Official Bug Topic
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As for the Zelda bug, I've played the NTSC version, and I've never seen anything like this, espeically since I've practically 0wn3d that game so much it ain't funny.
Edit: I've played so much on a REAL SNES. I've beat Zelda 3 a few times on my comp.
Edit: I've played so much on a REAL SNES. I've beat Zelda 3 a few times on my comp.
<Nach> so why don't the two of you get your own room and leave us alone with this stupidity of yours?
NSRT here.
NSRT here.
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I never experienced the zelda PAL bug on my real snes the ~5 times I've finished it.
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Code: Select all
<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
A.S.P. Air Strike Patrol
Well I already posted it before in a differnt thread, but if I read the first post correctly they want all bugs so here it goes...
---------------------Internal ROM Info----------------------
File: A.S.P. Air Strike Patrol (U).smc
Name: AIR STRIKE PATROL Company: Seta Co.,Ltd.
Header: FIG Bank: LoROM
Interleaved: No SRAM: 64 Kb
Type: Normal + Batt ROM: 8 Mb
Country: USA Video: NTSC
ROM Speed: 120ns (FastROM) Version: 1.0
Checksum: Good 0x028E CRC32: 05C0DA54
--------------------------Database--------------------------
Name: Air Strike Patrol
Country: USA Version: 1.0
Port 1: Gamepad Port 2: Gamepad
Unable to play the game past difficulty selection, on latest WIP (10/24).
IceFox did find a solution to this by forcing PAL emulation.
---------------------Internal ROM Info----------------------
File: A.S.P. Air Strike Patrol (U).smc
Name: AIR STRIKE PATROL Company: Seta Co.,Ltd.
Header: FIG Bank: LoROM
Interleaved: No SRAM: 64 Kb
Type: Normal + Batt ROM: 8 Mb
Country: USA Video: NTSC
ROM Speed: 120ns (FastROM) Version: 1.0
Checksum: Good 0x028E CRC32: 05C0DA54
--------------------------Database--------------------------
Name: Air Strike Patrol
Country: USA Version: 1.0
Port 1: Gamepad Port 2: Gamepad
Unable to play the game past difficulty selection, on latest WIP (10/24).
IceFox did find a solution to this by forcing PAL emulation.
Last edited by Murdock on Thu Oct 28, 2004 1:51 am, edited 1 time in total.
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Re: Look maa No Boss
According to your status screen, you already have the fifth crystal. Did you already fight this boss? Cause he won't appear twice.Astxist wrote:Game Name: Legend of Zelda, The - A Link to the Past (U)
Type of Bug: Not sure really
Zsnes Version: WIP October 24 Win32
No Boss!

I don't have any problem in 10/24 when I play the game:
Last edited by jdratlif on Thu Oct 28, 2004 11:37 am, edited 2 times in total.
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Re: Look maa No Boss
I had no idea I had the fifth crystal, I just got there and there was no boss.jdratlif wrote:According to your status screen, you already have the fifth crystal. Did you already fight this boss? Cause he won't appear twice.Astxist wrote:Game Name: Legend of Zelda, The - A Link to the Past (U)
Type of Bug: Not sure really
Zsnes Version: WIP October 24 Win32
No Boss!
I don't have any problem in 10/24 when I play the game:
ZST:
Use URL tags when the link is fat, damnit. You're fubaring my windows.
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Re: Look maa No Boss
Looks like someone was playing with your save.Astxist wrote:I had no idea I had the fifth crystal, I just got there and there was no boss.jdratlif wrote:According to your status screen, you already have the fifth crystal. Did you already fight this boss? Cause he won't appear twice.Astxist wrote:Game Name: Legend of Zelda, The - A Link to the Past (U)
Type of Bug: Not sure really
Zsnes Version: WIP October 24 Win32
No Boss!
I don't have any problem in 10/24 when I play the game:
ZST:
Use URL tags when the link is fat, damnit. You're fubaring my windows.
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interface bugs...
Input Interface Bug:
When you specify input for a controller, you must use set key, or it won't change the CDV (don't know what that stands for).
So, if you use Player #3 for input (for PL1/2 as PL3/4), and choose KEYB/Joystick then hit Set Keys, it will allow you to set all the keys, but the CDV doesn't change. So it doesn't actually use these mappings.
You have to pick one the keys and hit set key. At that point it updates the CDV to KEYB/JOYSTICK and Bob's your uncle.
--------------------
Recent ROMs list
It doesn't seem to place every ROM you play on the list. It looks like a problem in detecting the same ROM name.
Example: Start Super Mario World, then Super Mario World 2 - Yoshi's Island. The second one isn't listed. (e.g. it will list the first one you start, but not the second).
I've also seen this happen with BoF and BoFII, but I couldn't reproduce in this version with those particular ROMs.
When you specify input for a controller, you must use set key, or it won't change the CDV (don't know what that stands for).
So, if you use Player #3 for input (for PL1/2 as PL3/4), and choose KEYB/Joystick then hit Set Keys, it will allow you to set all the keys, but the CDV doesn't change. So it doesn't actually use these mappings.
You have to pick one the keys and hit set key. At that point it updates the CDV to KEYB/JOYSTICK and Bob's your uncle.
--------------------
Recent ROMs list
It doesn't seem to place every ROM you play on the list. It looks like a problem in detecting the same ROM name.
Example: Start Super Mario World, then Super Mario World 2 - Yoshi's Island. The second one isn't listed. (e.g. it will list the first one you start, but not the second).
I've also seen this happen with BoF and BoFII, but I couldn't reproduce in this version with those particular ROMs.
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Re: Official Bug Topic
But we don't know if that's really an emulation bug or if the game acted like that on the Snes...Sometimes games really had kind of fucked up gfx in some parts.Lorddamien wrote:Game Name: Dragon Quest 6
Type of bug: graphic glitch
Tested on both zsnesW 1.36 and zsnesW WIP October 19
Specs: Windows XP pro SP2, 2,66 Ghz P4, 1GB Dual-Channel 266 Mhz ram, Geforce 4 Ti-4800, SB audigy, DX 9.0c
Description of the bug: In any place with both poisonous swamps and mist/clouds layer, the order the layers are displayed messes up and the cloud layer ends up under the floor layer (can be seen by disabling BG layer 2) whenever you walk in the poison. The effect remains when you get out of the swamp *only* if you keep walking horizontally, and fixes itself when you walk vertically. Disabling the new GFX engine fixes it.
NSRT output:
I tested the japanese rom to make sure the bug had nothing to do with the translation.Code: Select all
---------------------Internal ROM Info---------------------- File: dq6.smc Name: DRAGONQUEST6 Company: Enix Header: FIG Bank: HiROM Interleaved: No SRAM: 64 Kb Type: Normal + Batt ROM: 32 Mb Country: Japan Video: NTSC ROM Speed: 120ns (FastROM) Version: 1.0 Checksum: Good 0x5E8F CRC32: 33304519 --------------------------Database-------------------------- Name: Dragon Quest VI Country: Japan Version: 1.0 Port 1: Gamepad Port 2: Gamepad
here's a savestate of one place where the problem is seen. Just walk in the swamp.
That's the problem with reporting (presumed) bugs from games that were only released in Japan...Nobody here (well almost nobody) has actually played the game on the original console

Have you tested the game in Super Sleuth?
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Screensaver Bug
http://sourceforge.net/tracker/?group_i ... id=1052577
The screensaver disable seems to work fine for me in 10/24.
Windows XP SP2
zsnesw 10/24
I played Super Mario World all the way through Yoshi's Island and I have my SS set to go off in 1 minute.
What we really need is a power management disabler... (I have my monitor on 3 hour standby) (I know -- no feature requests here..., I'm just sayin')
The screensaver disable seems to work fine for me in 10/24.
Windows XP SP2
zsnesw 10/24
I played Super Mario World all the way through Yoshi's Island and I have my SS set to go off in 1 minute.
What we really need is a power management disabler... (I have my monitor on 3 hour standby) (I know -- no feature requests here..., I'm just sayin')
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Re: Official Bug Topic
he said disabling the new gfx engine helps so i'm pretty sure it's a bug, like he described it it would make no sense if it was meant that way imhoDmog wrote: But we don't know if that's really an emulation bug or if the game acted like that on the Snes...Sometimes games really had kind of fucked up gfx in some parts.
That's the problem with reporting (presumed) bugs from games that were only released in Japan...Nobody here (well almost nobody) has actually played the game on the original consoleHey, anyone here from Japan?
Have you tested the game in Super Sleuth?
i've got the actual game though, how far is it into the game? maybe i can check it out...
Re: interface bugs...
Yes, I can second that. I noticed it when testing the E and U versions of Killer Instinct. Either one or the other would be placed in the list, never the two of them together. Does it read only the beginning of the filename?jdratlif wrote:Input Interface Bug:
When you specify input for a controller, you must use set key, or it won't change the CDV (don't know what that stands for).
So, if you use Player #3 for input (for PL1/2 as PL3/4), and choose KEYB/Joystick then hit Set Keys, it will allow you to set all the keys, but the CDV doesn't change. So it doesn't actually use these mappings.
You have to pick one the keys and hit set key. At that point it updates the CDV to KEYB/JOYSTICK and Bob's your uncle.
--------------------
Recent ROMs list
It doesn't seem to place every ROM you play on the list. It looks like a problem in detecting the same ROM name.
Example: Start Super Mario World, then Super Mario World 2 - Yoshi's Island. The second one isn't listed. (e.g. it will list the first one you start, but not the second).
I've also seen this happen with BoF and BoFII, but I couldn't reproduce in this version with those particular ROMs.
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Re: Look maa No Boss
Providing links to ROMs is not allowed, iirc.jdratlif wrote:According to your status screen, you already have the fifth crystal. Did you already fight this boss? Cause he won't appear twice.
<img>http://games.technoplaza.net/zsnes/zelda_ss.png</img>
I don't have any problem in 10/24 when I play the game:
<url=http://games.technoplaza.net/zsnes/xxx>ZST at Fifth Crystal Boss</url>
----------------------------------------
Game: Hentai Columns (PD)
Type of bug: Controls and gameplay are not working properly.
System specs: same as before
picture
This seems to be a hacked game, so the priority of the bug is probably quite low. SNES9x runs it correctly though.
Code: Select all
---------------------Internal ROM Info----------------------
File: Columns (PD).smc
Name: Copyright 1993 Argona Company: Unlicensed
Header: SWC Bank: LoROM
Interleaved: No SRAM: 0 Kb
Type: Normal ROM: 4 Mb
Country: USA Video: NTSC
ROM Speed: 200ns (SlowROM) Version: 1.0
Checksum: Corrupt, Bad 0x9D2B CRC32: B494BED9
--------------------------Database--------------------------
ROM wasn't found in the database (possible bad dump).
You can try using -fix or -findover to see if the
file has been slightly altered and rectifiable.
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SNES9x runs it, so I'd check it on the real system first. It might work there.
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Re: Look maa No Boss
I zipped the wrong files. It was supposed to be my save state before the boss, but somehow I got the ROM and the wrong save state in there.illegal eagle wrote:Providing links to ROMs is not allowed, iirc.jdratlif wrote:According to your status screen, you already have the fifth crystal. Did you already fight this boss? Cause he won't appear twice.
<img>http://games.technoplaza.net/zsnes/zelda_ss.png</img>
I don't have any problem in 10/24 when I play the game:
<url=http://games.technoplaza.net/zsnes/xxx>ZST at Fifth Crystal Boss</url>
It's gone now. Thanks.
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Re: Official Bug Topic
Well I'm not sure where the first place you can see this bug is at but my savestate was in the shrine of Dhama. That's not exactly the beginning of the game but the place remains accessible the whole game so any save you have past the part where you revive the shrine would allow you to test it out.hydr0x wrote:
he said disabling the new gfx engine helps so i'm pretty sure it's a bug, like he described it it would make no sense if it was meant that way imho
i've got the actual game though, how far is it into the game? maybe i can check it out...
Re: interface bugs...
"CDV" means "Current Device". If it is set to "NONE", it actually *emulates* a disconnected controller for games that were designed to detect this (including Super Mario World). It has already been fixed in the recent WIP See ya. I'll let ya know when I send it versions to restrict button assignments until the controller is enabled for the specific input device (socket).jdratlif wrote:Input Interface Bug:
When you specify input for a controller, you must use set key, or it won't change the CDV (don't know what that stands for).
So, if you use Player #3 for input (for PL1/2 as PL3/4), and choose KEYB/Joystick then hit Set Keys, it will allow you to set all the keys, but the CDV doesn't change. So it doesn't actually use these mappings.
You have to pick one the keys and hit set key. At that point it updates the CDV to KEYB/JOYSTICK and Bob's your uncle.
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Re: interface bugs...
How recent are you talking about? I noticed these problems still with the 10/24 version.Ichinisan wrote:"CDV" means "Current Device". If it is set to "NONE", it actually *emulates* a disconnected controller for games that were designed to detect this (including Super Mario World). It has already been fixed in the recent WIP See ya. I'll let ya know when I send it versions to restrict button assignments until the controller is enabled for the specific input device (socket).jdratlif wrote:Input Interface Bug:
When you specify input for a controller, you must use set key, or it won't change the CDV (don't know what that stands for).
So, if you use Player #3 for input (for PL1/2 as PL3/4), and choose KEYB/Joystick then hit Set Keys, it will allow you to set all the keys, but the CDV doesn't change. So it doesn't actually use these mappings.
You have to pick one the keys and hit set key. At that point it updates the CDV to KEYB/JOYSTICK and Bob's your uncle.
Sorry I forgot to mention that above... I thought this topic was for 10/24 bugs... Guess I should mention I test zsnesw 10/24.
Not sure if this is what you mean, but I don't think it should restrict assignments until the CDV is assigned. You should be able to click KEYB/JOYSTICK and then hit Set Keys. It should set the CDV then to KEYB/JOYSTICK, like it does if you choose to alter a specific assignment.
I guess I don't care if you have to hit SET first, I just want consistency. Either you should have to hit SET before you do a single key assignment too, or you should not have to hit SET before you do a SET KEYS all keys assignment.
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You have to click set, which was always a requirement.
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But you don't. You can set a single key assignment by selecting KEYB/JOYSTICK from the top and changing a single key. It will set the CDV for you then. But if you choose SET KEYS, it will not.Nach wrote:You have to click set, which was always a requirement.
So is this wrong? I just tried it under the windows 10/24 WIP.
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Click set then set keys, will look into the single key issue when I have a chance.
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No worries, mate.Nach wrote:Click set then set keys, will look into the single key issue when I have a chance.
Just making sure what the intended behavior should be and if that's different from the actual behavior (which it seems to be).
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Re: Official Bug Topic
You got a DQ6 cart?hydr0x wrote:he said disabling the new gfx engine helps so i'm pretty sure it's a bug, like he described it it would make no sense if it was meant that way imhoDmog wrote: But we don't know if that's really an emulation bug or if the game acted like that on the Snes...Sometimes games really had kind of fucked up gfx in some parts.
That's the problem with reporting (presumed) bugs from games that were only released in Japan...Nobody here (well almost nobody) has actually played the game on the original consoleHey, anyone here from Japan?
Have you tested the game in Super Sleuth?
i've got the actual game though, how far is it into the game? maybe i can check it out...

Anyway, just because the gfx appears less messed up (from the user's pov) while disabling new gfx engine doesn't prove that there is an emulation bug in the first place. Disabling the new gfx could inadvertanly "fix" so to speak a bug that happened on the original console. Improbable, but not impossible.
There's many things that programmers "didn't intended"...but it happened anyway. Some games had bugs. Because of that, the importance of testing things on real hardware.
Game name: Super Metroid
Type of bug: graphical
Using the 10/24 WIP, the top line of the playing field can become glitched, obscuring the very bottom of the map, and may become garbled. This seems to happen only when there is a moving background, such as the rain outside at the start, or the falling debris in Brinstar. It may happen more, but this was as far as I played.
http://www.csl.mtu.edu/~btenglis/images/metroid.JPG
Game name: Super Mario World 2 - Yoshi's Island
Type of bug: graphical
In stage 2-4, when entering the room with the lava and moving blocks, the lava is displayed when the screen is supposed to be black, during the fade-in effect (for lack of a better name) when you go through the pipe. it is as if the background is displayed in the foreground.
System Specs: 1GHz Athlon, Windows XP, 512MB RAM, and a 128MB NVIDIA GeForce4 Ti 4200
I know the super metroid one has been mentioned before, but I don't think anyone noticed that it happened when there was a moving background.
Type of bug: graphical
Using the 10/24 WIP, the top line of the playing field can become glitched, obscuring the very bottom of the map, and may become garbled. This seems to happen only when there is a moving background, such as the rain outside at the start, or the falling debris in Brinstar. It may happen more, but this was as far as I played.
http://www.csl.mtu.edu/~btenglis/images/metroid.JPG
Code: Select all
---------------------Internal ROM Info----------------------
File: Super Metroid (JU) [!].sfc
Name: Super Metroid Company: Nintendo
Header: None Bank: LoROM
Interleaved: No SRAM: 64 Kb
Type: Normal + Batt ROM: 24 Mb
Country: Japan Video: NTSC
ROM Speed: 120ns (FastROM) Version: 1.0
Checksum: Good 0xF8DF CRC32: D63ED5F8
--------------------------Database--------------------------
Name: Super Metroid
Country: Japan & USA Version: 1.0
Port 1: Gamepad Port 2: Gamepad
Game name: Super Mario World 2 - Yoshi's Island
Type of bug: graphical
In stage 2-4, when entering the room with the lava and moving blocks, the lava is displayed when the screen is supposed to be black, during the fade-in effect (for lack of a better name) when you go through the pipe. it is as if the background is displayed in the foreground.
Code: Select all
---------------------Internal ROM Info----------------------
File: Super Mario World 2 - Yoshi's Island (U) (V1.1).sfc
Name: YOSHI'S ISLAND Company: Nintendo
Header: None Bank: LoROM
Interleaved: No SRAM: 256 Kb
Type: Super FX2 + Batt ROM: 16 Mb
Country: USA Video: NTSC
ROM Speed: 200ns (SlowROM) Version: 1.1
Checksum: Good 0x5E32 CRC32: CF98DDAA
--------------------------Database--------------------------
Name: Super Mario World 2 - Yoshi's Island
Country: USA Version: 1.1
Port 1: Gamepad Port 2: Gamepad
System Specs: 1GHz Athlon, Windows XP, 512MB RAM, and a 128MB NVIDIA GeForce4 Ti 4200
I know the super metroid one has been mentioned before, but I don't think anyone noticed that it happened when there was a moving background.
~Bent
Here's a savestate of what he's talking about (of the european version though). It's the same bug I mentioned earlier. The intro effect letting the background shine through where it shouldn't, and also the flickering/stuttering where the effect is used with the displacing vertical segments of the foreground. It looks like the same function is used for the moving stones, the lava, and the "dizzy" effect in other levels.Bent wrote:Game name: Super Mario World 2 - Yoshi's Island
Type of bug: graphical
In stage 2-4, when entering the room with the lava and moving blocks, the lava is displayed when the screen is supposed to be black, during the fade-in effect (for lack of a better name) when you go through the pipe. it is as if the background is displayed in the foreground.
Code: Select all
---------------------Internal ROM Info---------------------- File: Super Mario World 2 - Yoshi's Island (U) (V1.1).sfc Name: YOSHI'S ISLAND Company: Nintendo Header: None Bank: LoROM Interleaved: No SRAM: 256 Kb Type: Super FX2 + Batt ROM: 16 Mb Country: USA Video: NTSC ROM Speed: 200ns (SlowROM) Version: 1.1 Checksum: Good 0x5E32 CRC32: CF98DDAA --------------------------Database-------------------------- Name: Super Mario World 2 - Yoshi's Island Country: USA Version: 1.1 Port 1: Gamepad Port 2: Gamepad
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