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21
Forum Announcements / Re: Name Changes
« Last post by Elf Monster on April 21, 2017, 09:15:15 am »
Old name: zeifyl
New name: Elf Monster
22
Generation I Glitch Discussion / Japanese Glitch Pokemon Research
« Last post by Caveat on April 20, 2017, 04:19:04 pm »
NOTE: I know that there is a sticky about Gen 1 glitch Pokemon in various languages, but it has not been updated in a few years and is very incomplete. I aim for a more comprehensive version of all the glitch Pokemon in only the Japanese versions of the games.

A few days ago, I realized that there is very little information on glitch Pokemon im the Japanese versions of the games. Naturally, there was almost nothing I could find that was written in English, but even Japanese websites dedicated towards Pokemon glitch research provided little information, usually just recording the base stats and MAYBE levelup moves of the Pokemon.

Thusly, I have set out to create a comprehensive guide (field notes, if you will) to glitch Pokemon available in the Japanese versions of Red/Green, Blue, and Yellow.

Assistance in my research is most welcome. Here is a form that lists all the various traits of a Pokemon:
Code: [Select]
SPRITES GO HERE (front, back, menu)
[b]Name:[/b] NAME GOES HERE (TRANSLATION)
[b]Version:[/b]
[b]Hex ID:[/b]
[b]Types:[/b]
[b]Growth Rate/Lv. 100 EXP:[/b] (if the Pokemon has a valid experience group, write it there. Otherwise, just put max EXP)
[b]Evolutions:[/b] (only levelup evolutions, unless you really want to record others)
[b]Cry:[/b] (provide description of it, or record it if you can!)
[b]Pokedex Entry:[/b] (provide image)]

[b][u]BASE STATS[/u][/b]
[b]HP:[/b] (if the Pokemon is a hybrid, put the stats of the real Pokemon here. Otherwise, put the stats of the one you have at level 100)
[b]Attack:[/b]
[b]Defense:[/b]
[b]Speed:[/b]
[b]Special:[/b]

[b][u]LEVELUP MOVES[\u][/b]
0 - MOVE GOES HERE (figure these out however you can! Preferrably, go up to lv. 255)

[b][u]TM MOVES[/u][/b]
TM00 - MOVE GOES HERE

[b]Notes:[/b]

It would help if there was a way to calculate base stats for non-hybrids. A list of glitched EXP groups in the Japanese games would also be welcome. If you have resources on these topics, or just anything that would be useful in my quest, post it here.
23
General Discussion / Re: Yeniaul's Discord Server (and rules)
« Last post by ISSOtm on April 20, 2017, 01:53:04 pm »
And I confirm it works :)
24
Arbitrary Code Execution Discussion / Disabling the START menu through ACE
« Last post by ISSOtm on April 20, 2017, 11:35:26 am »
Because why not :)
This is useful, for example, when making custom save files (poke @TheZZAZZGlitch :P). Or if you want to be an ugly troll to your friends ^^

This is based off DMA hijacking, a technique that allows "automatic" ACE on each frame.
First off, you will want to write this piece of code somewhere :
Code: [Select]
NoStart::
ld a, [$C3AA]
cp $79
jr nz, .ok
ld hl, $0014
add hl, sp
ld [hl], $E8
inc hl
ld [hl], $29
.ok
ld a, $C3
ld c, $46
ret
And for those who want hex :
Code: [Select]
FAAAC3 FE79 2009 211400 39 36E8 23 3629 3EC3 0E46 C9
Then, you will want to write
Code: [Select]
CDYYXX E2at $FF80, where the address of the above function is $XXYY (be careful of the order, it's in reverse !)
For example, if NoStart is at $CAFE you will write
Code: [Select]
CDFECA E2
But be careful, those four bytes have to be written in one frame ! Otherwise you will almost certainly crash :D

Now, if everything is in place, the START menu will pop up when you press START, but will close immediately, without even printing any text inside
Until you reset the console, actually. This doesn't persist through resets :3 (although it is possible to make it permanent)
But this can make challenge runs where you aren't allowed to save (unless you change boxes), use items out of battle, re-order your Pokémon (outside of the PC). Or just have fun screwing around :P



How does it work ?

$C3AA is a part of the game's WRAM tilemap, and this is where tiles are written to before being copied to VRAM (because of access restrictions)
Specifically, the game writes a $79 there (top-left menu tile) when opening the START menu. As far as I know, no other text box in the game does this.
If such a tile is detected, the script knows the game is attempting to open the START menu. Specifically, due to how text boxes work, the game is processing the DisplayTextIDInit function, which consistently waits for a few frames.
What we do is manipulate this function's return address so instead of displaying the menu, it will directly go to the function that closes it.
Code: [Select]
ld hl, $0014
add hl, sp
makes hl point to the aforementioned return address, which we overwrite with $29E8 (CloseTextDisplay) which undoes everything. Pop :P
All that remains of the menu is the blank text box, which is displayed by DisplayTextIDInit. It would be possible to avoid it, but that would be heavier. Besides, if you want to troll a friend, he will probably freak out a bit more :D

Note that this doesn't affect any other text box ;)

I'd like to make a demonstration video but I don't have any working screen recorder.
Bummer.
25
Really stupid question, but could someone explain how data substructures work? The guides on bulbapedia make no sense to me... :'(
also, how do you get a bag egg to battle? :???:


Outside of the Pokémon IDentifiant (PID), Trainer IDentifiant (TID), Pokémon's nickname, and Trainer's name, most of the Pokémon's data is separated into 4 groups called substructures.
Each one of these substructures contains certain parts of the Pokémon's data in a certain order.
They are called : Growth - Attacks - EVs & Contest stats - Miscellanous

For example, the Attacks substructure contains in that order : Move 1 identifiant - Move 2 identifiant -  Move 3 identifiant  - Move 4 identifiant - Move 1 PPs - Move 2 PPs - Move 3 PPs - Move 4 PPs
Each one of these substructures is 96 bits long (or 12 bytes, or 6 words, or 3 double-words).

But all of this data isn't stored as is, it is crypted when stored into the RAM and decrypted when the game wants to use it to check/use some values (like calculating a Pokémon's stats).

In Gen 3, the encryption is made of two mechanics :
- The order of the 4 substructures is given by the PID modulo 24 (there are 24 ways to sort 4 different elements)
- The game takes all the hexadecimal words that make the substructures and computes their sum.
The first 4 hexadecimal characters of this sum (called checksum) is stored on another part of the Pokémon's data.
Then, the game goes through every hexadecimal double-word that is contained in the substructures and modifies them with the formula : encrypted double-word = word xor TID xor PID  (XoR being a logical operation)

Thus, if you corrupt the data in the substructures directly, the checksum will be invalid and the corruption will fail (the Pokémon will turn into a Bad Egg as soon as the game computes the checksum again and finds the difference with the stored checksum).

However, if you corrupt the Pokémon's PID, you will change the order of the substructures.
So when the game will look at the Pokémon's data after the corruption, he will incorrectly read the substructures and this is where we can get very cool stuff.
(example : Growth substructure being read over the Attacks substructure, so the species of the corrupted Pokémon is read over the identifiant of the first move of the Pokémon before it corruption )
Since the PID is also used in the encryption of the substructures data, that PID corruption needs to meet a certain criteria in order to not affect that encryption.
But thankfully, one of the two possible ways to corrupt data with Pomeg Glitch meets this criteria.


Getting a Bad Egg (or an Egg/empty slot) to the battle is the matter of forcing the game to send a Pokémon from a certain party slot to the battle, even though that Pokémon is not supposed to be sent to the battle.
To do that, we exploit an oversight in the code that doesn't refresh the value "Party slot of the currently fighting Pokémon" from one battle to another if the party is fully KO.

Thus, the procedure looks like this :
- Make a wild battle and send a valid Pokémon to the fight (let's say from the 3rd party slot)
- Perform Pomeg Glitch to have a fully KO party
- Place a Bad Egg/Egg to the 3rd party slot (or leave it empty by depositing a Pokémon to the PC before killing the whole party)
- Make another battle (since the party is fully KO, the Pokémon in the 3rd party slot will be forced to the fight)

Alright, Thanks!
26
After a related question I decided to look up the equivalent of 3831 (JoyPadLowSensitivity) in non-English European versions.

This is the code you have to place at DA80 for each version with the equivalent address in brackets to get the memory editor to work in those versions.

English Red:

07 F6 01 00 FE 01 18 1F FF 00 00 00 00 00 00 00 00 00 00 00 00 00
F6 F7 F8 F9 FA FB FC FD FE FF 60 61 62 63 64 65 66 01 00 DA C5 0B 0B 16 12 21 AA C3 CD 4F DB 03 C5
01 0A 00 09 C1 15 20 F3 C1 3E ED EA D3 C3 3E FF E0 B7 76 C5 CD 31 38 C1 F0 B5 FE 02 C8 FE 03 20 03
00 C5 C9 FE 40 20 01 0B FE 80 20 01 03 FE 20 20 06 21 F0 FF 09 44 4D FE 10 20 06 21 10 00 09 44 4D
FE 24 20 06 21 00 FF 09 44 4D FE 14 20 06 21 00 01 09 44 4D 16 00 FE 88 20 02 16 FF FE 48 20 02 16
01 FE 28 20 02 16 F0 FE 18 20 02 16 10 60 69 FE 44 20 08 F5 3A F5 2A 32 F1 77 F1 FE 84 20 0A F5 2A
18 00 F5 3A 22 F1 77 F1 44 4D 7A A7 28 03 0A 82 02 C3 AA DA 3E 7C 22 3E 7F 22 78 CD 6A DB 79 1E 1F
CD 6A DB 3E E3 22 0A CD 6A DB 3E 7C 22 C9 F5 CB 37 CD 71 DB F1 E5 26 DA E6 0F C6 96 6F 7E E1 22 C9


(Joypad function address: 3138)

French Red:

07 F6 01 00 FE 01 18 1F FF 00 00 00 00 00 00 00 00 00 00 00 00 00
F6 F7 F8 F9 FA FB FC FD FE FF 60 61 62 63 64 65 66 01 00 DA C5 0B 0B 16 12 21 AA C3 CD 4F DB 03 C5
01 0A 00 09 C1 15 20 F3 C1 3E ED EA D3 C3 3E FF E0 B7 76 C5 CD 4E 38 C1 F0 B5 FE 02 C8 FE 03 20 03
00 C5 C9 FE 40 20 01 0B FE 80 20 01 03 FE 20 20 06 21 F0 FF 09 44 4D FE 10 20 06 21 10 00 09 44 4D
FE 24 20 06 21 00 FF 09 44 4D FE 14 20 06 21 00 01 09 44 4D 16 00 FE 88 20 02 16 FF FE 48 20 02 16
01 FE 28 20 02 16 F0 FE 18 20 02 16 10 60 69 FE 44 20 08 F5 3A F5 2A 32 F1 77 F1 FE 84 20 0A F5 2A
18 00 F5 3A 22 F1 77 F1 44 4D 7A A7 28 03 0A 82 02 C3 AA DA 3E 7C 22 3E 7F 22 78 CD 6A DB 79 1E 1F
CD 6A DB 3E E3 22 0A CD 6A DB 3E 7C 22 C9 F5 CB 37 CD 71 DB F1 E5 26 DA E6 0F C6 96 6F 7E E1 22 C9

(Joypad function address: 4E38)

German Red:

07 F6 01 00 FE 01 18 1F FF 00 00 00 00 00 00 00 00 00 00 00 00 00
F6 F7 F8 F9 FA FB FC FD FE FF 60 61 62 63 64 65 66 01 00 DA C5 0B 0B 16 12 21 AA C3 CD 4F DB 03 C5
01 0A 00 09 C1 15 20 F3 C1 3E ED EA D3 C3 3E FF E0 B7 76 C5 CD 4B 38 C1 F0 B5 FE 02 C8 FE 03 20 03
00 C5 C9 FE 40 20 01 0B FE 80 20 01 03 FE 20 20 06 21 F0 FF 09 44 4D FE 10 20 06 21 10 00 09 44 4D
FE 24 20 06 21 00 FF 09 44 4D FE 14 20 06 21 00 01 09 44 4D 16 00 FE 88 20 02 16 FF FE 48 20 02 16
01 FE 28 20 02 16 F0 FE 18 20 02 16 10 60 69 FE 44 20 08 F5 3A F5 2A 32 F1 77 F1 FE 84 20 0A F5 2A
18 00 F5 3A 22 F1 77 F1 44 4D 7A A7 28 03 0A 82 02 C3 AA DA 3E 7C 22 3E 7F 22 78 CD 6A DB 79 1E 1F
CD 6A DB 3E E3 22 0A CD 6A DB 3E 7C 22 C9 F5 CB 37 CD 71 DB F1 E5 26 DA E6 0F C6 96 6F 7E E1 22 C9

(Joypad function address: 4B38)

Spanish Red:

07 F6 01 00 FE 01 18 1F FF 00 00 00 00 00 00 00 00 00 00 00 00 00
F6 F7 F8 F9 FA FB FC FD FE FF 60 61 62 63 64 65 66 01 00 DA C5 0B 0B 16 12 21 AA C3 CD 4F DB 03 C5
01 0A 00 09 C1 15 20 F3 C1 3E ED EA D3 C3 3E FF E0 B7 76 C5 CD 50 38 C1 F0 B5 FE 02 C8 FE 03 20 03
00 C5 C9 FE 40 20 01 0B FE 80 20 01 03 FE 20 20 06 21 F0 FF 09 44 4D FE 10 20 06 21 10 00 09 44 4D
FE 24 20 06 21 00 FF 09 44 4D FE 14 20 06 21 00 01 09 44 4D 16 00 FE 88 20 02 16 FF FE 48 20 02 16
01 FE 28 20 02 16 F0 FE 18 20 02 16 10 60 69 FE 44 20 08 F5 3A F5 2A 32 F1 77 F1 FE 84 20 0A F5 2A
18 00 F5 3A 22 F1 77 F1 44 4D 7A A7 28 03 0A 82 02 C3 AA DA 3E 7C 22 3E 7F 22 78 CD 6A DB 79 1E 1F
CD 6A DB 3E E3 22 0A CD 6A DB 3E 7C 22 C9 F5 CB 37 CD 71 DB F1 E5 26 DA E6 0F C6 96 6F 7E E1 22 C9


(Joypad function address: 5038)

Italian Red:

07 F6 01 00 FE 01 18 1F FF 00 00 00 00 00 00 00 00 00 00 00 00 00
F6 F7 F8 F9 FA FB FC FD FE FF 60 61 62 63 64 65 66 01 00 DA C5 0B 0B 16 12 21 AA C3 CD 4F DB 03 C5
01 0A 00 09 C1 15 20 F3 C1 3E ED EA D3 C3 3E FF E0 B7 76 C5 CD 49 38 C1 F0 B5 FE 02 C8 FE 03 20 03
00 C5 C9 FE 40 20 01 0B FE 80 20 01 03 FE 20 20 06 21 F0 FF 09 44 4D FE 10 20 06 21 10 00 09 44 4D
FE 24 20 06 21 00 FF 09 44 4D FE 14 20 06 21 00 01 09 44 4D 16 00 FE 88 20 02 16 FF FE 48 20 02 16
01 FE 28 20 02 16 F0 FE 18 20 02 16 10 60 69 FE 44 20 08 F5 3A F5 2A 32 F1 77 F1 FE 84 20 0A F5 2A
18 00 F5 3A 22 F1 77 F1 44 4D 7A A7 28 03 0A 82 02 C3 AA DA 3E 7C 22 3E 7F 22 78 CD 6A DB 79 1E 1F
CD 6A DB 3E E3 22 0A CD 6A DB 3E 7C 22 C9 F5 CB 37 CD 71 DB F1 E5 26 DA E6 0F C6 96 6F 7E E1 22 C9

(Joypad function address: 4938)

English Yellow:

07 F6 01 00 FE 01 18 1F FF 00 00 00 00 00 00 00 00 00 00 00 00 00
F6 F7 F8 F9 FA FB FC FD FE FF 60 61 62 63 64 65 66 01 00 DA C5 0B 0B 16 12 21 AA C3 CD 4F DB 03 C5
01 0A 00 09 C1 15 20 F3 C1 3E ED EA D3 C3 3E FF E0 B7 76 C5 CD 1E 38 C1 F0 B5 FE 02 C8 FE 03 20 03
00 C5 C9 FE 40 20 01 0B FE 80 20 01 03 FE 20 20 06 21 F0 FF 09 44 4D FE 10 20 06 21 10 00 09 44 4D
FE 24 20 06 21 00 FF 09 44 4D FE 14 20 06 21 00 01 09 44 4D 16 00 FE 88 20 02 16 FF FE 48 20 02 16
01 FE 28 20 02 16 F0 FE 18 20 02 16 10 60 69 FE 44 20 08 F5 3A F5 2A 32 F1 77 F1 FE 84 20 0A F5 2A
18 00 F5 3A 22 F1 77 F1 44 4D 7A A7 28 03 0A 82 02 C3 AA DA 3E 7C 22 3E 7F 22 78 CD 6A DB 79 1E 1F
CD 6A DB 3E E3 22 0A CD 6A DB 3E 7C 22 C9 F5 CB 37 CD 71 DB F1 E5 26 DA E6 0F C6 96 6F 7E E1 22 C9

(Joypad function address: 1E38)

French Yellow:

07 F6 01 00 FE 01 18 1F FF 00 00 00 00 00 00 00 00 00 00 00 00 00
F6 F7 F8 F9 FA FB FC FD FE FF 60 61 62 63 64 65 66 01 00 DA C5 0B 0B 16 12 21 AA C3 CD 4F DB 03 C5
01 0A 00 09 C1 15 20 F3 C1 3E ED EA D3 C3 3E FF E0 B7 76 C5 CD 21 38 C1 F0 B5 FE 02 C8 FE 03 20 03
00 C5 C9 FE 40 20 01 0B FE 80 20 01 03 FE 20 20 06 21 F0 FF 09 44 4D FE 10 20 06 21 10 00 09 44 4D
FE 24 20 06 21 00 FF 09 44 4D FE 14 20 06 21 00 01 09 44 4D 16 00 FE 88 20 02 16 FF FE 48 20 02 16
01 FE 28 20 02 16 F0 FE 18 20 02 16 10 60 69 FE 44 20 08 F5 3A F5 2A 32 F1 77 F1 FE 84 20 0A F5 2A
18 00 F5 3A 22 F1 77 F1 44 4D 7A A7 28 03 0A 82 02 C3 AA DA 3E 7C 22 3E 7F 22 78 CD 6A DB 79 1E 1F
CD 6A DB 3E E3 22 0A CD 6A DB 3E 7C 22 C9 F5 CB 37 CD 71 DB F1 E5 26 DA E6 0F C6 96 6F 7E E1 22 C9

(Joypad function address: 2138)

German Yellow:

07 F6 01 00 FE 01 18 1F FF 00 00 00 00 00 00 00 00 00 00 00 00 00
F6 F7 F8 F9 FA FB FC FD FE FF 60 61 62 63 64 65 66 01 00 DA C5 0B 0B 16 12 21 AA C3 CD 4F DB 03 C5
01 0A 00 09 C1 15 20 F3 C1 3E ED EA D3 C3 3E FF E0 B7 76 C5 CD 23 38 C1 F0 B5 FE 02 C8 FE 03 20 03
00 C5 C9 FE 40 20 01 0B FE 80 20 01 03 FE 20 20 06 21 F0 FF 09 44 4D FE 10 20 06 21 10 00 09 44 4D
FE 24 20 06 21 00 FF 09 44 4D FE 14 20 06 21 00 01 09 44 4D 16 00 FE 88 20 02 16 FF FE 48 20 02 16
01 FE 28 20 02 16 F0 FE 18 20 02 16 10 60 69 FE 44 20 08 F5 3A F5 2A 32 F1 77 F1 FE 84 20 0A F5 2A
18 00 F5 3A 22 F1 77 F1 44 4D 7A A7 28 03 0A 82 02 C3 AA DA 3E 7C 22 3E 7F 22 78 CD 6A DB 79 1E 1F
CD 6A DB 3E E3 22 0A CD 6A DB 3E 7C 22 C9 F5 CB 37 CD 71 DB F1 E5 26 DA E6 0F C6 96 6F 7E E1 22 C9

(Joypad function address: 2338)

Spanish Yellow:

07 F6 01 00 FE 01 18 1F FF 00 00 00 00 00 00 00 00 00 00 00 00 00
F6 F7 F8 F9 FA FB FC FD FE FF 60 61 62 63 64 65 66 01 00 DA C5 0B 0B 16 12 21 AA C3 CD 4F DB 03 C5
01 0A 00 09 C1 15 20 F3 C1 3E ED EA D3 C3 3E FF E0 B7 76 C5 CD 23 38 C1 F0 B5 FE 02 C8 FE 03 20 03
00 C5 C9 FE 40 20 01 0B FE 80 20 01 03 FE 20 20 06 21 F0 FF 09 44 4D FE 10 20 06 21 10 00 09 44 4D
FE 24 20 06 21 00 FF 09 44 4D FE 14 20 06 21 00 01 09 44 4D 16 00 FE 88 20 02 16 FF FE 48 20 02 16
01 FE 28 20 02 16 F0 FE 18 20 02 16 10 60 69 FE 44 20 08 F5 3A F5 2A 32 F1 77 F1 FE 84 20 0A F5 2A
18 00 F5 3A 22 F1 77 F1 44 4D 7A A7 28 03 0A 82 02 C3 AA DA 3E 7C 22 3E 7F 22 78 CD 6A DB 79 1E 1F
CD 6A DB 3E E3 22 0A CD 6A DB 3E 7C 22 C9 F5 CB 37 CD 71 DB F1 E5 26 DA E6 0F C6 96 6F 7E E1 22 C9

(Joypad function address: 2338)

Italian Yellow:

07 F6 01 00 FE 01 18 1F FF 00 00 00 00 00 00 00 00 00 00 00 00 00
F6 F7 F8 F9 FA FB FC FD FE FF 60 61 62 63 64 65 66 01 00 DA C5 0B 0B 16 12 21 AA C3 CD 4F DB 03 C5
01 0A 00 09 C1 15 20 F3 C1 3E ED EA D3 C3 3E FF E0 B7 76 C5 CD 1C 38 C1 F0 B5 FE 02 C8 FE 03 20 03
00 C5 C9 FE 40 20 01 0B FE 80 20 01 03 FE 20 20 06 21 F0 FF 09 44 4D FE 10 20 06 21 10 00 09 44 4D
FE 24 20 06 21 00 FF 09 44 4D FE 14 20 06 21 00 01 09 44 4D 16 00 FE 88 20 02 16 FF FE 48 20 02 16
01 FE 28 20 02 16 F0 FE 18 20 02 16 10 60 69 FE 44 20 08 F5 3A F5 2A 32 F1 77 F1 FE 84 20 0A F5 2A
18 00 F5 3A 22 F1 77 F1 44 4D 7A A7 28 03 0A 82 02 C3 AA DA 3E 7C 22 3E 7F 22 78 CD 6A DB 79 1E 1F
CD 6A DB 3E E3 22 0A CD 6A DB 3E 7C 22 C9 F5 CB 37 CD 71 DB F1 E5 26 DA E6 0F C6 96 6F 7E E1 22 C9

(Joypad function address: 1C38)
27
General Discussion / Re: Yeniaul's Discord Server (and rules)
« Last post by Wack0 on April 20, 2017, 07:51:15 am »
I updated the invite link in the first post.
28
General Discussion / Re: Yeniaul's Discord Server (and rules)
« Last post by Parzival on April 19, 2017, 06:44:22 pm »
I'll PM it to you.
29
General Discussion / Re: Yeniaul's Discord Server (and rules)
« Last post by ISSOtm on April 19, 2017, 06:34:53 pm »
I don't know ! Give me your Discord tag and I'll try to add it.
30
General Discussion / Re: Yeniaul's Discord Server (and rules)
« Last post by Parzival on April 19, 2017, 06:04:09 pm »
...nope.
What the hell?
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