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  • Joined: 12 Feb 2013
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Post Posted: Mon Feb 13, 2017 3:31 pm
Thank you BcnAbel76! Nice arcade shooter to play!
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Post Posted: Tue Feb 14, 2017 9:17 am
Hi people!

Not at all ;) Enjoy it
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Post Posted: Wed Feb 15, 2017 5:00 pm
Eyh! Perfect!

Greendog & TaleSpin did it !!!

When I can I upload 2 games

Ummmm, somebody registered youtube with nick "BcnAbel76", my youtube account is "bcnabel76" It is possible I shall upload videos for differs it

Enjoy GG2SMS real conversions ;)
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Post Posted: Wed Feb 15, 2017 11:13 pm
Greendog - The Beached Surfer Dude! V1.0 GG2SMS:

- Full palette conversion
- Down Arrow 2nd Controller is START
- Fixed Checksum
- Some garbage around Title Scren and gaming

Conversion by BcnAbel76
Greendog-1.png (6.18 KB)
Greendog-1.png
Greendog-2.png (3.93 KB)
Greendog-2.png
Greendog-4.png (4.7 KB)
Greendog-4.png

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Post Posted: Wed Feb 15, 2017 11:15 pm
Tale Spin V1.0 GG2SMS

- Full palette conversion
- Down Arrow 2nd Controller is START
- Fixed Checksum
- Some garbage around Title Scren and gaming

Conversion by BcnAbel76
TaleSpin.png (3.68 KB)
TaleSpin.png
Tale Spin000.png (6.22 KB)
Tale Spin000.png
TaleSpin-1.png (7.77 KB)
TaleSpin-1.png

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Post Posted: Thu Feb 16, 2017 3:52 am
Nice! Thanks so much!
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Post Posted: Thu Feb 16, 2017 9:10 am
Greendog v1.1

- Left column blank active.
- Less garbage screen on Sega screen.



Tale Spin v1.1

- Left column blank active.

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Post Posted: Thu Feb 16, 2017 3:04 pm
Not at all ;)

Thankyou Revo !
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Post Posted: Thu Feb 16, 2017 6:20 pm
Yes, thank you Revo!
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Post Posted: Sun Feb 19, 2017 6:53 am
BcnAbel76 wrote
Shining Force II - The Sword of Hajya ENG V1.0 GG2SMS

- Full palette conversion
- 2nd controller "Down" arrow is START
- Deleted down blank lines
- Fixed Checksum
- Backup memory needed to store data progress
- English

Shining Force Gaiden II JAP V1.0 GG2SMS

- Idem in Japanese

(You must apply patch to correct rom, game is the same, but internal rom data differs, Gaiden 2 for Japanese and Sword of Hajya for English)



Conversion by BcnAbel76


Hey bud, thanks for this!! My dream has finally been realized! However, when I tried to play Sword of Hajya on a real Master System, all I get is a black screen with some flashing colors at the top and bottom. I can hear the music but I can't see anything... :(
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Post Posted: Mon Feb 20, 2017 10:40 am
Hello:

skins4thewin, what hardware did you use?

I think the only way to play is a Master System Console and Master Everdrive.
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Post Posted: Sat Mar 11, 2017 10:12 pm
Hello,

Can Anybody with MasterEverdrive attempt to run Shining Force games?

Thankyou
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Post Posted: Wed Mar 15, 2017 2:39 am
BcnAbel76 wrote
Hello,

Can Anybody with MasterEverdrive attempt to run Shining Force games?

Thankyou


Shining Force Gaiden II - Seems to work ok, garbage in borders but no big deal.

Shining Force Gaiden - Seems to work ok, garbage in borders when moving...don't understand Japanese though lol.

Shining Force Final Conflict - Locks at the "start" message box for me but maybe the port was loose. After that it works ok - garbage in borders sometimes.
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Post Posted: Wed Mar 15, 2017 7:36 pm
TheNameOfTheGame, thankyou for test it.

Then hack is ok, if somebody wants to donate a MasterEverdrive to me for better testing, then I am happy :)

Calindro made a great emulator/debugger

Differences in hacking based programs, for example Tails Adventures Level Editor Suite or KiddEd – An Alex Kidd in Miracle World Editor!, those editors are exclusive created for hack a rom, is not the same to do compatible with Master System hardware.

It would be nice to create a Megaman Editor

Thankyou
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Post Posted: Sun Mar 26, 2017 6:24 pm
Hello!

Sonic The Hedgehog V1.0 GG2SMS:

- Full palette conversion
- Down Arrow 2nd Controller is START (For now)
- GG ports removed
- Fixed Checksum
- Please apply patch to original V1.1 game gear rom

Conversion by BcnAbel76
sonic1.png (1.45 KB)
sonic1.png
sonic1-1.png (3.75 KB)
sonic1-1.png
sonic1-2.png (5.52 KB)
sonic1-2.png

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Post Posted: Sun Mar 26, 2017 6:30 pm
BcnAbel76 wrote
Hello!

Sonic The Hedgehog V1.0 GG2SMS:

- Full palette conversion
- Down Arrow 2nd Controller is START (For now)
- GG ports removed
- Fixed Checksum
- Please apply patch to original V1.1 game gear rom

Conversion by BcnAbel76


That's interesting, really. My hack rom of the sprites is based on the v1.0. What is the difference between de v1.0 and v1.1?
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Post Posted: Sun Mar 26, 2017 6:41 pm
Really I don't know, I worked in last version.
It maybe fixes some issue or bug.
I didn't find any info about it.
Really I work in some version with free space.

Can you implement your sprite hack to this version?

Regards,
BcnAbel76
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Post Posted: Sun Mar 26, 2017 6:53 pm
BcnAbel76 wrote
Really I don't know, I worked in last version.
It maybe fixes some issue or bug.
I didn't find any info about it.
Really I work in some version with free space.

Can you implement your sprite hack to this version?

Regards,
BcnAbel76


Yes, I could do it, of course. It would be more easy because I have all the tiles ready and the credits' codes.
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Post Posted: Mon Mar 27, 2017 1:53 am
I avoid posting in this thread because I don't want to help turning it into a request thread or just a spammed thank you thread. But now I feel it is a right time to thank you guys for this Sonic GG2SMS hack, one of my most wanted ones for years. I really didn't know the level of difficulty to make this conversion, and now it is very impressive all the work it had to make it possible.

IMO, Sonic 1 GG is the definitive version of the game, aside from the terrible Sonic sprite. It has significant more details in the levels.

An ultimate version of this game would be Sonic GG2SMS FM, can you imagine this?

Edit: The game is reseting at the first boss title screen - Green Hill act 3. Music slows down, then reset to Sega screen. The act begins if I press the buttons to skip the title card, maybe before the music plays. Using NTSC Mega Drive VA3 with Mega Everdrive v1.
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Post Posted: Mon Mar 27, 2017 5:16 pm
now that i was looking into that jungle stage picture , yea it looks like the gg sonic 1 has more details than the sms one. ah well.
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Post Posted: Mon Mar 27, 2017 9:03 pm
Hello

dplc81, I tried game and no booting in Green Hill Act3, I arrived next zone with no problem, tried at emulator and Japanese MegaDrive with Mega Everdrive. (I wait title screen, acts 1,2,3)

Tested and Ok, (for me and my hardware)
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Post Posted: Tue Mar 28, 2017 2:41 am
Tried it in the same Mega Drive, but this time with the Master Everdrive and the Power Base adapter, and it worked alright. Maybe an issue with my Mega Everdrive, I will test another console to see what happens.

Labyrinth Zone displays wrong colors inside water in the Power Base setup. Does it happen to you?

Thanks!
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Post Posted: Tue Mar 28, 2017 3:36 am
BcnAbel76 wrote
Hello

dplc81, I tried game and no booting in Green Hill Act3, I arrived next zone with no problem, tried at emulator and Japanese MegaDrive with Mega Everdrive. (I wait title screen, acts 1,2,3)

Tested and Ok, (for me and my hardware)


Since the game uses only 1 button ...
Could not start be adapted to button 1 or 2?

And thanks for the conversion
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Post Posted: Tue Mar 28, 2017 5:26 pm
Sonic The Hedgehog V1.1 GG2SMS:

- START is "1" Button

Conversion by BcnAbel76

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Post Posted: Tue Mar 28, 2017 5:31 pm
Hello:

dplc81, ummm, would possible to test game in Master System Console with Master Everdrive, since MegaDrive is not 100% compatible with master system roms

Shiningstar, I've made it. If you see in V1.0, I wrote "(For now)" in Start mapped button.

Not at all, enjoy and thanks ;)
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Post Posted: Tue Mar 28, 2017 5:59 pm
Tested v1.0 and v1.1 in Fusion and real hardware without any problem. Played Green Hill and Bridge Zone.

Amazing work as ever!!!
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Post Posted: Tue Mar 28, 2017 6:14 pm
BcnAbel76 wrote
Hello:

dplc81, ummm, would possible to test game in Master System Console with Master Everdrive, since MegaDrive is not 100% compatible with master system roms

Shiningstar, I've made it. If you see in V1.0, I wrote "(For now)" in Start mapped button.

Not at all, enjoy and thanks ;)


I have made the v1.1 version of my Sonic GG's hack, improving many things of the v1.0 and making too on v1.1. I discovered that in the credits, in the version 1.0 says "Game Programer", since in the v1.1 says "Game Programmer", so they corrected it, xD.
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Post Posted: Tue Mar 28, 2017 6:23 pm
Pengo (Japan) V1.0 GG2SMS

- START is "1" Button
- Full palette conversion
- Fixed checksum
- Apply patch to Japanese Rom
- For unknown SEGA logo at start is cracked graphics but rest is ok

( This hack is made by 0, differs from already done none Japanese version, because it includes PopCorn Music !!! )

Conversion by BcnAbel76
Pengo (J)-1.png (2.09 KB)
Pengo (J)-1.png
Pengo (J).png (2.15 KB)
Pengo (J).png

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Post Posted: Tue Mar 28, 2017 6:26 pm
There is already a Pengo v1.0 done by NextVolume: http://www.smspower.org/Hacks/Pengo-GG-GG2SMS

Is this a continuation of that patch, or totally new? If it's a continuation, can I just label it v1.1?

...if it's a brand new patch, we'll have to ask the admins their opinion.
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Post Posted: Tue Mar 28, 2017 6:27 pm
Hello law81 and many people!

Thanks for testing my hacks ;)
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Post Posted: Tue Mar 28, 2017 6:34 pm
RetroRGB, it is totally new, NextVolume worked in European/Wersten version, with other music, I think for not pay any copyright about POP CORN Music

In Japanese version songs this title. Rest of game is the same.

Maybe you can put 2 Versions, 1 in EU/USA (NextVolume) and 2 in JAP (BcnAbel76) ???
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Post Posted: Tue Mar 28, 2017 6:53 pm
Makes sense to me. Maxim, how would I set that up?
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Post Posted: Wed Mar 29, 2017 2:20 am
BcnAbel76 wrote
Hello:

dplc81, ummm, would possible to test game in Master System Console with Master Everdrive, since MegaDrive is not 100% compatible with master system roms

Shiningstar, I've made it. If you see in V1.0, I wrote "(For now)" in Start mapped button.

Not at all, enjoy and thanks ;)


Hi, I'm sorry I couldn't test my real Master System yet, but I tried the rom in Kega Fusion also, and Labyrinth underwater displays wrong colors.

For testing purposes, the codes for starting in Labyrinth Zone are:
003-8CE-5D4
093-88E-91A
Labyrinth.jpg (164.54 KB)
Labyrinth.jpg

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Post Posted: Wed Mar 29, 2017 8:46 am
Please guys, we only care about bug on Emulicious and real hardware (SMS + krikzz everdrive or original game donor or custom PCB by Ichigo).

We don't care that games are not running correctly on your fake/real everdrive for Megadrive, or on Kega the worst emulator...


RetroRGB wrote
Makes sense to me. Maxim, how would I set that up?


You can use the same page and put the 2 different patch in the same archive like I did for Slider/Skweek: http://www.smspower.org/Hacks/Slider-GG-GG2SMS
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Post Posted: Wed Mar 29, 2017 9:45 am
Revo wrote

We don't care that games are not running correctly on your fake/real everdrive for Megadrive, or on Kega the worst emulator...


Since at this moment I'm ineligible for any verification in the hack due to "non-real-hardwareness", I'll post some results later in my True Setup.

Though, I must say, I did a strange thing, tested the GG2SMS converted rom in my Everdrive in my Game Gear, same issue.

But no problem, I'll test it in my SMS later and post some results.

Thanks for all the work, and sorry for the inconvenience!
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Post Posted: Wed Mar 29, 2017 3:56 pm
BcnAbel76 wrote
RetroRGB, it is totally new, NextVolume worked in European/Wersten version, with other music, I think for not pay any copyright about POP CORN Music

In Japanese version songs this title. Rest of game is the same.

Maybe you can put 2 Versions, 1 in EU/USA (NextVolume) and 2 in JAP (BcnAbel76) ???


I thought Popcorn was a public domain, it's basically the same song Ni****do remixed for Dr. Mario. (I didn't realize that until I played the arcade version of Pengo and realized they sounded similar.)
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Post Posted: Thu Mar 30, 2017 2:34 am
Last edited by dplc81 on Thu Mar 30, 2017 8:29 pm; edited 1 time in total
Hi BcnAbel76, thanks for answering my questions.

BcnAbel76 wrote

dplc81, ummm, would possible to test game in Master System Console with Master Everdrive, since MegaDrive is not 100% compatible with master system roms


Sure it is possible. I took two pictures regarding the color issue in Labyrinth Zone underwater, both using a Tectoy SMS II.

Maybe it is an issue with the special effect used with the palette underwater. Not sure if it's an easy one to fix, but I'm just reporting.

EDIT: Deleted pictures for forum space saving and because issue is solved!
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Post Posted: Thu Mar 30, 2017 3:54 pm
Hi!

Thankyou for testing in real hardware.
Yes, dplc81, you are in correct. I found 2 routines palette changing, 1 underwater and 1 transition "no water-water", all those routine are getting bad color conversion, but ...

I fixed it!!!!



Sonic The Hedgehog V1.11 GG2SMS:

- Fixed underwater colors in Laberynth Zone, Acts 1,2,3

Conversion by BcnAbel76

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Post Posted: Thu Mar 30, 2017 3:58 pm
Ahhhhh one chance to play as Knuckles under the water :D
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Post Posted: Thu Mar 30, 2017 4:05 pm
Primal Rage V1.0 GG2SMS

- Fixed game. All seems to work fine.
- ( Game is not the best fighting game, but ... )

Conversion by BcnAbel76

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Post Posted: Fri Apr 07, 2017 10:05 pm
Sonic The Hedgehog V1.12 GG2SMS:

- Fixed SEGA Voice at Init Logo Screen

Conversion by BcnAbel76

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Post Posted: Mon Apr 10, 2017 11:18 pm
A question about Sonic Triple Trouble:

Does anybody know where palette conversion is allocated????

I don't see anywhere, is it possible they did it manually????

I've made a different conversion working all, with demo activated but garbage in title don't removed and gameplay indicators don't moved.

I'll try to mix for upgrade last version I but don't find it

Last version was developed by glitch, nextvolume and Vingazole
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Post Posted: Tue Apr 11, 2017 2:08 am
Oh man, I think I actually recall the progress of that hack being made, what, 8 years ago?

Progress was posted on Sonic Retro, and I'm about 90% sure the colours were hand-picked because using the usual automatic conversion method looked rather ugly.

Take this with a huge grain of salt, however.
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Post Posted: Tue Apr 11, 2017 9:31 pm
Donald No Magical World V1.0 GG2SMS:

- Fixed game crash. All seems is working ok

Conversion by BcnAbel76

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Post Posted: Wed Apr 12, 2017 10:44 pm
DropZone V0.63 GG2SMS:

- Deleted remanent GG port
- Updated palette conversion in game and menu (Player 1 Blue, Player 2 Red )

Conversion by BcnAbel76
DropZone063.png (1.46 KB)
DropZone063.png
DropZone063-1.png (2.46 KB)
DropZone063-1.png
DropZone063-2.png (2.91 KB)
DropZone063-2.png

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Post Posted: Thu Apr 13, 2017 3:37 pm
GG Aleste v1.1

- Different conversion than BcnA one.
- Start configured on 2 (sound test screen still accessible, segaretro say that button 2 is used in-game but I'm pretty sure it's not!).
- Counter life icon moved in the corner.

Thanks to Vingazole for the big help!
GG Aleste v1.1.zip (135.14 KB)

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Post Posted: Thu Apr 13, 2017 3:46 pm
Nazo Puyo 2 v0.9

- Start configured on down controller 2.
- Bug: the title screen doesn't display (zap).
- Use save.
- Display in Japanese.
Nazo Puyo 2 v0.9.zip (123.73 KB)

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Post Posted: Fri Apr 21, 2017 11:19 pm
ROYAL STONE V1.1 PACK GG2SMS

Hello, I remade all hacking engine in this great game.

I remember somebody told there is a bug in before version, but he was playing with megaeverdrive and don't know extracting save data for test it

Then I create this pack, it consists in 4 ips patches:

Royal Stone ENG V1.1

- Megadrive Pad Required, START is now START Button (Best Gameplay)
- Left Column Blank Active
- Game is in English (Credits go to AeonGenesis)
- Optimised Code

Royal Stone JAP V1.1

- Megadrive Pad Required, START is now START Button (Best Gameplay)
- Left Column Blank Active
- Game is in JAPANESE
- Optimised Code

Royal Stone ENG Developer V1.1

- Not for gaming!!! Palette not converted!!!!
- Minimal Hack, only for game inits, GG Ports Removed
- START is 2nd Controller "DOWN"
- Game is in English (Credits go to AeonGenesis)

Royal Stone JAP Developer V1.1

- Not for gaming!!! Palette not converted!!!!
- Extreme Minimal Hack, only for game inits, GG Ports Removed
- START is 2nd Controller "DOWN"
- Game is in JAPANESE

Conversions by BcnAbel76

Choose your language and patch original Game Gear Rom
Then if anytime a bug appears choose developer patch, try to backup your data file to your hard disk, and continue "gaming/testing" with developer rom to determinate if bug is for hacking or for original game

This is an extract about Aeon Genesis describes about known bugs

--------------
4.Known Issues
--------------
--Some minor graphical garbage appears on certain animation frames
during combat sequences. Only occurs on some emulators (happens
when using Dega, but not with Meka or Bizhawk.) OK in Emulicious

There are a few known issues with the game itself not caused by the patch:
--In Round 15, there are two major foes - an enemy commander and an underling.
If the commander is killed before his cutscene with the underling, the game
crashes.
--After promoting a character to the Evoker class, it's possible to dismiss a
monster that doesn't exist. It's also possible to select this monster in
battle, which can cause unpredictable results.
--Scrolling through the spell list too fast during combat sequences can cause
incorrect text to be displayed. The spells will still function correctly,
however.

Please report any bugs, spelling errors, and such
on The Pantheon (http://agtp.romhack.net/pantheon)
Screenshots are preferred, as are savestates.



PD: I've made a photo with my unopened Royal Stone game "connected" to a Megadrive pad to celebrate it ;)
Enjoy!!!!!!!

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Post Posted: Mon Apr 24, 2017 6:32 am
Revo wrote
GG Aleste v1.1

- Different conversion than BcnA one.
- Start configured on 2 (sound test screen still accessible, segaretro say that button 2 is used in-game but I'm pretty sure it's not!).
- Counter life icon moved in the corner.

Thanks to Vingazole for the big help!


I've been waiting for this one to get Started configured to Controller 1. Can;t wait to play this on real harware real soon!

Keep up the good work guys. Hope to see more patches with the Start button on Controller 1 in the future!
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Post Posted: Thu Apr 27, 2017 9:05 pm
I just played Sonic Triple Trouble on real hardware. I used a repro cart.
I played as Sonic. The normal ending it's ok, but the good ending it's just scrambled graphics. Maybe someone can fix that. I've also noticed that in the special stages all the Emeralds have the same color.
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