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PSP News is a News and downloads site for the PSP, PSVita, PS4, PS3, PS2 and PSOne, We have all the latest emulators, hack and custom firmwares, homebrew and all the downloads on this site, we also cover commercial gaming and console news., the latest homebrew and releases, Part of the
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March 2nd, 2009, 20:23 Posted By: wraggster
News/release from raing3
I was originally going to post this on the CWCheat forums but I am still waiting for my account to be activated so I can post therefore I am posting it here. I'm hoping I can get some help.
Ok, don't expect much from this at the momment, I only bothered starting this because no-one else has done it yet and many of the PSPAR cheats are not available in the CWCheat database.
Basically it can only convert "some" standard 8-bit, 16-bit and 32-bit type cheats to CWCheat format. I'm releasing this now because I have very little idea of how to fix the issues I am having. If you think you can help please post any information here.
Please DON'T post a list of cheats which don't work as I can quite easily see which cheats don't work and until it can convert the cheats better I DON'T care about reports of cheats which don't work. Also when you do convert the cheats you must place the PSPAR code file in the root of the Memory Stick and call it "pspar_codes1.bin". The difference between conversion mode 1 and 2 is that mode 1 will try to convert the addresses and values if needed to CWCheat format and save the file to "ms0:/cheats.txt". Whereas mode 2 will simply dump the addresses and values as they are written in the original PSPAR code file to "ms0:/cheats_nomod.txt".
Since I am unable to solve these issues further releases will be unlikely unless I can get some help fixing the issues which I am having.
However that is fixed in version 0.21.
*****************
Here is another quick update to fix a few issues.
Changes in version 0.21:
- Fixed: Crash if CIRCLE is enter
- Fixed: Issue converting various DMA cheats (thanks to haro and NoEffex)
Version 0.21 can be downloaded here.
With this version I have tested ~235 cheats and this is the compatibility results:
- version 0.10: 71.30%
- version 0.20: 87.75%
- version 0.21: 90.13%
As you can see that is quite close to the 100% however I still need help fixing the codes which aren't converted correctly. I've attatched all of my notes with version 0.21 and there is quite a lot more than there was before. I've also added a few links to some useful information and a useful java PC application to the first post.
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March 2nd, 2009, 20:13 Posted By: wraggster
News/release from nct2k
Hi all,
I've modified bookr V0.7.1 to support viewing CHM/HTML file using PSP's Internet Browser.
Cheers,
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March 2nd, 2009, 20:10 Posted By: Shrygue
via Eurogamer
The next iteration of Sony's PSP handheld will feature a sliding screen, will no longer carry a UMD drive and will allow shoulder button-only games to be played when the screen is in its 'closed' position.
That's according to a development source close to Sony, speaking to Eurogamer on condition of anonymity. We first broke the news of a new update to the system late last year, revealing that PSP-4000, the third incremental hardware revision of the console, is planned for release later this year.
While Sony has refused to comment so far, further rumours have emerged in the past week claiming that 4000 will represent the first major overhaul of the system, with a sliding screen added and the UMD drive removed.
Our development source today confirmed these reports, adding: "The screen is basically the same as the one in the 3000 - except it slides." When 'closed', we were told, the screen won't cover the entire face of the console, but the unit will be "significantly smaller in width" as a result.
With the console in its 'closed' state, most controls will be inaccessible. However, our source claims that games which use the shoulder buttons exclusively - such as LocoRoco - will be playable, as these inputs will still be accessible. It's expected that the unit can also be used for media playback in this configuration.
Eurogamer further understands Sony is approaching developers for ideas for games that only require the shoulder buttons.
Sony said this afternoon it does not comment on rumour or speculation.
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March 2nd, 2009, 20:09 Posted By: wraggster
News/release from jojojoris
Hi everyone,
I made this little text based game at school. I was bored.
When you start this game it first asks you for a number. the psp then choose a number between 0 and the chosen number.
Then you have to guess the number. You psp will say if your guess is TOO HIGH or TOO LOW.
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March 2nd, 2009, 20:04 Posted By: wraggster
News/release from Kehon
this app lets you read the bible on your psp i've finished new testament but old hasnt been done yet might do it might not here you go
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March 2nd, 2009, 20:00 Posted By: Shrygue
via Joystiq
Here's an object lesson in the importance of timing. Just one week ago, the announcement that a port of the Wii's Tenchu: Shadow Assassins would be coming to the U.S. in March would have sounded like manna from Japanese heaven to game-starved PSP owners.
But now, in the light of Assassin's Creed, LittleBigPlanet, Rock Band: Unplugged and MotorStorm: Arctic Edge being in the pipeline for Sony's portable, today's announcement is a little more like ... well, it's like a Tenchu game being announced. See? It's all in the timing.
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March 2nd, 2009, 19:58 Posted By: wraggster
News/release from hitchhikr
I recently (today as a matter of fact ;D) made a psp replay routine for my softsynth tracker program available here:
http://protrekkr.googlecode.com/
The tracker is tailored for much faster machines so this is more an experiment than anything else.
If you intend to use it to create music for the PSP you'd better go very easy on the dsp effects and channels polyphony, especially the flanger fx is a really heavy toll because the media engine doesn't have any integrated hardware sin/cos or pow instructions.
The replay routine of the tracker uses the 2nd processor so the occupation time of the main CPU is really minimal.
Samples depacking with the PSP codecs isn't implemented yet (so samples packing should be set to "none" in that case).
The tracker itself is open source and available on Windows, Linux and Mac OS X.
v1.97b:
- Modified the behaviour of the ring mod stereo filter.
- Added a few more constants for the replay.
- Song name wasn't displayed in the plugin infos.
- Fixed a bug in the flanger (early cut).
- Right mouse button on the "Lock / All" button to locked/unlock
all instruments at once.
- More granularity in constants generation (potentially smaller replay).
- Mp3 samples packing bitrate is now selectable between:
64, 88, 96, 128, 160 & 192 kbps.
- LSHIFT+I: Show instruments list / LSHIFT+S: Show synths list.
- Forgot to include LameACM.inf in the windows distribution
(without that file the codec couldn't be installed
and samples using mp3 packing scheme weren't packed at all, shame).
- Added At3 samples packing scheme (Windows users need to install
the atrac3 codec located in the install directory in order to pack samples).
Rates are: 66, 105 & 132 kbps (depacker not yet implemented on PSP, tho).
- Added the ability to select a range of positions for songs rendering to .wav.
- The nasty click occuring when loading a module while another one
was still playing should be gone.
- Added mouse wheel navigation support in samples editor.
- Cubic interpolation can now be disabled
(should increase speed a bit but at the expense of lower quality).
- Added ADPCM packing scheme.
- Added an option to pack & lock instruments and use them directly
in the tracker. (unpacked versions of the instruments are kept safe
and are saved in .ptk files as usual).
These instruments can't be modified in the samples editor.
This should come in handy to finetune a module prior to a .ptp export.
- Fixed a bug with TrueSpeech packed samples.
- Introduced small tracks
(right click on the 3rd icon of a track or globally via the sequencer).
- Added 3 commands in the sequencer to zoom all tracks at once.
- Filesizes are now displayed beside names.
- Added an instruments remapper in the sequencer tab.
- Added some colors for the notes
(also changed the font so patterns should be a bit easier to read now).
- Added volume ramping for the 303 units.
- The 2nd 303 unit wasn't triggered correctly.
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March 2nd, 2009, 19:57 Posted By: Shrygue
via Kotaku
A crown for Sackboy. Sony's spelled out some new ways to earn one in LittleBigPlanet, but that's not to say getting crowned is any easier. Sony expects only 50 will be handed out this year.
The latest "Sack It to Me" update identifies these three ways to win the rarest piece of DLC in the LBP community. (Words are theirs)
• A "Gold Star" on the LittleBigWorkshop
Frequently, when we're on LittleBigWorkshop.com, every so often, we come across a submission, whether it is an inspiration, workshop or forum post that makes us smile. As a small token of our appreciation, we like to put a smile on your face too by giving you a Community Prize Crown.
• Raising our Eyebrows
Every once in awhile, LBP fans do something that immediately grabs the attention of a few people, spreads on the web, and eventually is talking about it. We love it when this happens, and as a sign of thanks, you may just get a Community Prize Crown in your mail box.
• LittleBigChallenges
We're in the process of coming up with more LittleBigChallenges, so get your creative thoughts together and stay tuned next week for LittleBigChallenge2.
So, the first two are more or less, impress us, or do something that goes viral, and the standard seems arbitrary. The third, complete a LittleBigChallenge, was the only way to get a crown going back to its origins in November. Guessing LBC #2 won't be any easier than the first.
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March 2nd, 2009, 19:55 Posted By: wraggster
Updated release of Doom for the PS2 from pedroduarte0 :
Time for updates:
Version 1.0.2.0 features USB keyboard support, so if you own a keyboard compatible with the PlayStation2 (not all USB keyboards are, unfortunably) it’s time to try it! It was as simple as enable it at the SDL makefile
Now it’s possible to change the weapon at will Select previous/next weapon with the Square and Circle buttons, respectively.
Also, gamma correction, run, and map view are accessible. L1 button now results in ‘n’ key instead of a ‘x’ key, which is good for confirmation input.
Saving and loading is still only possible via host: device.
Dualshock Joystick mappings:
============================
Left Analog Stick : Move
Cross: Shift / Run
Square : o / Previous weapon
Circle : p / Next weapon
Triangle : Escape
L1 : n
L2 : y
R1 : Fire
R2 : Space / Open doors
Start : Enter
Analog Left click : Map
Analog Right click : Brightness (gamma)
Please note: Enter key action (required to menu operations like starting new game) is a bit clumsy for now. For bringing up the menu, use the Cross button but to select items, use the Start button. This will be fixed.
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March 2nd, 2009, 19:51 Posted By: Shrygue
via Kotaku
When the Resident Evil 5 trailer was first shown, it raised some eyebrows. Some were critical, saying the set-in-Africa game used racist imagery.
Later builds of the game showed a variety of races as the zombies, but several website reported that some of questionable imagery remained. Both Eurogamer and Kikizo described a scene depicting "a white blonde woman being dragged off, screaming, by black men."
Apparently, the version of the game submitted to the British Board of Film Classification did not contain this potentially offensive scene. Sue Clark, Head of Communications at the British Board of Film Classification, explains, "In the version [of the scene] submitted to the BBFC there is only one man pulling the blonde woman in from the balcony, and I can't say the skimpiness of her dress impressed itself on me. The single man is not black either. As the whole game is set in Africa it is hardly surprising that some of the characters are black, just like the fact that some of the characters in an earlier version were Spanish as the game was set in Spain."
The BBFC states that it does take racism "very seriously"; however, it added that the version of RE5 is not racist. "As I said yesterday, we do take racism very seriously," said Clark, "but in this case there is no issue around racism."
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March 2nd, 2009, 19:51 Posted By: wraggster
Heres what one member of team Dar Alex has posted:
Looking at that huge console that is getting dusty on the corner of the room of the kids, so many friends have told me, "heya, why not to develop on PS3, it's kindy a cool platform and so on", and yeah, i also thought that they didn't knew about what they were talking about, being that cool-fans of Halo3.
Well, want some reasons to develop on PS3? Thinking a bit on it, i've got onto some of them.
1. It's cool. Using a cell processor to play within the SPU's like you were using a CellBlade, wtf? Too bad that it's too limited to the normal users, even using the IBM Cell SDK, and that the RSX is still too overprotected and we just can imagine the great work that it could do rendering that graphic details that some friends keep on asking for.
2. It's necessary. Ok, this point only applies for the game developers. Considering the market boost that has the rival consoles from Microsoft or Nintendo with their easy-to-play (and-to-buy) games, game developers should try to duck directly onto this console without any fear (considering that they have the funds to do this), so we can see cool games coming directly to this cool engineering piece of hardware.
3. It's not necessarily piracy-related. Well, this is a little bit of drama. At the moment, on the scene, all what you can see are fakes, "teams" that are fighting each other, and people saying that "hey, that thing was mine, not yours!" How regrettable. So, at the moment you can't find piracy and BRD Game Downloads on this console. Therefore, even though you, game developer, make an omfg-cool game that it's out at the market with a price of 70€, you'll find two kind of buyers: The ones that buy it directly, and the ones that wait till it's platinum so they can buy it for 20€.
4. It's the normal progression. Well, let's be honest. You have made cool games for PSX, then you have used the cool improvements of PS2 to move it to a next generation, and now with PS3 you have the choice to take the next step onto the third-generation consoles. Yeah, i know that it would be easier to stop, take a break and turn on your 360 and play a little of Bioshock, but that's not the point.
5. It's hard. As Sony said recently, "We don't provide the 'easy to program for' console that (developers) want, because 'easy to program for' means that anybody will be able to take advantage of pretty much what the hardware can do, so then the question is, what do you do for the rest of the nine-and-a-half years?" (Kaz Hirai, CEO, SCE). This is a good decision or what? Considering the facts, saying that is hard and saying on other hand that you need more people to go and play with your bits, it's a bit contradictory. But anyway, this is not quite a bad argument or something to make you definetly say NO to develop on PS3, but a challenge, as, having in mind the three third-generation consoles, PS3 is the one that has the better hardware, even though that usually turns onto more costs.
What do you think?
http://sceners.org/?itemid=206
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March 2nd, 2009, 19:49 Posted By: wraggster
News/release from J3r3mie
eKaraoke is my new homebrew for the PSP that turns it into karaoke.
Description
This homebrew works through files to MP3 music files and lyrics for the RSC. RSC files are compatible with most MP4 players and now functional with the PSP thanks to my homebrew. To learn more about the RSC and for links to download, go to Wikipedia.
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March 2nd, 2009, 19:48 Posted By: Shrygue
via Computer and Video Games
Guerrilla Games producer Seb Downie has stated that there are "no changes required" to Killzone 2's often-complained-about controls.
We mentioned it in our review, and it seems enough of you have made a noise about it in forums to get the developer to look into, but the sluggish analogue controls in Killzone 2 are here to stay.
"After carefully looking into this, reading the posts, talking to a lot of you directly and analysing the controls at GG we have come to the conclusion that there are no changes required to the system," affirmed Downie.
75 percent of the CVG team disagree.
"If at all, any changes to the controls would put the majority of people who have not had problems or have adapted out of whack, which may be more serious," he said, adding: "Killzone 2 is a weighty, slower, more tactical first person experience that focuses on immersion.
"It is not a twitchy, split-second gun-wielding experience like some shooters. Also, the online experience is quicker as we've made the controls and animations a little faster during design."
Downie had previously said that the slow response of the controls was "down primarily to the design decision to make the game weightier," and suggested that, instead if throwing the sensitivity right up to max, that you "work your way up the sensitivity scale slowly as you become more accustomed to the game".
75 percent of the CVG team had to whack the sensitivity up to max.
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March 2nd, 2009, 19:45 Posted By: wraggster
HDD Decryption is the very actual topic in the PS3 Scene, but what do you expect of it? A custom firmware + isoloader and choco cookies? The bad truth is that, this "hack" only removed the HDD layer encryption, but not the file encryption itself. Means: You get a few sprx, rco and xml files, possible a few more types but those are useless unless you can remove the encryption of the file itself. But you can't yet. So the only thing you can do for example is getting the firmware part which is on the HDD. But these are only UNPACKED files, NOT DECRYPTED files. You may be able to replace several firmware files ye, so if replacing some text in the XMB or an icon is a custom firmware for you, have fun with the knowledge that this may brick your PS3 and is useless as hell.
If you now ask me if this hack is even true, I would say yes. There were several very unknown (but public in some forums) HDD decryption methods in the first PS3 days which worked aswell, so why not on the new firmware...
- SKFU
http://streetskaterfu.blogspot.com/2...few-words.html
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March 2nd, 2009, 19:00 Posted By: Shrygue
via Games Industry
Konami is re-releasing PSP games in Europe, offering two titles for GBP 19.99.
Available from March 27, the first two pairings will be Metal Gear Solid Portable Ops and Silent Hill Origins, and Metal Gear Solid with Coded Arms.
Sony has recently unveiled a renewed software drive for the portable device, confirming new LittleBigPlanet, MotorStorm and Buzz games are in the works, along with Assassin's Creed from Ubisoft and Rock Band Unplugged from Harmonix.
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March 2nd, 2009, 17:08 Posted By: wraggster
Air has just posted this on the PCSX2 blog:
Without a doubt, creating a public release of Pcsx2 is an exhausting affair. We just got finished posting the latest and greatest in 0.9.6 (available in our Downloads Section!), and while it's nice having everything done and over with for now, it sure feels like there should have been a better way.
This time around we tried to make use of our GoogleCode Svn in "smart" fashion, and created a branch for the Release Candidate. The jury's still out on if this proved to be successful or not. Several ground-breaking fixes were submitted shortly after the RC branch was made, so we had to merge all of that stuff in. Furthermore, I got carried away and experimented with partial merges, without fully understanding the advantages of reverse merges, so I had to undo several of my own merging errors. And just to add salt to the wound, TortoiseSvn had a bug that would frequently "forget" line breaks; merging all code changes into one super-long line.
So in the end, the merges required a lot of brain power, a lot of time, and may have led to some small mistakes. These were all things we were hoping the RC branch would help reduce, so it was a bit of a fail on that account.
The other stress tester when doing an official release is the updating of the compatibility list, which is both a lot of work for our dedicated testers and has the nasty side-effect of making us devs completely and totally aware of just how many games actually emulate worse now, instead of better. So each day was a mad dash to do regression testing on each new set of titles that came in as no longer being playable. This was made even more challenging by the fact that most of the regressions ended up being pretty old, dating back to the pre-Playground days (meaning they were attributed to 0.9.5 Svn revisions). We only managed to get a few of the riddles solved.
So yeah, it's true -- the overall "playable" number of games is lower in 0.9.6 compared to 0.9.4, due to many semi-obscure titles which are unable make it past the intro in 0.9.6. But on the other hand, games that are playable tend be much more accurately emulated now, and are certainly much faster. And 0.9.6 also runs a couple dozen games that 0.9.4 could not (most of which are big titles many folks have looked forward to for some time). In the meantime, though, you might want to keep that old 0.9.4 copy around for some of those titles that need it.
http://www.pcsx2.net/blog.php#h11385
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March 2nd, 2009, 17:02 Posted By: wraggster
News via Emurussia
The Nintendo 64 emulator for Sony PSP has been updated.
Changes:
[+] Added exception handler to emulation (Chilly Willy)
[+] Made UI selection wrap at top and bottom (Chilly Willy)
[+] Cleaned up the ROM preferences (Chilly Willy)
[+] ME Audio uses CPU event (CPU event system made thread-safe) (Chilly Willy)
[+] ME Audio made conditional (Async = ME, Sync = Old Audio) (Chilly Willy)
[+] Several Custom Blends Added (Kreationz, ShinyDude100, Wally)
[+] Rewrote microcode detection to fix a couple of bugs (StrmnNrmn)
[+] Added support for LOAD_UCODE, fixes a number of rendering glitches (StrmnNrmn)
[!] Fixed an assert causing some homebrew not to run (StrmnNrmn)
[^] OSEHLE Enabled with several OSHLE commands (Small speed up)(howard0su)
[^] Improved Audio ME code (Faster with Audio on) (Chilly Willy)
[^] Use VFPU to handle more transform and lighting (StrmnNrmn)
[^] Various rendering optimisations (StrmnNrmn)
[^] Various ucodes, many games show up correctly now. (Wally)
[^] Corrected many savetypes in rom.ini (Wally)
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March 2nd, 2009, 02:12 Posted By: wraggster
The ScummVM Team have released a new version of ScummVM for nearly every system released, heres the details and whats new etc:
Information about scummvm
ScummVM is a program which allows you to run certain classic graphical point-and-click adventure games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the games, allowing you to play them on systems for which they were never designed!
Some of the adventures ScummVM supports include Adventure Soft's Simon the Sorcerer 1 and 2; Revolution's Beneath A Steel Sky, Broken Sword 1 and Broken Sword 2; Flight of the Amazon Queen; Wyrmkeep's Inherit the Earth; Coktel Vision's Gobliiins; Westwood Studios' The Legend of Kyrandia and games based on LucasArts' SCUMM (Script Creation Utility for Maniac Mansion) system such as Monkey Island, Day of the Tentacle, Sam and Max and more.
Todays release news:
As we turned to a 6 months release cycle, here is our newest and best ScummVM version for you!
A couple of new engines were added, and besides 2 Humongous Entertainment titles, we now support The 7th Guest and Bud Tucker in Double Trouble.
Among other notable things there is a completely new vector-based GUI, which is a merged work of our last year GSoC student Vicent Marti, as well as a General Main Menu which adds a common save/load interface to most of our engines, adding the much awaited Return to Launcher feature along the way. It was the work of another successful student, Chris Page.
release notes
Notes:
0.13.0 (2009-02-28)
General:
- Added MIDI driver for Atari ST / FreeMint.
- Added a 'Load' button to the Launcher (not supported by all engines).
- Added a new global main menu (GMM) dialog usable from all engines.
- Added the ability to return to the launcher from running games (via the GMM).
- Rewrote GUI renderer to use an vector based approach.
- Rewrote GUI configuration to use XML.
New Games:
- Added support for Blue's 123 Time Activities.
- Added support for Blue's ABC Time Activities.
- Added support for Bud Tucker in Double Trouble.
- Added support for The 7th Guest.
KYRA:
- Added support for Auto-save feature.
- Added support for MIDI music.
SCUMM:
- Implemented radio-chatter effect in The DIG.
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March 2nd, 2009, 01:41 Posted By: wraggster
CNet reports on a bizarre comment from Sony's Computer Entertainment CEO in response to complaints from developers on how hard it is to develop games for the Playstation 3. 'We don't provide the "easy to program for" console that (developers) want, because "easy to program for" means that anybody will be able to take advantage of pretty much what the hardware can do, so then the question is, what do you do for the rest of the nine-and-a-half years?' Given that games heavily drive console sales, and the fact that the PS3 is already 8 million units behind the Xbox 360, I think making a developer's job harder is the last thing Sony needs.
http://games.slashdot.org/games/09/03/01/1522259.shtml
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March 2nd, 2009, 01:36 Posted By: wraggster
A recent addition to the ESRB ratings list reveals an upcoming "Classic Rock" track pack for Rock Band for PS2, PS3, Wii and 360. The ESRB rated the expansion with a "Teen" rating for violence, swearing and drug use. Not that you'll see any of that stuff going on, you'll just be singing about it.
Example lyrics given by the ESRB reveal three of the track pack's songs: "The Joker" and "Take The Money And Run" by Steve Miller's Band and "Holiday In Cambodia" by Dead Kennedys. All of which have been previously released as DLC. Expect EA to announce the full track list, along with the track pack itself, within the next few weeks.
http://www.joystiq.com/2009/02/28/es...ck-track-pack/
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