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  #151    
Old July 27th, 2012 (1:45 AM).
pichu2000 pichu2000 is offline
     
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    Quote:
    Originally Posted by Lugiaz Soul View Post
    I get this error when I try to open the map directly from the narc or when i extract it. Does this message actually say what is wrong?

    Code:
    See the end of this message for details on invoking 
    just-in-time (JIT) debugging instead of this dialog box.
    
    ************** Exception Text **************
    System.NullReferenceException: Object reference not set to an instance of an object.
       at PG4Map.MapEditor.LoadAvailableTextures(Nsbtx nsbtx)
       at PG4Map.MapEditor.reactionModel()
       at PG4Map.MapEditor.mapToolStripMenuItem_Click(Object sender, EventArgs e)
       at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
       at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
       at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
       at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
       at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
       at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
       at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
       at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
       at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
       at System.Windows.Forms.Control.WndProc(Message& m)
       at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
       at System.Windows.Forms.ToolStrip.WndProc(Message& m)
       at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
       at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
       at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
       at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
    
    
    ************** Loaded Assemblies **************
    mscorlib
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.269 (RTMGDR.030319-2600)
        CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
    ----------------------------------------
    Pokémon DS Map Viewer
        Assembly Version: 0.0.0.0
        Win32 Version: 0.0.0.0
        CodeBase: file:///C:/Users/Zheka/Desktop/DS%20Map%20Ed/NPRE%204.1.exe
    ----------------------------------------
    System.Windows.Forms
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.278 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
    ----------------------------------------
    System.Drawing
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.282 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
    ----------------------------------------
    System
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.269 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
    ----------------------------------------
    Tao.Platform.Windows
        Assembly Version: 1.0.0.5
        Win32 Version: 1.0.0.5
        CodeBase: file:///C:/Users/Zheka/Desktop/DS%20Map%20Ed/Tao.Platform.Windows.DLL
    ----------------------------------------
    Tao.OpenGl
        Assembly Version: 2.1.0.12
        Win32 Version: 2.1.0.12
        CodeBase: file:///C:/Users/Zheka/Desktop/DS%20Map%20Ed/Tao.OpenGl.DLL
    ----------------------------------------
    System.Xml
        Assembly Version: 4.0.0.0
        Win32 Version: 4.0.30319.233 built by: RTMGDR
        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
    ----------------------------------------
    
    ************** JIT Debugging **************
    To enable just-in-time (JIT) debugging, the .config file for this
    application or computer (machine.config) must have the
    jitDebugging value set in the system.windows.forms section.
    The application must also be compiled with debugging
    enabled.
    
    For example:
    
    <configuration>
        <system.windows.forms jitDebugging="true" />
    </configuration>
    
    When JIT debugging is enabled, any unhandled exception
    will be sent to the JIT debugger registered on the computer
    rather than be handled by this dialog box.
    Seemed that NPRE failed to load Texture File. Do you extract Textures.zip into the right directory?

    Relevant Advertising!

      #152    
    Old August 1st, 2012 (1:15 PM).
    Lugiaz Soul's Avatar
    Lugiaz Soul Lugiaz Soul is offline
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      Quote:
      Originally Posted by pichu2000 View Post
      Seemed that NPRE failed to load Texture File. Do you extract Textures.zip into the right directory?
      Thanks. Nobody ever mentioned I had to extract the textures zip. works now!
        #153    
      Old August 11th, 2012 (2:17 AM).
      Platinum Lucario's Avatar
      Platinum Lucario Platinum Lucario is offline
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      How's NPRE coming along for ya? I've actually been thinking that the camera view for the map itself probably has something to do with the position staying the same as it is in NSBMD. If this is the case, maybe you could put the map viewer in a separate window at the same size as NSBMD, so that the map viewer would display correctly. At least if it's put in a separate window temporarily, that way it would feel better while looking at the map, while you find out how to change the camera size to the way you want it.
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        #154    
      Old August 14th, 2012 (7:51 PM). Edited August 14th, 2012 by 805587804.
      805587804 805587804 is offline
         
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        How to edit the map?How to move the tree?
          #155    
        Old August 19th, 2012 (10:12 AM).
        Platinum Lucario's Avatar
        Platinum Lucario Platinum Lucario is offline
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        Quote:
        Originally Posted by 805587804 View Post
        How to edit the map?How to move the tree?
        I'm sorry, it hasn't gotten up to that stage yet. For now... it can only view the maps. We'll probably see something like that in the future.
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          #156    
        Old August 19th, 2012 (9:00 PM).
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        noah0155 noah0155 is offline
           
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          Nice tool its very useful and easy to use thanks for the program
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            #157    
          Old August 19th, 2012 (11:38 PM). Edited August 20th, 2012 by pichu2000.
          pichu2000 pichu2000 is offline
             
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            Quote:
            Originally Posted by PokémonShinySilver View Post
            I'm sorry, it hasn't gotten up to that stage yet. For now... it can only view the maps. We'll probably see something like that in the future.
            Hi! Sorry for lack of updates, but I'm in holiday with my family (I will return on September at home). I give a look at tool, but I can't find a way to make easier and user-friendly the vertex editing (Some suggestion will be appreciated...)

            But, PokemonShinySilver, the editing is already possible! You can move the tree (with difficulty...)...
              #158    
            Old August 20th, 2012 (2:51 AM).
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            Michielleus Michielleus is offline
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              Hello! I've tested the editor on my Pokemon Black version and it seemed to work fine, though I can only edit the movements, walking over water is fun.

              Quote:
              Originally Posted by pichu2000 View Post
              Hi! Sorry for lack of updates, but I'm in holiday with my family (I will return on September at home). I give a look at tool, but I can't find a way to make easier and user-friendly the vertex editing (Some suggestion will be appreciated...)

              But, PokemonShinySilver, the editing is already possible! You can move the tree (with difficulty...)...
              Wait...
              Is this already possible in v4.1? If so, how? I thought 'object editing' was only viewing...
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                #159    
              Old August 20th, 2012 (11:45 PM). Edited August 20th, 2012 by Platinum Lucario.
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              Platinum Lucario Platinum Lucario is offline
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              Quote:
              Originally Posted by pichu2000 View Post
              But, PokemonShinySilver, the editing is already possible! You can move the tree (with difficulty...)...
              Ah! Thanks for letting me know, I've now realized there's a newer version in the first post.

              Wow, I must've not been paying attention to this thread often enough.


              Oh my, I didn't know. Sorry. I'll have to check it out and see what I can do with it.
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                #160    
              Old August 22nd, 2012 (5:56 AM). Edited August 22nd, 2012 by pichu2000.
              pichu2000 pichu2000 is offline
                 
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                Little update.
                This morning I'll have enough time to work on my tool, so I use to fix some bug and add new features.
                1) Now you can add new (completely new) polygon to the map (Only test on twinleaf town, but seemed work fine). When you click add button, you can choose texture, palette and size of new polygon.
                2) Decide to use decimal point value instead of hex (For coordinates I think it's better)
                3) Fix bug with Normal and Vtx_10 (Now X, Z, Y are correct).

                A screenshot of a completely new polygon added to twinleaf (a path of grass). Note: The other nsbmd polygon are unmodified, like materials, textures, palettes...)

                http://img703.imageshack.us/img703/3439/newpolywork.png

                Edit: Bump! Seemed that maps not work in Desmume or No$Gba....Working on it...
                  #161    
                Old August 22nd, 2012 (1:02 PM).
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                  i dont know if wanna ad objects what number should i put in??
                    #162    
                  Old August 24th, 2012 (1:36 AM).
                  pichu2000 pichu2000 is offline
                     
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                    I'm tired and angry...
                    Emulators and Nds refused to load a map when I add a polygon...
                    But NSBMD viewer, Tinke, MKDS, NPRE and official g3dcvtr.exe are continuing to tell that map's model is OK...
                    I checked all offsets, all sizes, all f***ing byte without success!
                    If someone can help me, I appreciated....
                      #163    
                    Old August 25th, 2012 (12:26 AM).
                    Platinum Lucario's Avatar
                    Platinum Lucario Platinum Lucario is offline
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                    Quote:
                    Originally Posted by pichu2000 View Post
                    I'm tired and angry...
                    Emulators and Nds refused to load a map when I add a polygon...
                    But NSBMD viewer, Tinke, MKDS, NPRE and official g3dcvtr.exe are continuing to tell that map's model is OK...
                    I checked all offsets, all sizes, all f***ing byte without success!
                    If someone can help me, I appreciated....
                    Hm... I wonder if this has something to do with the arm9 binary? I think I remember someone saying that the music offsets and weather offsets for the maps are located somewhere in the arm9 binary.

                    I also wonder if this might be an issue with Tinke? 'Cause I have experienced an .sdat corruption when inserting any SSEQ, SBNK, SWAR or STRM file into the .sdat on a second attempt, which makes only the sound that I've inserted play, while all the other sounds are either glitched or don't work. Which is why I would close Tinke when I've saved the changes, then open it up again. It's a bug that probably needs to be fixed.
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                      #164    
                    Old August 25th, 2012 (6:48 PM).
                    805587804 805587804 is offline
                       
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                      Quote:
                      Originally Posted by pichu2000 View Post
                      Little update.
                      This morning I'll have enough time to work on my tool, so I use to fix some bug and add new features.
                      1) Now you can add new (completely new) polygon to the map (Only test on twinleaf town, but seemed work fine). When you click add button, you can choose texture, palette and size of new polygon.
                      2) Decide to use decimal point value instead of hex (For coordinates I think it's better)
                      3) Fix bug with Normal and Vtx_10 (Now X, Z, Y are correct).

                      A screenshot of a completely new polygon added to twinleaf (a path of grass). Note: The other nsbmd polygon are unmodified, like materials, textures, palettes...)

                      http://img703.imageshack.us/img703/3439/newpolywork.png

                      Edit: Bump! Seemed that maps not work in Desmume or No$Gba....Working on it...
                      I have a few questions would like to ask
                      1、This version of the NDS Pokemon the hacker Map tools released?
                      2、You how mobile hackers The tree?

                        #165    
                      Old August 26th, 2012 (4:18 AM).
                      pichu2000 pichu2000 is offline
                         
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                        Quote:
                        Originally Posted by 805587804 View Post
                        I have a few questions would like to ask
                        1、This version of the NDS Pokemon the hacker Map tools released?http://img703.imageshack.us/img703/3439/newpolywork.png
                        2、You how mobile hackers The tree?
                        http://img849.imageshack.us/img849/9752/twinleaf.png
                        http://img9.imageshack.us/img9/8050/provadesmume.png
                        1 No. I've problem adding polygon (Emulator give error)
                        2 Yes. You can with 4.1 edit existing polygon (It's explained on README file).

                        Status: I've stopped working on map for now, and I'm working again on script. We can save script now (Not fully tested), and I've started adding HGSS text and script support.
                          #166    
                        Old September 18th, 2012 (2:47 PM).
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                        Platinum Lucario Platinum Lucario is offline
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                        It surely has been a while since anyone has last posted in here. And I see that you're working on the scripting function. It'll be interesting to see what has improved with the tool in the future.

                        But I do indeed have a question, how can you tell where the actual terrain model data begins? 'Cause I'd like to extract the data and turn it into a .obj file so I can edit it in 3ds Max.
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                          #167    
                        Old September 19th, 2012 (2:15 AM).
                        pichu2000 pichu2000 is offline
                           
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                          Quote:
                          Originally Posted by PokémonShinySilver View Post
                          It surely has been a while since anyone has last posted in here. And I see that you're working on the scripting function. It'll be interesting to see what has improved with the tool in the future.

                          But I do indeed have a question, how can you tell where the actual terrain model data begins? 'Cause I'd like to extract the data and turn it into a .obj file so I can edit it in 3ds Max.
                          I don't undertand well what do you ask.
                          The actual model data starts with BMD0 magic number and end with BDHC (or with end of file)
                            #168    
                          Old September 19th, 2012 (12:01 PM).
                          Incineroar's Avatar
                          Incineroar Incineroar is offline
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                          Quote:
                          Originally Posted by pichu2000 View Post
                          I don't undertand well what do you ask.
                          The actual model data starts with BMD0 magic number and end with BDHC (or with end of file)
                          I think what he's asking is where the data starts for the physical geometry of the map.
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                            #169    
                          Old September 19th, 2012 (1:10 PM).
                          pichu2000 pichu2000 is offline
                             
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                            Quote:
                            Originally Posted by Team Fail View Post
                            I think what he's asking is where the data starts for the physical geometry of the map.
                            The packed bone command start after polygon definition. There's a preliminary table that contain start offset, size, header size, flag (0x10 for each entry table).
                            Then there's packed bone command (each polygon usually start with 0x40 (BEGIN_VTXS)). There are a sequence of 4 command id, then there's parameters for each command, then other 4 command id, then the parameters and so on. The polygon usually end with 0x41 (END_VTXS).
                            I hope I give you the right answer!
                              #170    
                            Old September 21st, 2012 (4:14 PM).
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                            Platinum Lucario Platinum Lucario is offline
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                            Quote:
                            Originally Posted by pichu2000 View Post
                            I don't undertand well what do you ask.
                            The actual model data starts with BMD0 magic number and end with BDHC (or with end of file)
                            Quote:
                            Originally Posted by pichu2000 View Post
                            The packed bone command start after polygon definition. There's a preliminary table that contain start offset, size, header size, flag (0x10 for each entry table).
                            Then there's packed bone command (each polygon usually start with 0x40 (BEGIN_VTXS)). There are a sequence of 4 command id, then there's parameters for each command, then other 4 command id, then the parameters and so on. The polygon usually end with 0x41 (END_VTXS).
                            I hope I give you the right answer!
                            Thanks! This information will indeed help, so I can change it into an .obj file and edit the map with 3D model editor such as Autodesk 3ds Max and then re-compile it back into the ROM.
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                              #171    
                            Old September 21st, 2012 (6:29 PM).
                            Incineroar's Avatar
                            Incineroar Incineroar is offline
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                            Quote:
                            Originally Posted by PokémonShinySilver View Post
                            Thanks! This information will indeed help, so I can change it into an .obj file and edit the map with 3D model editor such as Autodesk 3ds Max and then re-compile it back into the ROM.
                            Would you be able to try converting it into another type, like Google Sketchup or something? I don't like having to crack 3DS Max when I don't need to, not to mention I screwed up when I was cracking it, and it slows down my computer a lot when it's running.
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                              #172    
                            Old September 21st, 2012 (10:15 PM).
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                            Platinum Lucario Platinum Lucario is offline
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                            Quote:
                            Originally Posted by Team Fail View Post
                            Would you be able to try converting it into another type, like Google Sketchup or something? I don't like having to crack 3DS Max when I don't need to, not to mention I screwed up when I was cracking it, and it slows down my computer a lot when it's running.
                            Well I can try... but I would recommend Autodesk 3ds Max 8 if you're using 3ds Max. But remember... 3ds Max 8 interface is more designed for Windows XP, but it does work on Windows 7 and can work fine, but it's normal for it to force Windows into the basic display, 'cause it doesn't have the aero compatibility.
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                              #173    
                            Old September 21st, 2012 (10:31 PM).
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                            Quote:
                            Originally Posted by PokémonShinySilver View Post
                            Well I can try... but I would recommend Autodesk 3ds Max 8 if you're using 3ds Max. But remember... 3ds Max 8 interface is more designed for Windows XP, but it does work on Windows 7 and can work fine, but it's normal for it to force Windows into the basic display, 'cause it doesn't have the aero compatibility.
                            That happened to be the one I screwed up on. That's why I thought of a free alternative, even just something Sketchup can open natively.
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                              #174    
                            Old September 22nd, 2012 (4:09 PM). Edited September 22nd, 2012 by Platinum Lucario.
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                            Quote:
                            Originally Posted by pichu2000 View Post
                            The packed bone command start after polygon definition. There's a preliminary table that contain start offset, size, header size, flag (0x10 for each entry table).
                            Then there's packed bone command (each polygon usually start with 0x40 (BEGIN_VTXS)). There are a sequence of 4 command id, then there's parameters for each command, then other 4 command id, then the parameters and so on. The polygon usually end with 0x41 (END_VTXS).
                            I hope I give you the right answer!
                            Oh yes, I also forgot to mention that I was trying to convert the map data from B2/W2 (which is the same as B/W).

                            I'm not sure if I did it correctly, 'cause there isn't any BDHC in the BW map files. So I stopped at the area before where it has many 00 bytes and some 80 and 81 bytes, I wonder if that area is the movement permissions area? 'Cause it doesn't have any 40 or 41 bytes in that area.

                            But I did try to open up the BMD0 data that I extracted in NSBMD.exe, but it appeared and disappeared quickly when I dragged it to the program.


                            Nevermind, I managed on my own. The bytes for the BMD0 end at where the "0x20" bytes are, just right before (what I think is) the movement permissions.

                            I'll see what I can do with this model now, time to convert it into a compatible format using 3dvia Printscreen. A new program I discovered on some Mario Kart DS hacking forum.
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                            I'm a ROM and ISO Researcher
                            Current Project: Researching Pokémon Mystery Dungeon Adventure Squad games (WiiWare)
                              #175    
                            Old September 23rd, 2012 (12:19 PM).
                            Link_971's Avatar
                            Link_971 Link_971 is offline
                            French Rom-Hacker
                               
                              Join Date: Jul 2006
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                              Quote:
                              Originally Posted by pichu2000 View Post
                              http://img703.imageshack.us/img703/3439/newpolywork.png

                              Edit: Bump! Seemed that maps not work in Desmume or No$Gba....Working on it...

                              Yes, i have the same error.
                              It doesn't work on real DS too.


                              Quote:
                              Originally Posted by pichu2000 View Post
                              I'm tired and angry...
                              Emulators and Nds refused to load a map when I add a polygon...
                              But NSBMD viewer, Tinke, MKDS, NPRE and official g3dcvtr.exe are continuing to tell that map's model is OK...
                              I checked all offsets, all sizes, all f***ing byte without success!
                              If someone can help me, I appreciated....

                              Viewers are not completely accurate, they can display all errors and corrupted polygons.

                              You can't add manually a polygon, it's too complex.
                              But... you can only use a tool like Autodesk and compare all bytes after reinsertion.

                              Maybe that can help you.
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