When implementing this, I need to take care that I don't break the feature that
allows rpg files to run other rpg files, and then exit back to the original rpg
file.
I'm also going to ad a `-noexit` command line argument so this behavior can be
tested on desktop platforms
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Okay, this is implemented now.
I also made an optional override just for "confirm" in battle mode, in case you
want to be able to turn of key repeats for menus in general without losing the
ability to hold down confirm through a battle.
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To improve the experience on console ports, we need to have the option to
disable checking key-repeat for confirm and cancel in menus.
This will be a bitset option that is off-by-default for old existing games, but
on for new games. Any game that is doing a console port can consider turning it
Closed #1269 as completed via 2648b23418477545a698493bf4866394aadc724c.
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I can reproduce this on Linux if I compile with `scons minos=1`
I see this in `config.bi`
```
#if defined(MINIMAL_OS)
#define NO_TLS
#endif
```
And in `allmodex.bas` in the `get_cliprect` function I see this:
```
function get_cliprect(fr as Frame ptr = NULL) byref as ClipState
#ifdef
Right now, if you are using a web port, and you press ESC on the file select
screen (or on the title screen when loading directly into a game) then the game
exists, and you are stuck on a black screen until you reload the browser tab.
I also have heard on good authority that exiting to the OS
Okay, This was not hard to confirm with a web build of custom, and a simple
2-slice collection.
"Clip Children: Yes" simple seems to be ignored
![image](https://github.com/ohrrpgce/ohrrpgce/assets/3442937/b8faed80-67f6-4a17-b05a-d3029178cd0c)
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Tested with Vocabulary Mosaic. Also observed in PJ's Sponcon
Sprite slices that are set to crop children don't seem to work in the web port.
I'll try to reduce this to a minimal test case.
![image](https://github.com/ohrrpgce/ohrrpgce/assets/3442937/4bb2aad5-8030-415e-9940-5691b151c0f3)
efault dwell time for Sequential Project should be 0?
>
> On Wed, 5 Jun 2024 at 22:39, James Paige via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> Oh! Very nice fix :)
>>
>>
>> On Wed, Jun 5, 2024, 3:54 AM subversion--- via Ohrrpgce <
>&g
Oh! Very nice fix :)
On Wed, Jun 5, 2024, 3:54 AM subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:
> teeemcee
> 2024-06-05 00:54:08 -0700 (Wed, 05 Jun 2024)
> 453
> Replace anim_flinchdone with a timer triggered by anim_flinchstart
>
> The BattleSprite.flinch_anim timer
Fixed in commit 05090dc27d19da -- thanks to Blain Maguire
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Closed #1268 as completed.
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These commit messages were a joy to read ♥️
Happy to see this merged
On Wed, Feb 7, 2024, 5:34 AM Ralph Versteegen via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:
> This patch, and many of the following ones, date back nine and a half
> years, and it's been my biggest unmerged branch
On Fri, Jan 12, 2024 at 8:37 PM Ralph Versteegen via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:
> Is it working correctly now? I see it just managed to upload a build.
> However strangely it has svn_rev=13471 although I saw a previous cron log
> that said it updated to 13473.
>
I did a
Is the idea for the controllers commands that they could eventually also
return true on Windows / Linux / Mac if SDL2 reports that one of those
controllers is attached?
On Thu, Jan 11, 2024, 1:13 AM subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:
> teeemcee
> 2024-01-10
Ah, okay, so it is still useful after all? I'll leave it then
On Tue, Jan 9, 2024, 7:37 PM Ralph Versteegen via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:
> Oh, turns out "emcc -v" and "emcc --version" print different output. The
> former includes both clang and emscripten version, the
After firefox warns that the script is slowing down the browser, and I kill it,
this is the log message in the js console
```
Script terminated by timeout at:
ohrrpgce-game.wasm.dlmalloc@http://localhost:8000/ohrrpgce-game.wasm:wasm-function[5376]:0x3e93f3
Build the latest nightly wip using emscripten
Play an rpg file with battles (I used testgame/turntest.rpg)
Enter a battle, the game will freeze/lock or show an error
(I saw errors a week or two ago, seems to freeze every time for me now)
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ying to avoid depending on too recent a SCons, but I have no
> idea what the requirement is. Possibly 4.0+
>
> On Mon, 1 Jan 2024 at 03:28, James Paige via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> When I replace the Linux vms with Docker c
When I replace the Linux vms with Docker containers, I will make sure they
have nice new python3
The Windows VM should be easy to update Python on. (And I haven't given up
on dockerizing it too somehow)
The python on the Mac VM might be trickier. I'll see what I can do, but it
is likely to end
On Fri, Dec 29, 2023 at 8:55 PM Ralph Versteegen wrote:
>
>
> On Sat, 30 Dec 2023 at 12:37, James Paige
> wrote:
>
>> On Fri, Dec 29, 2023 at 6:07 PM Ralph Versteegen via Ohrrpgce <
>> ohrrpgce@lists.motherhamster.org> wrote:
>>
>>> Hurrah!
>>> Come to think of it, we probably want to upload
On Fri, Dec 29, 2023 at 6:07 PM Ralph Versteegen via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:
> Hurrah!
> Come to think of it, we probably want to upload both as a .zip, for the
> Distribute menu, and as plain files in a subdirectory so that people can
> run it without starting a
> prefix=/install/fb/here
> (you can run "make install-rtlib TARGET=..." additional times to compile
> libraries for other targets)
>
> Then you can compile with "scons target=js ..." (add fbc=... or else put
> the newly compiled fbc in $PATH)
>
>
>
I finally got a chance to test my attempted fix of adding
`android:exported="false"` and it did not work. The app failed to run on
Android 10 (I don't know if it was fixed for Android 12)
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I fixed this a while back by updating the debug.keystore that nightly builds
were using
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I see when I run `scons target=js` I get
Error: This installation of FreeBASIC doesn't support this target-arch
combination;
/usr/local/bin/../lib/freebasic/js-asmjs/libfb.a [or libfbpic.a] is missing.
Where do I find freebasic/js-asmjs/libfb.a ?
TMC, have you written any instructions anywhere
These don't work properly yet, but it is a start.
On Mon, Dec 25, 2023 at 7:42 PM subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:
> james
> 2023-12-25 16:42:02 -0800 (Mon, 25 Dec 2023)
> 62
> Add a preliminary draft of some Dockerfiles for android builds
> ---
> A
. Use 7 or
>>> later." (about its "-source 1.5" argument), while javac 1.8.0 from
>>> openjdk-8u392 only printed a deprecation warning. Seems like Java has
>>> suffered a Perl 5/6-style fork)
>>>
>>> BTW when I try to edit android:targetSdk
d a deprecation warning. Seems like Java has
> suffered a Perl 5/6-style fork)
>
> BTW when I try to edit android:targetSdkVersion="30" in
> project/AndroidManifest[Template].xml it seems to have no effect. I finally
> figured out I have to edit project/project.prop
I couldn't easily figure out which commits are needed but
>>> "git log --grep bundle" is a good start) you'd also need all the ones for
>>> gradle support.
>>>
>>
>> First I'll dig around and see if there is a way to just change the
>>
re out which commits are needed but
>> "git log --grep bundle" is a good start) you'd also need all the ones for
>> gradle support.
>>
>
> First I'll dig around and see if there is a way to just change the
> existing scripts to support aab format, which might
'll dig around and see if there is a way to just change the existing
scripts to support aab format, which might be possible, I don't know yet.
If not, I think trying to cherry-pick our commits on top of upstream sounds
like the least work, but I'll cross that bridge only if I don't find any
easi
I forgot to mention, the android builds have been broken for a while (Since
October 27)
I haven't had time to narrow it down to the exact revision yet, but I'll
work on it when I have time.
I also want to work on the Android 12 fix, (I know what to do) and the .aab
format (Don't know what to do
Yep, this commit seems to have broken the 32 bit Mac build, but the 64 bit
Mac build is fine.
clang -o relump build/relump.o build/os_sockets.o build/networkutil.o
build/os_unix.o build/os_unix2.o build/util.o build/base64.o
build/unicode.o build/array.o build/miscc.o build/fb/error.o
Looks like this commit is to blame (at least on 64 bit linux)
commit ac2a512e9289f02c1eaa83079cac05db474f02c5
Author: teeemcee
Date: Mon Oct 30 02:55:06 2023 +
Make C and FB declarations of RGBcolor union more identical
I thought there might be a need for this, but there's not.
Hmm... So after recent changes, now all the nightly builds are broken
except for Mac 64 but (and the 32 bit Mac builds broke before everything
else)
On Tue, Oct 31, 2023, 1:22 AM wrote:
> [ohrrpgce-player-win-wip-sdl2.zip]
> build_date=20231028
> svn_rev=13355
>
On Fri, Oct 27, 2023, 10:06 PM subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:
> teeemcee
> 2023-10-27 19:06:05 -0700 (Fri, 27 Oct 2023)
> 130
> scons: fix compiling for Linux x86_64 with clang by cleaning up -no-pie
> logic
>
> Hopefully this doesn't break Mac or FreeBSD
A command to append extra arrays sounds great.
The argument to append the path also affects whether or not the extra array
is erased beforehand.
Hamster speak would really benefit from some kind of python-style keyword
argument support, which would make lots of optional arguments less painful
I
My goal with these commands was to have something usable for people who
want to script a tactics game without having to re-implement their own
a-start pathfinding in scripting. It's just a way to hook into the built-in
pathfinding and access the results with a script.
Might also come in handy for
Fixed in commit 463c43bb24144555b
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Closed #1233 as completed.
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After messing around with this for a while, I found a hacky fix that prevents
the fullscreen bug from happening when I run ./game.sh
However, this hack makes it so that when I run ./ohrrpgce-custom a different,
slightly worse bug happens each time I return from fullscreen to windowed mode
(the
I changed the SDL2 framework to version 2.26.4
I also updated https://rpg.hamsterrepublic.com/ohrrpgce/System_Requirements
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Closed #1255 as completed.
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Reopened #1255.
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Okay, I will reopen this issue so I remember to make the changes
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So if I understand correctly, we should use version 2.26.4 and also update the
requirements page to say that 10.10 is the minimum supported, yes?
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Aha! Yes, I can reproduce it with ./game.sh
It does indeed happen roughly 50% of the time
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The latest Mac Frameworks seem to be:
SLD2 = 2.28.3
SLD2_mixer = 2.6.3
I have updated them both.
I also rewrote and renamed the script that downloads them, now it also installs
them
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Closed #1255 as completed.
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This was fixed in r13313 ( 9c268a9ee5e )
TMC, I think the "F5 reload debug menu's MenuDef is now cut off (at 320px
wide)" thing was likely something different, file a separate bug if it is still
a problem
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Closed #1257 as completed.
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This bug was introduced at r12750 ( e5f2b4d8b240 ) on 2022-02-05
"Menu editor now shows how the menu is positioned at the in-game resolution"
This was the first revision that moved the menu preview to the bottom-right of
the menu editor, so the mouse hover has always been offset for it.
--
I am not able to reproduce this bug on Debian Linux xfce4 using the current
nightlies (or any other version, I have never personally seen this bug)
I tested with all the methods of switching into fullscreen, alt+enter, command
line argument, and last-stat-defaulting
My version of SDL2 is
Closed #1262 as completed.
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I have fixed this bug in r13312 ( d8537a82a7 )
ClassSlice is really nice! This is my first time looking at that code.
The MenuDefSlice is currently very unambitious, it just draws the menu in the
correct order in the slice tree
I imagine later we could add features, like positioning the menu
I am marking this one closed. I am satisfied with the testing that I did on VMs
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Closed #1239 as completed.
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Sure! I can't do it tonight,but I will make a reminder for myself to update
it tomorrow.
On Sun, Jul 9, 2023, 8:38 PM Ralph Versteegen via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:
> James, could you please update these files on the nightly build machine?
> I'm going to use
Okay, I'll close this WONTFIX
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Closed #1256 as not planned.
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LICENSE-binary previously just showed GPL info, but it should actually also
show all copyright notices of other included code.
TMC has a partial implementation on a branch to have scons generate
LICENSE-binary.txt from LICENSE.txt
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TMC recently noticed that mouse clicking/hovering in the menu editor is broken.
it appears to be offset. This may bug may have been around for a while.
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Mac Nightly (and release builds) should be using Euphoria 4.0.5 instead of the
newer version they are currently using.
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We need to upgrade the Mac SLD2 framework on the nightly build vm (which is
also the release build vm)
I'll just use the latest available Mac version, 2.26.5
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While Google Play still allows uploading an updated apk file for an existing
project created before August 2021, it no longer appears to be possible to
upload an apk file for a new project. aab files are required instead.
In addition, it appears that if you opt in to the "App Integrity" feature
When you try to upload an ohrrpgce APK file to Google Play, it says:
> You uploaded an APK or Android App Bundle which has an activity, activity
> alias, service or broadcast receiver with intent filter, but without
> 'android:exported' property set. This file can't be installed on Android 12
My current favorite plan for this is to implement a docker image that can build
android apks.
I want to do this anyway for my own local apk building, but then it could be
re-used for:
* A remote android build sever
* Local export from the Distribute Games menu for anyone who has docker (or a
I can confirm that the intention was always for instead scripts to completely
skip the text box. The behavior was supposed to be the same as an instead text
box.
If a text box has an "instead" box or script that is always run, then one of
the other settings are supposed to matter.
Does this
Nice!
On Wed, Mar 22, 2023, 11:57 PM subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:
> teeemcee
> 2023-03-22 20:57:48 -0700 (Wed, 22 Mar 2023)
> 33
> Hero movement and avoidance zones
> ---
> U wip/common.rbas
> U wip/game.bas
> U wip/mapsubs.bas
> U
Aha! That is indeed cleaner. Thank you TMC!
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Oh! Duh! My `~/src/ohr/wip` was out of date. When I updated it, I can reproduce
the error message there
This breakage started with svn rev 13158 which added this line to `ohrbuild.py`
```
from SCons.Script import Mkdir, Copy, Delete, Action #These create Action
nodes
```
I believe that
I have narrowed down the simplest steps to reproduce this error
```
james@ixrat:~/src/nightly/ohrrpgce/wip$ python3
Python 3.5.3 (default, Apr 5 2021, 09:00:41)
[GCC 6.3.0 20170516] on linux
Type "help", "copyright", "credits" or "license" for more information.
>>> import ohrbuild
Traceback
The nightly builds are failing on Windows and Linux vms
```
File "/home/james/src/nightly/ohrrpgce-build/wip/ohrbuild.py", line 20, in
from SCons.Script import Mkdir, Copy, Delete, Action #These create Action
nodes
ImportError: No module named 'SCons'
```
James speculates:
> Perhaps the
File "/home/james/src/nightly/ohrrpgce-build/wip/ohrbuild.py", line 20, in
from SCons.Script import Mkdir, Copy, Delete, Action #These create
Action nodes
ImportError: No module named 'SCons'
Perhaps the version of scons I have on the nightly build vms is too old?
I have a fix for this, although I want to do one more round of verification
with a google play upload before I mark it fixed
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Very nice!
On Mon, Dec 5, 2022, 12:58 AM subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:
> teeemcee
> 2022-12-04 21:58:29 -0800 (Sun, 04 Dec 2022)
> 1177
> Support larger battle resolutions, add "Battles display at 320x200"
> battle/backcompat bit
>
> Turning off this bit
Oh, yeah, I should fix it to just spawn one. I made the mistake of only
testing it with single target attacks
On Thu, Nov 24, 2022, 6:56 PM Ralph Versteegen via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:
> This is a nice feature.
> But I notice that it spawns an enemy for each hit on
This sounds familiar. I think I may have already fixed this for packaged games,
just not for the game player.
If I remember correctly, there were no code changes, I just had to upgrade the
format of the signing certificates. I'm pretty sure I didn't do that for the
debug certificate used by
n't target" bits can change mid-battle
like hidden status can, so it is less concerning
> BTW, we have atkrAnim* constants for attack.attacker_anim. Wish we had
> ones for the target classes.
>
I wondered about that but failed to search hard enough for them :D
>
> On Tue,
This fixes a relatively recent breakage of Jump/Land and Hide/Unhide which
is why it isn't mentioned in the whatsnew
Although I do think the new changes could have also fixed some old
incorrect edge-cases with jump/land, since it is a little more explicit now
about allowing land/unhide to ignore
I'm not certain, but I think this bug was introduced after hrodvitnir.
On Sun, Oct 9, 2022, 6:46 PM Ralph Versteegen via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:
> Sounds like a bug worth mentioning in whatsnew!
>
> On Mon, 10 Oct 2022 at 09:06, subversion--- via Ohrrpgce <
>
No, I remember that vehicle speed is supposed to override NPC speed (but an
indicator of that in the NPC editor is a great idea)
This comes from Wobbler. In Walthros Renewal, there is a vehicle with both NPC
and vehicle speed set to 10 but it moves at 4.
This must be a more specific bug, not a
Vehicles do not seem to be respecting speed settings as expected.
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for grids and layouts
>>
>> On Mon, Sep 12, 2022, 11:53 PM Ralph Versteegen
>> wrote:
>>
>>> At least it's a convention, used consistently by all of two commands (I
>>> think) :)
>>>
>>> Making up new jargon seems to be unavoidable.
>>
, used consistently by all of two commands (I
> think) :)
>
> Making up new jargon seems to be unavoidable.
>
> On Sat, 10 Sept 2022 at 12:22, James Paige via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> This might also be my new favorite terrible na
This error message was reported by Google Play for at least one recent apk file
"""
Zip Path Traversal
Your app contains an unsafe unzipping pattern that may lead to a Path Traversal
vulnerability. Please see this Google Help Center article to learn how to fix
the issue
"""
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Okay, this was a dumb one.
My gamepad had fallen face-down on the floor. The analog stick was being pushed
just so very slightly. I guess it was not enough to trigger movement when
playing the game, but it was enough to make waitforkeyrelease get stuck.
The reason that rebooting my computer
Closed #1245 as completed via 8266d2879fadb54611d4d930e5b5bb6338b4aefc.
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Okay, I actually am reopening this one now. It keeps happening, and it is
driving me crazy. Also sometimes rebooting doesn't fix it... also at least
once, I managed to fix it by opening a new terminal window instead of rebooting
(but can't reproduce again). Seems to be triggered by going into
Reopened #1245.
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This might also be my new favorite terrible naming convention :D
On Fri, Sep 9, 2022 at 8:21 PM subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:
> james
> 2022-09-09 17:21:42 -0700 (Fri, 09 Sep 2022)
> 170
> Add "gently reparent" command, alternative to "set parent" but that
This happened again. I am not reopening, because I still think this is just me,
but before I fixed it with a reboot, I confirmed that it still happens even
with `-gfx fb` instead of the default sdl2 backend, and that doing a
command-line import of scripts does not avoid the problem.
*Reboot
Okay, that was weird.
I updated all my packages, rebooted, and the problem just went away.
I am marking this closed. Not a valid bug (but definitely a weird thing)
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You
Closed #1245 as not planned.
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I'm confident nothing you changed recently broke it. It has to be something
weird with my computer. I tested on one of the nightly build vms and it still
works perfectly fine.
Here is c_debug.txt up to the freeze
```
0.5 Full game data upgrade...
0.5 Last edited by: [[OHRRPGCE wip
On my Debian 11 box, I am suddenly having a problem with custom spawning
external processes.
If I do Test Game, or try to compile my scripts with hspeak, custom seems to
freeze.
If I click the X icon in the corner to make the window manager close the custom
window, then it gets unstuck, and
Ah! Yes, I see that.
I have fixed it by adding the line:
*ErrorDocument 404 default*
To the following files
ohrrpgce/nightly/.htaccess
ohrrpgce/archive/.htaccess
ohrrpgce/symbols-archive/.htaccess
On Fri, Sep 2, 2022 at 11:46 PM Ralph Versteegen via Ohrrpgce <
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