This hasn't been tested yet, since no ROMs currently exist.
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and (simulated) fullscreen mode.
Fullscreen mode is now simulated in that it creates a window that matches
what would appear in fullscreen. The next thing to do is actually have
the backend create this fullscreen mode correctly.
Changed 'gl_fsscale' to 'tia.fsfill' to more properly indicate what the
option does.
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Changed pointers to references in c'tor calls, making things a little safer.
Removed FBSurfaceTIA, since it was tied too closely to SDL itself. Added a
class called TIASurface that is functionally very similar, but is more generic
and accessible by the FrameBuffer directly. Eventually, this class will take
responsibility for all things related to rendering the TIA image (Blargg TV
effects, phosphor mode, etc).
TIA rendering is currently borked; fixes will follow ...
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Added fallback to FBSurface::drawSurface() in case certain ports don't
want to implement it natively.
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making this class more robust, and enabling it to be used for either UI
surfaces or TIA surfaces.
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rectangles. Now that the underlying rendering is hardware accelerated,
this API more closely matches what is actually occurring. As well, it
makes things easier comprehend: 'src' rect is the actual surface data,
and 'dst' rect is its final output onscreen (scaling, etc being applied).
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to more clearly indicate its intent. It looks like
FBSurface::drawSurface() is essentially the same thing, and will
probably be removed.
Fixed header issue in OSX code, that wasn't detected until moving
to Xcode 5.
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functionality of FBSurfaceUI into FBSurface directly, since there was
absolutely no need of the SDL-specific code to know about underlying
FrameBuffer-specific stuff. This makes a clear separation between
SDL and the core code, making porting easier in the future. As a
result, renamed FBSurfaceUI as FBSurfaceSDL2.
Eventually, FBSurfaceTIA will disappear completely, being integrated
into FBSurface and FBSurfaceSDL2. Again, the logic for drawing the
TIA and using Blargg, etc has absolutely no place in SDL-specific
areas of the code.
When this conversion is complete, I see FrameBufferSDL2 and FBSurfaceSDL2
as being thin wrappers around SDL-specific functions that simply push
pixel data to the video system.
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things again :) Work continues on refactoring the FBSurface code, and
moving thing out of the xxxSDL classes that don't really have anything
to do with SDL. This will also make it easier to port Stella to other
graphical toolkits.
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Rearranged some of the desktop size code, to be more consistent with the
new API.
Beginning to remove the old assumptions that a smaller screen than 640x480
could be used. In the 4.0 release, the smallest (internal) screen
supported will actually be 640x480, and if the real desktop can't display
it, then it will be scaled down. This is one of the nice benefits of
killing pure software rendering support, and letting the hardware just
draw the screen as it likes.
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conversion.
There are changes all over the FrameBuffer classes. Still TODO is
TIA resizing in windowed mode, and all fullscreen modes. The infrastructure
is close to completion, and it should be pretty easy to get the framebuffer
stuff done in the next week or so.
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characters working, so the UI can be used.
SDL Window events are now sent to the EventHandler core. For now, only
the window expose event is handled (redraws window if it's been hidden).
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There's still quite a few issues to fix, but at least it compiles
and runs Stella correctly.
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renderer backends (in SDL). This allows to select software mode (not
recommended) or Direct3D/OpenGL in Windows.
The app icon is now loaded in Windows.
Cleaned up the VideoDialog UI, removing references to double-buffering
and OpenGL-specific settings.
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options have changed names. In particular, all tia-related options
now start with 'tia.'. This includes most of the old options that
started with 'gl_'.
Changed the names of all tv-effects options from starting with 'tv_'
to 'tv.', to match the name changes elsewhere.
Some work on the documentation to reflect the latest changes.
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than before.
Fixed compile issue for joystick support (thanks to email from D. Church).
Joystick support still isn't tested, so no guarantees it will work.
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to SDL2. For now, there are many things broken, namely keyboard handling
and fullscreen modes. But the launcher does show up, allows to start a
game and enter/exit the debugger, etc.
The code will only compile on Linux for now, and sometimes maybe not even
then. Expect breakage on a regular basis over the next month or so.
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build files (sorry, there's no PPC support for Stella 4.0 using
SDL2).
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SDL-specific code into its own EventHandlerSDL2 class. This is part
of a larger reorganization of the codebase, to completely remove
SDL-specific code from src/emucore, and make it easier to port to SDL2.
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into FrameBufferSDL2 only. This will make conversion to actual SDL2 code much
easier, since it won't be touching any of the core emulation code in src/emucore.
Next TODO is something similar for EventHandler (which uses SDL heavily and is
too tied to a core class).
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break. First thing to do is update the year. Happy new year to anyone
reading these commit logs.
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have been changed to 'SDL2'. From this point on, the OpenGL-specific
code will be removed, and replaced by SDL2-specific hardware-accelerated
code.
Cleaned up (mostly) the API of FrameBuffer vs FrameBufferSDL2. Since the
FrameBuffer class is an emucore object, it should have no knowledge of SDL,
or any particular rendering toolkit for that matter (just in case we want
to move to SDL3 eventually :) ).
At this point, all checks for OpenGL have been removed, so if you don't
have it on your system, Stella will fail to compile and/or run.
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centering has been removed (SDL2 provides this natively).
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in line with the other ports. Besides, the code now also supports
64-bit Windows, so the name was incorrect anyway.
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software rendering support. I've been wanting to do this for years,
and finally the time has come. So for now, you need OpenGL for Stella
to build and run.
Expect major breakage over the next few months, as I port to SDL2.
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ever want to see the TIA, not the entire debugger area too.
This will be fixed for Stella 4.0, once I remove the @#*%$-ing software
rendering support. That part of the code keeps coming back to haunt me
for years. It will be *SO MUCH EASIER* to deal with these things when
everything is a FBSurface that can be stretched/scaled as necessary.
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of bold and normal fonts within the debugger UI. Because of the # of changes
this requires, this is as far as I'll willing to go with UI configurability.
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I wasn't completely sure how the file was structured, but it's starting to
make a lot more sense now. I think in the end, it will be better to use this
file as much as possible.
Bumped version #, and starting all over again.
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number.name convention (which seem to be pass #'s for DASM). Initially
having this info in Stella was simply visually inconsistent, but now
it also interferes with recompiling when saving the disassembly (IOW,
the data put into the symbol file by DASM can't be fed back into DASM
again in these cases).
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tab area and RAM area now take advantage of extra space.
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to the screen (inactive pixels are 'transparent' in the UI). In the
case where there is only one possible object below the register, a
'blank' uses the underlying colour (ie, in normal priority, a blank
PF is 'coloured' using COLUBK).
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COLUBK instead of always using colour 0 (black). This is more
informative, as it displays how the registers actually work when
being drawn to the screen. Thanks to Tjoppen of AtariAge for this.
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symbol names in the DASM symbol file). This partly fixes a deficiency in
symbol files, whereby two names could have the same address (one has an
address, the other as a constant), and Stella would use whichever one
occurred in the file last.
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values, which messed up code running from RAM (ie, address $80 became $8000!).
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extended abilities (see changelog and docs for more info).
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previously on my local system, not in the repo), and fixed some minor
UI layout issues.
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on exit; it attempted to close the debugger dialog instead!
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it was confusing which one was being called.
Fixed output in debugger bankstate info; in some cases, hex numbers were shown
when decimal was required.
Fixed regression wrt the last TIA change (incorrect framerate counter); the
PAL autodetection was failing in certain cases.
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Once a frame has started, it means a new frame should be added. This
fixes a bug in the debugger UI whereby the frame count showed the previous
value, since sometimes you could enter the debugger (with a cond BP)
before the end of the frame was technically reached.
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This is the beginning of a major cleanup of the bspf.hxx file, which
has gotten unwieldy over the years.
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bases into a Common::Base class. Previously, this functionality was
spread across several classes, and used different approaches to formatting.
While the code still mixes C++ streams and C-style sprintf's, at least
it will now be easier to modify it all in one place.
Related to the above, added ability to use upper or lower case
characters for HEX output in the debugger. This is toggled by the
new debugger prompt command 'uhex', which is also tied to a new
commandline argument, 'dbg.uhex'.
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the CPU registers (A/X/Y/PS) on ROM load.
Added 'INTIM Clks' to the debugger I/O tab, showing the number of clocks
before the current INTIM value decreases by 1.
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in decimal, not hex.
All DataGridWidgets (ie, most of the inputs in the debugger) have more
strict input filtering, allowing to use $,#,\ specifiers for different
bases, as well as restricting input based on the specifier used (ie, if
you've entered a '\', only '0' and '1' are allowed, etc).
Updated libpng to latest version.
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will be used, but at least we can improve it a little).
Eliminated the 'alignment' dimension in the various TIATables masks,
reducing the size of the arrays by a factor of 4. I could never
figure out what alignment meant, until I looked at old TIA code in
the repo. It seems that originally, there was an optimization
in the code to fill the array on 32-bit boundaries, instead of the
current 8-bit boundary. As a result, the masks had to be defined
as 32-bits, or 4 groups of 8-bits. Ah, that's where the 'alignment'
comes from.
Related to this, the colors and pointers in the TIA class are now
8-bit as well. Essentially, the TIA class has been doing extra
work to align everything to 32-bit and never actually using the
results. And it's been this way for 4+ years.
Older state files will no longer work, so the version # has been
bumped.
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Cleaned up the class comments wrt ScummVM; the attributions only needed to
be in the base classes, since all the derived stuff was written later.
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in Linux/UNIX. This bug has been present since 3.2; too bad I didn't
find it 24 hours ago, as it could have been included in 3.9.
Bumped version #, and starting all over again ...
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Added option to save snapshots using either internal database name
(the default) or actual ROM filename.
Extended FSNode API for parsing filenames and adding/removing extensions,
which was previously being done in different ways throughout the codebase.
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since it was getting too unwieldy for 'Config Paths', and didn't properly
belong there anyway.
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This will eventually grow to include all relevant options in Distella.
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systems, but seems to improve issues on slower computers.
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selection widget to a display of current bank state, taking into
account the more esoteric bank schemes. Currently, some functionality
is disabled/removed for now; I'll work on this for the next commit.
The format for displaying disassembler GFX/PGFX (binary or hex) is now
obeyed in the disassembly file output as well.
Changed various comments/enums/etc referring to 'preliminary' code to
'tentative' code, matching the actual intended meaning and the current
documentation.
Small API change for EditTextWidget; changed method name to setText, since
that's what I keep typing for some reason.
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Fixed bug after pressing Enter/Return in EditTextWidgets; it was exiting
from edit mode, which locked out certain key handling (these widgets
are always editable, and should not be exited in such a way).
Also, I just noticed the changelog file is exactly 2600 lines long :)
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initial pass of the disassembler. This was required in certain cases,
notably when issuing 'savedis' when the code was currently running from
zero-page.
Fixed missed labels for zero-page RAM when running ZP code.
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not present in the ROM database; it seems I pruned a little too much code
in a previous commit.
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to an external file.
- RIOT/TIA mirrors are now used whenever possible. This includes *all*
possible mirrors in the entire 64K address space. This was needed to
make the disassembly byte-exact when recompiling the ROM.
- Disassembly to a file now includes all required defined constants
(RIOT/TIA, non-locatable labels, user-defined, etc).
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listconfig command are now synchronized, and produce the same output.
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for single-bank ROMs, same as disassembly (since the underlying framework
has been modified). Second, it now actually works :) I can't see how it
worked before, and since I didn't get any complaints/reports, I really have
to question how much use this code actually gets.
Still TODO is fix errors in CODE vs. PCODE (preliminary code) (in
the Distella code, we should clearly mark the difference).
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For now (and the next release), filenames are hardcoded to sane defaults.
Eventually, the code may be extended to use BrowserDialog to query the names,
but it's taking much too long to get working, and I want to get a new release
done before the end of May.
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converting StringMap to VariantList. In the process, some of the
code is much cleaner, and the Variant infrastructure allows
work to continue on a more full-featured ContextMenu.
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file isn't found; it should go to the parent of the requested file instead.
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the Settings class to use Variant. Still TODO is modify various UI elements
that currently accept StringMap to use Variant instead.
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stuff into a new FileListWidget class (which will eventually be extended
to LauncherDialog as well).
The BrowserDialog now accepts different modes (file load and save, and
directories), and will be used in all places in the code where the
user currently has to type in filenames, etc.
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the check for the required ZIP version was being too aggressive,
and causing some ZIP files to not open at all.
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Some cleanup of the various enum's in the UI classes.
Fixed issues with ordering when adding dialog boxes; this fixes a
bug when adding a dialog from another dialogs ::loadConfig(), in
which case the first one is placed below the second and can't be
seen (mostly applies to MessageBoxes).
Fixed bug in handling OSystem::setBaseDir(); if the directory didn't
exist, then the newly created one wouldn't have a slash appended at the
end. This causes all further (sub)directories to be created/named
incorrectly.
Started work on extending BrowerDialog to load files as well as
directories, and to allow editing of the items from within the dialog
itself.
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commit (AR), this one isn't yet fully implemented.
That's it for the bankswitch schemes. Now I can move on to the
remaining items for the 3.9 release.
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how one thing leads to another. This started when I noticed that exiting
the debugger with a context menu still onscreen locked that widget, and
it couldn't be selected again ...
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No extra functionality is present; this will have to wait
until a future release after I have a better understanding
of the AR scheme.
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virtual keyboard added to the UI at some point).
Cleaned up the CheckBoxWidget API, and introduced new checkbox
'contents' that will hopefully more clearly indicate what is going
on (fully drawn square means selected, square with empty circle means
selected by not editable, etc).
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disables normal keyboard input when in the debugger. This fixes issues
where commands/shortcut keys typed in the debugger would be interpreted
as actual CompuMate input.
For now, in-debugger key processing is completely disabled in such a
case. Eventually, we should probably add a virtual keyboard to the
CM RIOT area, and have it send its data directly to the CM handler.
Bumped version # slightly. I hope to get the next release ready to
go in a few weeks.
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extended into yet another tab, since there's still the need to
show the display bank, frequency bank and DPC Harmony RAM. Or
maybe there isn't a need to see this extra stuff??
Some more cleanups of the graphics/UI API.
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The remainder of this commit is basically some cleanup of the
Widget API, and infrastructure fixes to allow CartDebugWidgets to
have change tracking.
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it only contains the same functionality as F8; it needs to be
expanded to show more DPC-specific stuff.
Updated all schemes that contain a fixed RAM address range
(mostly the Superchip ones) to exclude that range from the
accessible ROM area.
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to erase/load/save the Flash memory in the FA2 scheme (it's stored
in the Harmony cart, but emulated with a file). This is a debugger,
so it might as well have access to all the lower-level stuff in
the cart.
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Harmony flash with hotspot $FF4 is mentioned, but currently
unsupported).
Implemented changing banks for MC scheme (although no test ROMs
exist, so we don't even know if the scheme works).
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don't have any test ROMs to confirm whether the current
bankswitching code even works.
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never actually included info on how to enable/disable it.
StringParser is now width-sensitive, in that it can also split
on a maximum string length. This is useful for making the various
UI items font-size independent, and to flow the text accordingly.
Increased minimum size of debugger window to 1080x720, which allows
things to be laid out a little nicer, and gives some much needed
extra room. Sorry guys, the most common resolution now in use
is 1366x768, so it's time to move with the times.
Cleaned up some of the descriptions in the ROM debugger tab(s).
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a multibank scheme, the tab doesn't allow to change banks,
since the current bank is at address-level resolution, and
it would immediately change back upon the next address change.
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Improved keyboard and mouse navigation for PopupWidget and associated
ContextMenu dialogs.
Tweaked bankswitch autodetection for 29K ROMs; the only possibilities
are ARM (FA2) or DPC+.
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test ROM, and it is extremely basic, I can't be sure how well this
new functionality works.
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esoteric schemes (ie, the ones that no longer follow the '4K per bank'
design). Arguably, this is the entire point of adding the cart-specific
debugger ROM tab; to make it easier to work with such schemes.
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For now, only 4K is shown. Eventually this will be included for all
bankswitch types, whereby the UI will be tailored to the specifics
of each scheme, so that ROM/RAM banks will be able to viewed and
changed more easily.
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(for now, only the debugger, but might as well deal with the problem
in a general way once and for all). The Shift-Left/Right keys now
work as they did before, and switch between tabs in a tabset.
For dialogs with multiple tabs, it now selects among those tabs
where the focused object is. Clicking on another tabset then changes
the focus, and allows the same keys to switch among *that* tabset.
Now I can finally start the cart-specific bankswitch UI items.
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debugger. In the process, I had to spend several days extending
the UI/dialog class to actually contain multiple tabs. This was
harder than expected, and it still isn't quite finished. In many
ways, we're beginning to reach the limits of the current code; it
was never designed for a full-fledged, graphically rich UI.
For now the tab is empty, but eventually it will contain general
info about the ROM bankswitch type (size, virtual layout, etc),
but also cart-specific info, including the ability to change
banks, which can be vary greatly among the different schemes.
Eventually, it may even allow to see/modify very cart-specific
info (like display RAM in DPC, etc).
Better handle errors in opening the serial port (AtariVox support)
for Windows and OSX.
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"Death Derby" won't be completed, it's the first to go.
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