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https://github.com/a2-4am/4cade.git
synced 2024-11-27 08:50:01 +00:00
fix remaining ParseKeyValueList calling parameters
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0eeb1f350d
commit
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@ -5,7 +5,7 @@
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12:Aquatron AQUATRON 001
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13:Arkanoid ARKANOID 101
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19:Bolo BOLO 001
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21:BurgerTime BURGERTIME 001
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* 21:BurgerTime BURGERTIME 001
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23:Canyon Climber CANYONCLIMBER 001
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25:Choplifter CHOPLIFTER 101
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27:Conan CONAN 001
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@ -22,13 +22,13 @@
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56:Lady Tut LADYTUT 01
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57:Lost Tomb LOSTTOMB 01
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62:Mr. Cool MRCOOL 01
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63:Mr. Do MRDO 101
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X 63:Mr. Do MRDO 101
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66:Nibbler NIBBLER 001
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70:O'Riley's Mine ORILEYSMINE 01
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72:Pac-Man PACMAN 001
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74:Pest Patrol PESTPATROL 01
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75:Pie-Man PIEMAN 01
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77:Pitfall II PITFALLII 01
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* 77:Pitfall II PITFALLII 01
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78:Plasmania PLASMANIA 01
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79:Pooyan POOYAN 01
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80:Prince of Persia PRINCEOFPERSIA 011
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@ -36,10 +36,10 @@
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85:Ribbit RIBBIT 01
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86:Robotron 2084 ROBOTRON2084 01
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91:Snake Byte SNAKEBYTE 01
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92:Sneakers SNEAKERS 001
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* 92:Sneakers SNEAKERS 001
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93:Snoggle SNOGGLE 01
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95:Spider Raid SPIDERRAID 01
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97:Spy Hunter SPYHUNTER 01
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* 97:Spy Hunter SPYHUNTER 01
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98:Spy's Demise SPYSDEMISE 01
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99:Starblaster STARBLASTER 01
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100:Stargate STARGATE 01
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@ -49,4 +49,4 @@
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108:Thunder Bombs THUNDERBOMBS 001
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109:Track N Field TRACKNFIELD 001
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110:Tubeway ][ TUBEWAYII 01
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112:Wavy Navy WAVYNAVY 001
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* 112:Wavy Navy WAVYNAVY 001
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@ -27,6 +27,7 @@ Main
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!source "src/okvs.a"
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!source "src/wait.a"
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!source "src/parse.common.a"
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!source "src/parse.prefs.a"
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!source "src/parse.games.a"
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gGlobalPrefsStore
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!word *+2 ; address of first okvs store
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@ -58,7 +58,7 @@ OneTimeSetup
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jsr LoadFile ; load preferences file
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!word kGlobalPrefsFilename
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jsr ParseKeyValueText ; parse contents into global prefs store
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jsr ParseKeyValueList ; parse contents into global prefs store
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!word gGlobalPrefsStore
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!word ldrlo2 ; (ldrlo2) points to last load address
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!byte 16
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@ -78,6 +78,7 @@ OneTimeSetup
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jsr ParseKeyValueList ; parse HGR transition effects list
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!word gFXStore
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!word ldrlo2 ; (ldrlo2) points to last load address
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!byte 0
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+LDAY SRC
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+STAY gDFXStore ; save pointer to free space for next store
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@ -86,6 +87,7 @@ OneTimeSetup
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jsr ParseKeyValueList ; parse DHGR transition effects list
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!word gDFXStore
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!word ldrlo2 ; (ldrlo2) points to last load address
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!byte 0
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+LDAY SRC
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+STAY gAttractModeStore ; save pointer to free space for next store
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@ -94,6 +96,7 @@ OneTimeSetup
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jsr ParseKeyValueList ; parse attract-mode configuration
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!word gAttractModeStore
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!word ldrlo2 ; (ldrlo2) points to last load address
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!byte 0
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+LDAY SRC
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+STAY gSlideshowStore ; save pointer to free space for next store
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@ -59,7 +59,7 @@ ParseGamesList
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cmp #$0D ; ignore blank line
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beq @newkey
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cmp #$5B ; '[' ends the parsing
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beq .parseKeyValueDone
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beq @exit
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cmp #$30 ; '0' -> no filtering on joystick
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beq @filterOnMemory
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cmp #$31 ; not '0' or '1' or '[' or CR -> ignore entire line (e.g. comment)
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@ -113,3 +113,5 @@ ParseGamesList
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cmp #$0D ; CR
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bne @skipLine
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beq @newkey ; always branches
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@exit rts
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@ -17,9 +17,6 @@
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; - kNextDFX
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;
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gGlobalPrefsStore
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!word 0
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kGlobalPrefsBuffer
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!word $0800
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@ -43,6 +43,9 @@ AttractMode
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; to the |Reenter| entry point.
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; All demos are strictly 48K / main memory. No demo uses the
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; language card or auxiliary memory.
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jsr Home ; clear text screen and switch to it during loading
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+LOAD_PATH kDemoDirectory
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ldy gPathname
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iny
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@ -59,8 +62,8 @@ AttractMode
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+LOAD_FILE_IMM @key
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ldx #(@end_prelaunch-@prelaunch-1)
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- lda @prelaunch,x ; copy pre-launch code to main memory
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ldx #(End_Prelaunch-Prelaunch-1)
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- lda Prelaunch,x ; copy pre-launch code to main memory
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sta $100,x
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dex
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bpl -
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@ -71,24 +74,6 @@ AttractMode
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bpl -
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jmp $106 ; jump to pre-launch code
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@prelaunch ; this runs from main memory
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lda $C088 ; entry point used by some self-running demos
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jmp Reenter
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+READ_ROM_NO_WRITE ; entry point to launch game (called above)
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jsr $FE89 ; initialize machine like a cold boot
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jsr $FE93 ; (many games assume a 'clean slate')
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sta $C000
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sta $C002
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sta $C004
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sta $C00C
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sta $C00E
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jsr $FB2F
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jsr $FC58
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ldx #$FF
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txs
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jmp (ldrlo2) ; jump to game
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@end_prelaunch
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@Slideshow ; HGR or DHGR slideshow
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pha ; save module type (1=HGR, 2=DHGR)
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@ -97,6 +82,7 @@ AttractMode
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jsr ParseKeyValueList ; parse slideshow configuration
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!word gSlideshowStore
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!word ldrlo2 ; (ldrlo2) points to load address
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!byte 0
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pla ; restore module type
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cmp #$01
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beq @HGRSlideshow
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@ -237,10 +223,10 @@ ClearHGR1
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Home
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ldx #(@end-@start-1)
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- lda @start,x
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sta $300,x
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sta $100,x
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dex
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bpl -
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jmp $300
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jmp $100
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@start
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; this will be run from main memory
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+READ_ROM_NO_WRITE
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@ -251,3 +237,21 @@ Home
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+READ_RAM1_WRITE_RAM1
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rts
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@end
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Prelaunch ; this runs from main memory
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lda $C088 ; entry point used by some self-running demos
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jmp Reenter
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+READ_ROM_NO_WRITE ; entry point to launch game (called above)
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jsr $FE89 ; initialize machine like a cold boot
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jsr $FE93 ; (many games assume a 'clean slate')
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sta $C000
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sta $C002
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sta $C004
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sta $C00C
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sta $C00E
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jsr $FB2F
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jsr $FC58
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ldx #$FF
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txs
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jmp (ldrlo2) ; jump to game
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End_Prelaunch
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