I am making a subway surfers game in C but I can't convert the code to the calculator format on my laptop so can someone please convert the following code. by the way this code is in C. I used claude so it might be horrible.

Code:
#include <tice.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>

#define SCREEN_WIDTH 320
#define SCREEN_HEIGHT 240

// Draw animated subway train
void drawTrain(int offset) {
    // Train body
    gfx_FillRectangle(50 + offset, 30, 80, 25, 224);  // Cyan
    gfx_Rectangle(50 + offset, 30, 80, 25, 255);      // White border
   
    // Windows
    for (int i = 0; i < 3; i++) {
        gfx_FillRectangle(60 + (i * 20) + offset, 35, 12, 12, 16);  // Dark windows
    }
   
    // Wheels
    gfx_FillCircle(65 + offset, 60, 5, 255);  // White wheels
    gfx_FillCircle(115 + offset, 60, 5, 255);
}

// Draw player character
void drawPlayer(int x, int y) {
    // Head
    gfx_FillCircle(x, y - 10, 5, 224);  // Cyan
   
    // Body
    gfx_FillRectangle(x - 3, y - 5, 6, 8, 51);  // Blue
   
    // Legs
    gfx_FillRectangle(x - 2, y + 3, 2, 5, 224);  // Cyan legs
    gfx_FillRectangle(x + 1, y + 3, 2, 5, 224);
}

// Draw obstacle
void drawObstacle(int x, int y) {
    gfx_FillRectangle(x, y, 15, 20, 226);  // Red obstacle
    gfx_Rectangle(x, y, 15, 20, 255);      // White border
}

// Draw animated background (moving tracks)
void drawTracks(int offset) {
    gfx_SetTextFG(160);  // Gray
   
    for (int i = 0; i < 15; i++) {
        int y = 120 + (i * 15) - (offset % 15);
        gfx_HorizLine(0, y, SCREEN_WIDTH, 160);
    }
   
    // Vertical track dividers
    gfx_VertLine(100, 80, 160, 160);
    gfx_VertLine(200, 80, 160, 160);
}

// Draw gradient background
void drawBackground(void) {
    // Sky gradient (blue to darker blue)
    for (int y = 0; y < 100; y++) {
        int color = 32 + (y / 8);
        gfx_HorizLine(0, y, SCREEN_WIDTH, color);
    }
   
    // Ground area (darker)
    gfx_FillRectangle(0, 100, SCREEN_WIDTH, 140, 16);
}

// Draw main title with style
void drawTitle(void) {
    gfx_SetTextScale(3, 3);
    gfx_SetTextFG(224);  // Bright cyan
    gfx_PrintStringXY("SUBWAY", 90, 15);
    gfx_PrintStringXY("SURFERS", 85, 35);
   
    gfx_SetTextScale(1, 1);
    gfx_SetTextFG(226);  // Red accent
    gfx_PrintStringXY(">> CE <<", 135, 55);
}

// Draw menu button
void drawMenuButton(int x, int y, int width, int height, const char *text, int selected) {
    if (selected) {
        // Neon glow effect for selected
        gfx_FillRectangle(x - 2, y - 2, width + 4, height + 4, 224);  // Cyan glow
        gfx_FillRectangle(x, y, width, height, 51);  // Blue button
        gfx_SetTextFG(255);  // White text
    } else {
        gfx_FillRectangle(x, y, width, height, 33);  // Dark cyan
        gfx_SetTextFG(224);  // Cyan text
    }
   
    // Border
    gfx_Rectangle(x, y, width, height, 224);
   
    // Draw text centered
    gfx_SetTextScale(1, 1);
    int textLen = strlen(text);
    int textX = x + (width / 2) - (textLen * 3);
    int textY = y + (height / 2) - 4;
    gfx_PrintStringXY(text, textX, textY);
}

// Draw stats panel
void drawStatsPanel(void) {
    gfx_FillRectangle(10, 75, 140, 40, 16);  // Dark background
    gfx_Rectangle(10, 75, 140, 40, 224);     // Cyan border
   
    gfx_SetTextScale(1, 1);
    gfx_SetTextFG(224);  // Cyan text
    gfx_PrintStringXY("HIGH SCORE: 15420", 15, 80);
    gfx_PrintStringXY("COINS: 2840", 15, 92);
}

int main(void) {
    gfx_Begin();
    gfx_SetDrawBuffer();
   
    int selected = 0;
    int numOptions = 3;
    int animOffset = 0;
    int frameCount = 0;
   
    while (1) {
        frameCount++;
        animOffset = frameCount % 100;
       
        // Draw background
        drawBackground();
       
        // Draw animated tracks
        drawTracks(animOffset);
       
        // Draw animated train at top
        drawTrain(-150 + animOffset);
       
        // Draw title
        drawTitle();
       
        // Draw stats
        drawStatsPanel();
       
        // Draw menu buttons
        const char *options[] = {"PLAY GAME", "SETTINGS", "EXIT"};
       
        for (int i = 0; i < numOptions; i++) {
            int y = 130 + (i * 35);
            drawMenuButton(70, y, 180, 28, options[i], (i == selected));
        }
       
        // Draw footer instructions
        gfx_SetTextScale(1, 1);
        gfx_SetTextFG(160);  // Gray
        gfx_PrintStringXY("UP/DOWN to select | ENTER to play", 50, 235);
       
        gfx_SwapDraw();
       
        // Handle input
        kb_Scan();
       
        if (kb_Data[6] & kb_Up) {
            selected--;
            if (selected < 0) selected = numOptions - 1;
            delay(150);
        }
       
        if (kb_Data[6] & kb_Down) {
            selected++;
            if (selected >= numOptions) selected = 0;
            delay(150);
        }
       
        if (kb_Data[6] & kb_Enter) {
            gfx_End();
           
            switch (selected) {
                case 0:
                    // Launch game
                    break;
                case 1:
                    // Settings
                    break;
                case 2:
                    // Exit
                    break;
            }
           
            return 0;
        }
       
        if (kb_Data[6] & kb_Clear) {
            gfx_End();
            return 0;
        }
    }
   
    gfx_End();
    return 0;
}
Where did kb_Data come from? I'm pretty sure that doesn't exist in CE C. Maybe add a thing that stores the keyboard input into kb_Data. In my program, I used
Code:
key = os_GetCSC();
to get user input.
Ya I am using claude so I have a lot of mistakes but I am testing it over and over.
I also found a lot more bugs. Almost all of the gfx commands have one more argument than expected. Here's a fixed version of the graphX code
Code:
#include <tice.h>
#include <graphx.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>

#define SCREEN_WIDTH 320
#define SCREEN_HEIGHT 240

// Draw animated subway train
void drawTrain(int offset) {
    // Train body
    gfx_FillRectangle(50 + offset, 30, 80, 25);  // Cyan
    gfx_Rectangle(50 + offset, 30, 80, 25);      // White border

    // Windows
    for (int i = 0; i < 3; i++) {
        gfx_FillRectangle(60 + (i * 20) + offset, 35, 12, 12);  // Dark windows
    }

    // Wheels
    gfx_FillCircle(65 + offset, 60, 5);  // White wheels
    gfx_FillCircle(115 + offset, 60, 5);
}

// Draw player character
void drawPlayer(int x, int y) {
    // Head
    gfx_FillCircle(x, y - 10, 5);  // Cyan

    // Body
    gfx_FillRectangle(x - 3, y - 5, 6, 8);  // Blue

    // Legs
    gfx_FillRectangle(x - 2, y + 3, 2, 5);  // Cyan legs
    gfx_FillRectangle(x + 1, y + 3, 2, 5);
}

// Draw obstacle
void drawObstacle(int x, int y) {
    gfx_FillRectangle(x, y, 15, 20);  // Red obstacle
    gfx_Rectangle(x, y, 15, 20);      // White border
}

// Draw animated background (moving tracks)
void drawTracks(int offset) {
    gfx_SetTextFG(160);  // Gray

    for (int i = 0; i < 15; i++) {
        int y = 120 + (i * 15) - (offset % 15);
        gfx_HorizLine(0, y, SCREEN_WIDTH);
    }

    // Vertical track dividers
    gfx_VertLine(100, 80, 160);
    gfx_VertLine(200, 80, 160);
}

// Draw gradient background
void drawBackground(void) {
    // Sky gradient (blue to darker blue)
    for (int y = 0; y < 100; y++) {
        int color = 32 + (y / 8);
        gfx_HorizLine(0, y, SCREEN_WIDTH);
    }

    // Ground area (darker)
    gfx_FillRectangle(0, 100, SCREEN_WIDTH, 140);
}

// Draw main title with style
void drawTitle(void) {
    gfx_SetTextScale(3, 3);
    gfx_SetTextFG(224);  // Bright cyan
    gfx_PrintStringXY("SUBWAY", 90, 15);
    gfx_PrintStringXY("SURFERS", 85, 35);

    gfx_SetTextScale(1, 1);
    gfx_SetTextFG(226);  // Red accent
    gfx_PrintStringXY(">> CE <<", 135, 55);
}

// Draw menu button
void drawMenuButton(int x, int y, int width, int height, const char *text, int selected) {
    if (selected) {
        // Neon glow effect for selected
        gfx_FillRectangle(x - 2, y - 2, width + 4, height + 4);  // Cyan glow
        gfx_FillRectangle(x, y, width, height);  // Blue button
        gfx_SetTextFG(255);  // White text
    } else {
        gfx_FillRectangle(x, y, width, height);  // Dark cyan
        gfx_SetTextFG(224);  // Cyan text
    }


    // Border
    gfx_Rectangle(x, y, width, height);

    // Draw text centered
    gfx_SetTextScale(1, 1);
    int textLen = strlen(text);
    int textX = x + (width / 2) - (textLen * 3);
    int textY = y + (height / 2) - 4;
    gfx_PrintStringXY(text, textX, textY);
}

// Draw stats panel
void drawStatsPanel(void) {
    gfx_FillRectangle(10, 75, 140, 40);  // Dark background
    gfx_Rectangle(10, 75, 140, 40);     // Cyan border

    gfx_SetTextScale(1, 1);
    gfx_SetTextFG(224);  // Cyan text
    gfx_PrintStringXY("HIGH SCORE: 15420", 15, 80);
    gfx_PrintStringXY("COINS: 2840", 15, 92);
}

int main(void) {
    gfx_Begin();
    gfx_SetDrawBuffer();

    int selected = 0;
    int numOptions = 3;
    int animOffset = 0;
    int frameCount = 0;

    while (1) {
        frameCount++;
        animOffset = frameCount % 100;

        // Draw background
        drawBackground();

        // Draw animated tracks
        drawTracks(animOffset);

        // Draw animated train at top
        drawTrain(-150 + animOffset);

        // Draw title
        drawTitle();

        // Draw stats
        drawStatsPanel();

        // Draw menu buttons
        const char *options[] = {"PLAY GAME", "SETTINGS", "EXIT"};

        for (int i = 0; i < numOptions; i++) {
            int y = 130 + (i * 35);
            drawMenuButton(70, y, 180, 28, options[i], (i == selected));
        }

        // Draw footer instructions
        gfx_SetTextScale(1, 1);
        gfx_SetTextFG(160);  // Gray
        gfx_PrintStringXY("UP/DOWN to select | ENTER to play", 50, 235);

        gfx_SwapDraw();
I'm not going to go down the rabbit hole that is the keypad detection.
Ok thanks.
Ok people now try this.

Code:
#include <tice.h>
#include <graphx.h>
#include <keypadc.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>

#define SCREEN_WIDTH 320
#define SCREEN_HEIGHT 240

void drawBackground(void) {
    gfx_SetColor(0);
    gfx_FillScreen(0);
   
    for (int y = 0; y < 100; y++) {
        int color = 32 + (y / 8);
        gfx_SetColor(color);
        gfx_HorizLine(0, y, SCREEN_WIDTH);
    }
   
    gfx_SetColor(16);
    gfx_FillRectangle(0, 100, SCREEN_WIDTH, 140);
}

void drawTitle(void) {
    gfx_SetTextScale(3, 3);
    gfx_SetColor(224);
    gfx_PrintStringXY("SUBWAY", 90, 15);
    gfx_PrintStringXY("SURFERS", 85, 35);
   
    gfx_SetTextScale(1, 1);
    gfx_SetColor(226);
    gfx_PrintStringXY(">> CE <<", 135, 55);
}

void drawMenuButton(int x, int y, int width, int height, const char *text, int selected) {
    if (selected) {
        gfx_SetColor(224);
        gfx_FillRectangle(x, y, width, height);
        gfx_SetColor(255);
    } else {
        gfx_SetColor(33);
        gfx_FillRectangle(x, y, width, height);
        gfx_SetColor(224);
    }
   
    gfx_Rectangle(x, y, width, height);
   
    gfx_SetTextScale(1, 1);
    gfx_PrintStringXY(text, x + 10, y + 8);
}

int main(void) {
    gfx_Begin();
    gfx_SetDrawBuffer();
   
    int selected = 0;
    int numOptions = 3;
    uint8_t prevKeys = 0;
   
    while (1) {
        drawBackground();
        drawTitle();
       
        const char *options[] = {"PLAY GAME", "SETTINGS", "EXIT"};
       
        for (int i = 0; i < numOptions; i++) {
            int y = 130 + (i * 35);
            drawMenuButton(70, y, 180, 28, options[i], (i == selected));
        }
       
        gfx_SetTextScale(1, 1);
        gfx_SetColor(160);
        gfx_PrintStringXY("UP/DOWN | CLEAR exit", 100, 235);
       
        gfx_SwapDraw();
       
        kb_Scan();
        uint8_t currKeys = kb_Data[6];
       
        // Up arrow pressed
        if ((currKeys & kb_Up) && !(prevKeys & kb_Up)) {
            selected--;
            if (selected < 0) selected = numOptions - 1;
        }
       
        // Down arrow pressed
        if ((currKeys & kb_Down) && !(prevKeys & kb_Down)) {
            selected++;
            if (selected >= numOptions) selected = 0;
        }
       
        // Clear pressed
        if ((currKeys & kb_Clear) && !(prevKeys & kb_Clear)) {
            break;
        }
       
        prevKeys = currKeys;
    }
   
    gfx_End();
    return 0;
}
Is there any way we can help you set up a local development environment? Can you use the web-based TI-Planet project builder?

I emphatically recommend that you learn C yourself (not just the various parts of the syntax, but how to use them and put pieces together to get the behavior you want) before attempting to use the AI tools that are trying so desperately to keep you unskilled and dependent on them.
Thanks but I am getting pretty far with the homescreen I just need help a little with the following code.

Code:
#include <tice.h>
#include <graphx.h>
#include <keypadc.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>

#define SCREEN_WIDTH 320
#define SCREEN_HEIGHT 240

void drawBackground(void) {
    gfx_SetColor(0);
    gfx_FillScreen(0);
   
    // Bright neon sky gradient
    for (int y = 0; y < 100; y++) {
        int color = 128 + (y / 12);
        gfx_SetColor(color);
        gfx_HorizLine(0, y, SCREEN_WIDTH);
    }
   
    // Dark ground
    gfx_SetColor(16);
    gfx_FillRectangle(0, 100, SCREEN_WIDTH, 140);
}

void drawTrain(void) {
    // ===== MAIN BODY (TALL & NARROW) =====
    gfx_SetColor(200);
    gfx_FillRectangle(110, 100, 100, 85);
    gfx_SetColor(255);
    gfx_Rectangle(110, 100, 100, 85);
   
    // Dark stripe at top
    gfx_SetColor(51);
    gfx_FillRectangle(115, 100, 90, 10);
   
    // ===== ROOF DETAIL =====
    gfx_SetColor(180);
    gfx_FillRectangle(110, 98, 100, 2);
   
    // ===== THREE LARGE WINDOWS (STACKED VERTICALLY) =====
    // Top window
    gfx_SetColor(16);
    gfx_FillRectangle(120, 112, 80, 12);
    gfx_SetColor(180);
    gfx_FillRectangle(125, 115, 70, 8);
   
    // Middle window
    gfx_SetColor(16);
    gfx_FillRectangle(120, 128, 80, 12);
    gfx_SetColor(180);
    gfx_FillRectangle(125, 131, 70, 8);
   
    // Bottom window
    gfx_SetColor(16);
    gfx_FillRectangle(120, 144, 80, 12);
    gfx_SetColor(180);
    gfx_FillRectangle(125, 147, 70, 8);
   
    // ===== HEADLIGHTS =====
    gfx_SetColor(226);
    gfx_FillCircle(115, 108, 5);
    gfx_FillCircle(205, 108, 5);
    gfx_SetColor(255);
    gfx_FillCircle(115, 108, 2);
    gfx_FillCircle(205, 108, 2);
}

void drawTitle(void) {
    gfx_SetTextScale(3, 3);
    gfx_SetColor(206);
    gfx_PrintStringXY("SUBWAY", 90, 15);
    gfx_SetColor(141);
    gfx_PrintStringXY("SURFERS", 85, 35);
   
    gfx_SetTextScale(1, 1);
    gfx_SetColor(226);
    gfx_PrintStringXY(">> CE <<", 135, 55);
}

void drawMenuButton(int x, int y, int width, int height, const char *text, int selected) {
    if (selected) {
        // Selected: bright neon colors
        gfx_SetColor(206);
        gfx_FillRectangle(x - 3, y - 3, width + 6, height + 6);
        gfx_SetColor(141);
        gfx_FillRectangle(x, y, width, height);
        gfx_SetColor(255);
    } else {
        // Unselected: darker colors
        gfx_SetColor(16);
        gfx_FillRectangle(x, y, width, height);
        gfx_SetColor(200);
    }
   
    gfx_Rectangle(x, y, width, height);
   
    gfx_SetTextScale(1, 1);
    gfx_PrintStringXY(text, x + 10, y + 8);
}

void drawMenuBackground(void) {
    // Semi-transparent dark overlay - lighter so train shows through
    gfx_SetColor(40);
    for (int i = 0; i < 3; i++) {
        gfx_FillRectangle(0, 130 + (i * 35), SCREEN_WIDTH, 28);
    }
}

int main(void) {
    gfx_Begin();
    gfx_SetDrawBuffer();
   
    int selected = 0;
    int numOptions = 3;
    uint8_t prevKeys = 0;
   
    while (1) {
        drawBackground();
        drawTrain();
        drawTitle();
        drawMenuBackground();
       
        const char *options[] = {"PLAY GAME", "SETTINGS", "EXIT"};
       
        for (int i = 0; i < numOptions; i++) {
            int y = 140 + (i * 35);
            drawMenuButton(70, y, 180, 28, options[i], (i == selected));
        }
       
        gfx_SetTextScale(1, 1);
        gfx_SetColor(206);
        gfx_PrintStringXY("UP/DOWN | CLEAR exit", 100, 235);
       
        gfx_SwapDraw();
       
        kb_Scan();
        uint8_t currKeys = kb_Data[6];
       
        if ((currKeys & kb_Up) && !(prevKeys & kb_Up)) {
            selected--;
            if (selected < 0) selected = numOptions - 1;
        }
       
        if ((currKeys & kb_Down) && !(prevKeys & kb_Down)) {
            selected++;
            if (selected >= numOptions) selected = 0;
        }
       
        if ((currKeys & kb_Clear) && !(prevKeys & kb_Clear)) {
            break;
        }
       
        prevKeys = currKeys;
    }
   
    gfx_End();
    return 0;
}

i dont want to see purple stripes across the screen and dont want a background for the menu options I want the train there but can I make the menu option words a little larger? I also want the menu to kinda be translucent.
claculator wrote:
Where did kb_Data come from? I'm pretty sure that doesn't exist in CE C. Maybe add a thing that stores the keyboard input into kb_Data. In my program, I used
Code:
key = os_GetCSC();
to get user input.

This is incorrect, see the keypadc documentation.

EDIT: The key input looks pretty much alright to me in the original code that was posted, but the directional keys (up, down, left, right) are in kb_Data[7], not 6, as per the documentation.
EDIT 2: There are a lot of pretty glaring issues after looking at this for a few more minutes, I'd just suggest scrapping it and trying again yourself. The TI-Planet Project Builder is a good resource to get started right away/work across multiple machines, and you'll probably want to install the toolchain locally at some point too.
epsilon5 wrote:
claculator wrote:
Where did kb_Data come from? I'm pretty sure that doesn't exist in CE C. Maybe add a thing that stores the keyboard input into kb_Data. In my program, I used
Code:
key = os_GetCSC();
to get user input.

This is incorrect, see the keypadc documentation.

EDIT: The key input looks pretty much alright to me in the original code that was posted, but the directional keys (up, down, left, right) are in kb_Data[7], not 6, as per the documentation.
EDIT 2: There are a lot of pretty glaring issues after looking at this for a few more minutes, I'd just suggest scrapping it and trying again yourself. The TI-Planet Project Builder is a good resource to get started right away/work across multiple machines, and you'll probably want to install the toolchain locally at some point too.

Ok thank you. Can you tell me what is messed up?
Try using TI-Planet's project builder. It has already been recommended multiple times in this thread, and it has really good error detection for CE C projects. Also, if kb_data is valid, why is the project builder screaming at me for having it?
Well I was using Source Coder.
Try switching over to The project builder, it is much more reliable for CE programming, and even has built-in CEmu, so you don't have to send it to your calc to test it!
no, this is not an ad, the PB is just that good lol
Ya well I don't understand it.
calcgeek wrote:
Ya well I don't understand it.

We do not understand anything until we put in the effort to understand it. I can tell you that learning C and writing your own code and debugging it and truly understanding it is one of the most rewarding experiences. There are lots of resources to learn how to code in C for the CE, you should take advantage of them. While AI is a helpful tool in some cases, I've found in 99% of cases the code I wrote was better, even though I only know the basics.
jasper7474 wrote:
calcgeek wrote:
Ya well I don't understand it.

We do not understand anything until we put in the effort to understand it. I can tell you that learning C and writing your own code and debugging it and truly understanding it is one of the most rewarding experiences. There are lots of resources to learn how to code in C for the CE, you should take advantage of them. While AI is a helpful tool in some cases, I've found in 99% of cases the code I wrote was better, even though I only know the basics.
Exactly. You'll never be a software developer, especially in the age of AI, without knowing how to read and understand code, and be able to mentally execute it in your head. In writing your own programs from scratch, you need to know how to take a concept, break it down into functional blocks and control flow, and then translate that into code in your language of choice, and to read code from other developers, you need to be able to do the reverse process. And with AI-assisted program creation, you particularly need to be able to understand whatever the LLM has dumped out, slop or otherwise, to spot the subtle bugs, inefficiencies, and where the LLM doesn't understand what you're trying to do or isn't familiar with your platform. I've taught more than enough CS students in the pre-LLM days that similarly don't understand what their code (or code they've copy-pasted from the internet) works and just make random changes to try to get it to work, to know that this approach still won't work when you're working with LLM-generated code.

If you're not willing to put in the time, the focus, or the attention span to sit down with code and understand it, software engineering is going to be a very unrewarding and unsuccessful hobby or career for you.
What the others wrote... Becoming a proper software developer - or proper practitioner of most activities, in fact - takes time and effort 🙂
In fact, being a sufficiently experienced software developer is a requirement for adequate usage of trained computer monkeys ala LLM: besides the functional and non-functional knowledge needed even without a LLM in the loop, which starts by making sure that the output corresponds to the specification, you won't go far if you don't have the knowledge required to detect most of the unavoidable mistakes caused by the usage of a tool which encodes a subset of human knowledge, of varying quality, into a lossy form, prone to injection of unrelated and wrong content...
Thank you everyone and I am going to take the advice to heart. I have actually realized that and I went on google and found as many resources as I could. I will start looking at them one at a time and will do code without AI. I will start with the basic HELLO WORLD and then move on. Thank you everyone, and I know where to ask if I don't understand something. 😜
What is the problem with the following code?

Code:
#include <stdio.h>
 main()
 {
 printf("hello, world\n");
 }
calcgeek wrote:

What is the problem with the following code?

Code:
#include <stdio.h>
 main()
 {
 printf("hello, world\n");
 }

You need to specify the return type for main,

Code:
int main()
{
// code
}

(I think anything other than "int" is bad practice)
Ok so a few questions.
1: What does INT mean in C?
2: When you wrote // CODE is that a comment?
3: What do you mean by return type?
Thank you.
  
Register to Join the Conversation
Have your own thoughts to add to this or any other topic? Want to ask a question, offer a suggestion, share your own programs and projects, upload a file to the file archives, get help with calculator and computer programming, or simply chat with like-minded coders and tech and calculator enthusiasts via the site-wide AJAX SAX widget? Registration for a free Cemetech account only takes a minute.

» Go to Registration page
Page 1 of 4
» All times are UTC - 5 Hours
 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

 

Advertisement