add maple sprite as subtype to mermaid slot
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@@ -1,9 +1,9 @@
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;==============================================================================
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; =========================================================
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; Sprite Properties
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; Mermaid and Maple NPC
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;==============================================================================
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!SPRID = $F0 ; The sprite ID you are overwriting (HEX)
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!SPRID = $F0 ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 02 ; Number of tiles used in a frame
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!NbrTiles = 02 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!Harmless = 01 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!Health = 00 ; Number of Health the sprite have
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!Health = 00 ; Number of Health the sprite have
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!Damage = 00 ; (08 is a whole heart), 04 is half heart
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!Damage = 00 ; (08 is a whole heart), 04 is half heart
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@@ -31,16 +31,16 @@
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%Set_Sprite_Properties(Sprite_Mermaid_Prep, Sprite_Mermaid_Long)
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%Set_Sprite_Properties(Sprite_Mermaid_Prep, Sprite_Mermaid_Long)
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;==================================================================================================
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; Sprite Long Hook for that sprite
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; --------------------------------------------------------------------------------------------------
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; This code can be left unchanged
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; handle the draw code and if the sprite is active and should move or not
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;==================================================================================================
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Sprite_Mermaid_Long:
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Sprite_Mermaid_Long:
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PHB : PHK : PLB
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PHB : PHK : PLB
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LDA.w SprMiscE, X : BEQ .MermaidDraw
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JSR Sprite_Maple_Draw
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JMP .Continue
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.MermaidDraw
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JSR Sprite_Mermaid_Draw ; Call the draw code
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JSR Sprite_Mermaid_Draw ; Call the draw code
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.Continue
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JSL Sprite_CheckActive ; Check if game is not paused
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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@@ -50,32 +50,29 @@ JSR Sprite_Mermaid_Main ; Call the main sprite code
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PLB ; Get back the databank we stored previously
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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RTL ; Go back to original code
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;==================================================================================================
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; Sprite initialization
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; --------------------------------------------------------------------------------------------------
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; this code only get called once perfect to initialize sprites substate or timers
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; this code as soon as the room transitions/ overworld transition occurs
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;==================================================================================================
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Sprite_Mermaid_Prep:
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PHB : PHK : PLB
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; Add more code here to initialize data
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Sprite_Mermaid_Prep:
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{
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PHB : PHK : PLB
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LDA.b #$40 : STA.w SprTimerA, X
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LDA.b #$40 : STA.w SprTimerA, X
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STZ.w SprMiscE, X
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LDA.w SprSubtype, X : CMP.b #$01 : BNE +
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; Maple Sprite
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LDA.b #$01 : STA.w SprMiscE, X
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LDA.b #$03 : STA.w SprAction, X
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+
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PLB
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PLB
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RTL
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RTL
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}
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;==================================================================================================
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; Sprite Main routines code
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; --------------------------------------------------------------------------------------------------
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; This is the main local code of your sprite
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; This contains all the Subroutines of your sprites you can add more below
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;==================================================================================================
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Sprite_Mermaid_Main:
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Sprite_Mermaid_Main:
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LDA.w SprAction, X; Load the SprAction
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LDA.w SprAction, X; Load the SprAction
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JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
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JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
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dw MermaidWait
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dw MermaidWait
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dw MermaidDive
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dw MermaidDive
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dw MermaidSwim
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dw MermaidSwim
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dw MapleIdle
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MermaidWait:
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MermaidWait:
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@@ -116,12 +113,15 @@ RTS
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}
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}
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;==================================================================================================
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MapleIdle:
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; Sprite Draw code
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{
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; --------------------------------------------------------------------------------------------------
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%PlayAnimation(0,1,16)
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; Draw the tiles on screen with the data provided by the sprite maker editor
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JSL Sprite_PlayerCantPassThrough
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;==================================================================================================
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RTS
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}
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Sprite_Mermaid_Draw:
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Sprite_Mermaid_Draw:
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{
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JSL Sprite_PrepOamCoord
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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JSL Sprite_OAM_AllocateDeferToPlayer
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@@ -177,11 +177,6 @@ PLX
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RTS
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RTS
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;==================================================================================================
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; Sprite Draw Generated Data
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; --------------------------------------------------------------------------------------------------
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; This is where the generated Data for the sprite go
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;==================================================================================================
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.start_index
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.start_index
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db $00, $02, $04, $05
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db $00, $02, $04, $05
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.nbr_of_tiles
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.nbr_of_tiles
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@@ -211,3 +206,76 @@ db $02, $02
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db $02, $02
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db $02, $02
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db $02
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db $02
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db $02, $02
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db $02, $02
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}
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Sprite_Maple_Draw:
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{
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JSL Sprite_PrepOamCoord
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JSL Sprite_OAM_AllocateDeferToPlayer
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LDA $0DC0, X : CLC : ADC $0D90, X : TAY;Animation Frame
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LDA .start_index, Y : STA $06
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PHX
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LDX .nbr_of_tiles, Y ;amount of tiles -1
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LDY.b #$00
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.nextTile
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PHX ; Save current Tile Index?
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHA ; Keep the value with animation index offset?
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ASL A : TAX
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REP #$20
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LDA $00 : STA ($90), Y
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AND.w #$0100 : STA $0E
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INY
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LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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SEP #$20
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BCC .on_screen_y
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LDA.b #$F0 : STA ($90), Y ;Put the sprite out of the way
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STA $0E
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.on_screen_y
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PLX ; Pullback Animation Index Offset (without the *2 not 16bit anymore)
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INY
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LDA .chr, X : STA ($90), Y
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INY
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LDA .properties, X : STA ($90), Y
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PHY
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TYA : LSR #2 : TAY
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LDA #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX
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RTS
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.start_index
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db $00, $02
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.nbr_of_tiles
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db 1, 1
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.y_offsets
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dw -8, 0
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dw 0, -8
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.chr
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db $13, $23
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db $25, $15
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.properties
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db $39, $39
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db $39, $39
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}
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