gy =RGB(128,  128,  128) 'GREY
const Lg =RGB(210,  210,  210) 'LITEGREY
const Og =RGB(255,  165,    0) 'ORANGE
const PK =RGB(255,  160,  171) 'PINK
const Gd =RGB(255,  215,    0) 'GOLD
const SA =RGB(250,  128,  114) 'SALMON
const BE =RGB(245,  245,  220) 'BEIGE
Edited 2024-10-18 12:27 by stanleyella
 
phil99

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Joined: 11/02/2018
Location: Australia
Posts: 2135
Posted: 02:26am 18 Oct 2024
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  Quote  hdmi mode 5 shows 4 blue, 8 green, 8 red.. but only shows 6 colours
Mode 5 is 8 bits - RGB332, 3 bits = 8 shades. Black counts as a colour and the two brightest shades may be hard to tell apart.
  Peter said  HDMI mode 5 can show any 256 out of 32768 at the same time
256=8 bits

wh=RGB(white)
bl=RGB(blue)
re=RGB(red)
ye=RGB(yellow)
bk=RGB(black)
my=RGB(myrtle)
Option Base 0
Dim array%(255) '256 = 16 hor x 16 vert - 1 (-1 as array is Base 0)

For sp=0 To 255
 Read  array%(sp)
Next sp

Sprite LOADARRAY #1, 16,16, array%()
Sprite SHOW #1, 36,36,0

sprite1:
Data wh,bl,bl,bl,bl,bk,bk,bk,bk,bk,bk,bl,bl,bl,bl,wh
Data bk,bl,re,re,re,bl,bl,bk,bk,bl,bl,re,re,re,bl,bk
Data bk,bk,bk,bl,re,wh,bl,bk,bk,bl,wh,re,bl,bk,bk,bk
Data bk,bk,bk,bl,re,wh,bl,bk,bk,bl,wh,re,bl,bk,bk,bk
Data bk,bk,bk,bk,bl,wh,bl,bk,bk,bl,wh,bl,bk,bk,bk,bk
Data bk,bk,bk,bk,bk,bl,bl,bk,bk,bl,bl,bk,bk,bk,bk,bk
Data bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk
Data bk,bk,bk,bk,ye,ye,ye,bk,bk,ye,ye,ye,bk,bk,bk,bk
Data bk,bk,bk,ye,bk,bk,bk,bk,bk,bk,bk,bk,ye,bk,bk,bk
Data bk,ye,ye,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,ye,ye,bk
Data bk,ye,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,ye,bk
Data ye,bk,bk,bk,bk,my,bk,bk,bk,my,bk,bk,bk,bk,bl,ye
Data ye,bk,bk,bk,bk,bk,bk,my,bk,bk,bk,bk,bk,bk,bk,ye
Data ye,bk,bk,bk,bk,bk,bk,my,bk,bk,bk,bk,bk,bk,bk,ye
Data bk,ye,bk,bk,bk,my,bk,bk,bk,my,bk,bk,bk,bk,ye,bk
Data bk,bk,ye,bk,bk,bk,my,my,my,bk,bk,bk,bk,ye,bk,bk

Edited 2024-10-18 15:01 by phil99
 
stanleyella

Guru

Joined: 25/06/2022
Location: United Kingdom
Posts: 2127
Posted: 04:47pm 18 Oct 2024
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thanks phil, I was looking for
dim sprite1(wh,bl,bl,bl,bl,bk,bk,bk,bk,bk,bk,bl,bl,bl,bl,wh,
bk,bl,re,re,re,bl,bl,bk,bk,bl,bl,re,re,re,bl,bk,
bk,bk,bk,bl,re,wh,bl,bk,bk,bl,wh,re,bl,bk,bk,bk,
bk,bk,bk,bl,re,wh,bl,bk,bk,bl,wh,re,bl,bk,bk,bk,
bk,bk,bk,bk,bl,wh,bl,bk,bk,bl,wh,bl,bk,bk,bk,bk,
bk,bk,bk,bk,bk,bl,bl,bk,bk,bl,bl,bk,bk,bk,bk,bk,
bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,
bk,bk,bk,bk,ye,ye,ye,bk,bk,ye,ye,ye,bk,bk,bk,bk,
bk,bk,bk,ye,bk,bk,bk,bk,bk,bk,bk,bk,ye,bk,bk,bk,
bk,ye,ye,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,ye,ye,bk,
bk,ye,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,ye,bk,
ye,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bl,ye,
ye,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,ye,
ye,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,ye,
bk,ye,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,ye,bk,
bk,bk,ye,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,ye,bk,bk)

but get Error : Expected closing bracket
using mmedit
regards, stan
 
stanleyella

Guru

Joined: 25/06/2022
Location: United Kingdom
Posts: 2127
Posted: 07:50pm 18 Oct 2024
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I stuck with my first option

cls
restore sprite1:sht=15:swid=15
udg1 'draws sprite1 on screen at 10,10
sprite READ 1,10,10,16,16 'reads sprite1 from screen to blit buffer1

restore sprite2
udg1 'draws sprite2 on screen at 10,10
sprite read 2,10,10,16,16 'reads sprite2 from screen to blit buffer2

restore cannon:sht=9:swid=11
udg1 'draws sprite1 on screen at 10,10
sprite READ 3,10,10,12,10 'reads sprite1 from screen to blit buffer1

restore missile:sht=15:swid=0
udg1 'draws sprite1 on screen at 10,10
sprite READ 4,10,10,1,16 'reads sprite1 from screen to blit buffer1

sub udg1 'draws data for blit to copy
 for spht=0 to sht
   for spw=0 to swid
     read sp1
     pixel spw+10,spht+10,sp1
   next spw
 next spht
end sub

using
Dim array%(255) '256 = 16 hor x 16 vert - 1 (-1 as array is Base 0)
'restore sprite1
'For temp=0 To 255
'Read  array%(temp)
'Next temp
'Sprite LOADARRAY #1, 16,16, array%()
'
'restore sprite2
'For temp=0 To 255
'Read  array%(temp)
'Next temp
'Sprite LOADARRAY #2, 16,16, array%()
'
'restore cannon
'For temp=0 To 119
'Read  array%(temp)
'Next temp
'Sprite LOADARRAY #3, 12,10, array%()
'
'restore missile
'For temp=0 To 15
'Read  array%(temp)
'Next temp
'Sprite LOADARRAY #4, 1,16, array%()


can't use the array%() for other size sprites , each needs it's own array.
 
phil99

Guru

Joined: 11/02/2018
Location: Australia
Posts: 2135
Posted: 08:28pm 18 Oct 2024
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  Quote  can't use the array%() for other size sprites , each needs it's own array.

The arrays don't need to be permanent, erase them after the sprite is created.

Dim array1%(xy1)
 'make sprite 1
Erase array1%()

Dim array2%(xy2)
 'make sprite 2
Erase array2%()

Dim array3%(xy3)
 'make sprite 3
Erase array3%()
Edited 2024-10-19 06:29 by phil99
 
stanleyella

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Joined: 25/06/2022
Location: United Kingdom
Posts: 2127
Posted: 08:52pm 18 Oct 2024
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I was wondering if release or un dim was possible.thanks. big manual,gets bigger.
 
phil99

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Joined: 11/02/2018
Location: Australia
Posts: 2135
Posted: 09:19pm 18 Oct 2024
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Another option, make the array big enough for the biggest sprite so you can re-use it.
Only erase it after all have been made.

Tested ok.
wh=RGB(white)
bl=RGB(blue)
re=RGB(red)
ye=RGB(yellow)
bk=RGB(black)
my=RGB(myrtle)
MODE 2
Option base 0
Dim array%(999)

For sp=0 To (16*16-1) '16 hor x 16 vert - 1 (-1 as array is Base 0)
 Read  array%(sp)
Next sp
Sprite LOADARRAY #1, 16,16, array%()

For sp=0 To (16*5-1) '16 hor x 5 vert - 1 (-1 as array is Base 0)
 Read  array%(sp)
Next sp
Sprite LOADARRAY #2, 16,5, array%()

Erase array%()

Sprite SHOW #1, 36,36,1
Sprite SHOW #2, 96,36,1

sprite1:
Data wh,bl,bl,bl,bl,bk,bk,bk,bk,bk,bk,bl,bl,bl,bl,wh
Data bk,bl,re,re,re,bl,bl,bk,bk,bl,bl,re,re,re,bl,bk
Data bk,bk,bk,bl,re,wh,bl,bk,bk,bl,wh,re,bl,bk,bk,bk
Data bk,bk,bk,bl,re,wh,bl,bk,bk,bl,wh,re,bl,bk,bk,bk
Data bk,bk,bk,bk,bl,wh,bl,bk,bk,bl,wh,bl,bk,bk,bk,bk
Data bk,bk,bk,bk,bk,bl,bl,bk,bk,bl,bl,bk,bk,bk,bk,bk
Data bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk
Data bk,bk,bk,bk,ye,ye,ye,bk,bk,ye,ye,ye,bk,bk,bk,bk
Data bk,bk,bk,ye,bk,bk,bk,bk,bk,bk,bk,bk,ye,bk,bk,bk
Data bk,ye,ye,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,ye,ye,bk
Data bk,ye,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,bk,ye,bk
Data ye,bk,bk,bk,bk,my,bk,bk,bk,my,bk,bk,bk,bk,bl,ye
Data ye,bk,bk,bk,bk,bk,bk,my,bk,bk,bk,bk,bk,bk,bk,ye
Data ye,bk,bk,bk,bk,bk,bk,my,bk,bk,bk,bk,bk,bk,bk,ye
Data bk,ye,bk,bk,bk,my,bk,bk,bk,my,bk,bk,bk,bk,ye,bk
Data bk,bk,ye,bk,bk,bk,my,my,my,bk,bk,bk,bk,ye,bk,bk

Sprite2:
Data ye,bk,bk,bk,bk,my,bk,bk,bk,my,bk,bk,bk,bk,bl,ye
Data ye,bk,bk,bk,bk,bk,bk,my,bk,bk,bk,bk,bk,bk,bk,ye
Data ye,bk,bk,bk,bk,bk,bk,my,bk,bk,bk,bk,bk,bk,bk,ye
Data bk,ye,bk,bk,bk,my,bk,bk,bk,my,bk,bk,bk,bk,ye,bk
Data bk,bk,ye,bk,bk,bk,my,my,my,bk,bk,bk,bk,ye,bk,bk

Edited 2024-10-19 07:29 by phil99
 
stanleyella

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Joined: 25/06/2022
Location: United Kingdom
Posts: 2127
Posted: 11:34pm 18 Oct 2024
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this seems best and apart from data statements, leaves no waste, like using the screen but faster. live n learn
didn't know Dim array%(16*16+16*16+12*10+1*16) works

Dim array%(255) '16x16 sprite
restore sprite1
For temp=0 To 255:Read  array%(temp):Next temp
Sprite LOADARRAY 1, 16,16, array%()
'
restore sprite2 '16x16 sprite
For temp=0 To 255:Read  array%(temp):Next temp
Sprite LOADARRAY 2, 16,16, array%()
erase array%()
'
Dim array%(119) '12x10 sprite
restore cannon
For temp=0 To 119:Read  array%(temp):Next temp
Sprite LOADARRAY #3, 12,10, array%()
erase array%()
'
Dim array%(15) '1x16 sprite
restore missile
For temp=0 To 15:Read  array%(temp):Next temp
Sprite LOADARRAY #4, 1,16, array%()
erase array%()
'
Edited 2024-10-19 09:56 by stanleyella
 
phil99

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Joined: 11/02/2018
Location: Australia
Posts: 2135
Posted: 11:58pm 18 Oct 2024
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As the biggest sprite is 16 x 16 you only need to erase array%() after the last one.
See my previous post, it doesn't matter if the array is bigger than the sprites.

Dim array%(16*16) is enough as for each sprite the For...Next starts from 0 again, overwriting the previous array elements.

  Quote  big manual,gets bigger
Erase has been in the manual from the beginning.

Edit
If you want to save some memory the data for symmetrical sprites can be cut in half and a mirror image of the first half put in the second half of the array.
For vertical symmetry this is done line by line.
Eg.
wh=RGB(white)
bl=RGB(blue)
re=RGB(red)
ye=RGB(yellow)
bk=RGB(black)
my=RGB(myrtle)
MODE 2
Option base 0
Dim array%(16*16-1) 'Size of largest Sprite

For sp=0 To (16*16-1) '-1 as array is Base 0
 Read  array%(sp) 'fill first half of each line
 n%=(15+sp)-(sp Mod 8)*2 'fill second half of each line in reverse order
 array%(n%)=array%(sp)
 If sp Mod 8 = 7 Then Inc sp,8
Next sp
Sprite LOADARRAY #1, 16,16, array%()

For sp=0 To (15*5-1) 'Symmetrical sprite with an odd number of pixels
 Read  array%(sp) 'fill first half of each line
 n%=(14+sp)-(sp Mod 8)*2 'fill second half of each line in reverse order
 array%(n%)=array%(sp)
 If sp Mod 8 = 7 Then
  Inc sp,8
  array%(n%+8)=BK 'set the last pixel of each line to background colour
 EndIf
Next
Sprite LOADARRAY #2, 16,5, array%()

Erase array%()

Sprite SHOW #1, 36,36,1
Sprite SHOW #2, 66,36,1

sprite1:
Data wh,bl,bl,bl,bl,bk,bk,bk
Data bk,bl,re,re,re,bl,bl,bk
Data bk,bk,bk,bl,re,wh,bl,bk
Data bk,bk,bk,bl,re,wh,bl,bk
Data bk,bk,bk,bk,bl,wh,bl,bk
Data bk,bk,bk,bk,bk,bl,bl,bk
Data bk,bk,bk,bk,bk,bk,bk,bk
Data bk,bk,bk,bk,ye,ye,ye,bk
Data bk,bk,bk,ye,bk,bk,bk,bk
Data bk,ye,ye,bk,bk,bk,bk,bk
Data bk,ye,bk,bk,bk,bk,bk,bk
Data ye,bk,bk,bk,bk,my,bk,bk
Data ye,bk,bk,bk,bk,bk,bk,my
Data ye,bk,bk,bk,bk,bk,bk,my
Data bk,ye,bk,bk,bk,my,bk,bk
Data bk,bk,ye,bk,bk,bk,my,my

sp2:
Data bk,bk,ye,bk,bk,my,bk,bk
Data bk,ye,bk,bk,bk,bk,bk,my
Data ye,bk,bk,bk,bk,bk,bk,my
Data bk,ye,bk,bk,bk,my,bk,bk
Data bk,bk,ye,bk,bk,bk,my,my

Edited 2024-10-19 15:07 by phil99
 
stanleyella

Guru

Joined: 25/06/2022
Location: United Kingdom
Posts: 2127
Posted: 06:01pm 19 Oct 2024
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Dim array%(16*16) is enough as for each sprite the For...Next starts from 0 again, overwriting the previous array elements.
yes,works. I got error before with smaller than 16x16 sprites.

Dim array%(16*16) '16x16 sprite
restore sprite1
For temp=0 To 255:Read  array%(temp):Next temp
Sprite LOADARRAY 1, 16,16, array%()
'
restore sprite2
For temp=0 To 255:Read  array%(temp):Next temp
Sprite LOADARRAY 2, 16,16, array%()
'
restore cannon
For temp=0 To 119:Read  array%(temp):Next temp
Sprite LOADARRAY #3, 12,10, array%()
'
restore missile
For temp=0 To 15:Read  array%(temp):Next temp
Sprite LOADARRAY #4, 1,16, array%()
erase array%()
'
SPRITE READ [#]b, x, y, w, h and SPRITE WRITE [#]b, x, y
[,mode] to draw half symmetrical sprite, reverse it and join on screen and read whole sprite. same for flipping any sprite, using screen can seem easier
 
stanleyella

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Location: United Kingdom
Posts: 2127
Posted: 10:00pm 19 Oct 2024
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half symmetrical sprite using screen
mode 2
OPTION BASE 0        ' 0 based arrays
option DEFAULT INTEGER
'
const WH =RGB(255,  255,  255) 'WHITE
const Bk =RGB(0,    0,      0) 'BLACK
const BL =RGB(0,    0,    255) 'BLUE
const RE =RGB(255,  0,      0) 'RED
const YE =RGB(255,  255,    0) 'YELLOW

cls
restore sprite1:sht=15:swid=7
udg1 'draws sprite1 on screen at 10,10
sprite READ 1,10,10,8,16 'reads sprite1 from screen to blit buffer1
SPRITE WRITE 1,18,10,&B001 'inverts sprite horizontal and draws next to first half
SPRITE CLOSE 1 'clears sprite 1 for reuse
sprite READ 1,10,10,16,16 'reads whole sprite1 from screen to blit buffer1

sprite WRITE 1,10,50 'draws whole sprite
end

sub udg1 'draws data for blit to copy
 for spht=0 to sht
   for spw=0 to swid
     read sp1
     pixel spw+10,spht+10,sp1
   next spw
 next spht
end sub
'half symmetrical sprite data
sprite1:
data wh,bl,bl,bl,bl,bk,bk,bk ',bk,bk,bk,bl,bl,bl,bl,wh
data bk,bl,re,re,re,bl,bl,bk ',bk,bl,bl,re,re,re,bl,bk
data bk,bk,bk,bl,re,wh,bl,bk ',bk,bl,wh,re,bl,bk,bk,bk
data bk,bk,bk,bl,re,wh,bl,bk ',bk,bl,wh,re,bl,bk,bk,bk
data bk,bk,bk,bk,bl,wh,bl,bk ',bk,bl,wh,bl,bk,bk,bk,bk
data bk,bk,bk,bk,bk,bl,bl,bk ',bk,bl,bl,bk,bk,bk,bk,bk
data bk,bk,bk,bk,bk,bk,bk,bk ',bk,bk,bk,bk,bk,bk,bk,bk
data bk,bk,bk,bk,ye,ye,ye,bk ',bk,ye,ye,ye,bk,bk,bk,bk
data bk,bk,bk,ye,bk,bk,bk,bk ',bk,bk,bk,bk,ye,bk,bk,bk
data bk,ye,ye,bk,bk,bk,bk,bk ',bk,bk,bk,bk,bk,ye,ye,bk
data bk,ye,bk,bk,bk,bk,bk,bk ',bk,bk,bk,bk,bk,bk,ye,bk
data ye,bk,bk,bk,bk,bk,bk,bk ',bk,bk,bk,bk,bk,bk,bl,ye
data ye,bk,bk,bk,bk,bk,bk,bk ',bk,bk,bk,bk,bk,bk,bk,ye
data ye,bk,bk,bk,bk,bk,bk,bk ',bk,bk,bk,bk,bk,bk,bk,ye
data bk,ye,bk,bk,bk,bk,bk,bk ',bk,bk,bk,bk,bk,bk,ye,bk
data bk,bk,ye,bk,bk,bk,bk,bk ',bk,bk,bk,bk,bk,ye,bk,bk
 
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