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Tekken 2 Ver.B (TES2/VER.B) |
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| URL: http://datobase.arcadehits.net/tekken2a |
Manufacturer : Namco ? Year : 1995 ? Category : Fighter / Versus ? Nplayers : 2P sim ? Driver : namcos11.c ? This rom is a clone of tekken2 |
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no samples are needed |
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| no artwork is avalaible | |
| hiscore.dat support : NO | |
| cheat.dat support : YES | |
| command.dat support : NO | |
| romset and CRC info : detail | |
flyer does not exist
snapshot : title screen |
Tekken 2 (c) 1995 Namco.
Two years after winning the original 'King of the Iron Fist' tournament, Kazuya Mishima decides to hold a second tournament in an attempt to finish off his father, Heihachi Mishima, in this sequel to 1994 original. The gameplay in Tekken 2 is identical to that of its predecessor, with one or two players fighting over a series of 3D-rendered backdrops. As before, the fighting system utilises four attack buttons: left punch, right punch, left kick and right kick. Certain button combinations will initiate both standard and special grab and throwing moves. - TECHNICAL - Namco System 11 hardware Game ID : TES Main CPU : PSX (@ 16.9344 Mhz), M37702 (@ 16.384 Mhz) Sound Chips : C352 (@ 16.384 Mhz) Screen orientation : Horizontal Video resolution : 640 x 480 pixels Screen refresh : 60.00 Hz Palette colors : 65536 Players : 2 Control : 8-way joystick Buttons : 4 - TRIVIA - Released in August 1995. The title of this game translates from Japanese as 'Iron Fist 2'. Angel is still called Devil until the Sony PlayStation release. Jun Kazama and Kazuya Mishima aren't connected by any other way other than the fact that Kazuya is the son of Heihachi, who is the owner of the Mishima Zaibatsu and Jun is a worker at a world wildlife NGO. During the Tekken 2 Tournament, Jun Kazama and Kazuya Mishima marry (Namco never elaborated on the nature of their relationship, seeing as how they faced each other in Tekken 2 as opponents). After their marriage, Kazuya is killed by his own father who was jealous of him because Kazuya had the 'devil' inside him which Heihachi has been trying to capture for a long time. Jin is a born after a little time. He is trained by Heihachi... during this Jin's mother is killed by the God of fight (Toshin) or originally 'Ogre' (Ogre appears in the next sequel, "Tekken 3"). Jin keeps practicing until he is 18 and he then participates in Tekken3 to take the revenge of his mother and fathers death. The story continues... NEC Avenue released 2 limited-edition soundtrack albums for this game (Tekken 2 Strike Fighting Vol.1 - NACL-1225 & Tekken 2 Strike Fighting Vol.2 - NACL-1229) respectively on 29/06/1996 and 20/07/1996. - UPDATES - REVISION 1 : * Software version : TES2/VER.A * Build date : 19 :01 :47, AUG 3 1995 * Green text for timer, round, insert coin etc. * No sound when being thrown by another character (like "Tekken"). REVISION 2 : * Software versions : TES2/VER.B, TES3/VER.B * Build date : 10 :39 :16, SEP 29 1995 * Yellow text for timer, round, insert coin etc. * AI is modified, opponents' sound effects were added to almost all throws. * Added some new moves, listed below. - TIPS AND TRICKS - * Basic throws can be escaped by pressing the same buttons as the corresponding throw. A LP+LK throw is escaped by pressing LP+LK, and a RP+RK throw is escaped by pressing RP+RK. * Special throws, as well as back throws, cannot be escaped - use these when in close quarters, but don't abuse them or people (and the CPU) will start ducking under them. * Ultimate Tackle (Paul, Kazuya) can be escaped with RP+RK. The running tackle cannot be escaped however. * Non-grab throws also cannot be escaped : Body Press (Jack-2, P.Jack, Kuma) Frankensteiner (King, Armor King, Roger/Alex) Run Up To Drop (Law) Whirlwind Toss (Wang) Slow Power Punch Combo (Michelle, Wang) Machine Gun Cannon (Michelle) Running Tackle (all) Attack Reversal (Nina, Paul, Jun, Wang, Anna) - 'Chicken' move added in Tekken 3 to counter throw * Tekken 2 also has a few bugs in its moves database : Hammer Punch (Paul, Heihachi, P.Jack). Can be done facing backwards. You can also continue to the Power Punch by following with RP. Geta Stomping (Heihachi). Can be done facing backwards, opoonent must be on ground. Sledge Hammer (Bruce). Can be done facing backwards. Face Crushing Knee (Bruce). On Ver.A machines this causes a sound bug against the opponent, who will use another character's voice half way through. Killer Beam (Devil/Angel). Can be done facing backwards (both standing and flying versions). Special throws (all). Throws like King's Tombstone Pile Driver can be done backwards by reversing the directional input as though you're facing the opponent. * Play As Hidden Characters (even if they aren't selectable yet) : Wang : On the character select screen, highlight Jun/Baek (whoever's default), then press Start, Down, Right, Left, Up P. Jack : Highlight Jack-2, press Down(x2), hold Start and press Up(x2) Armor King : Highlight King, press Left, hold Start, press Left, Right, release Start, press Right Ganryu : Highlight Michelle, hold Start, press Down, Up Bruce : Highlight Lei, press Start(x4) and then Right Kazuya : Highlight Heihachi, press Down, Up, hold Up, press Start(x2), release Up, press Up again For the following characters you have to hold a button before entering the character select... Kunimitsu : Hold LP, then press Start to enter character select, highlight Yoshimitsu, then press Right, Start Kuma : Hold RP, press Start, highlight Paul, press Down, Start, Down Alex : Hold RK, press Start, Up(x2) Roger : Hold LK, press Start, Up(x2) * Fight Roger or Alex on Stage 4 : On the second/final round of Stage 3, defeat the opponent with less than 5% health (so the announcer says 'Great!'). Roger will appear if your character was selected with a punch button, Alex if selected with a kick button. * Fight Kuma on Stage 4 : If you have Roger or Alex and do the same thing Kuma will appear instead. * Each character has a sub-boss (stage 8) depending on who started the game : If Jun (default) was chosen Wang will be on stage 8. Baek is in place of Jun if the "New Character" setting is set to 'Baek & Lei'. If Yoshimitsu was chosen, Kunimitsu will be on stage 8. Nina : Anna. Law : Baek or Jun depending on the "New Character" setting. Heihachi : Lee. Paul : Kuma. Jack-2 : P. Jack. King : Armor King. Michelle : Ganryu. Lei : Bruce. Roger : Alex. Kazuya : Roger, Heihachi on stage 9 (never Alex on stage 8). Devil : Heihachi, Jun on stage 9. If a sub-boss is selected the characters are reversed e.g. selecting Armor King will make King appear. * Tekken 2 Ver.B introduced some new moves into the game : Wang : Whirlwind Toss (throw) - d/f+LP+LK+RK Wang : Dragon Power Punch - b+LP+RP Armor King : Jump to Capital Punishment - u (or u/f), LP+RP Armor King : Jump to Burning Double Knuckle - u (or u/f), LP+RP,d (hold) Armor King : Jump to Moonsault Body Press - u (or u/f), LP+RK Lee : Silver Cyclone - (while crouching) d+LK+RK Lee : Blazing Kick - d,d/b+RK (launches opponent on counter hit) Ganryu : Sumo Popup - b,d/b,d,d/f+1 Ganryu : Take Down - (while fully crouched) d+LP+RP Kuma : Salmon Hunting - b,f+RP+LK Kuma : Head Butt (Stonehead) - RP+RK,b (hold) Kuma : Grizzly Claw - b+LP+RP Kuma : Rolling Bear - b+LP+RP, clockwise 360 x2(?) King : 10-Hit Combo ender - Combos ending in LK can now end in LP for an elbow drop; combo ending with Power Bomb can also end with LP or LK * Some original moves were modified in Tekken 2 Ver.B : Kazuya : Rising Sun combo was given an extra low sweep and named Roundhouse to Triple Spin Kick - u/f+RK,RK,RK,RK Jack-2 : Volcano Blaster move notation was changed - Ver.A is d/f,d/f+LP, Ver.B is d/f+d/f+RP+RK Ganryu : Thunder Slap move notation was changed - Ver.A is d,d/f+RP, Ver.B is d/f+RP+LK - SERIES - 1. Tekken (1994) 2. Tekken 2 (1995) 3. Tekken 3 (1996) 4. Tekken Tag Tournament (1999) 5. Tekken 4 (2001) 6. Tekken Advance (2001, Nintendo Game Boy Advance) 7. Tekken 5 (2004) 8. Tekken 5 Dark Resurrection (2005) 9. Tekken 6 (2007) 10. Tekken 6 - Bloodline Rebellion (2008) - STAFF - Director & Main designer : Seiichi Ishii Coordinator : Masamichi Abe Game coordinator : Yutaka Kounoe Motion manager : Masahiro Kimoto Motion works : hiroaki Yotoriyama, Masataka Ishiguro Character designers : Kenichi Isozaki, Yuichirou Komoruya, Miki Maemori, Daisuke Tsushima, Hitomi Kusano Motion designers : Hitoshi Matsuda, Fuminori Tsuchiya, Hanae Karasawa Visual designers : Hiroko Ohnishi, Yoshinari Mizushima, Kazuaki Fujimoto, Hideto Yamada Logo & Graphic designers : Hideaki Ito Opening CG : Yasushi Nidaira, Isao M Nakayama Visual system support : Tetsuya Okamoto Technical animation support : Nobuyasu Asano, Yoshihito Ibe Design supervisor : Junichi Kawamura, Satoru Yamada Program supervisor : Katsuo Nakamura Main programmer : Masanori Yamada Game programmer : Maoki Ito System programmer : Yoshihito Saito Movie & Enemy programmer : Kiyomi Moriya Stage & Effect programmer : Toshihiro Itou Test mode programmer : Kazuyuki Nikaido Tool support : Norimasa Matsuura Optimize program : Shizuka Matsuda Sound creators : Yoshie Takayanagi, Yoshie Arakawa Hardware support : Tohru Ogawa, Hideto Yamazaki, Nobuhiro Tanaka, Hiromichi Kawaguchi Coordinate support : Toshiya Hara, Shinichi Tsuruya, Atsushi Koyama, Kazuo Takahashi, Mitshuaki Ishii, Tsuyoshi Kiuchi, Akiya Ikeda, Kazuhisa Takahashi, Kow Yasuda, Ryo Sakamoto, Takashi Satsukawa Producer : Hajime Nakatani - PORTS - * Consoles : Sony PlayStation (1996) Sony PlayStation (2003, "Tekken 2 / Soul Blade") : PAL release only. Possibly the same as the 1996 PSX port. Sony PlayStation 2 (2005, "Tekken 5 Ultimate Collectors Edition") Sony Playstation 2 (2005, "Tekken 5") : available in the arcade history mode, with all fighters in the arcade version unlocked. Note : The AI on the Sony PlayStation release is noticeably different to that of the arcade (both versions). The version of Tekken 2 in Tekken 5's Arcade History mode is that of Tekken 2 Ver. B, with simulated sound effects mostly from the PSX home version. - SOURCES - Game's rom. Machine's picture. from game history database (history.dat) |
| picture
: marquee
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| informations
from mame info database (mameinfo.dat) mameinfo.dat for tekken2 |
cabinet does not exist snapshot : in game |
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0.74u2 [?]
0.71 [?] WIP : - 0.122u2: Phil Bennett replaced tekken2/tekken2a/tekken2b 'tes1wave.8k' ROM with the correct, non-byte-swapped dump. - 10th June 2006: smf - Back in 2003, Tekken 2 looked old and busted in MAME. There were two hurdles to getting it working properly. The major one was it's reliance on a pre-release version of the GPU ( also required by Tekken and Crypt Killer ). I'll cover how that was reverse engineered another time. We now get this: This is because of a bug in the following code, that works on real hardware because of how the processor works (80107d8c bgtz t9,$80107d18; 80107d90 mfc2 t0,sz1; 80107d94 mfc2 t1, sz2; 80107d98 mfc2 t2, sz3 and 80107d18 mtc2 t0, vxy0; 80107d1c mtc2 t1, vz0; 80107d20 mtct2 t2, vxy1). When t0 is moved into vxy0 at 8010d718 it needs to contain the value it had before sz1 is moved into t0 at 80107d90. This is because the results of some operations on the R3000 do not show up until after the next instruction. This is something that most emulators don't bother with, as all R3000 documentation tell you not to write code that does it. At the time I was told by FarFetch'd that the CPU in the PSX had a feature from the later MIPS processors, where it detected this condition and waited an extra clock cycle until the result showed up. But on the PSX it had a bug where it didn't work if you were in the delay slot of a branch. Code was added to MAME to emulate this & Tekken 2 looks much better. The only problem with this, is that the PSX has no such feature. At least not on the console I have in front of me. Just recently I have put together a unit test framework for the PlayStation, which makes it easy to run little fragments of code and test the results. I based the idea on nunit, which is a unit test framework for c#. I implemented try/catch & any cpu exceptions get turned into my own type of exception, so you can write tests that check for them & if you get one when you didn't except it then that is classed as a failure. I wrote a few tests based on the information I was given back in 2003, which worked in MAME but reported a failure on my console. I thought that maybe it was just moving data to and from the GTE, but the more tests I write the more it shows the PSX is no different from other R3000 series CPU's. As the tests are automated they can be run any time a change is made & they will also run on any emulator ( or any console ). All thats left is to add more tests, I guess I should have written this a few years ago. - 0.100: R. Belmont fully shared the sound part of the MCU RAM for System 11. This allows games to read back the song names and fixes the sound test menu in Tekken and Tekken 2. - 0.79: Added new cpu2 and sound1 roms. - 20th October 2003: smf sent in a major update to the Namco System 11 driver, making Tekken, Tekken 2, Xevious 3D/G and Prime Goal EX work. - 0.74u2: Added Tekken 2 Ver.B (TES3/VER.B) (Namco 1995) and clones (TES2/VER.B) and (TES2/VER.A). - 0.71: Added (Testdrivers) Tekken 2 (10:39:16, SEP 2 TES3/VER.B) and clones (19:01:47, AUG TES2/VER.A) and (10:39:16, SEP 2 TES2/VER.B). - 4th June 2003: Guru - Dumped another version of Tekken 2. - 19th October 2002: Guru - Tekken 2 Ver. B (Namco 1995, System 11) arrived. Thanks to Brian Troha for the loan of the boards. - 11th June 2002: Guru - The Tekken 2 PCB that arrived 1st June turned out to be Version A (previously not dumped). So I dumped it a few hours ago, and here's the first emulation screenshot... - 1st June 2002: Guru - Received Tekken 2 (Namco 1995, world version) from Pelle. LEVELS : 10 OTHER EMULATORS : * ZiNc Recommended Games (Asian Fighting 3D): Mortal Kombat Mortal Kombat II Mortal Kombat 3 Ultimate Mortal Kombat 3 Mortal Kombat 4 Virtua Fighter Virtua Fighter 2 Virtua Fighter 3 Virtua Fighter 4 Virtua Fighter Kids Virtua Fighter Remix Tekken Tekken 2 Tekken 3 Tekken Tag Tournament Battle Arena Toshinden 2 Jackie Chan - The Kung-Fu Master Jackie Chan in Fists of Fire Psychic Force Street Fighter: The Movie Street Fighter EX Street Fighter EX Plus Street Fighter EX 2 Street Fighter EX 2 Plus Dead or Alive Dead Or Alive ++ Dead or Alive 2 Heaven's Gate Star Gladiator Tenth Degree (prototype) Fighting Layer Plasma Sword Soul Calibur ROMSET : 24848 kb / 15 files / zip |
| picture : control
panel
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0.71 [smf, Ryan Holtz, R Belmont, Farfetch, The Zinc Team]
TODO : - Random draw list corruption in soul edge v2 & dunkmania. - Soul edge, dunk mania & prime goal ex try to access joypads/memory cards. It is unknown what they would do if they found one. - Pocket Racer can't enter service menus with proper C76 hookup, runs 60 FPS when it looks like it should be 30. NOTES : - Driver: smf & Ryan Holtz with help from R. Belmont and The Zinc Team and board notes are from Guru. - Not Dumped Boards: Don Bear Near (Namco 1996), Point Blank 3 (Namco 2001), Soul Edge Ver. III (Namco 1996), Tekken Ver.C (Namco 1995) and Tekken II Ver.C (Namco 1995). If you can help with the remaining undumped S11 games, please contact http://www.mameworld.net/gurudumps/comments.html BUGS : - souledge, souledga, dunkmnia: Random draw list corruption. Source (ID 02370) WIP : - 0.136u3: Namco System 11 driver now use real C76 BIOS for audio and I/O [R. Belmont, Olivier Galibert, Guru]. Added dipswitches 'TDIP1' - 'TDIP8'. - 31st January 2010: R. Belmont - I reworked the Namco System 11 driver to use the real "C76" MCU ROM dump that was trojaned by Olivier Galibert. I don't notice any real difference between now and the previous hacky solution using Prop Cycle's program as a splint, but at least now it's properly documented. - 0.125u7: Fabio Priuli updated most Namco systems + a couple of old drivers sharing the input handling. - 0.124u3: PSX core updates [smf]: Removed casts and removed unnecessary decoding from NCLIP. Added signed values to PAIR & PAIR64. Renamed PAIR64.lw to PAIR64.q. Tidied up DPCS, improved flag calculation and added support for lm/sf fields. Added sf/lm support to INTPL, improved flag calculation & calculates correct RGB. Fixed calculation of bit 31 of GTE FLAG register, when writing to it directly. Added lm mode to OP and fixed the calculation. Added lm mode to SQR. - 0.124u2: PSX updates [smf]: Fixed the SR masks for MTC0. Added ability to test the instruction/data cache ram. The scratchpad and BIU register are now handled internally to the CPU. All writes are performed with masks. SWL/SWR used to be implemented with two writes ( one byte and one word ) when writing three bytes, now it only ever performs one. Byte and Word writes use masks as they leave the rest of the register on the bus, which can be picked up by larger registers. The read/write functions to use are cached when the SR bits are updated, as are the bad address masks. Added coprocessor 1 & 3 support, though they don't do anything useful. All loads now go through the delay pipeline, a lwl/lwr will grab the value out of the pipeline if it's updating the same register. Added undocumented behaviour of BLEZ/BGTZ. The comparison for zero can be changed by specifying an alternate register in the RT field ( the documentation says you should always use register 0 ). Restricted to 16 COP0 registers & generate an exception if any of the 5 for the MMU are used. Added BCF/BCT instructions, although I have found no conditions that affect them yet. Generates an exception if any MMU instructions are executed. Sets the CE instruction for all exceptions, not just those involving a coprocessor. The bits of the opcode that specify the coprocessor are grabbed no matter what the instruction. Added TAR register and BT bit in SR. When an exception occurs during a branch, BT determines whether it was taken or not. The TAR register gets set to the destination of the branch. Fixed the BD bit when you are in a branch delay slot and you didn't take the branch, this shows up in the pipeline as !pc. Fixed branches within a branch delay slot. Multiply & divide instructions can be aborted if you write to HI/LO before reading the result. Added data breakpoints, you don't appear to be able to set breakpoints on any of the addresses internal to the CPU. Multiply/divide/GTE instructions can execute when an exception is taken, although the EPC indicates that it hasn't. The BIOS avoids rerunning GTE instructions as they are destructive, so you have to make sure they run. Added bus error handling, PSXCPU is limited to 8mb of ram & any access outside this range will trigger an exception. I believe this is to be an internal limit. Added CXD8661R as a specific CPU type, System 12 appears to allow more than 8mb of ram & it's possible that this is different. Mapped out all instructions to either generate an exception or ignore bits. Updated the disassembler to match the decoding. Fixed disassembling of branch instructions in a branch delay slot. Lui checks for a ori/addiu following and will show you the result. Added step over/out support. Fixed standalone disassembler. Fixed SZ0 truncation. Fixed IRGB truncation and conversion to IR1/IR2/IR3. Added IR1/IR2/IR3 saturation when calculating ORGB. Fixed OTZ sign extension. Fixed reading from SXYP. Fixed reading from IRGB. Fixed writing to LZCR. Fixed sign extension of GTE control registers. Fixed writing to FLAG. Fixed flag calculation in F macro and fixed avsz3 & avsz4 flag & otz calculation. - 0.123u1: Added 'Service Mode' dipswitch. - 0.122u7: Switched namcos11/namcos12 over to memory_configure_bank / memory_set_bank [smf]. - 0.122u6: First pass at fixing the CPU clock speeds on the playstation based hardware. The internal divide in the CPU core has been set to 4 as we have no wait states, incorrect DMA timing, no gpu timing, no DMA bus stealing and no gte timing [smf]. Changed PSX CPU clock speed to 67737600 Hz. - 16th January 2008: smf - The clockspeed of the PSX based games in MAME has always been a little on the low side. Mainly to make up for the lack of cache emulation and bus contention, also partly because the GTE timing isn't emulated yet. Due to the recent attention to crystals, there has been some investigation as to what the real clock speed should be. Thanks to Guru's probing we are able to say for definate what is going on. The CPU has an internal divider and on the majority of boards is fed a 67.7376MHz clock. I have currently got MAME to report this frequency, with an internal divider of 4 to keep it roughly the same as before ( it should be 2 but I'll leave that until the rest of the timing issues are sorted ). Some information has been floating around for a while that has never been confirmed & now seems to be a good time. The 67MHz clock doesn't appear on the namco system 12 or the later system 10 boards. It appears they have their own higher rated part. System 12 runs on a 100MHz clock, while system 10 runs on a 101.4912MHz clock. So system 12 being faster has been elevated from rumour, to probable. The GPU clock is the same across all hardware. I'd have thought they'd have done something about that, especially as all the system 12 games like to run in interlace. Maybe it's more efficient or has faster ram, we'll leave that one for another day. - 0.111u5: Nathan Woods updated the PSX GPU video driver to use the new BITMAP_ADDR* macros instead of using the line[] array. - 0.110: smf and Aaron Giles fixed crash when resetting PSX games. - 0.105u2: Nathan Woods fixed the 'Fatal error: Invalid data type' crash in namcos11 driver. - 0.104u2: Changed CPU2 from M37710 to M37702 (16384000 Hz). - 0.103u2: Fixed some Endian issues in the Namco drivers [R. Belmont]. - 0.101u4: smf updated PSX core to new save state and disassembler interfaces. - 0.100: R. Belmont fully shared the sound part of the MCU RAM for System 11. This allows games to read back the song names and fixes the sound test menu in Tekken and Tekken 2. - 0.99u10: R. Belmont fixed incorrect voices and swapped stereo in System 11/12 games. - 0.99u9: Added sndhrdw\namcoc7x.c. Major Namco sound improvements [R. Belmont]: Added emulated sound and music to all NB-1, NB-2 and System 11 games, using Prop Cycle's MCU BIOS (pr1data.8k) as a substitute until the original can be trojaned or otherwise obtained. Hooked it up for plain System 22 games as well, but they're not interested in passing down proper commands for some reason. Speed-cheated all instances of the M37710/C352 sound system so CPU requirements don't go up much. This also helped back off the requirements a hair for Prop Cycle and Time Crisis. C352 now sets output pitch correctly by input clock. Added M37710 (16384000 Hz) and C352 (16384000 Hz) stereo sound. - 0.97u3: Improvements to the PSX CPU core [smf]: Correct behaviour for a branch in a delay slot, added BIOS and syscall logging of all known functions & their parameters (writing to file descriptor 1 or putchar will output to the console), fixed disassembly of gte instructions and dismips.mak - 0.92: Fixed rom names. - 0.84: darkcoder fixed the Speaker Puncturing Unit in the PSX games. R. Belmont and smf fixed several endian issues in the PSX-related drivers. - 0.78: Brian Troha added GP-13 board layout informations to the Namco System 11 driver. - 8th November 2003: smf did some more cleanup on the Namco System 11 driver. - 1st November 2003: smf did some changes to the GPU DMA in the Namco System 11 driver and added some Namco System 12 ROMs, but they don't work at all yet. - 23rd October 2003: smf sent in a small update to the Namco System 11 driver cleaning up things. - 22nd October 2003: smf sent in another update to the Namco System 11 driver, improving the MDEC decoding and enabling Soul Edge (Ver. A) since it seems to work fine. - 23rd July 2003: Brian Troha fixed some ROM names in the Namco System 11 driver. - 0.71u1: smf cleaned up and fixed filenames in Namco System 11 driver. - 5th July 2003: smf cleaned up the Namco System 11 driver and updated the documentation in it. - 0.71: Added namcos11.c driver. |
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