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Author Topic: [W.I.P.] TLoZ: New Beginnings ver. 1.7 (LoZNB)  (Read 106840 times)

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Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
« Reply #160 on: September 12, 2012, 05:32:28 pm »
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I'd go with...

How Link and Co. made it to Novos Orsa (parts 1 and 2)
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Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
« Reply #161 on: September 14, 2012, 03:53:43 am »
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I'd go with...

How Link and Co. made it to Novos Orsa (parts 1 and 2)
Nice, I'll be working on that ocne I get a few things done.

Did some coding today:


Coding:
+Darknut/Chained Knight-
Darknut's Armor now falls of, which makes the underarmor version of it appear for battle.
If the "Armored Darknut" is defeated when his Def is at critical mass, the chained version will not be fought.
Chained Knight(D.knut 2) is finally done, lots of fustraion with getting him to attack, but int he end, managed to fix im up a bit and he is now completed.
+Added Epona, however, she is in NPC form. Atm, can be called via button press. Epona doesnt not come alone, there will be a Hawk following her, which Link has received it when helping out one of the good farmers. The hawks purpose is to direct Epona back to a safe town if the player were to leave her in the fields.
+added a few more things to objLink, such as some Zora based attack, sprites need to be implaned still.

Graphics:
Kohlingen Village is near completion, as for the hidden path, it is done.
Almost done with Gemmy's sprites, all there is left is to make his attack animations.
Added a few new tiles to my collection, a mix of TMC/LTTP which pretty much fit.
Some sprites have been re done. such as Link, water tiles, etc.


Other info:
As for the vid, I found a new recorder, which seems a bit better then Hypercam. Going to make a video of my progress within 2-3 days, once I can figure out how to have the sound record correctly.
« Last Edit: September 15, 2012, 11:27:46 am by Linkwolf48 »
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The Legend of Zelda - New Beginnings

http://zfgc.com/forum/index.php?topic=34986.0
1.6 Demo -
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Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
« Reply #162 on: September 15, 2012, 11:35:41 am »
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Started working on Cut-Scenes again today.
Sane sprites have been redesigned completely, there shown below.

As for the vids, I made 2, testing out the recorder I downloaded to replace hypercam(Debut Video Capture). If all is well, going to make a trailer this time.
In the vid it goes Garo fighting, Darknut and Ms.Stonefield.  Darknut somehow still moves when hurt, going to fix. Also testing Ocarina in one of them.
<a href="http://www.youtube.com/watch?v=DveDC0W3mEY" target="_blank">http://www.youtube.com/watch?v=DveDC0W3mEY</a><a href="http://www.youtube.com/watch?v=Ij0Nvd9HRZU" target="_blank">http://www.youtube.com/watch?v=Ij0Nvd9HRZU</a>

Castle Town is almost done, how the tiles are is a mixture of TMC/LTTP. It looks pretty nice so when it is done, gonna post it up soon.
As for the demo, I will be working on a seperate map for it. The Lost Woods for both Gemmy and Link story.

GM work is kinda slow but preparing everything for the demo still, got 2 months to do it :D

« Last Edit: September 15, 2012, 11:52:37 am by Linkwolf48 »
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The Legend of Zelda - New Beginnings

http://zfgc.com/forum/index.php?topic=34986.0
1.6 Demo -
https://www.dropbox.com/s/56km0iadaras56g/LoZNB%20Game%20Folder.rar?dl=0


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Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
« Reply #163 on: September 15, 2012, 02:39:16 pm »
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The videos look quite nice. The sprites are especially interesting.
One piece of advise, if I may: the boss fight seems to go on for far to long. Maybe make the bosses have less hp. You can still prolong fights, but it's better to do this through something in t attack pattern like a delaying frenzy/invincible mode for the boss after every so many hits taken. Or by requiring combinations of attacks. Like use a bomb to stun / create an opening and then you have several seconds to land an actual hit before the opening wears of. Something like that.
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Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
« Reply #164 on: September 16, 2012, 03:29:18 am »
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The videos look quite nice. The sprites are especially interesting.
One piece of advise, if I may: the boss fight seems to go on for far to long. Maybe make the bosses have less hp. You can still prolong fights, but it's better to do this through something in t attack pattern like a delaying frenzy/invincible mode for the boss after every so many hits taken. Or by requiring combinations of attacks. Like use a bomb to stun / create an opening and then you have several seconds to land an actual hit before the opening wears of. Something like that.

Thanks for the advice, I have that on some of the enemies but not all, But I'll try to do something about. In vid Stonefield Hp was like 296.95. It was high like that due to bosses and enemies having other attributes that will Triple Hp lose and or make them take less damage for sometime.  XD

Now that you mention it, I reduced the Darknt Hp a bit as well.
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The Legend of Zelda - New Beginnings

http://zfgc.com/forum/index.php?topic=34986.0
1.6 Demo -
https://www.dropbox.com/s/56km0iadaras56g/LoZNB%20Game%20Folder.rar?dl=0


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Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
« Reply #165 on: September 17, 2012, 03:37:43 am »
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Started working on Sane's attacking sprites tody, also going to start Gemmy and Shad for NCFC demo.

The image below goes how they look now and their old sprite right next to them.


The next video I'll be working on is for cut-scenes. Cut-scenes are kinda my weak point atm, but I will be working on fixing that entirely after I am done spriting and tiling. The video will be up soon.
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The Legend of Zelda - New Beginnings

http://zfgc.com/forum/index.php?topic=34986.0
1.6 Demo -
https://www.dropbox.com/s/56km0iadaras56g/LoZNB%20Game%20Folder.rar?dl=0


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Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
« Reply #166 on: September 18, 2012, 08:26:33 pm »
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I started to work on the second dungeon finally, but I am using the LTTP desert tiles as a place holder, trying to find the FSA desert temple version.

Castle Town Map has been put on pause in order for me to have some time to work on demo maps.

Did some coding today. Link no longer goes nuts when hurt when viewing a map.
A vid o the Forest Cavern will be up soon.(Exploration ver. the no puzzles cheat was enable in order to have the player view rooms)
Enemies I've added:
Mad Dekus
New Deku Baba
Crawlers(Skulltula)
Garo Ninja(Airal Trooper)
Mobile Wizard Robe
Next to work on:
Dodongos are being worked on atm.
Digital Wall Master

As for the NCFC demo, It will be heavily based on 2 main chracters, Gemmy and Link.

The main area for the demo will take place like this

Link Story start
(Termina Lost Woods)

Gemmy Story start
(Dark Forest of Oki'nawa, The Green Zone)

Main setting for both Gemmy/Link
The Lost Woods

Mini Dungeon
The Moblin Underground(Already done, just need to add the objects).

Bosses
The Dark Figure, Mobi The Great.


How the demo ill be set up:
*In order to play Link's story, the player must complete Gemmy's story afterwards, Link's story will be unlock via menu screen.

*There will be no saving by the player, however, when the player reaches a point, the game wil auto save.
Once a story is completed, the saved file will reset, but the unlocked content remains active.

Other Stuff:
I like that in some games in order to unlock something, even in demos, there is secret content. I plan on using this method for the upcoming demo. An example, finding a KM statue will unlock something.

There will be atleast 3-4 hidden content within the demo.

What will be changed:
*In the Gemmy storyline, the player will not be able to fight Kaza, but Kaza himself will breifly help the player regardless of his hatred towards Gemmy.
*Gemmy will start out unarmed. His father's sword is started inside of the Greenstone family home, instead of a dojo.
*The sword Gemmy uses is special during his story. If anything were to happen to Gemmy, it will revert everything back how it was, basically reversing time in order to protect Gemmy.

*In Link's demo, if you were to wonder for a bit without finding the checkpoint, Link will doze off for a bit, but this doesn't not affect your Hp.
*The only weapon Link has for us is bombs, however, it will be taken away due to Link using all of the bombs to make escape route.
« Last Edit: September 20, 2012, 08:10:35 am by Linkwolf48 »
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The Legend of Zelda - New Beginnings

http://zfgc.com/forum/index.php?topic=34986.0
1.6 Demo -
https://www.dropbox.com/s/56km0iadaras56g/LoZNB%20Game%20Folder.rar?dl=0


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Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
« Reply #167 on: September 18, 2012, 08:28:55 pm »
Sorry if this isn't obvious, but did you spin off dlbrook's engine for this game? If so, you did a good job at expanding it further. ;p I look forward to trying this game out.
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Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
« Reply #168 on: September 19, 2012, 03:32:03 am »
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Sorry if this isn't obvious, but did you spin off dlbrook's engine for this game? If so, you did a good job at expanding it further. ;p I look forward to trying this game out.

Yeah it started out as a GB zelda engine, worked my way up from there, then I took a look at MiT's Lttp engine and started to learn some coding from there. After learning dlbrooks had already posted the editable version of his LTTP, then I started working up from there seeing how simlair the gb and lttp engine were, decided to improve of what dlbrooks had left behind.
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The Legend of Zelda - New Beginnings

http://zfgc.com/forum/index.php?topic=34986.0
1.6 Demo -
https://www.dropbox.com/s/56km0iadaras56g/LoZNB%20Game%20Folder.rar?dl=0


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Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
« Reply #169 on: September 20, 2012, 10:32:47 pm »
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Well I felt like like left the Bandit Hideout in the dust and decided to work more on it today.
*removed the black screenshot border, wanted to make full screens this time*

Dasum, the main boss of this sub chapter has been re-coded, before he was wildly lashing out on the player, not giving the player a fighting chance, which quickly lead to a death. So he can be hit regardless this time.

How the fight is set up is almost like a "head of the beast" type of thing
phaseI: fight all enemies in the room
phaseII: fight Dasum's follower
final phase: Dasum himself
Optional Boss(concept not coded yet.): Big Joe

The player is able to enter the hideout normally, however, there given a choice to where a disguise or not, this I am working on still.
Also an event can be encountered if the player doesn't advise the guards about Cole, a free lance warrior, is snooping around the bandit's hideout, this leads to his death. If the player does advise the guards about Cole, he will remain alive and seen after Dasum is arrested.

Another thing, I was thinking about adding an optional boss in this area. He can be provoked and fights the player if(No disguise is used, or using a sword around him). This boss is also the killer of Cole.

The story for this side-quest has been changed to make it much more darker then it sounds.




Regarding demo:
All there is left for one of the characters(Gemmy) is his attack animation.
The forest areas are in the works atm.
After Gemmy's sprites are done, going to work on Mobi and his brother.

Now for the Q

Which tech. vid should I put up next?
Forest Cavern, Bandit Hideout, or just exploration of Overworld areas?


Anyway bandit link disguise below
« Last Edit: September 20, 2012, 10:43:13 pm by Linkwolf48 »
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The Legend of Zelda - New Beginnings

http://zfgc.com/forum/index.php?topic=34986.0
1.6 Demo -
https://www.dropbox.com/s/56km0iadaras56g/LoZNB%20Game%20Folder.rar?dl=0


Side Projects:

Dragon Diary - Cybernetic Threat
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Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
« Reply #170 on: September 21, 2012, 05:43:43 pm »
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Can you remove the foul language from those scenes? I don't think I can play a game that uses that much swearing.
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Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
« Reply #171 on: September 21, 2012, 05:48:35 pm »
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Can you remove the foul language from those scenes? I don't think I can play a game that uses that much swearing.

Yeah about that, when I made the story with my friend, it was a bit mature then the other fan fics, that is why some of the swearing is there, but I'll tone it down a bit. Like for the quest shown above, the villian of that chapter, along with the others are serious chracters from the main story itself.
Back then our fanfic, before the making of the game, was  a T rated fanfic.
« Last Edit: September 21, 2012, 05:57:53 pm by Linkwolf48 »
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The Legend of Zelda - New Beginnings

http://zfgc.com/forum/index.php?topic=34986.0
1.6 Demo -
https://www.dropbox.com/s/56km0iadaras56g/LoZNB%20Game%20Folder.rar?dl=0


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Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
« Reply #172 on: September 21, 2012, 08:00:56 pm »
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Can you remove the foul language from those scenes? I don't think I can play a game that uses that much swearing.

Yeah about that, when I made the story with my friend, it was a bit mature then the other fan fics, that is why some of the swearing is there, but I'll tone it down a bit. Like for the quest shown above, the villian of that chapter, along with the others are serious chracters from the main story itself.
Back then our fanfic, before the making of the game, was  a T rated fanfic.
Wait a minute. You mean to tell me that this is all based on a fanfic?  :huh:
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Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
« Reply #173 on: September 21, 2012, 08:21:44 pm »
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Can you remove the foul language from those scenes? I don't think I can play a game that uses that much swearing.

Yeah about that, when I made the story with my friend, it was a bit mature then the other fan fics, that is why some of the swearing is there, but I'll tone it down a bit. Like for the quest shown above, the villian of that chapter, along with the others are serious chracters from the main story itself.
Back then our fanfic, before the making of the game, was  a T rated fanfic.
Wait a minute. You mean to tell me that this is all based on a fanfic?  :huh:

I said it waay before I made this thread. The text in game is like a homage to my friend and I's old fanfic, then we discontinued it and try to make a game instead.

Well anway, The Cut-Scene for having Cole alive and or Dead has been implanted. Now all that is left si the optional boss. I also canned the disgiuse idea, my reason for this is to not create loads of cut-scene in that one segment.
Not only that, NPC's after the event will remind the player about it if they were to fail.
Going to make a vid showing this. As to what RR said, yeah the text has been changed.
« Last Edit: September 21, 2012, 08:34:11 pm by Linkwolf48 »
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The Legend of Zelda - New Beginnings

http://zfgc.com/forum/index.php?topic=34986.0
1.6 Demo -
https://www.dropbox.com/s/56km0iadaras56g/LoZNB%20Game%20Folder.rar?dl=0


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Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
« Reply #174 on: September 21, 2012, 11:30:02 pm »
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Small Update:
The optional boss Big Joe, has been coded.
How is encounter is to Cole die, you can fight him or escape(but he will flee if you go away, and cannot be seen again). He drops a special side quest item.

The other way to encounter him is to have Cole not show up at the hideout, Big Joe will remain in the center room until Dasum is defeated.
After the whole bandit side-quest. The Steel Calibur Troop, lead by Leon Douglas, takes over the stronghold.(This take over happens regardless of Cole surviving or not.)

The final reward you get after this sidequest is a Sol Pouch, which the player can now begin to collect Sol Fragments.

*Video coming up in a few, need to get it ready.*
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The Legend of Zelda - New Beginnings

http://zfgc.com/forum/index.php?topic=34986.0
1.6 Demo -
https://www.dropbox.com/s/56km0iadaras56g/LoZNB%20Game%20Folder.rar?dl=0


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Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
« Reply #175 on: September 22, 2012, 02:05:17 am »
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Well here it is. As you can see I fixed the action bar, had the text drawing in odd areas, now it should be straight.
Been working on this side-quests for a while. As of now, my full attention is towards a demo for NCFC. The next couple of update will be soley about the demo only until I am either done with it or when NCFC ends.
<a href="http://www.youtube.com/watch?v=kK7UKmxu0Mw" target="_blank">http://www.youtube.com/watch?v=kK7UKmxu0Mw</a>
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The Legend of Zelda - New Beginnings

http://zfgc.com/forum/index.php?topic=34986.0
1.6 Demo -
https://www.dropbox.com/s/56km0iadaras56g/LoZNB%20Game%20Folder.rar?dl=0


Side Projects:

Dragon Diary - Cybernetic Threat
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Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
« Reply #176 on: September 22, 2012, 03:13:38 pm »
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Nice video. I'll be looking forward to a demo.

In case you're looking for constructive feedback:
- The fighting seems a little hard. You're obviously an expert at your own game, but other might have much more trouble. Maybe make the distance enemies are pushed back longer or (even better) turn of their movement AI while being pushed back.
- You can use a trick to make the room transitions slightly more fluent. Before you exit a room activate a foreground (=background with the foreground setting on) which is completely black. Go to the next room and immediatly do the same there. Then move your cracter object to where you want it to go. Let one step pass and deactivate the foreground.
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Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
« Reply #177 on: September 23, 2012, 10:08:20 am »
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Nice video. I'll be looking forward to a demo.

In case you're looking for constructive feedback:
- The fighting seems a little hard. You're obviously an expert at your own game, but other might have much more trouble. Maybe make the distance enemies are pushed back longer or (even better) turn of their movement AI while being pushed back.
- You can use a trick to make the room transitions slightly more fluent. Before you exit a room activate a foreground (=background with the foreground setting on) which is completely black. Go to the next room and immediatly do the same there. Then move your cracter object to where you want it to go. Let one step pass and deactivate the foreground.

Ah ok I'll see what I can do. For the room change Dlbrooks has created a speical function for it, mainly for scrolling, I just improved it to go a bit faster. I will try the foreground idea later today.
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The Legend of Zelda - New Beginnings

http://zfgc.com/forum/index.php?topic=34986.0
1.6 Demo -
https://www.dropbox.com/s/56km0iadaras56g/LoZNB%20Game%20Folder.rar?dl=0


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Dragon Diary - Cybernetic Threat
Story: http://wiki.zfgc.com/Cybernetic_Threat

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Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
« Reply #178 on: September 23, 2012, 11:59:12 am »
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Whoa, impressive. The dark atmosphere and the choice of words during the dialogue really helps with the scene.
    ~ Shane
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Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
« Reply #179 on: September 24, 2012, 12:46:53 pm »
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Whoa, impressive. The dark atmosphere and the choice of words during the dialogue really helps with the scene.
    ~ Shane

Thanks! My aim is to get the player to make choices that will effect some of the main/minor characters in game. Some choices can be bad, others good. But it will get more interesting when the player is done with the first 3 dungeons, afterwards, it is life/death situations and hard choices to make in order to progress in certain parts in game(this will add more to the side story and or take out some of it.)

But as always, these things do not affect the main story itself.
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The IT Guy
Intermediate Coder
Linux is a wonderful thing
~Linkwolf48/Gumstone1080~

The Legend of Zelda - New Beginnings

http://zfgc.com/forum/index.php?topic=34986.0
1.6 Demo -
https://www.dropbox.com/s/56km0iadaras56g/LoZNB%20Game%20Folder.rar?dl=0


Side Projects:

Dragon Diary - Cybernetic Threat
Story: http://wiki.zfgc.com/Cybernetic_Threat

Quote
Aero88
ZFGC is like the Hotel California.  You can come in but you can never leave!

devianart: http://linkwolf48.deviantart.com/
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