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[00:53] <GitHub158> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/viqtZ
[00:53] <GitHub158> scummvm/master d9d10d9 Paul Gilbert: TITANIC: Implement timed changes in volume like the original does
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[01:15] <Detention> i have a question... so, the CD versions of SCI Sierra games, i.e. King's Quest V have their own alternate MIDI soundtrack. i assume it's impossible to emulate the MT-32 using the CD version w/ voiceovers?
[01:15] <Detention> just wondering if the DOS floppy versions have to be used in order to properly emulate MT-32
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[01:16] <GitHub148> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/viqqM
[01:16] <GitHub148> scummvm/master c6dd30c Paul Gilbert: TITANIC: Fix infinite loop in CViewItem findLink
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[01:23] <snover> Detention: unless there is something exceptional about that release that i dont know about, you should be able to use MT-32 music with digital sound effects & speech
[01:30] <Detention> well, status window says "WARNING: A Windows CD version with an alternate MIDI sounddtrack has been chosen but no MIDI music device has been selected. Reverting to DOS soundtrack!"
[01:30] <Detention> but then there's a lot of missing music
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[01:30] <Detention> and the MT-32 soundtrack is missing
[01:31] <Detention> i think only the floppy version will do the true MT-32 emulation because the CD version has a mono recording of the MT-32 soundtrack,
[01:31] <Detention> i was just curious and thought i'd ask if anybody here knew.
[01:31] <snover> Detention: did you select a midi music device?
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[01:33] <Detention> ScummVM's built-in MT-32 emulator actually isn't an option in the MIDI tab
[01:33] <Detention> i mean, i think that's why there's the separate MT-32 tab
[01:33] <Detention> because you disable general midi and go with the MT-32 emulator
[01:34] <Detention> it's strange though, i can't get Munt running separately to pick work properly either
[01:34] <Detention> works with dosbox, but not scummvm
[01:34] <Detention> but of course that's why Munt was integrated in the first place
[01:34] <snover> please wait a moment.
[01:36] <Detention> er, it was integrated for convenience so it wouldn't have to be run separately. i'll shut up now
[01:36] <Detention> heh
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[01:40] <snover> _sev: fyi network backend has broken xcode project builds, linker complains of duplicate symbols __ZN10Networking7Browser7openUrlERKN6Common6StringE in openurl-default.o and openurl-osx.o. ill try to figure out what is going on now but maybe you can fix it faster
[01:46] <snover> Detention: choose dos version, override global audio settings music device to MT-32, ensure text and speech is set to 'speech' or 'both'
[01:49] <snover> _sev: seems that just openurl-default.cpp and openurl-posix.cpp need to be excluded from the build targets
[01:49] <Detention> aha!!
[01:49] <Detention> that's perfect, snover
[01:50] <Detention> goooood call. thanks!
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[01:53] <GitHub89> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/viqYo
[01:53] <GitHub89> scummvm/master 6c1e812 Paul Gilbert: TITANIC: Fix ship crashing multiple times
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[01:59] <snover> dreammaster: i dunno about that last commit, the game sounds more fun if theres more than one ship crash :~)
[02:00] <dreammaster> Trust me.. considering the amount of conversation code I'll have to debug just to be able to say yes, I'll probably end up with the bulk of the landing disabled for a while :)
[02:00] <snover> but just imagine the starship titanic crashing *into* the starship titanic
[02:00] <snover> i think ive come up with a great idea for a sequel.
[02:01] <dreammaster> I suspect I'll encounter all too many crashes as I go
[02:02] <snover> my brain is really enjoying *way* too much how meta this all is.
[02:10] <dreammaster> Well, I've at least got the Doorbot appearing. Now I just need to debug the talking code to figure out why he's not talking.
[02:10] <dreammaster> Plus, the game then crashes on one of the special avi files, z404.avi, the contains the single frame image for the photograph inventory item.
[02:10] <snover> z404: photo not found
[02:12] <snover> they sure used AVIs in interesting ways
[02:13] <snover> media stream 0, RGB24; media stream 1, RLE coded alpha channel
[02:13] <dreammaster> Indeed. Though for cursors at least, it kind of made sense, since the AVI could be used as a convenient container, and the existing code be reused. The photograph AVI doesn't look like it has multiple frames though
[02:14] <snover> it seems to have two frames
[02:14] <dreammaster> That's probably the problem then, it's going into MSRLEDecoder::decode8 to try and decode it
[02:14] <dreammaster> Hmmm.. no, the _bitsPerPixel is 8.
[02:15] <snover> https://zetafleet.com/i/57c8e0a8c398b.jpg heres what i see just dumping it into vlc
[02:15] <snover> https://zetafleet.com/i/57c8e0c95118e.jpg and the second frame
[02:16] <dreammaster> Agreed; I'd already played the video in Media Player Classic, so I know it's a valid AVI at least
[02:18] <dreammaster> Height and width values look okay within the decode8 method
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[02:18] <GitHub172> [scummvm] csnover opened pull request #822: CREATE_PROJECT: Fix networking backend file targets in Xcode (master...apple-network-browser) https://git.io/viq3I
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[02:20] <dreammaster> Hmmm.. I think I have an understanding. The x and y matches the width and height when the invalid count/value is read that moves beyond the end of the file.
[02:21] <dreammaster> So it's likely like the previous fix I had to do, with some AVIs having garbage at the end of the root block, so the total filesize had to be respected. In this case, it needs to respect x and y, and abort decoding the frame when they're reached. Let me just try it
[02:25] <dreammaster> Ah. Slight refinement.. y was equal to height - 1. So I guess in this case, it simply needs a guard against seeking beyond the end of the stream.
[02:29] <snover> dreammaster: which ones had garbage, do you know offhand?
[02:31] <dreammaster> Not off the top of my head, but if you're interested, you could undo the changes from commit 62f2763bf794dfb711fd48e32d7c2162bdb5aed8 and see when it crashes
[02:33] <snover> fortunately that commit has the answer in the commit message :)
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[02:33] <GitHub166> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/viq3p
[02:33] <GitHub166> scummvm/master 636f033 Paul Gilbert: TITANIC: Add room script field initialization
[02:33] <GitHub166> scummvm/master 23718d1 Paul Gilbert: IMAGE: Fix decoding Starship Titanic video file z404.avi
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[02:34] <snover> hmm. ffmpeg doesnt seem to think there are any problems with the file.
[02:34] <dreammaster> That did the trick. Now the portrait is shown, but it lacks transparency. This is likely one of the special cases that uses the avi video names to specify transparency type
[02:34] <snover> are you sure the garbage is not the second video stream?
[02:35] <dreammaster> No; the seek amount it's trying for is 251 bytes, and that just represents a little way beyond the end of the stream. We've got an explicit assert in our stream seek that throws an assert in that case.
[02:40] <dreammaster> Plus, as I said, the x == width, and y == (height - 1) ie. it had finished writing all the pixels. So really, there was no need for there to be a nother count=0/value=251 pair. It could have just ended the stream at that point.
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[02:53] <GitHub3> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/viqsS
[02:53] <GitHub3> scummvm/master 82e0ad7 Paul Gilbert: TITANIC: Fix compiler warnings
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[05:41] <GitHub155> [scummvm-web] OmerMor opened pull request #60: Update credits.xml (master...patch-6) https://git.io/viq8t
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[06:13] <waltervn> morning
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[06:16] <bgK> aren't we lacking a layer of abstraction around SDL_net and libcurl? To allow backends to provide native implementations for network access when those libraries are not practical.
[06:18] <bgK> On the PS3, the posix socket API upon which SDL_net relies is buggy. My current plan is to patch SDL_net to use the native PS3 network API. But what about non SDL based ports?
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[07:37] <Strangerke|work> hi guys
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[07:51] <GitHub135> [scummvm] sev- pushed 2 new commits to master: https://git.io/viqzg
[07:51] <GitHub135> scummvm/master 18af5ea Eugene Sandulenko: DIRECTOR: Initial code for Lingo keyboard handling
[07:51] <GitHub135> scummvm/master bb2168f Eugene Sandulenko: DIRECTOR: Lingo: Fixed c_whencode and added debug output
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[11:55] <GitHub93> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/viqdE
[11:55] <GitHub93> scummvm/master 0f30caf Paul Gilbert: TITANIC: Minor fix and cleanup for NPC talking startup
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[12:08] <GitHub2> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/viqFo
[12:08] <GitHub2> scummvm/master 1e9e6d9 Paul Gilbert: TITANIC: Fix default return of TTnpcScript::handleQuote
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[13:52] <m_kiewitz> dang i missed dreammaster again...
[13:57] <m_kiewitz> how broken is youtube RSS support? I'm getting the same videos over and over again. Just now I'm getting videos from february 2016 again :/
[13:58] <Strangerke|work> m_kiewitz: may I ask him something in your name?
[13:59] <m_kiewitz> you are talking with him again on chat? :P
[13:59] <m_kiewitz> nah, don't bother. I guess he's at work. can wait
[13:59] <Strangerke|work> yep he's at work, on slack :)
[13:59] <Strangerke|work> and me too :P
[14:00] <m_kiewitz> i was at work, that's why i missed him :P
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[14:24] <GitHub8> [scummvm] OmerMor opened pull request #823: Update credits.pl (master...patch-1) https://git.io/vimtA
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[14:25] <GitHub8> [scummvm-web] OmerMor closed pull request #60: Update credits.xml (master...patch-6) https://git.io/viq8t
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[14:27] <omer_mor_> _sev: I think you're missing credit to sergm, a Munt developer.
[14:27] <omer_mor_> He's the most active dev there
[14:27] <omer_mor_> Full name: Sergey V. Mikayev
[14:28] <omer_mor_> You mention the other 2 munt devs, so I guess you should mention him as well.
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[14:35] <m_kiewitz> omer_mor_: Russian?
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[14:37] <omer_mor_> possibly
[14:37] <omer_mor_> His full name can be found here: https://github.com/munt/munt/tree/master/mt32emu
[14:37] <omer_mor_> This is his github page: https://github.com/sergm
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[14:40] <wjp> maybe we should change it to Munt developers in general
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[15:26] <GitHub91> [scummvm] sev- pushed 3 new commits to master: https://git.io/vimcj
[15:26] <GitHub91> scummvm/master 3f8eab1 Eugene Sandulenko: DIRECTOR: Lingo: Implement in-place macro calling
[15:26] <GitHub91> scummvm/master ed41bba Eugene Sandulenko: DIRECTOR: Lingo: Fix c_when() execution
[15:26] <GitHub91> scummvm/master fce9e49 Eugene Sandulenko: DIRECTOR: Added basic keycode mapping
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[15:43] <_sev> m_kiewitz: definitely Russian from Russia
[15:43] <_sev> m_kiewitz: only them use middle paternal names widely
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[16:21] <madmoose> Nice: https://github.com/peterkohaut/bladerunnermodelviewer
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[17:59] <m_kiewitz> Red Letter Media: re:View: Blair Witch Project https://www.youtube.com/watch?v=nCjbevNlLXE
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[21:34] <GitHub72> [scummvm] sev- pushed 1 new commit to master: https://git.io/viYL1
[21:34] <GitHub72> scummvm/master 2bbc186 Omer Mor: Update credits.pl (#823)...
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[21:34] <GitHub55> [scummvm] sev- closed pull request #823: Update credits.pl (master...patch-1) https://git.io/vimtA
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[21:36] <GitHub149> [scummvm] sev- pushed 1 new commit to master: https://git.io/viYLA
[21:36] <GitHub149> scummvm/master 3c619d8 Eugene Sandulenko: CREDITS: Regenerate
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[21:37] <GitHub32> [scummvm-web] sev- pushed 1 new commit to master: https://github.com/scummvm/scummvm-web/commit/cad72323c6ecf54ba6d09ecf7712184fa42c8166
[21:37] <GitHub32> scummvm-web/master cad7232 Eugene Sandulenko: WEB: Sync credits
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[21:38] <GitHub44> [scummvm] sev- closed pull request #821: SCUMM: Bugfixes (master...bugfixes) https://git.io/vifeM
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[21:38] <GitHub94> [scummvm] sev- pushed 4 new commits to master: https://git.io/viYtm
[21:38] <GitHub94> scummvm/master 13f810f Ben Castricum: SCUMM: Ignore SetOwnerOf call in specific case, fixes bug #6802
[21:38] <GitHub94> scummvm/master b9b96e8 Ben Castricum: SCUMM: Correct the raft position for PUTTZOO, fixes bug #6097
[21:38] <GitHub94> scummvm/master 940bb41 Ben Castricum: SCUMM HE: Compensate timers for pauses, fixes bug #6352
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[21:39] <GitHub28> [scummvm] sev- closed pull request #816: GRAPHICS: [GSoC] Fix leaks and bugs in MacGui (master...macgui-fix) https://git.io/v6AZY
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[21:39] <GitHub138> [scummvm] sev- pushed 5 new commits to master: https://git.io/viYtC
[21:39] <GitHub138> scummvm/master 2b6f171 Borja Lorente: GRAPHICS: Fix window closing
[21:39] <GitHub138> scummvm/master 9444a18 Borja Lorente: GRAPHICS: Fix leak in macgui border loading
[21:39] <GitHub138> scummvm/master 5bba089 Borja Lorente: GRAPHICS: Fix big leak when blitting macgui borders
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[21:41] <GitHub199> [scummvm] sev- closed pull request #820: COMMON: Add Atari 8-bit platform (master...platform-atari8bit) https://git.io/vieBf
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[21:41] <GitHub31> [scummvm] sev- pushed 2 new commits to master: https://git.io/viYt2
[21:41] <GitHub31> scummvm/master 51360ec Walter van Niftrik: COMMON: Add Atari 8-bit platform
[21:41] <GitHub31> scummvm/master 029e1c0 Eugene Sandulenko: Merge pull request #820 from waltervn/platform-atari8bit...
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[21:49] <_sev> blorente: here?
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[22:13] <GitHub122> [scummvm] sev- pushed 2 new commits to master: https://git.io/viYOc
[22:13] <GitHub122> scummvm/master 2d39f75 Eugene Sandulenko: GPH: Attempt to fix OSD
[22:13] <GitHub122> scummvm/master 6f9583a Eugene Sandulenko: DINGUX: Disable sdl_net and cloud due to the outdated toolchain
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[22:17] <GitHub37> scummvm/master b1105a6 Paul Gilbert: TITANIC: Fixes to building NPC response chain
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[22:47] <m_kiewitz> waltervn: you figured out that SDL mouse set problem in SDL2, right?
[22:47] <m_kiewitz> i mean rather you found out that it doesn't work when using SDL2, correct?
[22:48] <waltervn> I have no idea what you're talking about :)
[22:48] <m_kiewitz> some engines set the mouse cursor position
[22:48] <m_kiewitz> and i made a system change, so the actual mouse cursor was only affected when it's inside ScummVM's window
[22:49] <m_kiewitz> but this doesn't seem to work anymore in SDL2
[22:49] <m_kiewitz> i think you complained about it, but i could be wrong
[22:49] <waltervn> doesn't ring any bells
[22:49] <m_kiewitz> that system change was made by me in 2010
[22:49] <m_kiewitz> maybe it was someone else? I definitely know that in 2010 you were really annoyed by the mouse cursor being grabbed all the time
[22:50] <m_kiewitz> hmm sev just reproduced it in MacOS
[22:50] <m_kiewitz> it almost seems that SDL2 doesn't support SDL_APPMOUSEFOCUS, or it's simply broken
[22:51] <m_kiewitz> urgh
[22:53] <waltervn> I'd only want the mouse cursor to warp when the mouse is grabbed
[22:55] <m_kiewitz> grabbed?
[22:55] <m_kiewitz> until now it almost warped the mouse cursor when it's inside the windowed ScummVM
[22:55] <m_kiewitz> that worked perfectly until now
[22:55] <m_kiewitz> s/almost/only
[22:55] <m_kiewitz> i need some sleep :P
[22:55] <m_kiewitz> the mouse cursor within ScummVM is moved all the time of course
[22:56] <waltervn> I'd prefer to have it warped only in grabbed mode
[22:56] <m_kiewitz> well it worked like that until now. and where's even the problem? When you play a game and the game sets the mouse cursor sometimes the scripts expect the mouse cursor to be at the new location
[22:56] <waltervn> when I'm on my desktop and I have scummvm running in a window. I never want it to move my cursor. Just stating my own preference.
[22:56] <m_kiewitz> and some sierra games even close menus when it's not
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[22:56] <GitHub2> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/viYZg
[22:56] <GitHub2> scummvm/master b6e3c18 Paul Gilbert: TITANIC: Fix cahce scan in CDialogueFile::addToCache
[22:56] <GitHub2> scummvm/master a4d577b Paul Gilbert: TITANIC: Add kSimpleSavesNames to features list
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[22:57] <m_kiewitz> which means those games wouldn't work properly anymore if we actually did this
[22:57] <waltervn> that depends on how the "game" cursor is handled
[22:57] <m_kiewitz> not really
[22:57] <m_kiewitz> the problem is: when i don't move the actual mouse cursor at all, then the actual mouse cursor stays at the original position
[22:58] <m_kiewitz> as soon as you move that slightly, it's officially at the old position which will then cause closing menus and such
[22:58] <m_kiewitz> i added some workarounds for such games, so that they work w/ touchscreens or wiimote, but i have no idea if I actually catched them all
[22:58] <waltervn> I was thinking mostly about the cases which restrict the area
[22:58] <m_kiewitz> and those games were 100% unplayable before
[22:59] <m_kiewitz> ah, no. that's something else
[22:59] <m_kiewitz> and i think gabriel knight 1 should be patched
[22:59] <m_kiewitz> thats really an annoying feature and makes no sense in windowed mode
[22:59] <m_kiewitz> i fully agree
[22:59] <m_kiewitz> im talking about stuff like larry 5 playing the piano for the player
[22:59] <waltervn> I still stand by what I said, nothing should touch my mouse cursor when I'm running windowed scummvm without mouse grabbing
[22:59] <m_kiewitz> and quest for glory 3 moving the mouse cursor for some menu and expecting it to be at that position afterwards
[23:00] <m_kiewitz> as i said - that will break games
[23:00] <waltervn> that's still better than a broken desktop
[23:00] <m_kiewitz> and it also makes no sense. it's not like the games set it all the time and when they set it, there is a reason for that
[23:00] <m_kiewitz> well, no one complained about now
[23:01] <m_kiewitz> and as i said - it was only set, when the mouse cursor is within the ScummVM window
[23:01] <m_kiewitz> when it's outside, then that mouse cursor should not be set of course
[23:01] <waltervn> doesn't that mean those game-breaking-cases also happen when your cursor is outside the window?
[23:02] <m_kiewitz> i mean do you play a game, have your mouse cursor inside the window, but then want to operate the desktop, although the mouse cursor is within the ScummVM window?
[23:02] <m_kiewitz> no, the virtual mouse cursor is set all the time
[23:02] <m_kiewitz> but of course, in case you move back from outside of the window, then the menu will close
[23:02] <m_kiewitz> BUT that normally never happens. Sierra games normally do this a) rarely and b) only when you clicked on some button
[23:02] <m_kiewitz> b) means that you actually need to have your cursor inside the window
[23:03] <m_kiewitz> still there are games that use it for a funny gimmick, like larry 5 playing the piano
[23:03] <m_kiewitz> and if I grabbed the mouse cursor all the time, then yes it would be terribly annoying
[23:03] <m_kiewitz> but that scene works perfectly even with your mouse cursor actually being outside of the window
[23:03] <m_kiewitz> well until SDL2 of course
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[23:07] <m_kiewitz> i mean we can surely add some option to make it so that the mouse cursor never gets set at all
[23:07] <m_kiewitz> but that should be an option and the default should be off (so we would set the cursor pos in case it's inside the window)
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