| Age | Commit message (Collapse) | Author |
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* Document `EnSa`
* Rename INFTABLE entries
* Animation set -> group
* Remove trailing commas
* Rename textState field
* Remove trailing comma
* Rename EVENTCHKINF flag
* Correct frowning/closed swap of enum
* Rename INFTABLE flag
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* introduce `enum CutsceneIndex` as a first step
* crudely rename `enum CutsceneIndex` entries
* run `check_format.py ...` separetely
so that it doesn't clutter previous commit. still, allowing `clangd LSP` to run format-on-save yields inconsistent results for me with the project's tooling, especially for header files
* apply a draft PR suggestion
Co-authored-by: mzxrules <mzxrules@gmail.com>
* rename `CS_INDEX_*` with PR suggestions
and some additional observations
reverified with
> `check_format.py ...`
> `make ...`
additionally:
- current clang-format lacks a rule for trailing commas
- compiler says about them `cfe: Warning 624`
* improve `CS_INDEX_*` naming, rem `ENTRANCE` suffix
https://github.com/zeldaret/oot/pull/2286#discussion_r1829165205
reverified with
> `check_format.py ...`
> `make ...`
* apply Jenkins fixes
https://jenkins.deco.mp/job/OOT/job/PR-2286/4/console
hmm, i do need this automation locally to
* apply a PR suggestion
https://github.com/zeldaret/oot/pull/2286#discussion_r1829219841
* remove redundant comments, fix the header comment
and add a comment chunk from https://github.com/zeldaret/oot/pull/2286#discussion_r1829108940
* rename the flag for freeing `nextCutsceneIndex`
* rename the flag for automatic `sceneLayer` calc
it gets assigned to the `nextCutsceneIndex`,
so `CS_INDEX_NONE` name was misleading
* use explicit scene layer names instead of numbers
* ok, now the last two `CS_INDEX_*` are less unknown
the purpose of `CS_INDEX_BARRIER` is not quite clear still
* apply Jenkins fixes
https://jenkins.deco.mp/job/OOT/job/PR-2286/14/console
* run `fix_bss` locally
`ntsc-1.2` refused to comply though
* revert all local to the branch bss shifts
* ugh, use defines instead of an enum
probably size of enum entries doesn't match well? originally these were
just numbers. besides, not like it's a real enumeration from zero to a
value or some bit flags
* still, add a BSS pragma for `z_demo.c`
* apply review changes
* factor out a cutscene layer formula
* give scene layers names throughout code
* apply Jenkins fixes
https://jenkins.deco.mp/job/OOT/job/PR-2286/32/console
* tweak `CS_INDEX` descriptions
* apply PR review suggestions
* rename "auto" -> "default"
* apply PR review suggestions
https://github.com/zeldaret/oot/pull/2286#discussion_r1868693980
essentially reverts 106cb1021be88f745ee303838c11c7d7cbf9c79d, except for 2 generic `z_scene.c` lines
* apply Jenkins fixes
https://jenkins.deco.mp/job/OOT/job/PR-2286/77/console
* Apply suggestions from code review
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
Co-authored-by: mzxrules <mzxrules@gmail.com>
* apply Jenkins fixes
https://jenkins.deco.mp/job/OOT/job/PR-2286/175/console
* Move CS_INDEX_* macros to z64save.h, with the definition of gSaveContext.save.cutsceneIndex
* `#define CS_INDEX_D 0xFFFD` and co.
Co-authored-by: cadmic <cadmic24@gmail.com>
* add comment on CS_INDEX_D
* review
* CS_INDEX_NONE is back
* bss
* expand comment about 0xFFFD
* fix comment about 0xFFFF usage
* review
---------
Co-authored-by: mzxrules <mzxrules@gmail.com>
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
Co-authored-by: cadmic <cadmic24@gmail.com>
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* z64 - a
* z64 - b
* z64 - c
* z64 - d
* z64 - e
* z64 - f
* z64 - g
* z64 - h
* z64 - i
* z64 - l
* z64 - m
* z64 - o
* z64 - p
* z64 - q
* z64 - r
* z64 - s
* z64 - t
* z64 - v
* restore file
* fix merge
* fix merge
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Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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* create printf and translation headers
* non-overlays complete
* printf finished
* move T macro
* edit comment
* fix error
* fix bss
* remove is_64
* fix bss
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* progress
* z64.h issues sorted
* remove variables.h
* format
* n64 fix
* another fix
* did the wrong fix
* fix libleo
* fix bss
* review
* remove instead of comment
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* split most of functions.h
* osdriverominit
* forgot include
* fix
* remove functions.h
* temporary fix for fix_bss
* fix bss
* revert fix_bss.py change
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* SoundOutputMode, and move SoundSetting
* missed a couple
* format
* move SoundSetting
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* split game states
* split all GameState headers
* match fig names
* deduplicate headers from bad merge
* split z64actor.h into z64actor_profile.h, z_actor_dlftbls.h
* fix compile error
* .bss
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* make headers for gamestates
* fixes
* fixes 2
* bss
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* move variables into z64environment.h
* z_room.h
* z64sram.h, z64ss_sram.h, z64font.h, kanread.h
* z64lifemeter.h, z64debug.h, debug_arena.h
* buffers.h
* remove z_bgcheck global
* gamealloc.h
* suggestions
* .bdd
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* z64env_flags, z64quest_hint_commands
* z64cutscene_spline, z64save.h moved from z64.h
* bss
* pr suggestion
* bss
* suggestions
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* Use enums for settings in SRAM header
* Fix bss
* Uglify z_en_mag to match ique
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* Write about IDO and EGCS in compilers.md
* Fix typo
* Fix another typo
* Apply suggestions from code review
Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com>
---------
Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com>
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* [iQue] z_sram: Use iQue-specific read/write macros
* [iQue] z_sram: Make checksum a struct
* [iQue] z_sram: Finish matching
* Call the trigraph usage a bug
* Fix bss
* Sram_iQueReadWrite -> Sram_ReadWriteIQue
* Use SRAM_HEADER_MAGIC for loop bound
* Rename sZeldaMagic -> sSramDefaultHeader and use less char literals
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* Simplify most event flags
* EVENTINF_HORSES_INDEX -> EVENTINF_INDEX_HORSES
* Add missing index numbers
* pr suggestions
* Clean up INGO_RACE flags
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* rename OOT_DEBUG to DEBUG_FEATURES
* makefile changes
* add DEBUG_ASSETS
* fix DEBUG_FEATURES usages
* format
* fix errors
* review
* fix problem and review2
* review
* add DEBUG_FEATURES to DEBUG_ASSETS check
* review
* whoops
* format
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* [ntsc-1.0/1.1] Match "game engine" files
* Use R_START_BTN_X/R_START_BTN_Y
* Comment obvious bugs
* Move Magic_Fill comments
* Move EVENTINF_HORSES_INDEX printf inside #if
* Replace "this function"
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* [PAL N64] Match file select language selection
* sInitialLanguageInputTimerY -> sInitialLanguageInputTimerX
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* Move definitions of OOT_NTSC/OOT_PAL/OOT_MQ to versions.h
* Add PAL_N64 shorthand
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* T() in z_kankyo.c
* T() in z_demo.c
* T() in z_effect.c
* remaining T() in z_sram.c
* T() in z_en_encount1.c
* T() in z_en_owl.c
* T() in z_en_wonder_item.c
* fix forgot T
* Demonstration -> Demo
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* T() in idle.c, irqmgr.c, padmgr.c, z_locale.c
* T() in z_sram.c
* T() in z_bgcheck.c, z_scene.c
* format
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* Match NTSC file select
Co-authored-by: inspectredc <inspectredc@gmail.com>
* nes -> eng in macros
* Duplicate more code but use less #ifs
* Format
---------
Co-authored-by: inspectredc <inspectredc@gmail.com>
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* Create FILENAME_ macros for NTSC filename encoding
* Add defines/comments for all filename characters
* FILENAME_EXCLAMATION_POINT -> FILENAME_EXCLAMATION_MARK to match kanji file
* hirigana -> hiragana
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when it is u16 (#1900)
* Add proper bug comment for gSaveContext.save.dayTime getting cleared as s32 when it is u16
* Formatting?
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* Replace most osSyncPrintf calls with PRINTF macro
* DEBUG -> OOT_DEBUG
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* Create debug macros for common functions
* Revert NDEBUG change
* MALLOCR -> MALLOC_R
* DEBUG -> OOT_DEBUG
* Use the same name for debug and non-debug matrix functions
* Fix file/line argument order
* Revert g[s]DPNoOp[Tag]
* Use SystemArena_MallocDebug directly in GameAlloc_MallocDebug
* MTXF_TO_MTX -> MATRIX_TO_MTX
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* Split SaveContext struct
* run formatter
* Remove temporary-until-split stuff in z_sram
* .
* run formatter
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* "bgs sword" -> "biggoron sword"
* Animation_ChangeImpl: last arg is `ANIMTAPER_` enum
* TransitionTileStatus -> state
* Tiny gbi.h formatting fixups
* some cleanup on floormaster
* misc float ops cleanup
* sunsSongState = SUNSSONG_INACTIVE
* continueFlag == CS_CMD_STOP
* fix few camera names inconsistency
* textual 0 padding? not on my lawn
* libultra: construct address from end of dmem rather than oob from imem
* more free1 -> 2 fixup
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* Cleanup scene names
* missing scene id use
* rename scene draw config functions
* remove now useless comments
* format
* fix double defense/magic swapped
* try precision on "from potion shop"
Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
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* Comment names on titled scenes
* Comment some more scene names
* Comment some map assets symbol prefixes
* Name collapse sequence scenes (from the non-collapse equivalent scene's name + `_COLLAPSE`)
* Name ganon/ganondorf boss scenes (symbol prefix suffixed with `Scene` to prevent confusion with boss actors)
* Fix symbol prefix for back alley night scene
* Name the two grave scenes (normal and fairy's fountain variant)
* Name most houses, name/update misc scenes
Co-authored-by: fig02 <fig02srl@gmail.com>
* (hakaana) `GRAVE` -> `REDEAD_GRAVE` to be more specific
Co-authored-by: fig02 <fig02srl@gmail.com>
* `miharigoya_scene`: `market_guard_house`
* `kakariko_scene` -> `kakariko_center_house`
* `richards_house` -> `dog_lady_house` (for localization differences)
* Revert "Comment some map assets symbol prefixes"
This reverts commit 210a38a6288d5d2fa318059f31988ca7ceb5c708.
* remove other xml prefixes
* ganon_boss, ganondorf_boss
* comments to namefixer
* `KAKARIKO_CENTER_HOUSE` -> `KAKARIKO_CENTER_GUEST_HOUSE`
* two collapse sequence scenes -> `GANONS_TOWER_COLLAPSE_`interior/exterior
* Run namefixer
`find src include -type f -exec ./tools/namefixer.py {} \;`
* run formatter
Co-authored-by: fig02 <fig02srl@gmail.com>
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* Reevaluate item names (`ItemID` enum)
* format
* Carry `ItemID` changes to `ExchangeItemID`
* format
* Add item enum comments on items to slots array
* Rename slots according to current item enum names
* Add item enum comments on items to PlayerItemAction array
* Rename PlayerItemAction enum names according to current item enum names
* gi, gid names...
* `QUEST_GERUDO_CARD` -> `QUEST_GERUDOS_CARD`
* `DUNGEON_KEY_BOSS` -> `DUNGEON_BOSS_KEY`
* `UPG_` sticks/nuts : +deku
* Fixed remove array enum comments in `sDebugSaveEquips`
* "magic beans" -> "magic bean" (singular)
* cucco -> chicken (the one from weird egg, "alarm clock bird" from literal japanese translation)
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* `vt.h` -> `terminal.h`
* `VT_` -> `T_` (as in Terminal)
* `vt.h` -> `terminal.h` in includes too Pepega
* Sort out tiny terminal.h include inconsistencies
* Format
* -> `TE_`
* format
* `TE_` -> back to `VT_` (parkour!)
* explicit VT
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* Comment enums on some big arrays
* z_camera_data too
* comment in get item table on own lines
* `sDebugSaveInventory.ammo`
* More in z_sram
* `0xFF` -> `ITEM_NONE` in `sNewSaveInventory.items`
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* Some cleanup on bgcheck waterbox y funcs
* Fix some typo/spelling
* EnFz_ApplyDamage match fixup
* Turn another sus construction into a switch
* Fixup comment on restoring MS as adult
* "doesnt, isnt" -> "doesn't, isn't"
* Hunt down whitespace at end of lines
* Format (clang-format does not like figs bug comment on bongo cutscene unskip sadge)
* Viewport z scale/translation: `0x1FF` -> `G_MAXZ/2` (see proman "9.7 Mixing CPU and SP Addresses", "12.7.6 Depth Source")
* static symbols: g -> s prefix
* Link young/old -> child/adult
* Fixups
* Get rid of signed vs unsigned comparison warning by changing room temps to s32
* waterbox search funcs consistency
* Revert "waterbox search funcs consistency"
This reverts commit 8f386e038f5e735f0f5f1240fc4da7bec4e8c7e2.
* `curWaterBox` -> `waterBox`
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* misc cleanup
* missed one
* EffectSsDust_UpdateFire
* revert change, needs more testing
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* sceneNum -> sceneId
* forgot to save play
* scene -> sceneId where appropriate
* Missed 1 + format
* Update src/code/z_sram.c
Co-authored-by: mzxrules <mzxrules@gmail.com>
* Update src/code/z_sram.c
Co-authored-by: mzxrules <mzxrules@gmail.com>
* PR
* Fix
Co-authored-by: mzxrules <mzxrules@gmail.com>
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* `TitleSetup` -> `Setup`
* `Title` -> `ConsoleLogo`
* `Opening` -> `TitleSetup`
* `FileChoose` -> `FileSelect`
* `Select` -> `MapSelect`
* prenmi/sample `Context` -> `State`
* Revert filename changes
* .
* setupstate cleanup
* Oops, `GameState` -> `SetupState`
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* Remove fake temp in `BossDodongo_DrawEffects`
* `OS_WRITE` for `__osSpRawStartDma` `direction`
* remove outdated comment
* fixup osRecvMesg
* make sShopkeeperStores static
* `PHYSICAL_TO_VIRTUAL(gSegments[0])` -> `SEGMENTED_TO_VIRTUAL(NULL)` (mimics `CollisionHeader_SegmentedToVirtual`)
* Run formatter
* Remove assets from include path in suggested vscode properties
* Fix `osCreateMesgQueue` getting `OS_MESG_BLOCK` as `count` instead of `1`
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* Magic docs WIP
* More docs, first round finished
* Better docs
* More renaming
* Simpler name
* Another small adjustment
* rm if(1)
* Better names again after in-game testing
* Change comments
* change comment
* Big rename based on all the suggestions
* Small touch-up
* More PR Suggestions
* RESTORE_IDLE -> RESET
* More docs
* Capitalization
* PR suggestions
* Make declaration consistent
* Health_ChangeBy (amount)
* PR Suggestions
* Missed one
* More PR Suggestions
* Change comment
* Add another clarity comment
* Discord discussions on `magicFillTarget`
* Comments
* grammar
* More comment clarity
* Another bad comment
* PR suggestions, improved comments
* One more comment
* one more thing
* bar -> meter
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* global context -> play
* fix PlayState* PlayState
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* some docs, start introducing time macro
* most usages of CLOCK_TIME
* finish up clock time defines, format
* saving incase i need to revert
* more docs
* more docs progress
* some more docs
* format with 11
* change sos to storm
* update functions.h
* some depth stuff
* review 1 and 2
* whoops
* update zbuf stuff
* most of review 3
* enum name
* storm state enum
* review 4
* fix enum
* add comment to skyboxischanging
* review
* things dont match, committing so i can change branches
* revert struct changes
* define for override_full_control
* new clock_time macro
* fill alpha -> glare strength
* update comment
* remove indoor/outdoor, new name for underwater light variable
* remove copy pasted comment
* fix comments
* remove whitespave
* review
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* entrance table OK
* entrance enum fixed
* most entrances using enum, still need to do conditionals
* more entrances
* entrance_table.h cleanups
* some review
* remove _0 from first entrance in a group of setups
* change table description
* typo
* wens spellcheck in vscode
* remove extra line
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* Begin ocarina documentation
* Many ocarina-related docs
* More ocarina docs
* Introduce Ocarina Fonts Enum
* Fix ocarina font enum
* Fix incorrect documentation, more documentation
* Ocarina recording documentation
* cleanup
* Small touch-ups
* Fix font -> instrument
* format
* Better docs on playback, memory game
* more cleanup
* Add z64ocarina.h
* Clean up names
* final cleanup
* typo
* Fix description
* better docs
* Fix channel -> channelIdx
* Fix old "font" name to correct "instrument" name, add io port docs
* Add comments to clarify certain lines/functions
* format
* Rename noteIdx to pitch
* Missed a name
* Add comment on pitch
* `reset` -> `SetInstrument` and `displayed` -> `playback`
* Clarify audio_update and windmill comment
* Minor PR fixes
* Revert Audio_Update because there are 2 different Audio_Update functions
* PR Feedback
* Ocarina Idx -> Index
* Introduce OCARINA_BTN_C_RIGHT_OR_C_LEFT
* PR Suggestions
* Next PR Suggestions
* Next PR Feedback
* consistency
* Better docs (PR)
* Better comment
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* Un-fake a couple of matches in memory manip functions
* Document fmodf
* Un-fake a couple of matches in memory manip functions
* Document fmodf
* Rename functions and files
* Document memmove, memsets, memcpys
* Format
* Sort out some missing sizeofs
* Name fmodf
* Rename local variables
* size_t
* Use COBRA_SHADOW_TEX_SIZE
* Review
* Tweak the Doxyfile to remove @brief requirement
* Roman's review
* Fix a bug comment
* Change fmodf
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* Doc equips usage (inventory, current and player-specific constants)
* Improve some comments
* `currentSword`(`Item`) -> `currentSwordItemId`
* Comments on the right in `D_801261F8`
* Improve `sDebugSaveInventory.equipment` formatting with extra parentheses
* Use constants for `sNewSaveInventory.equipment`
* Run formatter
* Make comments in z64save.h header a single line even if very long
* `CHECK_OWNED_EQUIP_ALT`
* One more use of `CHECK_OWNED_EQUIP`
* `OWNED_EQUIP_FLAG`
* `OWNED_EQUIP_FLAG_ALT`
* Improve (?) giving sword by item id
* "half-byte" -> "nibble"
* Improve equips for setting kokiri sword
* Improve (?) checking boots by item id
* Improve (?) checking equips by item id
* Fixup one spot assuming `EQUIP_TYPE_SWORD == 0`
* Comments on the right in `sBootDListGroups`
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`eventInf`) (#1094)
* script-assisted `itemGetInf` flags
* comment near non-trivial `itemGetInf` usage
* Run formatter
* Try something with the itemgetinf flags that can't use the packed value
* Add defines for `eventChkInf` (direct access)
* Add defines for `eventChkInf` (access through `Flags_GetEventChkInf`)
* Add defines for `eventChkInf` (access through `Flags_SetEventChkInf`)
* Add defines for `infTable` (direct access)
* Add defines for `infTable` (used by `Flags_GetInfTable`)
* Add defines for `infTable` (used by `Flags_SetInfTable`)
* Add defines for `eventInf`
* parenthesis cleanup near `GET_EVENTCHKINF` usage
* parenthesis cleanup near `GET_ITEMGETINF` usage
* parenthesis cleanup near `GET_INFTABLE` usage
* fixup one `eventInf` usage
* parenthesis cleanup near `GET_EVENTINF` usage
* parenthesis cleanup near `Flags_GetEventChkInf` usage
* slight `z64save.h` formatting improvement
* Improve itemGetInf flags in z_bg_dy_yoseizo
* Questionable improvement in z_en_ge2
* Questionable improvement in z_en_daiku
* Questionable improvement in z_en_mu
* Run formatter
* Parentheses around `gSaveContext` macros arguments
* Move individual flags define to the end of z64save.h, and improve comments separating the groups
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