move inventory swap next to rest of inv in sram
This commit is contained in:
@@ -26,7 +26,7 @@ org $3FFFFF ; <- 1FFFFF
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db #$00 ; expand file to 2mb
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db #$00 ; expand file to 2mb
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org $1FFFF8 ; <- FFFF8 timestamp rom
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org $1FFFF8 ; <- FFFF8 timestamp rom
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db #$20, #$17, #$12, #$22 ; year/month/day
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db #$20, #$18, #$01, #$02 ; year/month/day
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;================================================================================
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;================================================================================
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@@ -35,10 +35,10 @@ db #$20, #$17, #$12, #$22 ; year/month/day
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!BLT = "BCC"
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!BLT = "BCC"
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!BGE = "BCS"
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!BGE = "BCS"
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!INVENTORY_SWAP = "$7EF38C"
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!INVENTORY_SWAP_2 = "$7EF38E"
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!NPC_FLAGS = "$7EF410"
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!NPC_FLAGS = "$7EF410"
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!NPC_FLAGS_2 = "$7EF411"
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!NPC_FLAGS_2 = "$7EF411"
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!INVENTORY_SWAP = "$7EF412"
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!INVENTORY_SWAP_2 = "$7EF414"
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!MAP_ZOOM = "$7EF415"
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!MAP_ZOOM = "$7EF415"
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!PROGRESSIVE_SHIELD = "$7EF416" ; ss-- ----
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!PROGRESSIVE_SHIELD = "$7EF416" ; ss-- ----
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!HUD_FLAG = "$7EF416" ; --h- ----
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!HUD_FLAG = "$7EF416" ; --h- ----
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@@ -63,7 +63,7 @@ OnNewFile:
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LDX.w #$00 : - ; copy over starting equipment
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LDX.w #$00 : - ; copy over starting equipment
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LDA StartingEquipment, X : STA $7EF340, X
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LDA StartingEquipment, X : STA $7EF340, X
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INX : INX
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INX : INX
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CPX.w #$004B : !BLT -
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CPX.w #$004F : !BLT -
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SEP #$20 ; set 8-bit accumulator
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SEP #$20 ; set 8-bit accumulator
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;LDA #$FF : STA !RNG_ITEM_LOCK_IN ; reset rng item lock-in
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;LDA #$FF : STA !RNG_ITEM_LOCK_IN ; reset rng item lock-in
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@@ -1,7 +1,7 @@
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;================================================================================
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;================================================================================
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; Inventory Updates
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; Inventory Updates
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;================================================================================
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;================================================================================
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!INVENTORY_SWAP = "$7EF412"
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!INVENTORY_SWAP = "$7EF38C"
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; Item Tracking Slot
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; Item Tracking Slot
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; brmp-skf
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; brmp-skf
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; b = blue boomerang
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; b = blue boomerang
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@@ -13,7 +13,7 @@
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; k = fake flute
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; k = fake flute
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; f = working flute
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; f = working flute
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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!INVENTORY_SWAP_2 = "$7EF414"
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!INVENTORY_SWAP_2 = "$7EF38E"
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; Item Tracking Slot #2
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; Item Tracking Slot #2
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; bs------
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; bs------
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; b = bow
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; b = bow
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@@ -130,6 +130,7 @@ endmacro
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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!CHALLENGE_TIMER = "$7EF454"
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!CHALLENGE_TIMER = "$7EF454"
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!GOAL_COUNTER = "$7EF460"
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!GOAL_COUNTER = "$7EF460"
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!INVENTORY_SWAP_2 = "$7EF38E"
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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;carry clear if pass
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;carry clear if pass
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;carry set if caught
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;carry set if caught
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@@ -176,7 +177,7 @@ AddReceivedItemExpandedGetItem:
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LDA $02D8 ; check inventory
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LDA $02D8 ; check inventory
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JSL.l FreeDungeonItemNotice
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JSL.l FreeDungeonItemNotice
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CMP.b #$0B : BNE + ; Bow
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CMP.b #$0B : BNE + ; Bow
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LDA $7EF414 : AND.b #$40 : BEQ ++
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LDA !INVENTORY_SWAP_2 : AND.b #$40 : BEQ ++
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LDA.b #03 : STA $7EF340 ; set bow silver
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LDA.b #03 : STA $7EF340 ; set bow silver
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++
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++
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BRL .done
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BRL .done
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@@ -806,7 +807,7 @@ RTL
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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;DrawHUDSilverArrows:
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;DrawHUDSilverArrows:
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; LDA $7EF340 : AND.w #$00FF : BNE +
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; LDA $7EF340 : AND.w #$00FF : BNE +
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; LDA $7EF414 : AND.w #$0040 : BEQ +
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; LDA !INVENTORY_SWAP_2 : AND.w #$0040 : BEQ +
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; LDA.w #$2810 : STA $11C8
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; LDA.w #$2810 : STA $11C8
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; LDA.w #$2811 : STA $11CA
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; LDA.w #$2811 : STA $11CA
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; LDA.w #$2820 : STA $1208
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; LDA.w #$2820 : STA $1208
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@@ -818,7 +819,7 @@ RTL
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;Return $7EF340 but also draw silver arrows if you have the upgrade even if you don't have the bow
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;Return $7EF340 but also draw silver arrows if you have the upgrade even if you don't have the bow
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CheckHUDSilverArrows:
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CheckHUDSilverArrows:
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LDA $7EF340 : BNE +
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LDA $7EF340 : BNE +
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LDA $7EF414 : AND.b #$40 : BEQ ++
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LDA !INVENTORY_SWAP_2 : AND.b #$40 : BEQ ++
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JSL.l DrawHUDSilverArrows
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JSL.l DrawHUDSilverArrows
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++
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++
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LDA $7EF340
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LDA $7EF340
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@@ -1322,7 +1322,7 @@ db $83, $21, $EB, $6E, $0A, $71, $B0, $11, $85, $C7, $A1, $FD, $E5, $16, $48, $F
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db $F2, $23, $2F, $28, $9B, $AA, $AB, $D0, $6A, $9D, $C6, $2D, $00, $FE, $E1, $3F
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db $F2, $23, $2F, $28, $9B, $AA, $AB, $D0, $6A, $9D, $C6, $2D, $00, $FE, $E1, $3F
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db $A0, $4A, $B8, $4E, $74, $1F, $8E, $A9, $F5, $CD, $60, $91, $DB, $D8, $52, $E2
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db $A0, $4A, $B8, $4E, $74, $1F, $8E, $A9, $F5, $CD, $60, $91, $DB, $D8, $52, $E2
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;================================================================================
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;================================================================================
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org $30A100 ; PC 0x182100
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org $30A100 ; PC 0x182100 - 0x18218C
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EntranceDoorFrameTable:
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EntranceDoorFrameTable:
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dw $0000, $0000, $0DE8, $0B98, $14CE, $0000, $1C50, $FFFF
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dw $0000, $0000, $0DE8, $0B98, $14CE, $0000, $1C50, $FFFF
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dw $1466, $0000, $1AB6, $0B98, $1AB6, $040E, $9C0C, $1530
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dw $1466, $0000, $1AB6, $0B98, $1AB6, $040E, $9C0C, $1530
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@@ -1334,11 +1334,12 @@ dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
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dw $0000, $0AA8, $07AA, $0000, $0000, $0000, $0000, $0000
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dw $0000, $0AA8, $07AA, $0000, $0000, $0000, $0000, $0000
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dw $0000, $0000, $0000, $0000, $0000, $0000
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dw $0000, $0000, $0000, $0000, $0000, $0000
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;===============================================================================
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;===============================================================================
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org $30B000 ; PC 0x183000
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org $30B000 ; PC 0x183000 - 0x183054
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StartingEquipment:
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StartingEquipment:
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
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dw $0000, $0000, $0000, $0000, $0000, $0000, $1818, $FF00
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dw $0000, $0000, $0000, $0000, $0000, $0000, $1818, $FF00
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dw $0000, $0000, $0000, $0000, $F800, $0000, $0000, $0000
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dw $0000, $0000, $0000, $0000, $F800, $0000, $0000, $0000
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
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dw $0000, $0000
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;===============================================================================
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;===============================================================================
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