Rewrote the drag example
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6d899aeb9e
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build.sh
2
build.sh
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@ -20,5 +20,5 @@ cc -std=c89 -DDEBUG -Wall -Wno-unknown-pragmas -Wpedantic -Wshadow -Wextra -Werr
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# cc uxn.c emulator.c -std=c89 -Os -DNDEBUG -g0 -s -Wall -Wno-unknown-pragmas -L/usr/local/lib -lSDL2 -o bin/emulator
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# run
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./bin/assembler examples/paint.usm bin/boot.rom
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./bin/assembler examples/drag.usm bin/boot.rom
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./bin/emulator bin/boot.rom
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@ -3,116 +3,110 @@
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:dev/r fff8 ( std read port )
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:dev/w fff9 ( std write port )
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;drawx 2 ;drawy 2 ;x 2 ;y 2 ;w 2 ;h 2 ;color 1
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;touchx 2 ;touchy 2 ;down 1
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;dragx 2 ;dragy 2
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;mousex 2 ;mousey 2
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;lastx 2 ;lasty 2
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;originx 2 ;originy 2
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;down 1 ;state 1
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|0100 @RESET
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#05 =dev/r ( set dev/read mouse )
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#01 =dev/w ( set dev/write to screen )
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#02 =color ( starting color )
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#0050 =w #0080 =h ( starting size )
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,update JSR
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#02 =dev/w ( set dev/write to sprite )
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,draw-picture JSR
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BRK
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|c000 @FRAME
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( clear last cursor )
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#10 ,clear_icn ~lastx ~lasty ,draw-sprite JSR
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( record mouse values )
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#00 IOR2 =mousex #02 IOR2 =mousey
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#04 IOR #11 ADD =state
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( draw mouse )
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~state ,cursor_icn ~mousex ~mousey ,draw-sprite JSR
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( update last pos )
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~mousex =lastx ~mousey =lasty
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( get touch )
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#05 IOR #01 EQU ,on-touch ROT JMP? POP2
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#05 IOR #10 EQU ,on-release ROT JMP? POP2
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#01 ~down EQU ,on-drag ROT JMP? POP2
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BRK
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@on-touch
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#01 =down
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#03 =color
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#00 IOR2 =touchx #02 IOR2 =touchy
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#00 IOR2 =originx #02 IOR2 =originy
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,update JSR
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BRK
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@on-release
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#00 =down
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#01 =color
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,update JSR
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BRK
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@on-drag
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#00 IOR2 ~touchx SUBS2 ~x ADDS2 =x
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#02 IOR2 ~touchy SUBS2 ~y ADDS2 =y
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#00 IOR2 =touchx #02 IOR2 =touchy
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#00 IOR2 ~originx SUBS2 ~dragx ADDS2 =dragx
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#02 IOR2 ~originy SUBS2 ~dragy ADDS2 =dragy
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#00 IOR2 =originx #02 IOR2 =originy
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,update JSR
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BRK
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@update
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( draw ) ~x ~y ~w ~h ,linerect JSR
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( draw ) #0000 ,rounds_chr ~x #0010 ADD2 ~y #0010 ADD2 ,drawsprite JSR
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( draw ) #0100 ,eyeeye_chr ~x #0040 ADD2 ~y #0020 ADD2 ,drawsprite JSR
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,redraw JSR
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BRK
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,draw-picture JSR
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BRK
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@putpixel
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IOW2 ( y short )
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IOW2 ( x short )
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,color LDR IOW ( color byte )
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#00 IOW ( redraw byte )
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@draw-picture
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#01 ,graphic #0040 ~dragx ADD2 #0040 ~dragy ADD2 ,draw-sprite JSR
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#01 ,graphic #0008 ADD2 #0048 ~dragx ADD2 #0040 ~dragy ADD2 ,draw-sprite JSR
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#01 ,graphic #0010 ADD2 #0050 ~dragx ADD2 #0040 ~dragy ADD2 ,draw-sprite JSR
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#01 ,graphic #0018 ADD2 #0058 ~dragx ADD2 #0040 ~dragy ADD2 ,draw-sprite JSR
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#01 ,graphic #0020 ADD2 #0040 ~dragx ADD2 #0048 ~dragy ADD2 ,draw-sprite JSR
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#01 ,graphic #0028 ADD2 #0048 ~dragx ADD2 #0048 ~dragy ADD2 ,draw-sprite JSR
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#01 ,graphic #0030 ADD2 #0050 ~dragx ADD2 #0048 ~dragy ADD2 ,draw-sprite JSR
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#01 ,graphic #0038 ADD2 #0058 ~dragx ADD2 #0048 ~dragy ADD2 ,draw-sprite JSR
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#01 ,graphic #0040 ADD2 #0040 ~dragx ADD2 #0050 ~dragy ADD2 ,draw-sprite JSR
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#01 ,graphic #0048 ADD2 #0048 ~dragx ADD2 #0050 ~dragy ADD2 ,draw-sprite JSR
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#01 ,graphic #0050 ADD2 #0050 ~dragx ADD2 #0050 ~dragy ADD2 ,draw-sprite JSR
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#01 ,graphic #0058 ADD2 #0058 ~dragx ADD2 #0050 ~dragy ADD2 ,draw-sprite JSR
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#01 ,graphic #0060 ADD2 #0040 ~dragx ADD2 #0058 ~dragy ADD2 ,draw-sprite JSR
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#01 ,graphic #0068 ADD2 #0048 ~dragx ADD2 #0058 ~dragy ADD2 ,draw-sprite JSR
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#01 ,graphic #0070 ADD2 #0050 ~dragx ADD2 #0058 ~dragy ADD2 ,draw-sprite JSR
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#01 ,graphic #0078 ADD2 #0058 ~dragx ADD2 #0058 ~dragy ADD2 ,draw-sprite JSR
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RTS
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@fillrect
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=h =w =y =x ( store values in variables )
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~x =drawx ~y =drawy ( store draw pos in variables )
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@fillrectrow
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~x =drawx
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@fillrectcol
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( draw ) ~drawx ~drawy IOW2 IOW2 ~color IOW #00 IOW
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~drawx #0001 ADD2 =drawx
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~drawx ~w ~x ADD2 LTH2 ,fillrectcol ROT JMP? POP2
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~drawy #0001 ADD2 =drawy
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~drawy ~h ~y ADD2 LTH2 ,fillrectrow ROT JMP? POP2
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RTS
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@linerect
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=h =w =y =x
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~x =drawx ~y =drawy
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@linerectcol
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( draw ) ~x ~drawy ,putpixel JSR
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( draw ) ~x ~w ADD2 ~drawy ,putpixel JSR
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~drawy #0001 ADD2 =drawy
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~drawy ~h ~y ADD2 LTH2 ,linerectcol ROT JMP? POP2
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@linerectrow
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( draw ) ~drawx ~y ,putpixel JSR
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( draw ) ~drawx ~y ~h ADD2 ,putpixel JSR
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~drawx #0001 ADD2 =drawx
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~drawx ~w ~x ADD2 #0001 ADD2 LTH2 ,linerectrow ROT JMP? POP2
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RTS
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@getmouse
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#00 IOR2 ( get mouse x )
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#02 IOR2 ( get mouse y )
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RTS
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@drawsprite
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#02 =dev/w ( set dev/write to sprite )
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IOW2 ( y short )
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IOW2 ( x short )
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@draw-sprite
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IOW2 ( y byte )
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IOW2 ( x byte )
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IOW2 ( sprite address )
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IOW2 ( redraw byte )
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IOW ( layer-color )
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RTS
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@redraw
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#01 =dev/w ( set dev/write to sprite )
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#0000 IOW2
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#0000 IOW2
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#00 IOW
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#01 IOW
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RTS
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@clear_icn [ 0000 0000 0000 0000 ]
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@cursor_icn [ 80c0 e0f0 f8e0 1000 ]
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@rounds_chr [ 3844 92aa 9244 3800 0038 7c7c 7c38 0000 ]
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@eyeeye_chr [ aa55 aa55 aa55 aa55 aa55 aa55 aa55 aa55 ]
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@graphic [
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ff80 8080 8080 8088
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ffff fffc f8f9 f1f4
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ffff 0010 c721 2120
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ffff 3f0f 0717 c343
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8888 8080 8080 8080
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f0f1 f2f5 f2f1 f0f4
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1208 804c 9212 4c00
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7303 0343 1b1b fbfb
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8080 8f83 8383 8393
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f0f3 f1f0 e4c0 80ff
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00c7 c7c6 4606 00ff
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c3d3 c307 870f 3fff
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8f83 8383 8383 83ff
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fff7 fdff c0e2 f1ff
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7fef bfff 07af 5fff
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ffff ffff ffff ffff
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]
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|d000 @ERROR BRK
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|FFF0 [ f2ac 35bb 2b53 ] ( palette )
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|FFFA .RESET .FRAME .ERROR
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|FFF0 [ f0ac f0bb f053 ] ( palette )
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|FFFA .RESET .FRAME .ERROR ( vectors )
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