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Blogs

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  1. merryc.bin merry.rpk - - - - - Things to do: * Christmas music * Christmas tree * Something else ...
  2. I'm working on several different TI-99/4A related projects at any time (there's a Top 10 out of 146). Surely giving it more thought than actual coding. Most certainly less than an hour of coding per week. Much is design and decisions anyway. Committing is perhaps crucial but then again. Real life is a bitch. Lately I've got this headache. Right now the plan is; get away from the computer, get away from screens - tv and gaming, get some exercise, go for a walk and get some fresh air, be positive and enjoy, be serious, commit and take responsibility, take action and stick to it, navigate and listen, and be there for the family. Your input is appreciated.
  3. IDE for developing in TI99 Assembler on the PC (Windows) (using NotePad++ Editor, xdt99 Cross-Assembler and MAME Emulator) https://github.com/miriki/TI-xdt99-IDE/ Hi, all! A few may have noticed: In an xdt99 thread I have published a Batch for DOS that shortens a lot of typing work when developing software. After years of abstinence from the TI99 I actually remembered the "good old days" developing tools and libraries again and tried to recall what I was doing those days. Well, 35 or so years... Firing up the MAME emulator, using TI99_4ev as machine, a cartridge with Editor/Assembler inserted and the needed disk in DSK1 mounted I started typing a few lines while reading through a bunch of books and forum articles. Hmmm... A PC keyboard and the function keys of the TI99, two worlds collide. Yes, the editor _was_ a very good one, at least that days. But nowadays I really, really prefer the comfort of NotePad++ or at least any other GUI based editor. Then I've read about the one or another Cross-Assembler to develop in Windows and using the output to mount within MAME. Almost right from the beginning I got stuck with xdt99, a collection of not only a cross-assembler, but other tools like a "disk creation", too. An integration into "IntelliJ IDEA" sounded good, but.... Hmmm... Maybe I have not digged deep enough, but there is only the editor used for syntax highlighting, isn't it? Putting things together: A batch for DOS (Windows, Microsoft, sorry...) was created that enabled the workflow from editing the Assembler source code assembling the source code into object code creating a disk which contains the object file starting an Emulator with this disk mounted plus a few more tasks... To be honest: I don't like DOS batches with more than, let's say, 25 or so lines. The syntax is ugly and the CLI commands are far from comfortable - not comparable with a high level language. Changing default values is a pain, (re)storing user settings a tremendous effort and doing all with user parameters results in a jungle of % characters shattered across the lines. So I used that batch only as a sketch for a "real" project: An IDE for those tools written in a high level language. I decided on C# (VB.Net would have been the alternative), because it is the preferred language right now in our company. Training... If anybody would like to have a look at it: I just published that project on GitHub. That was kind of training, too. We use Azure DevOps in our company and I have to get familiar with those cloud based team thingy. So hopefully I published correctly - it is my first published project over there. https://github.com/miriki/TI-xdt99-IDE/ This is the main page of the project. There is a README, but empty as of now. You will find a subfolder "TI xdt99 IDE" though... There is a subfolder "snap" which contains a few screenshots of the published project: Settings_Xdt.png shows the settings to include the tools from the xdt99 package. Settings_Mame.png shows parameters for the emulator, including configuration of the peripherals etc. Settings_Ide.png shows the standard working area with buttons to start actions and checkboxes to set options. Output_CommandStack.png shows the list of calls to external tools like the editor, assembler etc. Output_Standard.png shows the standard output of the last command, for example the directory of the disk. Output_Errors.png shows the error output of the last command, if there is any. Emulator_AutoStart.png shows the XB output from DSK1.LOAD if "catalog" and "autostart" is checked. Output_Result.png shows the loaded and started demo program I was just working on. Another subfolder "publish" contains a "setup.exe" that should install the IDE. I'd like to get feedback, if that thing runs without any problems. But what has to be done? Well... Perhaps it is best to show my setup: E:\TI99 mame64.exe >roms ti99_*.zip >hash ti99_cart.xml (thanks again, mizapf!) >cart editass.zip minimem.zip exbasic.zip >disk *.dsk >hard *.chd This should be enough to start MAME using e.g. ti99_4ev as machine. Try it... mame64 ti99_4a If successful, try inserting a cartride: mame64 ti99_4a -gromport single -cart exbasic If successful, try connecting a peb with a hfdc in slot 8, a disk drive connected and a disk inserted: mame64 ti99_4a -gromport single -cart exbasic -ioport peb -ioport:peb:slot8 hfdc -ioport:peb:slot8:hfdc:f1 525dd -flop1 disk/flopdsk1.dsk whew... After the first start of MAME there will be a few more subdirs like cfg, nvram etc. You might like to start MAME with -createconfig and edit the output mame.ini to suit your needs. I added cart and cart2 subdirs to the roms path, disabled the info screen at startup and the like... Then I added a subdir >xdt99 xas99.py xdm99.py xbas99.py >lib vdptools.a99 >projects >gmode gmode1.a99 etc. The "lib" folder contains a "vdptools.a99" file right now. There are only a few routines to avoid "BLWP VSBW" etc. in it. The "projects" folder contains the, as you already might have guessed, projects I am working on - for example a "gmode" subfolder. And in the "gmode" folder there are gmode1.a99, tmode.a99, mulcol.a99 and bitmap.a99. With this setup the settings on the XDT and MAME tabs should be self explanatory, kind of... The right hand side shows extensions for the filenames. For example the source "gmode1" gets expanded to "gmode1.a99" for the editor, is compiled into "gmode1.obj" and will become "GMODE1O" when copied to the TI disk. You may change the settings on the MAME tab and can use the IDE purely as a frontend, if you like. The "run" button will start the emulator without fiddling around with an assembler or anything else. BTW: Settings are loaded at startup of the IDE and saved when the IDE is closed or any external program is called. The IDE tab is the "all singing, all dancing" desktop for your development. The left box lists all subdirs aka projects, the right box lists the source files in that (selected) project. The selection is shown additionally in the two textboxes in the upper right (for later extensions). The "edit" button starts the editor, the "assemble" buttons starts the xdt99 cross assembler. It creates the object, image and rpk files, if checked. If "all" is checked, not only the actual selected source but all within the project will be assembled. The "disk" button creates the disk to be mounted for the emulator. It copies the source, list, object and image files, if checked. Again: For "all", if checked. Additionally it can create a DSK1.LOAD to show the contents of the disk and / or load and run the object file of the selected source. The "emulator" button starts the MAME emulator with the configured devices. If set up properly you might select "TI Extended Basic" from the master selection, get the disk contents displayed and after "please wait..." the compiled program should start. The "ADE" button is a shortcut: (A)ssembler, (D)iskManager and (E)mulator - all in one shot. So after editing / saving the source the test only needs 1) click on "ADE" button, 2) any key at the master title screen 3) "2" for XB, then wait... and enjoy! The menu at the top has no function as of now. The status bar at the bottoms shows info about running external tools to the left, "idle" to the right otherwise. Have fun! Michael
  4. I am writing some assembler code with the Editor / Assembler. When I assemble the code and use PIO as the list file name I get a DSR ERROR : 0302. If I leave the list file name blank or list to disk I have no issues and the code assembles with no errors. I am able to print a disk catalogue to PIO from the Disk Manager 2 module but I have not tried printing any other way than from disk manager and E/A. I have had this same issue with a Lexmark printer and an Epson printer. My assembler options are RLS. Any ideas what the issue might be?
  5. I would like to serve this topic as a discussion on the BASIC Ten-Liners Contest, especially the two areas: 1. Removal of the FREI category this year, which I believe is unreasonable and doesn't help the contest in any way. - Because the FREI category was established the previous year, this year I have been experimenting a lot with what kind of functionality I can fit into 10 lines of hexa code (about 2.2 KB of assembler code) - I just checked my source code, and I wrote over 5,000 lines (yes, five thousand) of assembler code, figuring out the best compromise between performance&size of the code for each component of the game - It was very exciting finding out what kind of functionality (some quite surprising and unexpected) can be fit within that limit - Hence, it was quite frustrating to see the category removed - For as long as there have been magazines with BASIC listings, inlined ASM code was always integral part of the charm of BASIC - since it doesn't in any way affect the other categories, I really see no reason why it should be removed - the only thing the removal achieved was two less entries for 2019 from me (and who knows how many other people were in same situation) TLDR: It can open up a new uncharted territory of games possible in 10 lines. 2. Inclusion of Compilers (as a separate category) - if my understanding of rules is correct, the only BASICs allowed are the ones that have an editor on the target platform (e.g. you must be able to type the program on an actual Atari (or other computer)) - this would rule out the compilers that exist on PC only - because of my recent work on Lynx, 2 weeks ago I have created a PC-based 6502 compiler (by modifying my Jaguar's 68000 & GPU RISC compiler) of a high-level language that resembles C, and feeds into the cc65 linker toolchain - it would be relatively easy to change the syntax of the language to be BASIC-like - there would be no Atari-based editor or compiler, as I really see no point in creating yet-another editor. - this can however bring the increased productivity of PC-based workflow (Notepad++, Photoshop, etc.) and increase the quality of the target application that is otherwise utterly impossible to achieve by purely typing program on a physical HW TLDR: It can further push the boundary of 10-liners due to much higher execution speeds of compiled code and increased work productivity on PC. It's important we know about this by the end of November, ideally. Posting a contest announcement thread on January 31 will be definitely too late for me (as I will be busy with Jaguar in Q1, especially around March) and I'm sure others would love to know too, as for us there are only 2 options: - resume/start the ASM coding for the 10-Liners Contest - ignore the Contest altogether
  6. Hi, I have written a short assembler routine that allows BASIC programs to use SIO. The SIO Device Control Block at $300 needs to be set up correctly in BASIC, then the assembler routine called with a USR statement. I've made a GitHub repo for it at https://github.com/e474/USRSIO - this also includes an ATR with the assembled code, and a short BASIC program showing how to load and use the assembler. This is the first git repo I have worked with/published, so I am not 100% sure I have done so correctly, though I haven't found any bugs with it yet. Please let me know if you have any feedback. The code was written with the help of WUDSN and ATASM on Linux. Hope this helps anyone interested in this subject.
  7. lately I have been trying to find Atari Ed Assem cartridge on eBay at a reasonable cost but to no avail. I want to get back into 6502 assembler (yes I know there are better assemblers the EA but all the beginner books use EA) and need the Ed Assem. SO I got to thinking, it shouldn't be too difficult to convert the EA for booting off disk. It's just an 8mg cart. I have made a few attempts at converting to no success since I'm still learning about headers and such. I did find an .atr image that someone seems to have attempted it, but it never worked. question is, is there any reason why this won't work and if it can could some covert a .rom for me and tell me how you did it for future reference. thx, HLO PS also, I know I could just use an Altirra and the EA.rom (which I now do) but I like going old school with my 800xl from time to time complete with carts and disk.
  8. Estoy con el siguiente problema, necesito convertir el hexadecimal $44000 a decimal. por ende no puedo utilizar el floating point por que este solo trabaja hasta 2 bytes y un máximo de 65335, trate de todos los medios, incluso sumando de un byte a uno y comparando hasta llegar a la igualdad, pero el proceso es demasiado lento, casi 1 minuto. He revisado revistas manuales y ninguno da señal de algún código que pueda ayudar a realizar este proceso. traduccion I am with the following problem, I need to convert the hexadecimal $ 44000 to decimal. so I can not use the floating point because it only works up to 2 bytes and a maximum of 65335, try all media, even adding one byte to one and comparing until you reach equality, but the process is too slow , almost 1 minute. I have reviewed manual journals and none gives a signal of any code that can help to carry out this process. *=$2000 M=17 MEMORY .BYTE $00,$00,$00,$9B DISPONIBLE .BYTE $00,$00,$00,$00,$00,$00,$9B CALCULO .BYTE $00,$00,$00,$00,$00,$00,$9B SUMAMOSMEMORIA LDX M SUMAMOSMEMORIA? CLC LDA MEMORY+2 ADC #$00 STA MEMORY+2 LDA MEMORY+1 ADC #$40 STA MEMORY+1 LDA MEMORY ADC #0 STA MEMORY SUMAMOSMEMORIA?? CPX #0 BEQ FINSUMAMOSMEMORIA DEX JMP SUMAMOSMEMORIA? FINSUMAMOSMEMORIA RTS INICIO LDA #0 STA 710 LOOP JMP LOOP *=$02E0 .WORD INICIO como se puede apreciar en el código tengo la variable M con un valor de 16 que realiza el bucle de SUMAMOSMEMORIA sumando de a $4000 bytes que equivale a 16384 y este resultado queda en MEMORY( $04 $40 $00) y eso quedo dejarlo como disponible ( $02,$07,$08,$05,$02,$08 ). Alguna idea de como realizar la conversión. traducción As you can see in the code I have the variable M with a value of 16 that makes the SUMAMOSMEMORIA loop adding up to $ 4000 bytes that is equivalent to 16384 and this result is in MEMORY ($ 04 $ 40 $ 00) and that is left as available ($ 02,$07,$08,$05,$02,$08). Some idea of ​​how to perform the conversion.
  9. To share more on the progress, this is the current output of the tool I am working on: http://www.ti99.eu/wp-content/uploads/TIcode99/ROM-4A_A.html http://www.ti99.eu/wp-content/uploads/TIcode99/ROM-4A_B.html http://www.ti99.eu/wp-content/uploads/TIcode99/ROM-4A_C.html The content in these files is the original commented source code for TI-99/4A System Rom, created by the TI developers. Basically an assembler source code file is read in by TIcode99 and parsed to generate a new assembler source code file. These html files are something I wanted to do for a long time already, they include rich syntax highlighting, which is only possible because the tool actually understands and categorizes the content in the code. The tooltips (hover with the mouse on certain elements) show you detailed information about the opcode, about the symbols and their resolving, the operand type,... The symbols can be clicked on to jump to the location where they are defined. However with the enhanced tooltips you hardly need to jump for and back just to read the definition of the symbol. All this is done automatically and can be done for any Tms9900 source code file. When I change the render options to always render numbers in hexadecimal format, it generates these instead: http://www.ti99.eu/wp-content/uploads/TIcode99/ROM-4A_A%20-%20Hexadecimal.html http://www.ti99.eu/wp-content/uploads/TIcode99/ROM-4A_B%20-%20Hexadecimal.html http://www.ti99.eu/wp-content/uploads/TIcode99/ROM-4A_C%20-%20Hexadecimal.html When I change the render options to always render numbers in decimal format, it generates these instead: http://www.ti99.eu/wp-content/uploads/TIcode99/ROM-4A_A%20-%20Decimal.html http://www.ti99.eu/wp-content/uploads/TIcode99/ROM-4A_B%20-%20Decimal.html http://www.ti99.eu/wp-content/uploads/TIcode99/ROM-4A_C%20-%20Decimal.html Here are the original source files for reference: http://www.ti99.eu/wp-content/uploads/TIcode99/ROM-4A_A.a99 http://www.ti99.eu/wp-content/uploads/TIcode99/ROM-4A_B.a99 http://www.ti99.eu/wp-content/uploads/TIcode99/ROM-4A_C.a99 See also the formerly used thread where people helped me get this far: http://atariage.com/forums/topic/274552-lots-of-assembler-questions/
  10. Hi there, you can find a new bugfixed version of lyxass on my website, lyxass v49. Fixes: * 64 bit and architecture problematic code has been replaced * some strange things about the parser have been (hopefully) fixed * few includes have been changed -> works now with 64 bit gcc and clang please report if you find more issues
  11. Dear friends When I bought my first Atari 800XL, in 1984, I immediately realized to have in my hands not only a good “game machine” but also a powerful ‘didactic’ instrument to learn. I enjoyed myself with several good games published in the first half of the 80’s and then, I started to program with the excellent Basic available on the Atari 8 bit trying to explore and exploit the graphic and the sound of my machine. Italian books or magazines were almost not existing and, obviously, Internet was far to be a solution… I didn’t stop in my passion and, with many difficulties, I was able to get some documents in English from the USA. With these info and billions of hours awake in the night, I made the jump from Basic to the ‘mystic’ Machine Language... In those years it was very popular “Winter Games” by Epyx but, unfortunately, it didn’t exist an Atari version. For this reason I decided to try to convert the Ski Jump event and to show my creation to Lindasoft, a mythical Italian software house supporting the 8-bit world. The meeting was very positive and they asked me to complete an ‘Atarian’ version of winter games. I finished the game and it was published (obviously without the Ski Jump event, too similar to the original from Epyx) but, due to the Italian Atari market, based mainly on systems connected with cassette recorders, Lindasoft decided to sell it only on tape... a multi-event game is conceptually made to be run by diskette and the cassette version was not a good idea. Now, after a lot of years, and thanks to the support of Filippo Santellocco ( http://www.santelloc...atari/index.htm ) and other friends, It's possible for me to recover this old program and to share it with all you in this complete and never released disk version. I've prepared also an English version of the instruction manual and I recommend you to read it before to play White Circus is a multi-event sport game, it runs on all Atari 8-bit systems and it gives you the opportunity to compete with your friends in 5 different winter disciplines. Please remember: currently my English is very far to be perfect, but it was absolutely terrible when I was a boy, so I beg your pardon for any text error in the game. Also, White Circus has been my very first game... I programmed the code in Machine Language, I created the graphics, the music and the sounds effects. I assembled it in about 10 months in 1987, using BBK Monitor, not a real and comfortable Assembler tool… It’s normal that White Circus is not perfect and that the playability is not always at the top. I know that it is not a masterpiece but it’s a my creature and I will always love it It’s a great joy for me to have finally the opportunity to share it with all you, Atari fans Ciao P.S. You can find this game and other news also in the nice website of Filippo : http://www.santelloc...i/programmi.htm White Circus.zip
  12. walker7

    Section Header 0

    From the album: The Best Assembly Computer

    This is what the section header for the main program would look like. Note that it doesn't have a section number.
  13. walker7

    Section Header 2

    From the album: The Best Assembly Computer

    Another example of a program's section header. This could be used for all the math routines used in the game (e.g. multiply, divide, random numbers).
  14. walker7

    Section Header 1

    From the album: The Best Assembly Computer

    This is what a section's header would look like. The color and font can be variable, but the header text is always in the same font throughout the same source file. The example here is for a program's vertical blank routine.
  15. A good assembler has ROM section headings. These are a way to cleanly divide the source code into settings, so you can definitely figure out at which address each section starts. Think of an assembler as if were like Microsoft Word. Section headings could appear as solid-colored bars with text on them. The user should have control over what color to make the bar. They also might have control over the font. For example, your main program header might look like this (note that all images are simulated): Notice I used the Roco font. Anyone familiar with Sonic The Hedgehog 2 will recognize this, but it's the actual font, not the Sonic 2-rendered one. Every computer program needs a vertical blank (or "V-Blank") routine. Its header might look like: One common thing to have in any program are math routines. So, you might include a section like this: For a hardware/software implementation, fonts could use a bitmap. Up to 96 different character glyphs can be stored. In addition, the numbers could be made a little bit bigger if the user chose to. Each character's bitmap can be stored using 1, 2, or 4 bits per pixel. For each character, the size needs to be specified, as well as where its glyph data can be found. For file storage, section headers could use this format (each pair of letters represents a byte): hh ff rr gg bb ll tt tt ... hh = Token for a section header (a fixed value). ff = Flags. If bit 7 is set, restart the numbering at 1. If bit 6 set, toggle whether the number is shown for this and later sections. rr gg bb = Section header color, a 24-bit RGB value. ll = Length of text. tt = The text shown. It doesn't include "Section #". It's in ASCII. Let's say that the section header token is $00, and I'll use the vertical blank section header as an example. The byte stream in the source file would look like this: 00 C0 00 60 20 0F 56 42 4C 41 4E 4B 20 52 4F 55 54 49 4E 45 53 The 00 signals the start of the section header. C0 means to make this section #1, and turn on section numbering (by default, it's off). 00 60 20 is the RGB value. It produces a dark green color. The 0F determines how many characters there will be in the section's name. The rest is the text, in ASCII. The text says "VBLANK ROUTINES". Section headers are not taken into account when compiling a ROM. They are there to cleanly divide source code. When the file is opened, the number of headers is counted, and section numbers are assigned accordingly.
  16. I always wanted to know how software sprites worked in this demo. Here it is a dis6502 2.2.2015-04-06 zipped workspace of laser demo. I don't think i will be working on disassembling it anymore. Maybe someone will use it for something else. laserdemo.zip
  17. parac.bin - - - - - In the footsteps of managing 32 sprites, without more than 4 sprites per horizontal line, as explored in Bubbles (demo). If you keep a number of sprites stacked vertically (no vertical overlap), they will only occupy 1 of the 4 sprites allowed horizontally. In Bubbles I made each stack move up with their own individual speed. This time I will try and move the 4 stacks in any direction. Here's a quick setup of 4 stacks. Oh, and instead of having 8 sprites in each stack (or plane), it's 6 + 7 + 9 + 10 = 32 sprites. The number of stars close to you are less than those far away.
  18. squaryc.bin - - - - - Well, steering a mouse with a joystick is perhaps not optimal, but here goes anyway. For this demo, you'll get to move around leaving a trail behind. No, it's not going to be another snake game. You accelerate and de-accelerate. If you hit the borders, you'll bounce off. Just like Parallax Starfield, you'll be able to form some pretty perfect circles, that is, if you know how to apply the right pressure(s) at the right time. And there's a bit of friction as well. As for the registration point of the mouse, I'm using the same original default from the Amiga Workbench 1.x.
  19. Ran accross the source code of the GPL Assembler in my files. GPLASSEMBLER SOURCE CODE.zip
  20. Hi together, Does someone know of the ATARI CAMAC Assembler Ver 1.0A? Must be used for big projects in the late 70's. Does anyone have an atr image of the program or a listing? Thank you very much in advance. :-)))
  21. Does anyone know how the smooth scrolling in Warzone 2 was done? Are there other examples of games using smooth scrolling?
  22. Anyone feel like writing a MegaDemo? Well now you can! Here are two versions of an assembler that was used extensively for demo coding back in the day: http://www.pouet.net/prod.php?which=47999 http://www.pouet.net/prod.php?which=62372 (apparently this one includes a manual) If anyone knows of other assemblers that are good for this sort of thing, feel free to post links in this thread.
  23. # vecZ - vertical-shootemup - launch on 5. nov at gameZfestival.ch (23.30h) at the end the vectors won. everything is now vector based in games (as an opengl or directx scene .-) therefore step back, step into the beginning 80ies with assembler and the vector console vectrex. and of course vecZ is a shootemup the most complicated (timing, a lot of action etc.) thing in those times. # release/launch at gameZfestival vecZ will be released online on 5th november 2016 at gameZfestival.ch in zurich/switzerland. enjoy the spirit of painted lines! # roms the game will be released online and later also at madtronix.com # greetings hudson for the usb-cartridge, matronix for his publishing, baudsurfer for his work and the designers of xenon2, gunroar, ikaruga, zynaps ... thanks for your code_style # who finished it first? i wonder who will send me the first "game won" photo on a emulator and of course on a real vectrex .-) the latest infos you will find here: http://www.la1n.ch/vecz/ la1n
  24. Hello, I recently got a 130XE off EBay as a way of getting back into Atari 8-bits. (I sold my original Atari 800, with a Happy 1050, in 1985 to upgrade to an Amiga 1000). I have an Assembler/Editor cartridge left over from my '90s retrogaming collector days. I think it would be fun for learning 6502 programming since it's on the actual hardware. When I get going with "real" projects, I would switch to a cross-assembler and I wondering which is best to use for a newbie. I definitely would use WUDSN IDE, since I'm already familiar with Eclipse. ATASM seems nice because it is compatible with MAC/65, but judging from this forum all the cool kids seem to be using MADS. My concern with MADS is that if you know only English, the documentation seems a bit like folklore. It also seems like a "power user" tool that might be overwhelming at first. Interested in hearing comments from people who are using these tools now. Thanks!
  25. Drifting into outer space ... http://en.wikipedia....ruments_TMS9900 http://en.wikipedia...._Data_Processor http://en.wikipedia.org/wiki/PDP-1 http://en.wikipedia..../wiki/Spacewar! http://atariage.com/...wareLabelID=469 http://videogamecrit...z.htm#Space_War I think the spaceship graphics were reused in the later Asteroids (2600). http://atariage.com/...areLabelID=1007 Space War was one of the earlier 2600 games with product number CX2604. http://www.atariage.....html?LabelID=3 It was not one of the original 9 games for sale. The second last number in the product number seemed to indicate a category, 0 for action, 1 for car, 2 for sports etc., but that didnt last long. http://en.wikipedia....tari_2600_games Space War was released in 1978. I had one, but never played it much. I'm going to rip the spaceship graphics and use them in a new game.
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