[REQUEST] Need Title Menu Modification (QUICKLY)

Started by GAX, January 07, 2008, 11:13:22 pm

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GAX

Okay, this is pretty much one easy as heck request for the moment.  I just need a modification to my Title Menu from the Vertical one we get as a default and I need it changed to a Horizonal one (Look at Chaos Project if you need a reference).

I need this edit because the new title screen for Chaotic Fury doesn't give me much to work when I'm using a Vertical Menu, so I need the Horizontal, and it'd be pretty cool if, just like the CP one, it could have some form of depth (Like, a fadeout thingy).

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Fantasist

January 08, 2008, 12:37:01 am #1 Last Edit: January 08, 2008, 12:54:26 am by fantasist
CP title command is more than a horizontal command window. For the fading thing, you need an image overlay, scripts can't do it effectivey, or at all.

EDIT: If I remember correct, 'New Game+' appears even if it's disabled. I can correct that for you if you give me/link to the script you're using. I think you want it quickly for the next demo?
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GAX

Yeah.  As you can notice, it's changed from Chaotic Fury - Beyond Sanity to Chaotic Fury - Requiem of Sanity...

Well, the new title I designed needs this, and I think the default style title menu is a little bland.

I'm using a New Game+ script I got off Creation Asylum a looooooong time ago.

Here's the NGP Script:
#==============================================================================
# ¦ Scene_New_Game_Plus (coded by Deke)
#     This purpose of this class is to allow the player to restart the game using saved characters if
#      they have completed the game with that party.
#---------------------------------------------------------------------------------------------------------------------------------------------
# A new feature (small one) was added by myself (Dubealex) to enable a
# count of the number of times you finished the game.
# Copy the lines between my comments and paste them in your original script,
# or simply use that full one.

class Scene_New_Game_Plus<Scene_Load
#--------------------------------------------------------------------
def initialize
  #You need to add the following line:
  @game_completion_count=0
  #ENd of the line to copy.
  $game_temp = Game_Temp.new
  $game_temp.last_file_index = 0
  latest_time = Time.at(0)
  for i in 0..3
    filename = make_filename(i)
    if FileTest.exist?(filename)
      file = File.open(filename, "r")
      if file.mtime > latest_time
        latest_time = file.mtime
        $game_temp.last_file_index = i
      end
      file.close
    end
  end
  @help_text="Which file do you wish to continue?"
end

#-----------------------------------------------------------------------------
#This method checks to see if the selected game file has completed the game.
#  (A completed game is indicated by turning switch 1 ON.)

def game_completed(filename)
  file = File.open(filename, "rb")
  read_save_data(file)
  file.close
  return($game_switches[1])
end

#------------------------------------------------------------------------------
#This method is identical to the one of the same name in the Scene_Load class, with the
#the added effect of reseting the maps, switches,...

def on_decision(filename)
  unless FileTest.exist?(filename)
    $game_system.se_play($data_system.buzzer_se)
    return
  end
  $game_system.se_play($data_system.load_se)
  file = File.open(filename, "rb")
  read_save_data(file)
  file.close
if ! game_completed(filename)
   $scene=Scene_New_Game_Plus.new
   return
end

#New code to copy for the "Game Completion Count" feature.
#Begin copying here, and stop at my other comments.
#You also need to copy line #15, shown by a comment also.
@game_completion_count=$game_variables[1]
$game_variables     = Game_Variables.new   
$game_temp          = Game_Temp.new
#$game_system        = Game_System.new
$game_switches      = Game_Switches.new
$game_self_switches = Game_SelfSwitches.new
$game_screen        = Game_Screen.new
#$game_actors        = Game_Actors.new
#$game_party         = Game_Party.new
$game_troop         = Game_Troop.new
$game_map           = Game_Map.new
#$game_player        = Game_Player.new
#$game_party.setup_starting_members
$game_map.setup($data_system.start_map_id)
$game_player.moveto($data_system.start_x, $data_system.start_y)
$game_player.refresh
$game_map.autoplay
$scene = Scene_Map.new
$game_system.bgm_play($game_system.playing_bgm)
$game_system.bgs_play($game_system.playing_bgs)
$game_map.update
$game_switches[1]=true #Since the switches were all reset, this one need to
                                     #be turned back on to indicate the game was completed.
$game_variables[1]=@game_completion_count
#Stop copying new "Game Completion Count" here.

end

end


and here's the modified title menu code

#==============================================================================
# ¦ Scene_Title
#------------------------------------------------------------------------------
#  New Game + EDITION
#==============================================================================

class Scene_Title
def main
if $BTEST
   battle_test
   return
end
$data_actors        = load_data("Data/Actors.rxdata")
$data_classes       = load_data("Data/Classes.rxdata")
$data_skills        = load_data("Data/Skills.rxdata")
$data_items         = load_data("Data/Items.rxdata")
$data_weapons       = load_data("Data/Weapons.rxdata")
$data_armors        = load_data("Data/Armors.rxdata")
$data_enemies       = load_data("Data/Enemies.rxdata")
$data_troops        = load_data("Data/Troops.rxdata")
$data_states        = load_data("Data/States.rxdata")
$data_animations    = load_data("Data/Animations.rxdata")
$data_tilesets      = load_data("Data/Tilesets.rxdata")
$data_common_events = load_data("Data/CommonEvents.rxdata")
$data_system        = load_data("Data/System.rxdata")
$game_system = Game_System.new
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.title($data_system.title_name)
s1 = "New Game"
s2 = "Continue"
s3 = "Shutdown"
s4 = "New Game Plus"

@command_window = Window_Command.new(192, [s1, s2, s3,s4])
@command_window.opacity = 255
 
@continue_enabled = true
@new_game_plus_enabled=false

#The next block of code allows some added customization to the title screen.
#---------------------------------------------------------------------------------------------------------------------------------------------
@command_window.x = 250 # distance in pixels from left side of scrren to upper left side of window
@command_window.y = 250 # distance in pixels from top of screen to top of window
@command_window.contents.font.size = $fontsize  #Font size for items in the window
                                                                             #(if letters are cropped increase window width at line 36)
@command_window.contents.font.name = $fontface #font face for window items
@command_text_color=Color.new(255,255,255,255) #custom 32 bit color for the SELECTABLE window items
                                                                                         #(disabled items displayed in the systmes "disabled" color

#--------------------------------------------------------------------------------------------- 


for i in 0..3
      dummy_var=Scene_New_Game_Plus.new
      filename = "Save#{i+1}.sav"
     if FileTest.exist?(filename)
     @continue_enabled = true
         if dummy_var.game_completed(filename)
           @new_game_plus_enabled=true
         end
     end
end

if @continue_enabled
   @command_window.index = 1
else
   @command_window.disable_item(1)
end
$game_system.bgm_play($data_system.title_bgm)
Audio.me_stop
Audio.bgs_stop
Graphics.transition
loop do
   Graphics.update
   Input.update
   update
   if $scene != self
     break
   end
end
Graphics.freeze

@command_window.dispose
@sprite.bitmap.dispose
@sprite.dispose
end

#-----------------------------------------------------------
def update

@command_window.update
if @continue_enabled==true
     @command_window.draw_item(1,@command_text_color )
end
  if @new_game_plus_enabled==true
     @command_window.draw_item(3,@command_text_color )
     else
      @command_window.disable_item(3)   
end

@command_window.draw_item(0,@command_text_color )
@command_window.draw_item(2,@command_text_color)

if Input.trigger?(Input::C)
   case @command_window.index
   when 0
     command_new_game
   when 1
     command_continue
   when 2
     command_shutdown
   when 3
     command_new_game_plus
     end
  end
end
# ------------------------------------ 
def command_new_game
$game_system.se_play($data_system.decision_se)
Audio.bgm_stop
Graphics.frame_count = 0
$game_temp          = Game_Temp.new
$game_system        = Game_System.new
$game_switches      = Game_Switches.new
$game_variables     = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen        = Game_Screen.new
$game_actors        = Game_Actors.new
$game_party         = Game_Party.new
$game_troop         = Game_Troop.new
$game_map           = Game_Map.new
$game_player        = Game_Player.new
$game_party.setup_starting_members
$game_map.setup($data_system.start_map_id)
$game_player.moveto($data_system.start_x, $data_system.start_y)
$game_player.refresh
$game_map.autoplay
$game_map.update
$scene = Scene_Map.new
end
# ------------------------------------
def command_new_game_plus
unless @new_game_plus_enabled==true
   $game_system.se_play($data_system.buzzer_se)
   return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_New_Game_Plus.new
end
#---------------------------------------------------------------
def command_continue
unless @continue_enabled
   $game_system.se_play($data_system.buzzer_se)
   return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Load.new
end
# ------------------------------------
def command_shutdown
$game_system.se_play($data_system.decision_se)
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
$scene = nil
end
# ------------------------------------
def battle_test
$data_actors        = load_data("Data/BT_Actors.rxdata")
$data_classes       = load_data("Data/BT_Classes.rxdata")
$data_skills        = load_data("Data/BT_Skills.rxdata")
$data_items         = load_data("Data/BT_Items.rxdata")
$data_weapons       = load_data("Data/BT_Weapons.rxdata")
$data_armors        = load_data("Data/BT_Armors.rxdata")
$data_enemies       = load_data("Data/BT_Enemies.rxdata")
$data_troops        = load_data("Data/BT_Troops.rxdata")
$data_states        = load_data("Data/BT_States.rxdata")
$data_animations    = load_data("Data/BT_Animations.rxdata")
$data_tilesets      = load_data("Data/BT_Tilesets.rxdata")
$data_common_events = load_data("Data/BT_CommonEvents.rxdata")
$data_system        = load_data("Data/BT_System.rxdata")
Graphics.frame_count = 0
$game_temp          = Game_Temp.new
$game_system        = Game_System.new
$game_switches      = Game_Switches.new
$game_variables     = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen        = Game_Screen.new
$game_actors        = Game_Actors.new
$game_party         = Game_Party.new
$game_troop         = Game_Troop.new
$game_map           = Game_Map.new
$game_player        = Game_Player.new
$game_party.setup_battle_test_members
$game_temp.battle_troop_id = $data_system.test_troop_id
$game_temp.battle_can_escape = true
$game_map.battleback_name = $data_system.battleback_name
$game_system.se_play($data_system.battle_start_se)
$game_system.bgm_play($game_system.battle_bgm)
$scene = Scene_Battle.new
end
end


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Fantasist

January 08, 2008, 01:51:42 am #3 Last Edit: January 08, 2008, 02:24:00 am by fantasist
Will work on it now :)

EDIT: Replace only the title scene code with the one below. The NGP script doesn't need any changes.


#==============================================================================
# ¦ Scene_Title
#------------------------------------------------------------------------------
#  New Game + EDITION
#==============================================================================

class Scene_Title
def main
if $BTEST
   battle_test
   return
end
$data_actors        = load_data("Data/Actors.rxdata")
$data_classes       = load_data("Data/Classes.rxdata")
$data_skills        = load_data("Data/Skills.rxdata")
$data_items         = load_data("Data/Items.rxdata")
$data_weapons       = load_data("Data/Weapons.rxdata")
$data_armors        = load_data("Data/Armors.rxdata")
$data_enemies       = load_data("Data/Enemies.rxdata")
$data_troops        = load_data("Data/Troops.rxdata")
$data_states        = load_data("Data/States.rxdata")
$data_animations    = load_data("Data/Animations.rxdata")
$data_tilesets      = load_data("Data/Tilesets.rxdata")
$data_common_events = load_data("Data/CommonEvents.rxdata")
$data_system        = load_data("Data/System.rxdata")
$game_system = Game_System.new
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.title($data_system.title_name)


@continue_enabled = true
@new_game_plus_enabled=false

(0..3).each {|i|
      dummy_var=Scene_New_Game_Plus.new
      filename = "Save#{i+1}.sav"
     if FileTest.exist?(filename)
       @continue_enabled = true
         if dummy_var.game_completed(filename)
           @new_game_plus_enabled=true
         end
       end
     }
     
s1 = "New Game"
s2 = "Continue"
s3 = "Shutdown"
s4 = "New Game Plus"
cmds = [s1, s2, s3]
cmds.push(s4) if @new_game_plus_enabled
@command_window = Window_Command.new(192, cmds)
@command_window.opacity = 255
 
#The next block of code allows some added customization to the title screen.
#---------------------------------------------------------------------------------------------------------------------------------------------
@command_window.x = 250 # distance in pixels from left side of scrren to upper left side of window
@command_window.y = 250 # distance in pixels from top of screen to top of window
@command_window.contents.font.size = $fontsize  #Font size for items in the window
                                                                             #(if letters are cropped increase window width at line 36)
@command_window.contents.font.name = $fontface #font face for window items
@command_text_color=Color.new(255,255,255,255) #custom 32 bit color for the SELECTABLE window items
                                                                                         #(disabled items displayed in the systmes "disabled" color

#--------------------------------------------------------------------------------------------- 

if @continue_enabled
   @command_window.index = 1
else
   @command_window.disable_item(1)
end
#----------Draw different colored text--------------------------------------
@command_window.draw_item(0,@command_text_color) # New Game
@command_window.draw_item(1,@command_text_color ) if @continue_enabled # Continue
@command_window.draw_item(2,@command_text_color) # Exit
@command_window.draw_item(3,@command_text_color) if @new_game_plus_enabled # NG+
#--------------------------------------------------------------------------------
$game_system.bgm_play($data_system.title_bgm)
Audio.me_stop
Audio.bgs_stop
Graphics.transition
loop do
   Graphics.update
   Input.update
   update
   if $scene != self
     break
   end
end
Graphics.freeze

@command_window.dispose
@sprite.bitmap.dispose
@sprite.dispose
end

#-----------------------------------------------------------
def update

@command_window.update

if Input.trigger?(Input::C)
   case @command_window.index
   when 0
     command_new_game
   when 1
     command_continue
   when 2
     command_shutdown
   when 3
     command_new_game_plus
     end
  end
end
# ------------------------------------ 
def command_new_game
$game_system.se_play($data_system.decision_se)
Audio.bgm_stop
Graphics.frame_count = 0
$game_temp          = Game_Temp.new
$game_system        = Game_System.new
$game_switches      = Game_Switches.new
$game_variables     = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen        = Game_Screen.new
$game_actors        = Game_Actors.new
$game_party         = Game_Party.new
$game_troop         = Game_Troop.new
$game_map           = Game_Map.new
$game_player        = Game_Player.new
$game_party.setup_starting_members
$game_map.setup($data_system.start_map_id)
$game_player.moveto($data_system.start_x, $data_system.start_y)
$game_player.refresh
$game_map.autoplay
$game_map.update
$scene = Scene_Map.new
end
# ------------------------------------
def command_new_game_plus
unless @new_game_plus_enabled==true
   $game_system.se_play($data_system.buzzer_se)
   return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_New_Game_Plus.new
end
#---------------------------------------------------------------
def command_continue
unless @continue_enabled
   $game_system.se_play($data_system.buzzer_se)
   return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Load.new
end
# ------------------------------------
def command_shutdown
$game_system.se_play($data_system.decision_se)
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
$scene = nil
end
# ------------------------------------
def battle_test
$data_actors        = load_data("Data/BT_Actors.rxdata")
$data_classes       = load_data("Data/BT_Classes.rxdata")
$data_skills        = load_data("Data/BT_Skills.rxdata")
$data_items         = load_data("Data/BT_Items.rxdata")
$data_weapons       = load_data("Data/BT_Weapons.rxdata")
$data_armors        = load_data("Data/BT_Armors.rxdata")
$data_enemies       = load_data("Data/BT_Enemies.rxdata")
$data_troops        = load_data("Data/BT_Troops.rxdata")
$data_states        = load_data("Data/BT_States.rxdata")
$data_animations    = load_data("Data/BT_Animations.rxdata")
$data_tilesets      = load_data("Data/BT_Tilesets.rxdata")
$data_common_events = load_data("Data/BT_CommonEvents.rxdata")
$data_system        = load_data("Data/BT_System.rxdata")
Graphics.frame_count = 0
$game_temp          = Game_Temp.new
$game_system        = Game_System.new
$game_switches      = Game_Switches.new
$game_variables     = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen        = Game_Screen.new
$game_actors        = Game_Actors.new
$game_party         = Game_Party.new
$game_troop         = Game_Troop.new
$game_map           = Game_Map.new
$game_player        = Game_Player.new
$game_party.setup_battle_test_members
$game_temp.battle_troop_id = $data_system.test_troop_id
$game_temp.battle_can_escape = true
$game_map.battleback_name = $data_system.battleback_name
$game_system.se_play($data_system.battle_start_se)
$game_system.bgm_play($game_system.battle_bgm)
$scene = Scene_Battle.new
end
end


May I make a suggestion? The NGP script is not the best of the ones I've seen, it's really messed up. Try finding others if you can.
Do you like ambient/electronic music? Then you should promote a talented artist! Help out here. (I'm serious. Just listen to his work at least!)


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GAX


Rule 2: ShowHide
Quote from: Rule No.2Keep your signatures at reasonable size. The pictures in your signature may altogether be no more than 200kB and take up an area of 1600px2. That means 2 pictures of 400x200 are fine, one picture of 800x200 is fine and so on. Also your pictures height must not exceed 200 pixels, width can be as big as you want as long as your pictures match the other criteria. Every signature not matching this criteria is a subject of the moderator team to remove and leave this rule as message in your signature.

Fantasist

January 08, 2008, 02:29:17 am #5 Last Edit: January 08, 2008, 02:31:50 am by fantasist
It appears if it's enabled, instead of appearing all the time but disabled.

EDIT:

Paste this:
@new_game_plus_enabled = $DEBUG

just above the lines
s1 = "New Game"
s2 = "Continue"
.
.

and the option will appear during debug mode.
Do you like ambient/electronic music? Then you should promote a talented artist! Help out here. (I'm serious. Just listen to his work at least!)


The best of freeware reviews: Gizmo's Freeware Reviews




GAX

Still not working, it wont start up NewGame+ when I have the switch turned on.  I've got like, two save files with the New Game + Switch turned on, and none of them are starting up.

Rule 2: ShowHide
Quote from: Rule No.2Keep your signatures at reasonable size. The pictures in your signature may altogether be no more than 200kB and take up an area of 1600px2. That means 2 pictures of 400x200 are fine, one picture of 800x200 is fine and so on. Also your pictures height must not exceed 200 pixels, width can be as big as you want as long as your pictures match the other criteria. Every signature not matching this criteria is a subject of the moderator team to remove and leave this rule as message in your signature.

Fantasist

January 08, 2008, 02:56:09 am #7 Last Edit: January 08, 2008, 03:01:34 am by fantasist
I think I see the problem, hang on...

EDIT: It was not what I thought, and it worked fine for me.
Do you like ambient/electronic music? Then you should promote a talented artist! Help out here. (I'm serious. Just listen to his work at least!)


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Nortos

Also once this is all done ect you might want to edit these out that is unless want open to public or just for ur game GAX

GAX

I'm okay with keeping the modified New Game Plus script available, it's been in need of tweaking for a while.

The only one I might remove is the vertical menu when it's done, but that might stay open to public too, you never know.

Rule 2: ShowHide
Quote from: Rule No.2Keep your signatures at reasonable size. The pictures in your signature may altogether be no more than 200kB and take up an area of 1600px2. That means 2 pictures of 400x200 are fine, one picture of 800x200 is fine and so on. Also your pictures height must not exceed 200 pixels, width can be as big as you want as long as your pictures match the other criteria. Every signature not matching this criteria is a subject of the moderator team to remove and leave this rule as message in your signature.

GAX


Rule 2: ShowHide
Quote from: Rule No.2Keep your signatures at reasonable size. The pictures in your signature may altogether be no more than 200kB and take up an area of 1600px2. That means 2 pictures of 400x200 are fine, one picture of 800x200 is fine and so on. Also your pictures height must not exceed 200 pixels, width can be as big as you want as long as your pictures match the other criteria. Every signature not matching this criteria is a subject of the moderator team to remove and leave this rule as message in your signature.

Nortos


GAX

Just checking if anyone's been working on this.

I have a bitchin title screen in the works for Chaotic Fury, but I need this kind of menu setup for it to work right.

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Nortos

I know how to swap it between horizontal and vertical but do you want a command window or just images like the MOG title screen?

GAX


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Quote from: Rule No.2Keep your signatures at reasonable size. The pictures in your signature may altogether be no more than 200kB and take up an area of 1600px2. That means 2 pictures of 400x200 are fine, one picture of 800x200 is fine and so on. Also your pictures height must not exceed 200 pixels, width can be as big as you want as long as your pictures match the other criteria. Every signature not matching this criteria is a subject of the moderator team to remove and leave this rule as message in your signature.

Nortos

yeah same I'll get to work for u might have up in couple days hopefully but I dnt think I'll be able to help u with the newgame+ stuff

Fantasist

Moving images are an easy solution, nice :) I'll take care of the NGP if you can't do it but do try Nortos.
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Nortos

January 19, 2008, 01:58:18 am #17 Last Edit: January 19, 2008, 02:00:13 am by Nortos
here's the moving images on x axis insead of y Fantasist can edit it further with the new game plus stuff cos I wasn't sure what was wrong with that I haven't really looked at it
http://www.sendspace.com/file/eyigd3

To change the images for words just go to the top and it'll say BG_Words_Exit = "" or BG_Words_NewGame = "" you just put your pic into the titles folder of your game folder and write the name of the pic inside the quotation marks remember to make the image of the writing 640x480 as it's the easiest way

GAX

Well, that's fine and all...BUT YOU ENCRYPTED THE FILE SO YOU CAN'T GET INTO THE SCRIPTS >.<

Rule 2: ShowHide
Quote from: Rule No.2Keep your signatures at reasonable size. The pictures in your signature may altogether be no more than 200kB and take up an area of 1600px2. That means 2 pictures of 400x200 are fine, one picture of 800x200 is fine and so on. Also your pictures height must not exceed 200 pixels, width can be as big as you want as long as your pictures match the other criteria. Every signature not matching this criteria is a subject of the moderator team to remove and leave this rule as message in your signature.

Nortos

January 20, 2008, 02:42:01 am #19 Last Edit: January 20, 2008, 02:46:18 am by Nortos
wtf I don't remember...sorry lol k I'm uploading new one...
EDIT:
here it's http://www.sendspace.com/file/67849i