2010-08-09 13:28:56 +00:00
|
|
|
//Memory
|
|
|
|
|
|
|
|
unsigned Memory::size() const { return 0; }
|
|
|
|
|
|
|
|
//StaticRAM
|
|
|
|
|
|
|
|
uint8* StaticRAM::data() { return data_; }
|
|
|
|
unsigned StaticRAM::size() const { return size_; }
|
|
|
|
|
|
|
|
uint8 StaticRAM::read(unsigned addr) { return data_[addr]; }
|
|
|
|
void StaticRAM::write(unsigned addr, uint8 n) { data_[addr] = n; }
|
|
|
|
uint8& StaticRAM::operator[](unsigned addr) { return data_[addr]; }
|
|
|
|
const uint8& StaticRAM::operator[](unsigned addr) const { return data_[addr]; }
|
|
|
|
|
|
|
|
StaticRAM::StaticRAM(unsigned n) : size_(n) { data_ = new uint8[size_]; }
|
|
|
|
StaticRAM::~StaticRAM() { delete[] data_; }
|
|
|
|
|
|
|
|
//MappedRAM
|
|
|
|
|
|
|
|
void MappedRAM::reset() {
|
|
|
|
if(data_) {
|
|
|
|
delete[] data_;
|
2012-04-29 06:16:44 +00:00
|
|
|
data_ = nullptr;
|
2010-08-09 13:28:56 +00:00
|
|
|
}
|
Update to v074r10 release.
byuu says:
Major WIP, countless changes. I really went to town on cleaning up the
source today with all kinds of new ideas. I'll post the ones I remember,
use diff -ru to get the rest.
What I like the most is my new within template:
template<unsigned lo, unsigned hi>
alwaysinline bool within(unsigned addr) {
static const unsigned mask = ~(hi ^ lo);
return (addr & mask) == lo;
}
Before, you would see code like this:
if((addr & 0xe0e000) == 0x206000) { //$20-3f:6000-7fff
The comment is basically necessary, and you have to trust that the mask
is right, or do the math yourself.
Now, it looks like this:
if(within<0x20, 0x3f, 0x6000, 0x7fff>(addr)) {
That's the same as within<0x206000, 0x3f7fff>, I just made an
SNES-variant to more closely simulate my XML mapping style:
20-3f:6000-7fff.
Now obviously this has limitations, it only works in base-2 and it can't
manage some tricky edge cases like (addr & 0x408000) == 0x008000 for
00-3f|80-bf:8000-ffff. But for the most part, I'll be using this where
I can. The Game Boy is fully ported over to it (via the MBCs), but the
SNES only has the BS-X town cartridge moved over so far. SuperFX and
SA-1 at the very least could benefit.
Next up, since the memory map is now static, there's really no reason to
remap the entire thing at power-on and reset. So it is now set up at
cartridge load and that's it. I moved the CPU/PPU/WRAM mapping out of
memory.cpp and into their respective processors. A bit of duplication
only because there are multiple processor cores for the different
profiles, but I'm not worried about that. This is also going to be
necessary to fix the debugger.
Next, Coprocessor::enable() actually does what I initially intended it
to now: it is called once to turn a chip on after cartridge load. It's
not called on power cycle anymore. This should help fix power-cycle on
my serial simulation code, and was needed to map the bus exactly one
time. Although most stuff is mapped through XML, some chips still need
some manual hooks for monitoring and such (eg S-DD1.)
Next, I've started killing off memory::, it was initially an
over-reaction to the question of where to put APURAM (in the SMP or
DSP?). The idea was to have this namespace that contained all memory for
everything. But it was very annoying and tedious, and various chips
ignored the convention anyway like ST-0011 RAM, which couldn't work
anyway since it is natively uint16 and not uint8. Cx4 will need 24-bit
RAM eventually, too. There's 8->24-bit functions in there now, because
the HLE code is hideous.
So far, all the cartridge.cpp memory:: types have been destroyed.
memory::cartrom, memory::cartram become cartridge.rom and cartridge.ram.
memory::cartrtc was moved into the SRTC and SPC7110 classes directly.
memory::bsxflash was moved into BSXFlash. memory::bsxram and
memory::bsxpram were moved into BSXCartridge (the town cartridge).
memory::st[AB](rom|ram) were moved into a new area,
snes/chip/sufamiturbo. The snes/chip moniker really doesn't work so
well, since it also has base units, and the serial communications stuff
which is through the controller port, but oh well, now it also has the
base structure for the Sufami Turbo cartridge too. So now we have
sufamiturbo.slotA.rom, sufamiturbo.slotB.ram, etc.
Next, the ST-0010/ST-0011 actually save the data RAM to disk. This
wasn't at all compatible with my old system, and I didn't want to keep
adding memory types to check inside the main UI cartridge RAM loading
and saving routines.
So I built a NonVolatileRAM vector inside SNES::Cartridge, and any chip
that has memory it wants to save and load from disk can append onto it
: data, size, id ("srm", "rtc", "nec", etc) and slot (0 = cartridge,
1 = slot A, 2 = slot B)
To load and save memory, we just do a simple: foreach(memory,
SNES::cartridge.nvram) load/saveMemory(memory).
As a result, you can now keep your save games in F1 Race of Champions II
and Hayazashi Nidan Morita Shougi. Technically I think Metal Combat
should work this way as well, having the RAM being part of the chip
itself, but for now that chip just writes directly into cartridge.ram,
so it also technically saves to disk for now.
To avoid a potential conflict with a manipulated memory map, BS-X SRAM
and PSRAM are now .bss and .bsp, and not .srm and .psr. Honestly I don't
like .srm as an extension either, but it doesn't bother me enough to
break save RAM compatibility with other emulators, so don't worry about
that changing.
I finally killed off MappedRAM initializing size to ~0 (-1U). A size of
zero means there is no memory there just the same. This was an old
holdover for handling MMIO mapping, if I recall correctly. Something
about a size of zero on MMIO-Memory objects causing it to wrap the
address, so ~0 would let it map direct addresses ... or something.
Whatever, that's not needed at all anymore.
BSXBase becomes BSXSatellaview, and I've defaulted the device to being
attached since it won't affect non-BSX games anyway. Eventually the GUI
needs to make that an option. BSXCart becomes BSXCartridge. BSXFlash
remains unchanged.
I probably need to make Coprocessor::disable() functions now to free up
memory on unload, but it shouldn't hurt anything the way it is.
libsnes is most definitely broken to all hell and back now, and the
debugger is still shot. I suppose we'll need some tricky code to work
with the old ID system, and we'll need to add some more IDs for the new
memory types.
2011-01-24 08:59:45 +00:00
|
|
|
size_ = 0;
|
2010-08-09 13:28:56 +00:00
|
|
|
write_protect_ = false;
|
|
|
|
}
|
|
|
|
|
2013-05-05 09:21:30 +00:00
|
|
|
void MappedRAM::map(uint8* source, unsigned length) {
|
2010-08-09 13:28:56 +00:00
|
|
|
reset();
|
|
|
|
data_ = source;
|
Update to v074r10 release.
byuu says:
Major WIP, countless changes. I really went to town on cleaning up the
source today with all kinds of new ideas. I'll post the ones I remember,
use diff -ru to get the rest.
What I like the most is my new within template:
template<unsigned lo, unsigned hi>
alwaysinline bool within(unsigned addr) {
static const unsigned mask = ~(hi ^ lo);
return (addr & mask) == lo;
}
Before, you would see code like this:
if((addr & 0xe0e000) == 0x206000) { //$20-3f:6000-7fff
The comment is basically necessary, and you have to trust that the mask
is right, or do the math yourself.
Now, it looks like this:
if(within<0x20, 0x3f, 0x6000, 0x7fff>(addr)) {
That's the same as within<0x206000, 0x3f7fff>, I just made an
SNES-variant to more closely simulate my XML mapping style:
20-3f:6000-7fff.
Now obviously this has limitations, it only works in base-2 and it can't
manage some tricky edge cases like (addr & 0x408000) == 0x008000 for
00-3f|80-bf:8000-ffff. But for the most part, I'll be using this where
I can. The Game Boy is fully ported over to it (via the MBCs), but the
SNES only has the BS-X town cartridge moved over so far. SuperFX and
SA-1 at the very least could benefit.
Next up, since the memory map is now static, there's really no reason to
remap the entire thing at power-on and reset. So it is now set up at
cartridge load and that's it. I moved the CPU/PPU/WRAM mapping out of
memory.cpp and into their respective processors. A bit of duplication
only because there are multiple processor cores for the different
profiles, but I'm not worried about that. This is also going to be
necessary to fix the debugger.
Next, Coprocessor::enable() actually does what I initially intended it
to now: it is called once to turn a chip on after cartridge load. It's
not called on power cycle anymore. This should help fix power-cycle on
my serial simulation code, and was needed to map the bus exactly one
time. Although most stuff is mapped through XML, some chips still need
some manual hooks for monitoring and such (eg S-DD1.)
Next, I've started killing off memory::, it was initially an
over-reaction to the question of where to put APURAM (in the SMP or
DSP?). The idea was to have this namespace that contained all memory for
everything. But it was very annoying and tedious, and various chips
ignored the convention anyway like ST-0011 RAM, which couldn't work
anyway since it is natively uint16 and not uint8. Cx4 will need 24-bit
RAM eventually, too. There's 8->24-bit functions in there now, because
the HLE code is hideous.
So far, all the cartridge.cpp memory:: types have been destroyed.
memory::cartrom, memory::cartram become cartridge.rom and cartridge.ram.
memory::cartrtc was moved into the SRTC and SPC7110 classes directly.
memory::bsxflash was moved into BSXFlash. memory::bsxram and
memory::bsxpram were moved into BSXCartridge (the town cartridge).
memory::st[AB](rom|ram) were moved into a new area,
snes/chip/sufamiturbo. The snes/chip moniker really doesn't work so
well, since it also has base units, and the serial communications stuff
which is through the controller port, but oh well, now it also has the
base structure for the Sufami Turbo cartridge too. So now we have
sufamiturbo.slotA.rom, sufamiturbo.slotB.ram, etc.
Next, the ST-0010/ST-0011 actually save the data RAM to disk. This
wasn't at all compatible with my old system, and I didn't want to keep
adding memory types to check inside the main UI cartridge RAM loading
and saving routines.
So I built a NonVolatileRAM vector inside SNES::Cartridge, and any chip
that has memory it wants to save and load from disk can append onto it
: data, size, id ("srm", "rtc", "nec", etc) and slot (0 = cartridge,
1 = slot A, 2 = slot B)
To load and save memory, we just do a simple: foreach(memory,
SNES::cartridge.nvram) load/saveMemory(memory).
As a result, you can now keep your save games in F1 Race of Champions II
and Hayazashi Nidan Morita Shougi. Technically I think Metal Combat
should work this way as well, having the RAM being part of the chip
itself, but for now that chip just writes directly into cartridge.ram,
so it also technically saves to disk for now.
To avoid a potential conflict with a manipulated memory map, BS-X SRAM
and PSRAM are now .bss and .bsp, and not .srm and .psr. Honestly I don't
like .srm as an extension either, but it doesn't bother me enough to
break save RAM compatibility with other emulators, so don't worry about
that changing.
I finally killed off MappedRAM initializing size to ~0 (-1U). A size of
zero means there is no memory there just the same. This was an old
holdover for handling MMIO mapping, if I recall correctly. Something
about a size of zero on MMIO-Memory objects causing it to wrap the
address, so ~0 would let it map direct addresses ... or something.
Whatever, that's not needed at all anymore.
BSXBase becomes BSXSatellaview, and I've defaulted the device to being
attached since it won't affect non-BSX games anyway. Eventually the GUI
needs to make that an option. BSXCart becomes BSXCartridge. BSXFlash
remains unchanged.
I probably need to make Coprocessor::disable() functions now to free up
memory on unload, but it shouldn't hurt anything the way it is.
libsnes is most definitely broken to all hell and back now, and the
debugger is still shot. I suppose we'll need some tricky code to work
with the old ID system, and we'll need to add some more IDs for the new
memory types.
2011-01-24 08:59:45 +00:00
|
|
|
size_ = data_ ? length : 0;
|
2010-08-09 13:28:56 +00:00
|
|
|
}
|
|
|
|
|
2013-05-05 09:21:30 +00:00
|
|
|
void MappedRAM::copy(const stream& memory) {
|
2012-04-29 06:16:44 +00:00
|
|
|
if(data_) delete[] data_;
|
|
|
|
//round size up to multiple of 256-bytes
|
|
|
|
size_ = (memory.size() & ~255) + ((bool)(memory.size() & 255) << 8);
|
|
|
|
data_ = new uint8[size_]();
|
|
|
|
memory.read(data_, memory.size());
|
2010-08-09 13:28:56 +00:00
|
|
|
}
|
|
|
|
|
2013-05-05 09:21:30 +00:00
|
|
|
void MappedRAM::read(const stream& memory) {
|
2012-07-08 02:57:34 +00:00
|
|
|
memory.read(data_, min(memory.size(), size_));
|
|
|
|
}
|
|
|
|
|
2010-08-09 13:28:56 +00:00
|
|
|
void MappedRAM::write_protect(bool status) { write_protect_ = status; }
|
|
|
|
uint8* MappedRAM::data() { return data_; }
|
|
|
|
unsigned MappedRAM::size() const { return size_; }
|
|
|
|
|
|
|
|
uint8 MappedRAM::read(unsigned addr) { return data_[addr]; }
|
|
|
|
void MappedRAM::write(unsigned addr, uint8 n) { if(!write_protect_) data_[addr] = n; }
|
|
|
|
const uint8& MappedRAM::operator[](unsigned addr) const { return data_[addr]; }
|
2012-04-29 06:16:44 +00:00
|
|
|
MappedRAM::MappedRAM() : data_(nullptr), size_(0), write_protect_(false) {}
|
2010-08-09 13:28:56 +00:00
|
|
|
|
|
|
|
//Bus
|
|
|
|
|
2012-05-14 13:32:55 +00:00
|
|
|
unsigned Bus::mirror(unsigned addr, unsigned size) {
|
2014-01-28 10:04:58 +00:00
|
|
|
if(size == 0) return 0;
|
2012-05-14 13:32:55 +00:00
|
|
|
unsigned base = 0;
|
2014-01-28 10:04:58 +00:00
|
|
|
unsigned mask = 1 << 23;
|
|
|
|
while(addr >= size) {
|
|
|
|
while(!(addr & mask)) mask >>= 1;
|
|
|
|
addr -= mask;
|
|
|
|
if(size > mask) {
|
|
|
|
size -= mask;
|
|
|
|
base += mask;
|
2012-05-14 13:32:55 +00:00
|
|
|
}
|
2014-01-28 10:04:58 +00:00
|
|
|
mask >>= 1;
|
2012-05-14 13:32:55 +00:00
|
|
|
}
|
2014-01-28 10:04:58 +00:00
|
|
|
return base + addr;
|
2012-05-14 13:32:55 +00:00
|
|
|
}
|
|
|
|
|
2012-11-02 10:37:38 +00:00
|
|
|
unsigned Bus::reduce(unsigned addr, unsigned mask) {
|
2014-01-28 10:04:58 +00:00
|
|
|
while(mask) {
|
|
|
|
unsigned bits = (mask & -mask) - 1;
|
|
|
|
addr = ((addr >> 1) & ~bits) | (addr & bits);
|
|
|
|
mask = (mask & (mask - 1)) >> 1;
|
Update to v091r05 release.
[No prior releases were posted to the WIP thread. -Ed.]
byuu says:
Super Famicom mapping system has been reworked as discussed with the
mask= changes. offset becomes base, mode is gone. Also added support for
comma-separated fields in the address fields, to reduce the number of
map lines needed.
<?xml version="1.0" encoding="UTF-8"?>
<cartridge region="NTSC">
<superfx revision="2">
<rom name="program.rom" size="0x200000"/>
<ram name="save.rwm" size="0x8000"/>
<map id="io" address="00-3f,80-bf:3000-32ff"/>
<map id="rom" address="00-3f:8000-ffff" mask="0x8000"/>
<map id="rom" address="40-5f:0000-ffff"/>
<map id="ram" address="00-3f,80-bf:6000-7fff" size="0x2000"/>
<map id="ram" address="70-71:0000-ffff"/>
</superfx>
</cartridge>
Or in BML:
cartridge region=NTSC
superfx revision=2
rom name=program.rom size=0x200000
ram name=save.rwm size=0x8000
map id=io address=00-3f,80-bf:3000-32ff
map id=rom address=00-3f:8000-ffff mask=0x8000
map id=rom address=40-5f:0000-ffff
map id=ram address=00-3f,80-bf:6000-7fff size=0x2000
map id=ram address=70-71:0000-ffff
As a result of the changes, old mappings will no longer work. The above
XML example will run Super Mario World 2: Yoshi's Island. Otherwise,
you'll have to write your own.
All that's left now is to work some sort of database mapping system in,
so I can start dumping carts en masse.
The NES changes that FitzRoy asked for are mostly in as well.
Also, part of the reason I haven't released a WIP ... but fuck it, I'm
not going to wait forever to post a new WIP.
I've added a skeleton driver to emulate Campus Challenge '92 and
Powerfest '94. There's no actual emulation, except for the stuff I can
glean from looking at the pictures of the board. It has a DSP-1 (so
SR/DR registers), four ROMs that map in and out, RAM, etc.
I've also added preliminary mapping to upload high scores to a website,
but obviously I need the ROMs first.
2012-10-09 08:25:32 +00:00
|
|
|
}
|
2014-01-28 10:04:58 +00:00
|
|
|
return addr;
|
Update to v091r05 release.
[No prior releases were posted to the WIP thread. -Ed.]
byuu says:
Super Famicom mapping system has been reworked as discussed with the
mask= changes. offset becomes base, mode is gone. Also added support for
comma-separated fields in the address fields, to reduce the number of
map lines needed.
<?xml version="1.0" encoding="UTF-8"?>
<cartridge region="NTSC">
<superfx revision="2">
<rom name="program.rom" size="0x200000"/>
<ram name="save.rwm" size="0x8000"/>
<map id="io" address="00-3f,80-bf:3000-32ff"/>
<map id="rom" address="00-3f:8000-ffff" mask="0x8000"/>
<map id="rom" address="40-5f:0000-ffff"/>
<map id="ram" address="00-3f,80-bf:6000-7fff" size="0x2000"/>
<map id="ram" address="70-71:0000-ffff"/>
</superfx>
</cartridge>
Or in BML:
cartridge region=NTSC
superfx revision=2
rom name=program.rom size=0x200000
ram name=save.rwm size=0x8000
map id=io address=00-3f,80-bf:3000-32ff
map id=rom address=00-3f:8000-ffff mask=0x8000
map id=rom address=40-5f:0000-ffff
map id=ram address=00-3f,80-bf:6000-7fff size=0x2000
map id=ram address=70-71:0000-ffff
As a result of the changes, old mappings will no longer work. The above
XML example will run Super Mario World 2: Yoshi's Island. Otherwise,
you'll have to write your own.
All that's left now is to work some sort of database mapping system in,
so I can start dumping carts en masse.
The NES changes that FitzRoy asked for are mostly in as well.
Also, part of the reason I haven't released a WIP ... but fuck it, I'm
not going to wait forever to post a new WIP.
I've added a skeleton driver to emulate Campus Challenge '92 and
Powerfest '94. There's no actual emulation, except for the stuff I can
glean from looking at the pictures of the board. It has a DSP-1 (so
SR/DR registers), four ROMs that map in and out, RAM, etc.
I've also added preliminary mapping to upload high scores to a website,
but obviously I need the ROMs first.
2012-10-09 08:25:32 +00:00
|
|
|
}
|
|
|
|
|
Update to v074r03 release.
byuu says:
You guys are going to hate the hell out of this one. It's twenty hours
of non-stop work, no exaggeration at all. Started at 4AM, just wrapped
up now at 8PM.
I rewrote the entire memory subsystem.
Old system:
65536 pages that map 256 bytes each
Mapping a new page overwrites old page
Granularity capped at 256 bytes minimum, requiring ST-001x to map
60:0000-00ff instead of 60:0000,0001
Classes inherit from MMIO and Memory, forcing only one mappable function
per class, and fixed names
MMIO sub-mapper inside memory: 00-3f:2000-5fff for one-byte granularity
Can dynamically change the map at run-time, MMC register settings
perform dynamic remapping
New system:
XML mapping is still based around banklo-bankhi:addrlo-addrhi, as that
shapes almost everything on the SNES very well
Internally, 2048 pages that map 8192 bytes each
Pages are vectors, scans O(n) from last to first (O(log n) would not
help, n is never > 3)
Can multi-cast writes, but not reads [for the obvious reason of: which
read do you return?]
Can map reads and writes separately
Granularity of one for entire 24-bit address range, no need for MMIO
- whatever is in XML is exactly what you get
Read/Write tables bind function callbacks, so I can have any number of
functions with any names from any classes with no inheritance (no
more uPD7725DR, uPD7725SR helpers, etc)
Less memory usage overall due to less tables [ I tried 16 million tables
and it used 2GB of RAM >_o ]
Cannot dynamically change the map at run-time, MMC read/write functions
perform address translation [worse average case speed, better worst
case speed]
Now the hate me part, functors can't beat virtual functions for speed.
There are speed penalties involved:
-4.5% on average games
-11% on SuperFX games (SFX has its own bus)
-15% on SA-1 games (SA-1 has two buses)
Of course the two that need the speed the most get the biggest hits.
I'm afraid there's really not a lot of wiggle room to boost speed back
up.
I suppose one bright spot is that we can much more easily try out
entirely new mapping systems now, since the dynamic portions have been
eliminated.
2011-01-15 04:30:29 +00:00
|
|
|
uint8 Bus::read(unsigned addr) {
|
2014-01-13 09:35:46 +00:00
|
|
|
uint8 data = reader[lookup[addr]](target[addr]);
|
|
|
|
|
|
|
|
if(cheat.enable()) {
|
|
|
|
if(auto result = cheat.find(addr, data)) return result();
|
|
|
|
}
|
|
|
|
|
|
|
|
return data;
|
2010-08-09 13:28:56 +00:00
|
|
|
}
|
|
|
|
|
Update to v074r03 release.
byuu says:
You guys are going to hate the hell out of this one. It's twenty hours
of non-stop work, no exaggeration at all. Started at 4AM, just wrapped
up now at 8PM.
I rewrote the entire memory subsystem.
Old system:
65536 pages that map 256 bytes each
Mapping a new page overwrites old page
Granularity capped at 256 bytes minimum, requiring ST-001x to map
60:0000-00ff instead of 60:0000,0001
Classes inherit from MMIO and Memory, forcing only one mappable function
per class, and fixed names
MMIO sub-mapper inside memory: 00-3f:2000-5fff for one-byte granularity
Can dynamically change the map at run-time, MMC register settings
perform dynamic remapping
New system:
XML mapping is still based around banklo-bankhi:addrlo-addrhi, as that
shapes almost everything on the SNES very well
Internally, 2048 pages that map 8192 bytes each
Pages are vectors, scans O(n) from last to first (O(log n) would not
help, n is never > 3)
Can multi-cast writes, but not reads [for the obvious reason of: which
read do you return?]
Can map reads and writes separately
Granularity of one for entire 24-bit address range, no need for MMIO
- whatever is in XML is exactly what you get
Read/Write tables bind function callbacks, so I can have any number of
functions with any names from any classes with no inheritance (no
more uPD7725DR, uPD7725SR helpers, etc)
Less memory usage overall due to less tables [ I tried 16 million tables
and it used 2GB of RAM >_o ]
Cannot dynamically change the map at run-time, MMC read/write functions
perform address translation [worse average case speed, better worst
case speed]
Now the hate me part, functors can't beat virtual functions for speed.
There are speed penalties involved:
-4.5% on average games
-11% on SuperFX games (SFX has its own bus)
-15% on SA-1 games (SA-1 has two buses)
Of course the two that need the speed the most get the biggest hits.
I'm afraid there's really not a lot of wiggle room to boost speed back
up.
I suppose one bright spot is that we can much more easily try out
entirely new mapping systems now, since the dynamic portions have been
eliminated.
2011-01-15 04:30:29 +00:00
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void Bus::write(unsigned addr, uint8 data) {
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2011-01-18 10:17:48 +00:00
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return writer[lookup[addr]](target[addr], data);
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2010-08-09 13:28:56 +00:00
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}
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