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So Nintendo has announced that FE1 is finally officially coming to the west onto Nintendo Switch. I've already played and beaten the Japanese version so this doesn't mean much to me, but I'm interested in discussing the technical aspects of it; particularly the variable width font they're using. Since this is, I felt this would be an appropriate place to discuss.

As the trailer shows, they're using a VWF. In a NES game. How do you think they're achieving this? Do you think they hacked the ROM to actually support VWF? Or do you think the text is being patched onto the image on the fly? I'm assuming that they're patching it on the fly because the font doesn't seem to line-up 100% correctly with the pixels, though it's hard to say.

Regardless of how they achieved this, how do you feel about them using a VWF at all? Do you think it clashes with the NES aesthetic?

Anyways, I've played through this game twice and I really enjoyed it, and I'm glad Nintendo is revisiting old games like this.

Gaming Discussion / Best monospaced font?
« on: June 26, 2019, 11:23:28 pm »
What NES or Game Boy (or even SNES) game do you think has the best 8x8 monospaced font? There’s only so much you can do to make monospaced fonts look nice and it’s hard to find one that’s aesthetically pleasing. For my projects I’ve been defaulting to a variation of the font that Square used for their early 90’s localizations (Final Fantasy II prototype, Final Fantasy IV, Final Fantasy Adventure/Mystic Quest) but I’m just not satisfied with it. But the alternatives (Earthbound Beginnings, Game Boy Pokémon games, Final Fantasy VI menu font) aren’t much better. In your opinion what games had a good 8x8 font?

Personal Projects / Final Fantasy NES Trilogy Translations
« on: June 20, 2019, 11:46:36 pm »
Hello, these are my translation projects for the Final Fantasy trilogy on the NES. The purpose of these is to simply provide an English version of the original Final Fantasy games but with terminology that matches the ones used in the remakes made by Square Enix, along with providing an accurate script. Of course, these are NES games so space is limited, so not everything is as expanded and detailed as I'd like it to be, but I do my best to fit as much as I can within the limited ROM space by using DTE compression. The scripts in general are a mix of my own translation while looking at the remake versions as a guide, but the only content present is what was in the original Famicom versions of the games (since their remakes on GBA and onwards often changed and expanded lines, and those changed/expanded lines were translated by Square Enix for the overseas releases of the remakes). I'm half-Japanese and lived in Japan when I was little, so I have a bit of a language background in Japanese, but my education was in English so language-wise I am English-dominant. A few years ago my Japanese was pretty rusty but I've worked to improve it as much as I can.

I want to make it clear that these projects are strictly translations, are are NOT hacks, and I will not do anything to "balance" the game. These are the original raw games as they are, but in English.

Originally, this project started with Final Fantasy II in 2015 (original topic can be found here). In 2016 I moved on to Final Fantasy III, but I made some bad decisions with that translation (expanding the ROM) so in 2019 I made a new version of it that keeps the original ROM size (this was originally the thread for that).  I am now working on Final Fantasy I.

Final Fantasy (original Japanese version, NOT US version)
Status: Complete

Final Fantasy II
Status: Complete
RHDN Link:

Final Fantasy III
Status: Complete
RHDN Link:

Final Fantasy I & II
Status: Complete, but with save issue
FF1 and 2 Experimental Patch Link:
Unfortunately, saving in FF1 overwrites save slots 1-2 of FF2. I tried looking into why this happens, and could not find the cause. I even did a byte comparison of the FF2 portion of the multicart with vanilla FF2 and the only thing that's different is a typo in the Japanese intro text, along with some data bytes at the end. After some testing, I concluded that merely altering a byte in the intro text of the FF2 portion causes the save issue (meaning it probably reads a checksum perhaps?), so I'm not sure how to go about fixing that.

Credits (FF1):
* Chaos Rush(me) - translation and hacking
* NeonStreetlight - script revision
* Disch - Final Fantasy US Disassembly (although it's for the US version, the offsets were similar to the Japanese version anyways)
* Lenophis - Battle DTE fixer upper (originally for US version but I ported it to Japanese version)
* Team dCode - for making the Bigram Analysis tool

Credits (FFII):
* Chaos Rush
* Square Enix - for making this game and remaking this game
* NeoDemiforce - for translating this game in 1998
* HackMew - for making Free Space Finder
* whoever made TileMolester
* whoever made TileMolester Alternate
* Vanya - stat name suggestions
* Rodimus Primal - intro text and general support
* vivify93 - formatting inspiration, as well as some item name suggestions
* SpiderDave - B-button dash

Credits (FFIII):
* Chaos Rush
* Team dCode - for making the Bigram Analysis tool (
* Square Enix - for making the original game and remaking it

Newer iteration of this is here:

June 12th 2019 Note: This project is being restarted. There are several issues with this version due to the decision to use the MMC5 mapper patch. I have since thought things over and decided to redo this translation, and will post a new thread when it’s ready. Here is the original post for archival purposes:

I have decided to take it upon myself to make a new English translation of Final Fantasy III for the NES, in what I hope becomes the definitive version of Final Fantasy III. Now, what is the point of doing this? Well, there was never any official English translation of the original Final Fantasy III for the NES, only its DS remake and subsequent ports were localized. While there are a couple existing fan translations, I have heard of problems with both, with one's script suffering from a severe lack of free space, and another using 1mb ROM space on a mapper that doesn't actually support it.

FFIII Refurbished will feature:
* Usage of Kea's MMC5 mapper patch, which gives me 1 whole megabyte of total space to work with (meaning an extra 512kb that weren't there originally, which is more than enough for English text)

* A new English script based heavily off of the DS translation. How I will approach this is that I will compare the scripts between the original Japanese Famicom version and the official DS remake. The text from the DS version will be used ONLY IF THE LINE WAS FROM THE ORIGINAL FAMICOM VERSION, and if not, then the lines will be retranslated myself. However, in instances where I use the DS remake's line, if the line features censorship (such as small references to religion that were removed from the DS localization), then I will uncensor those lines. Ultimately, the new script will be an accurate translation of the original Final Fantasy III for the Famicom/NES, and since I'm using Kea's MMC5 mapper patch, I won't have to worry about free space at all, so I can make the text as wordy and meaningful as possible.

* Likewise, all character names, item names, enemy names, terminology, etc., will be as they are in the DS remake. So you won't see stuff like "Fire1", "Fire2" or "Fire3", instead it will be, "Fire", "Fira, "Firaga", etc.

* 10-character item names. Item names will be as close to the DS remake as possible.

* 12-character job titles. Job titles will be named exactly as they are in the DS remake, except for the "Magic Knight" job because the DS remake changed it to "Dark Knight" while in the original they were called "Magic Knights" (Dark Knights weren't actually introduced in the series until Final Fantasy IV)

* 11-character enemy names. Enemy names will be as close to the DS remake as possible.

* 6-character spell names. Spell names will be as close to the DS remake as possible (squish tiles will be used)

I have also written a new text editing tool in Java that allows me to view the original Japanese script while I work on the new English script, and allows mass recompiling of the text, so I don't have to do any repointing myself. It is called, "Onion Text". I have not yet publicly released Onion Text, and I don't expect I will for a while. The reason why is because as I work on FFIII:R, I will also continue to make small adjustments to Onion Text. When this project nears completion, I will then release Onion Text, with the hope that other people use it to make their own translations of FFIII into other languages.


Overall progress:
* Menu size adjustments: 100% done
* Enemy names: 100% done
* Item names: 100% done
* Dialogue: 100% done

Tools used:
* GoldFinger - hex editor
* FCEUX - debugger & PPU viewer
* ASM6 - ASM compiler
* OnionText - text compiler that I made specifically for this project (coded in Java)

* Me - project leader and translation of lines that aren't in the DS remake
* Kea - MMC5 mapper patch
* Square Enix - for making this game and remaking this game and localizing the remake
* whoever made TileMolester (God, that's a horrible name)
* whoever made TileMolester Alternate
* whoever made GoldFinger
* whoever made HxD
* whoever made FCEUX
* whoever made ASM6

The patch can be downloaded here:
[Link removed due to newer project that makes this obsolete]

I'm talking about how most NES and even SNES games avoid placing menus and such within 8 pixels from the edges of the screen. I've heard that you shouldn't expand menus to the edges of the screen for this reason, yet emulators have the capability of displaying that area anyway, and my go-to method of playing NES games is using FCEUGX on my Wii with a CRT, and despite using a CRT I can still see areas that supposedly aren't supposed to be seen. I can't test on a real NES though.

I'm hacking FF3 right now and I've found the necessary offsets to expand the sizes of menus, and I would like to do it in order to maximize the amount of screen space available for text. Yet I've been told I shouldn't do this. So my question is, how important is it to respect this rule in 2016? In other words, is it wrong to do this:

So I've applied Kea's FFIII MMC5 mapper patch onto a clean Japanese Final Fantasy III ROM and then expanded it up to 0x10000F, as per instructed by the MMC5 patch's readme file.

What I'm trying to do is have it load a copy of the vanilla game's text table, but from one of the expanded PRG banks. In the vanilla ROM, the text pointer tables start at 0x30010 (the actual text data starts at 0x30D70 and ends at 0x3E00E). I've copied the data from 0x30010-0x3E00E over to 0x80010-0x8E00E but I can't get the game to read the 'new' text table at 0x80010.

What I've found so far (with the help of FCEUX's debugger) is that the byte at 0x7EEAB controls what bank is loaded into $8000 every time a message box pops up. The default value is 0x18, which in turn loads the bank that starts at 0x30010 (which is where the text table is located in the vanilla ROM). According to my calculations, putting 0x40 at 0x7EEAB should load the bank that starts at 0x80010, but it instead loads the bank starting at 0x00010 (so rather than loading the first added PRG bank, it instead "rolls over" to bank 0 which is already in the ROM to begin with).

So, using Kea's FFIII MMC5 Mapper patch applied to a clean Japanese ROM, how would I get the game to recognize the added PRG banks?

Programming / Question about how NES hackers do ASM
« on: June 18, 2016, 11:47:22 pm »
So, as someone with GBA ASM experience, typically when inserting ASM code into a GBA ROM, what you would do is write out the ASM code in Notepad and save it as a text file, and then use a batch compiler like HackMew's thumb.bat to convert it into a binary file, and then just copy+paste it into free space in a GBA ROM (and then you would have to hex edit an existing routine to jump to the new routine, of course).

For NES ASM hacking, what is the "normal" way to do it? Because what I've been doing is simply looking at an opcode chart and manually doing it in hex, byte-by-byte, and it feels really tedious, and is also very time consuming. I'm wondering if there's some way where I can just type ASM code into a text file and convert it to 6502 ASM ready for use in a NES ROM? I'm running Windows 10 and every assembler I've tried downloading from the main site won't run on my computer because these assemblers date back to the 1990's.


ROM Hacking Discussion / FFIII NES translation question
« on: January 08, 2016, 04:47:43 pm »
Hi, I have a question for people that have played one or more of the various versions of Final Fantasy III.

Particularly, how good does the text in one version read compared to another? Are the AJW and ad0220 versions decent translations (or at least feel like it when compared to the DS/PSP version)? Are either one of the scripts usable for a "definitive" NES version, or do people feel a translation overhaul is required?

ROM Hacking Discussion / FFIV Advance Battle BG hacking
« on: January 05, 2016, 09:58:08 pm »
Has anyone ever successfully replaced one of the backgrounds in Final Fantasy IV Advance? I've been looking into it and it appears that the way the tileset and tilemap are handled aren't your standard GBA tilesets and tilemaps that you could whip up in Nameless Tilemap Editor (for example), as each tileset has non-graphic data bytes at the beginning, as for the tilemap, no current tilemap editor can get it to display the proper size.

Here is what I've found, offsets are for the European FFIV Advance:
0x0FA1BC - Battle BG Tileset table
0x0FA218 - Battle BG Palette table
0x0FA274 - Battle BG Tilemap table

I'm trying to replace the backgrounds with the darker-colored ones from the PSP version since I someday plan on doing a color restoration hack and other overhauls of FFIV Advance, restoring it to the WonderSwan colors. (Yes, I shrunk down, cropped, and indexed the background before inserting into the GBA ROM).

Here is my most current attempt at replacing one of the backgrounds:

For some reason even though in NTME the tileset+tilemap appears normal, and I've been careful to give the correct palette assignments, it still appears like crap in-game. I've tried various tilemap dimensions (32x32 blocks, 34x17 blocks, 36x15 blocks, etc.) and none of them make it work properly in-game.

Has anyone else ever tried to do tileset+tilemap hacking on the GBA and could possibly know what kind of weird stuff FFIVA's tilemaps are doing? I've done it with the Pokemon games and never had any problems.

Personal Projects / FinalText - a Final Fantasy II text editor
« on: October 02, 2015, 11:21:25 pm »
FinalText is a program I made with Visual Studio in order to allow me to easily edit the text of Final Fantasy II, as I want to do a retranslation of it and not have to worry about hex editing and manually calculating pointers.

It supports the following:
Final Fantasy II - Japan
Final Fantasy II - Demiforce Translation

I have not added support for the USA Prototype ROM because it has a different way of text formatting. Instructions on how to use this program are provided in the download.

* view and edit battle text
* view and edit NPC messages
* view and edit item, spell, and enemy names
* support for dual-text encoding



Note: The name codes {FIRION}, {MARIA}, {GUY}, and {LEON} will not actually show up in-game as 'Firion', 'Maria', 'Guy', and 'Leon, respectively, unlike the text preview in the editor, but in-game they will show up as whatever you named those four characters.

Current issues:
* for some reason any text bytes that are encoded by 0xF0 to 0xFF won't show up properly in the text editor. This is not a huge issue in the English ROM because those bytes are 'squish tiles' that typically aren't used in dialogue text, but if you're editing the Japanese text it's an issue as those bytes represent the ラ, リ, ル, レ, ロ, ワ, and ン values, causing names like ヒルダ (Hilda) to show up as ヒダ. Again, this is not an issue if you're just going to use the 0xF0-0xFF symbols for squish tiles. However, it will compile correctly as the katakana characters will still show up in the editor of you manually type it in.

Hopefully this program raises interest in hacking (fixing) this potentially great game (FFII has its issues but it also has potential), in addition to helping out people who want to make their own translation.

Programming / NES equivalent for VBA's disassembler?
« on: September 19, 2015, 05:28:57 pm »
So for GBA games, VBA has an ASM decompiler that lets you type in a ROM offset and attempts to interpret it as ASM code. This makes hacking stuff like menus a lot easier, as you could just find the pointer to a text string shown in a menu, and then use VBA's decompiler to try and find the ASM code that references that pointer. I am wondering if there is an NES emulator with a similar function. I would like to alter the size of the menus in Final Fantasy II, and I am also wondering how Grond did it for Final Fantasy I. I think Fceux has a decompiler but the way it displays NES offsets are confusing to me, and I couldn't find any info on how to decompile ASM code at a specific offset.

Personal Projects / Final Fantasy II: Refurbished
« on: September 18, 2015, 01:46:49 am »
First things first, to avoid confusion: This is a hack of Final Fantasy II for the NES, the second Final Fantasy game, not Final Fantasy IV for the SNES.

Brief history of FFII (skip if you already know):
As we all may or may not know, this game was first released only in Japan for the Famicom (Japan's equivalent of the NES). It was meant to be released in the US and Square began work on translating it, but ultimately scrapped it, and the US didn't get another Final Fantasy game until Final Fantasy IV. Anyhow there exists a prototype of Square's English Final Fantasy II for the NES with a very broken translation (Hilda: "How is he MingWu?", MingWu:"Yes..I sense great vitality", Hilda: "Oh please"). In the late 90's, Neo Demiforce made their own translation of Final Fantasy II for the NES, and it was rather decent for its time, though it has its issues, which I will get into later. In 2002 Square released the Final Fantasy Origins compilation in the US for the PS1, which is the first time the US got an official release of Final Fantasy II. An updated port for the GBA was released in 2003, and all subsequent ports on the PSP and mobile devices are based off the GBA release.

Anyhow, despite all these fancy updated ports we now have, some people like me want to play the original with 8-bit graphics, but at the same time would like an updated translation as well as modern item and spell names used by Square Enix, but for Final Fantasy II there really aren't any options. The prototype ROM has laughable grammar, and the Neo Demiforce translation, while great for its time, has a lot of mistranslated lines and names inconsistent with the official releases.

Because the Key Terms in FFII can be referenced in FFII's text with just two bytes, and because the names of FFII's items/characters/key terms differ between the Neo Demiforce translation and Square Enix's modern releases, I can't simply change the respective names in the text to the modern ones, as the lengths are different, which means a lot of reformatting and repointing would have to be done. Not to mention, the translation itself has some inaccuracies here and there and rather than combing through the entire script searching for them, it's just better to redo it completely. So I have decided to redo the entire script altogether. And thus, I present to you, Final Fantasy II: Refurbished.

As of January 16th, 2016, this project is complete!

* All characters, items, enemies, location names, and key terms are the same as they are in the GBA/PSP/mobile versions of Final Fantasy II (with some abbreviations)

* completely new script made using the GBA version (Dawn of Souls) as a guide. However, Dawn of Souls contained extra lines of text that weren't in the original, and this was not the translators adding stuff for fun, but rather these extra lines were in the Japanese Dawn of Souls as well (which is why Square didn't use the PS1 script for DoS, since DoS added new lines). These extra lines are not included in FFII: Refurbished, and the only text content in the game will be the content that was present in the original Famicom release (and I guess the PS1 release, since the PS1's text content is identical to the original as well. The new stuff wasn't added until the GBA version). So basically what I'm doing is, look at the GBA script, compare it to the PS1 script, and also look at the original Japanese script (I'm not fluent enough to actually translate on my own but I do know a little Japanese, which helps somewhat) to decipher what was added in Dawn of Souls, and remove that line. Then I paraphrase wherever possible just to save space (for instance, "I'm Gordon" instead of, "My name is Gordon"). To insert the text, I have developed a new FF2 text editor specifically for this game that allows for dynamic text compiling.

* better use of icon text. The Diamond Armor and the Diamond Cuirass will actually be distinguishable.

* I wrote a new text editing tool specifically for this project (in fact I wrote two, but I've abandoned the former as the second one I wrote is a lot more versatile). My tool, CastleFynn, is capable of dynamic text recompiling, which means that it can recompile all the text at once so that they're all packed together and will handle the repointing for me. This ensures that I will have the most efficient use of space in the ROM.


NPC & cutscene text - 100%
Item names - 100% (expanded to nine characters)
Enemy names - 100%
Key terms - 100%
Battle text - 100%

Tools used:
* GoldFinger Hex Editor
* Free Space Finder (even though it's meant for GBA lol)
* TileMolester Alternate
* CastleFynn (FF2 Text editor made by me)

* Square Enix - for making this game and remaking this game
* NeoDemiforce - for translating this game in 1998
* HackMew - for making Free Space Finder
* whoever made TileMolester
* whoever made TileMolester Alternate
* Vanya - stat name suggestions
* Rodimus Primal - intro text and general support
* vivify93 - formatting inspiration, as well as some item name suggestions
* SpiderDave - B-button dash

Q: Which translation is this based off of?
A: The GBA FF2 translation (Dawn of Souls), but any lines that weren't present in the original Famicom version are removed, and then the text is further paraphrased for space reasons. Any lines that were in the Famicom version but were changed in the GBA version, I am retranslating from scratch (as I know enough Japanese to translate simple lines, and I double and triple check to make sure they're the correct meaning).

Q: When do you think you will be finished with this?
A: I have no idea. I have a busy life. It's finished now :)

Q: Will you do the same for Final Fantasy I?
A: No lol, cause there's already plenty of definitive Final Fantasy I hacks for the NES, such as Final Fantasy Restored, or Grond's Final Fantasy.

Q: Will you do the same for Final Fantasy III?
A: Maybe... Yes, and here is the FFIII project thread:

Q: Why don't you just play the GBA/PSP/iOS version?
A: shut up lol

Q: Do you know any Japanese?
A: Yes. I was born in Japan but have lived in America since 2001. I am not fluent in Japanese, but I went to Japan's equivalent of pre-school/kindergarten (called 'youchien') in Japan, so I can read hiragana and katakana perfectly and I understand basic Japanese sentence structure. However, my vocabulary is very limited (it is the same as that of a Japanese pre-schooler), but I am working to improve it. Knowing Japanese does help with figuring out the differences between FF2j's text and FF2GBAj's text.

Q: When will you release your FF2 text editors?
A: CastleFynn can be downloaded here:

Q: Will there be any gameplay enhancements?
A: Yes, but as a separate patch. Coming someday...



The entire game is playable from start to finish. This is not a gameplay alteration patch, this patch acts purely as a translation/localization of the original game. (However, a B-Button dash has been added)

Patch this to a CLEAN, UNMODIFIED, JAPANESE Final Fantasy II ROM.

ROM Hacking Discussion / Reposition HUD on Super Mario Bros.?
« on: June 20, 2015, 03:36:31 pm »
Would anyone knowledgeable on SMB hacking for NES know how exactly the rendering area is determined? I know that in SMB, the HUD portion is a background, hence why no sprites ever appear behind the letters (such as clouds or vines). I've figured out how to alter the position of the text in the HUD, but the problem is that in-game it won't show up if I position the text in an area that's normally covered by sprites (i.e. Mario, obstacles, enemies), but I know that I've repositioned it properly because it shows up in the pre-level screen with the black background.

Problem is, I have basically zero knowledge of NES hacking, but I know plenty of GBA hacking so I at least know my way around a hex editor. The SMB ROM map on Data Crystal ( doesn't have anything on the rendered viewport. I would like to decrease the vertical size of the rendered viewport in order to increase the size of the HUD background layer, so then I can reposition the HUD at a lower position.

Now why would I want to do such a thing? Because I want to create a version of Super Mario Bros. that is optimized for use on the PocketNES emulator for GBA when viewed with 1:1 scaling.

The left screen is vanilla SMB for NES, the middle screen is the desired hack I would like to do (it's a mockup!!!). The right screen is what the desired outcome would look like on PocketNES with 1:1 scaling.

Any help is appreciated! (again I have experience with GBA hacking, even some ASM, so there's no need to explain things like I'm five, HOWEVER, I know basically nothing about NES hacking)

Personal Projects / Mother 1 GBA Color Restoration [completed]
« on: June 17, 2015, 04:54:40 pm »
As some of you may know, a lot of GBA games have brightened, washed out colors in order to make it easier to see on an unlit GBA. This is a patch for *Mother 1+2* for GBA that restores the colors back to what they were on NES (just the Mother 1 side of the ROM, I have not bothered with the Mother 2 side and don't have any plans to)

...except I've made several patches. Because there are no true NES colors because of the way it handles colors. To my knowledge, NES games don't have any palette data, they just have 'color assignments' choosing from the NES's 64 different color 'slots'. But the way these colors appear can be different from one TV to another, whether it's between NTSC and PAL, or RF/AV cables... so really there are no 'true' NES palettes, hence why I've included several palette options from various sources.

When they ported Mother 1 to the GBA, they adapted the NES 64 color limit to it, and came up with their own unique color palette that was clearly optimized for the original model GBA and nothing else. Unfortunately that palette they used makes trees look neon-green on backlit displays.

(Yes, oddly enough the original GBA palette is the darkest for Magicant)

Mother 1 + 2:


NES Classic Edition:

Wii U Virtual Console:

These patches can be used in conjunction to any of the translation patches out there. You can patch it to a clean ROM (which means you'll play it in Japanese), or you can patch it to an already-patched translated ROM, either way it doesn't matter, as the only data these patches touch is the 64 colors that the game uses as its palette data.

I recommend using the standard Smooth(FBX) patch. Only use the Virtual Console color patch if you're playing it on a really bright display.

Link to patches:

The .zip file contains:
1. "M1 Color Restoration - Smooth(FBX).ips" (RECOMMENDED)
-makes color palette look like the accurate one made by FirebrandX,who went through great efforts to reverse-engineer an accurate NES palette.

2. "M1 Color Restoration - NES Classic.ips"
-makes color palette look like the one used by the NES Classic Edition.

3. "M1 Color Restoration - VC Official.ips"
-makes color palette look like the one that Nintendo uses on their Virtual Console releases for NES games on Wii and Wii U.

4. "BootToM1.ips"
-the game will immediately boot to Mother 1, and will skip the 'choose game' menu entirely. It essentially turns "Mother 1+2" into just "Mother 1".

5. "SkipSplashScreen.ips"
-ONLY USE THIS ONE IF YOU HAVE ALREADY APPLIED MATO'S TRANSLATION PATCH. What this patch does is it removes the splash info screen from Mato's translation patch. I wanted to remove it because in order to make a standalone Mother 1 for GBA, and Mato's splash screen mentions his Mother 2 hacks which is redundant if you're also going to use the 'BootToM1' patch.

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