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Old Mar 8th, 2011, 2:03:10 AM   #676
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Time warp back to Gen 3: Colosseum WISHMKR Jirachi

Uses a 1 word hex seed (XXXX), grabbed from the save file in which the Jirachi is generated from via the Common GBA Restricted method (kinda like method 1).

seed to PIDIV recap of these CGR events


For those looking to RNG this bugger (Body Slam), this seed is not manipulatable in currently known ways, and would have to be tirelessly reset like IDs in gen3, or edited... It is stored in the save file and retrieved when connected to the distribution Bonus Disc.

It's been confirmed that it has no seed restrictions, so all 65536 possible (shiny) spreads are obtainable.
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Old Mar 8th, 2011, 12:35:21 PM   #677
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Continuing the time warp back to Gen 3: Colosseum\XD RNG initial seeding

the assembly instructions


The seed is retrieved directly from the time-base about a few seconds into the Nintendo logo that first pops up. According to the PowerPC documentation (it's the Gamecube\Wii architecture), the time-base is measured in nanoseconds. This pretty much throws any hope of RNGing Colosseum\XD on a real Gamecube\Wii out the window. You'll only be able to do it (eventually) on an emulator, where you can pause the game and look at the current seed.

Or maybe with the help of an Action Replay.
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Old Mar 11th, 2011, 4:27:57 PM   #678
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I couldn't think of a better place to ask, as you guys seem to be geniuses so I hope you guys can help me and a lot of other people out ^^

As you might know, there are rumours going around about higher shiny rates in B/W. Now this always happens when a new game is released, I'm very aware of that as a hunter myself.

However, using the PIDRNG program, I tried checking some things myself.
What I did was using 100 different seeds and check the first 8192 frames of those seeds.

Doing this with 4th gen. seeds would result in a lot of 10k+ frames.
My results were really surprising, though.

Out of 100 seeds, 75 had at least 1 and a maximum of 4 shiny frames within the first 8192 frames. The ones with multiple frames weren't "clones" like you sometimes see in 4th gen.

From the 25 seeds that didn't have a frame within the first 8192 frames, 9 of them had one before 10k.

The average of my test was about one shiny frame for every 5500 frames.
Now I've been checking YouTube and some forums to see how fast people ended their hunts in B/W.

So far, from nearly 40 shinies, I rarely saw a hunt over 10k (I think there was only 1). On one specific forum, 15 B/W shinies were caught, the longest hunt being 9532 encounters. From the other 14 shinies, the longest hunt was only 3666.

So, my question to you guys is, is there any way for you to check if there really are more shiny frames in these games? I checked 100 seeds, which is quite a bit, but far from enough to draw a conclusion.

I myself managed to catch some fast shinies aswell, Tympole took me no longer than 15 minutes, Solosis appeared in less than 200 encounters and my Swadloon and Patrat both took no more than 4000.

I hope any of you wants to check this if possible, I and tons of other hunters would really appreciate it~

Thanks for your time =3

EDIT: I will delete this message if needed, because even though I couldn't think of a better place, I do know this really isn't the place to ask either. I just thought I'd ask here because you guys seem to be good at checking game data/coding.
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Old Mar 11th, 2011, 6:15:37 PM   #679
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There is, without a doubt, no difference in wild shiny rate. No PIDs are being modified to create an artificially higher shiny rate.

The only difference in shiny rate is in breeding with international parents (aka the "Masuda method"), which is now 6\8192 instead of 4\8192.
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Old Mar 12th, 2011, 12:19:15 AM   #680
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PID generation is something we've basically had down for awhile. I was fooling around with some other stuff, so I took a quick look to see if anything interesting was going on, just to see. Nothing super-interesting happens, though I guess 1 or 2 small pieces of what we're using can be fixed. That and I think we should be documenting exactly what the game is doing, not giving approximations.

...


Anyway, here's what's happening:

-standard RNG multiply to advance
-save the u32 of the result
-02018746 is an interesting spot. it seems to be where the game decides what kind of pokemon pid it's creating. legendaries branch one way, wilds another. i'd wager the third is standing legendaries with no shiny check or possibly gifts, probably the former.
-so how does the game decide whether to OR(not XOR) with 0x80000000?
Code:
 -XOR tid and sid
  -XOR the lower half of the pid with that tid^sid result: (l16pid ^ (tid ^ sid))
  -AND that number with 1(tst r1, r2) and:
    -if it's 0, then AND with 0x7FFFFFFF
    -if it's 1, then OR(again, not XOR) with 0x80000000
After that, it does the normal shiny check and things progress normally again.

Last edited by Bond697; Nov 3rd, 2011 at 1:29:15 AM.
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Old Mar 17th, 2011, 1:56:14 PM   #681
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Quote:
Originally Posted by Fat Kaphotics View Post
Encounter Slot Table, translated from Maruamyu.net

Black and White

Someone want to make this pretty?
old


Edit: Done for now
I Just need to upload them

new old stuff


edit: Sorry but I made some adjustment with the slots


I had to swap around Basculin Red and Blue and Sawk and Throh
MU[This is the most recent update to the BW encounter List]
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Old Mar 22nd, 2011, 11:35:15 AM   #682
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I've been looking into the frame advancements, encounters and shaking spots.
I should note that all of these are related to the PID RNG.

Advancements:

Movement:
  • Moving of any sort in areas with wild Pokemon is +2.
  • After an encounter, you can turn without stepping for a +1 advancement.
  • Turning and moving while running only counts as 1 movement, not 2. Biking, walking and surfing all count as 2.
  • The game advances +1 for every 20 steps in all places.
  • The game also advances +1 every 17 steps in or around grass.
  • There is a 3rd method of advancement that I haven't been able to determine.These combined are what create the unpredictability.
  • Turning in grass is the only consistent way to advance the frame besides saving (and chatots). Edit: I've been seeing that this isn't the case lately. Although I did hundreds of trials without any strange advances, other people get strange advances.

Patches:
Although these have appeared to be consistent, the game has been trolling me and things that seemed consistent were only so for a few hours.
  • Grass: +3 (4 in total when adding in normal advancement.)
  • Cave: +1 (2 in total when adding in normal advancement.)
  • Water Spot: +2 (3 in total when adding in normal advancement.)

Calculations:

Wild Encounter - Credit also goes to Bond697 here.
if (([n+2] >> 60) == 0) encounter. (1 in 16 steps)

There is also a flag here that makes sure you've made a complete step before allowing another encounter.

Shaking Patch & Water Spot Appearance
if((([n+1] >> 60) == 0) && ((stepcounter % 20) == 0)) create spot (1 in 320 steps)

It's also a good way to verify non-C-Gear seeds, as mattj pointed out before. Now we can tell when they'll appear.
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Old Mar 22nd, 2011, 11:49:32 AM   #683
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This is for gen 5 right, ToastPlusOne?
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Old Mar 22nd, 2011, 1:54:32 PM   #684
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Quote:
Originally Posted by Fat Sprocket View Post
This is for gen 5 right, ToastPlusOne?
I believe so, shaking spots are a new Gen 5 game element.

Thanks for that, Toast. I know we've talked about this before, but just to verify - does this mean PID advancing with steps isn't as random as is written in some guides at the moment (advancing 1, 4, or 6) and follow the set pattern you've just described?
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Old Mar 22nd, 2011, 1:59:37 PM   #685
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Quote:
Originally Posted by Fat Sephirona View Post
I believe so, shaking spots are a new Gen 5 game element.

Thanks for that, Toast. I know we've talked about this before, but just to verify - does this mean PID advancing with steps isn't as random as is written in some guides at the moment (advancing 1, 4, or 6) and follow the set pattern you've just described?
I thought so, but apparently this game hates me. The patterns are chaotic enough to be called random. The 1s still make perfect sense, but the rest have unfortunately been appearing for reasons outside of those I outlined above.



To anyone else with questions, PM/VM with them. I don't know that OD and the others want this thread to be cluttered with questions.
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Old Mar 24th, 2011, 11:22:55 AM   #686
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I've managed to successfully RNG my ID in White. Unlike what I understand from previous attempts at this, I actually chose what I wanted it to be (00777). Although we don't know the exact frame that it's set on since it's variable, it's consistent per seed. This allows us to generate a range, find an interesting ID and try to get it. After finding out exactly what the ID is, we can find out which frame we hit and advance to the correct one the next time around. IV generation frames seem to fall between 28 and 35. This is limited research, so the range may be larger.

The second and probably more interesting thing I discovered in this process is that this can be used instead of IVs to find your DS parameters. Given a particular ID at a reasonable range of values, there are only a few possible combinations of parameters that can generate that ID seed. A second new game will knock it down to a single combination. This will let us find the parameters from the start instead of waiting for high levels.

It appears that Chiizu may have done something like this in the past. It seems much easier to me, but I'm doing a few more tests.

Again, any questions about this should be directed to me personally. Don't want to spam the research thread.
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Old Mar 24th, 2011, 1:39:24 PM   #687
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Breeding in White Version

Seed:1F557C09
Full Seed: 1F557C092D6B877B
Breeding IV Frame: 1
Breeding IV Spread: 31 / 31 / 31 / 31 / 31 / 10

Attempt 1
Slot 1 (Supposed A): Female Adamant Scraggy with Everstone 17 / 28 / 29 / 13 / 29 / 4, 6
Slot 2 (Supposed B): Male Jolly Smeagle 31 / 31 / 31 / 31 / 31 / 31
Child: Female Adamant Scraggy 31 / 31 / 31 / 31 / 31 / 4, 6
Supposed Spread: B, 31 / B, 31 / B, 31 / B, 31 / B, 31 / A

Attempt 2
Slot 1: Male Jolly Smeagle 31 / 31 / 31 / 31 / 31 / 31
Slot 2: Female Adamant with Everstone Scraggy 31 / 31 / 31 / 31 / 31 / 4, 6
Child: Female Adamant Scraggy 31 / 31 / 31 / 31 / 31 / 4, 6
Supposed Spread: A, 31 / A, 31 / A, 31 / A, 31 / A, 31 / B using Gender

I am not sure what is happening, but it seems that something is causing A/B to be gender instead of slots with this.
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Old Mar 30th, 2011, 4:52:45 AM   #688
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White forest abuse related:

Turning in place after a previous encounter will not allow for another encounter, you must move to an adjacent patch of grass to get a new encounter to occur.

Hints that it is related to the step counter in the proc calculation, at the least.

It does not follow a repeating pattern where
Steps %10 = Pokemon Slot, or
Steps %(# of different pkm) = Pokemon Slot or
Steps *10(or #) = Slot.

Sweet Scenting at any place results in the message:
"There appears to be nothing here..."
Obvious that it's not the regular kind of grass, which sweet scenting may call for a slot value.
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Old Apr 6th, 2011, 5:15:26 AM   #689
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Some time ago, we thought we had found the crucial piece of the DSi encryption message for Japanese Black\White, which eventually we could have used to figure out DSi parameter search. But, it didn't work when we tried it with chiizu's seed. However, I left this DSi encryption message in RNG Reporter's source code, and someone on a Japanese message board looking through it found the message, or "nazo" as they call it. Now this nazo has spread like wildfire on the various Japanese message boards. I know they follow this thread, so I want to explain how we found it.

We used a CycloDS iEvolution because it was the only way we could run a game in DSi mode and still use codes to find out the nazo. All other flashcarts run in regular DS mode, and even the Action Replay DSi forces DSi games to run in DS mode, so we couldn't use those to test DSi behavior.

Our AR codes didn't seem to be working. We later realized it was because the memory pointers that the codes relied on had changed in DSi mode. Since the nazo is also based off memory pointers, we realized it probably changed as well.

So I developed some codes that did not rely on memory pointers to find the nazo:

Code:
MTRNG seed = nazo (メルセンヌ・ツイスタ SEED = nazo)
Japanese White
0208209C E5101004
020820A0 E5102034
02005700 69616920
D2000000 00000000
With this code, we were able to find out that for Japanese White and Japanese Black AND French White:

nazo[0] = 0x02737EB0
nazo[1] = 0x02737FAC
nazo[2] = 0x02737FAC
nazo[3] = 0x02737FF8
nazo[4] = 0x02737FF8

However, when we tried a DS parameter search with this nazo, it didn't work for chiizu's seed. It did work when doing a parameter search for the CycloDS iEvolution, which generates seeds a little differently because it acts as if the game is soft-reset.

We also discovered that hos1519 also apparently found the same nazo. We do not know his method, but it would be very helpful if someone could contact him and ask him to explain his method.

If you are reading this and have had success with this nazo and found VCount, Timer0, and GxStat, please contact us.

お願い:
上記の「謎」のご利用でDSiの初期シードが作成でき、SHA-1メッセージのもととなる値(VCount, Timer0, GxStat 等)のご存知の方いらっしゃったら、是非ご連絡くださいますよう、宜しくお願いいたします。
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Old Apr 6th, 2011, 7:55:38 AM   #690
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Quote:
Originally Posted by Fat OmegaDonut View Post
If you are reading this and have had success with this nazo and found VCount, Timer0, and GxStat, please contact us.
As requested by OD:
お願い:
上記の「謎」のご利用でDSiの初期シードが作成でき、SHA-1メッセージのもととなる値(VCount, Timer0, GxStat 等)のご存知の方いらっしゃったら、是非ご連絡くださいますよう、宜しくお願いいたします。
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Old Apr 6th, 2011, 8:09:21 PM   #691
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30 unique White Forest / Black City Inhabitants.

30 is very close to 32, which can be arrived at with a >>27 operation on a MTRNG seed or standard seed.

Currently researching.

White Forest Inhabitants
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Old Apr 6th, 2011, 8:39:30 PM   #692
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so awhile back i had said that i thought the weirdness with the victini battle was a bug. for those who don't remember, in the japanese version, if you talked to it when the pid would be shiny, the battle would simply not start. you could talk to it over and over again.

toast just looked, and in the U/E version, the PID has 0x10000000 added to it just like all of the other pokes with a shiny check. it looks like the battle not starting actually was some kind of bug after all.
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Old Apr 8th, 2011, 8:31:21 AM   #693
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Quote:
Originally Posted by Fat Kaphotics View Post
Encounter Slots: Land

Code:
EXAMPLE:                     Water Monkey, In the range of 70-79. (Slot 5)
0    01F8E5F5E6DB9DBB        Initial Seed Before Encountering             
1    7BF30CE2D051EC8A        Highest Bit is 0, No Sync                     
2    2010F971B7D4CB35        ???
3    B45C04B3524D27AC        u32*0x64>>32=0x46=   =70  (slot 5)       
4    AA8CA97F6886519F        ???              
5    EFC01D0A6E2BE97E        PID Calculated (we know).
6    F0841C7D81E02B79        u32*0x19>>32=0x17 Careful
The encounter slot calculation in the post above is incorrect. The correct calculation is
Code:
(u32 >> 16) / 0x290
Here is a corner case to demonstrate:
Code:
Seed: BEE3257E2A8565C9
Frame 44 Grass/Cave Encounter
Wrong ESV:    ((B34F765F546EFDAC >> 32) * 0x64) >> 32 = 70 (slot 5)
Correct ESV:  (B34F765F546EFDAC >> 48) / 0x290 = 69 (slot 4)
RNG Reporter has this implemented correctly already (since it's essentially the same as DPPt).
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Old Apr 8th, 2011, 10:40:17 AM   #694
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Quote:
Originally Posted by Fat OmegaDonut View Post
Continuing the time warp back to Gen 3: Colosseum\XD RNG initial seeding
Does it have any restrictions, as in, can shiny pokémon be obtained, as difficult as it would be?
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Old Apr 8th, 2011, 10:50:28 AM   #695
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Quote:
Originally Posted by Fat Mario With Lasers View Post
Does it have any restrictions, as in, can shiny pokémon be obtained, as difficult as it would be?
We don't know the Pokemon generation method yet, so we can't answer that one.
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Old Apr 8th, 2011, 3:34:16 PM   #696
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re: that calc

oops, and to add more derp slot 4 is 60-69, which was in pinwheel forest as opposed to lostlorn.

That calc should be ignored, when I initially posted it I had it right :P
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Old Apr 23rd, 2011, 8:08:51 PM   #697
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Double Battle
Code:
DB = (FullSeed>> 32) * 100>> 32
If DB <40 (double probability), 
       proc double battle
   else proc single
Fishing
Code:
(FullSeed>> 32) * 2>> 32
0 success, 1 fail

Can be restated as the highest bit (>>63)
Illustration of the Calculation


src
speculation

Last edited by Kaphotics; May 29th, 2011 at 4:07:20 PM. Reason: removed DB speculation, see items on p30
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Old Apr 24th, 2011, 3:54:20 PM   #698
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Finding the %6 of the PID based on Characteristic
To help find initial frame, and possibly pick characteristics!

Essentially this analysis will give you the numbers of PID%6 that your frame you hit has.

Code:
Find what the highest IVs are, if there are more than one (Flawless).
Look up characteristic to see what IV is the dominant 
                               for the PID%6 value(s).

Eliminate IVs that are not the highest duplicates.
The higher the duplicate highest IVs, the more beneficial it is.

0 - HP, Attack, Defense, Speed, Special Attack, Special Defense
1 - Attack, Defense, Speed, Special Attack, Special Defense, HP
2 - Defense, Speed, Special Attack, Special Defense, HP, Attack
3 - Speed, Special Attack, Special Defense, HP, Attack, Defense
4 - Special Attack, Special Defense, HP, Attack, Defense, Speed
5 - Special Defense, HP, Attack, Defense, Speed, Special Attack
Characteristic - IV List


Note:
You need to know what your Lowest digit of your SID is to use this on capturable Pokemon.
If you find your initial frame, you can generate both even and odd last digit SID results, and find out which one causes it to line up with your Nature - Characteristic save progression.

Example
Terrakion going for a Somewhat Vain Characteristic, not knowing SID!

Last edited by Kaphotics; Apr 27th, 2011 at 3:44:40 PM.
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Old Apr 27th, 2011, 12:55:46 PM   #699
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Little Entralink tidbit:

The act of talking to a Pokemon in the forest advances the IVRNG 26 frames. The IV generation is included in this, so a Pokemon effectively starts on frame 23 (which is RNG Reporter's frame 21). If you say no to encountering the Pokemon, the IVRNG advances will happen anyway. You can quickly and easily advance the IVRNG by talking to a Pokemon and refusing to encounter it.

For example --

First thing I do when enter the forest is talk to a Pokemon. If I catch it, it will have the IVs corresponding to RNG Reporter's frame 21.
If I say no, then talk to it again to capture it, it will have IVs corresponding to RNG Reporter's frame 47 (21 + 26).

-------

Unrelated, but I thought I'd point out how even more screwed you are if you try to RNG for a flawless roamer by respawning it at the Elite Four. The IVRNG does not advance at a consistent 120 frames\second in battle. It advances at a rate determined by the animations of the Pokemon, which can be slow or fast depending on their remaining health, or even the duration of the attack you use.
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Old Apr 27th, 2011, 3:09:26 PM   #700
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Item or Pokemon Dust Cloud Decisions

...

(Sorry if this is hard to read!)

Basically, the game multiplies the upper half of the rng by 1000dec then right-shifts 32 bits. If the value is less than 400dec, a battle starts. If it's above, a gem is found. I tried this 20 times and successfully predicted encounter/gem each time.

e: i also tried manually editing r1 to 0x189, 190, and 191. 189 is a battle, and 190/191 are gems.

e2: and thank you chiizu for showing me a different way of thinking about some of the assembly.

e: just as sort of an update:

...


so, to follow along with the code, here's what happens:

-rng advance
-u32 rng multiplied by 0x3E8(1000) to determine encounter or item
-if item, advance rng then multiply by 1000 again
-if this calc results in a number under 100, the next calc will use 1000(0x3E8), if >= 100, the next calc will use 1700(0x6A4)
-rng advances again
-last item determining calc is done, via either x1000 or x1700
-the resulting number is << 28 to clear out 2 digits and leave the least significant one
-this number is added to itself 4 times via "add with carry"
-after the add with carries, the resulting number(in hex) is added to 0x224 to determine the final item number that will be received by the player.

Last edited by Bond697; Sep 21st, 2011 at 4:22:38 PM.
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