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Blogs

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  • Blogpocalypse
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  • creeping insanity
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  • Syntax Terror Games
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  • A Wandering Shadow's Travels
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  • That's what she said.
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  • The (hopefully) weekly rant
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  • Guru Meditation
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  • Tezz's projects blog
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  • ¡Viva Atari!
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  • The hunt for the PAL Heavy Sixer
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  • people to fix atari Blog
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  • Joey Z's Atari Projects
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  • BubsyFan101 n CO's Pile Of Game Picks
  • I like to rant.
  • Cleaning up my 2600
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  • My blog of stuff and things
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  1. 20 years ago I decided to get my feet wet learning how to make games for the Atari 2600. I had sincere intentions but back in 2004 I was simultaneously just starting my first ever gig writing humor columns for an online outlet. I was torn between two loves and because my foundation as a creator was grounded in performing comedy I took the route of following the path of a writer, though I always wondered what was down the road less traveled. Now I am back to hopefully relearn everything and then some and bring some of those old video game ideas to life and it all can be traced back to this game. Pineapple 2000 was my first "finished" Atari 2600 project and I had big aspirations for it. I wanted to get a miniature comic book made for it that told the story of the lone gingerbread man fighting off the invading swarm of "Fruitoids". Real stupid stuff and definitely something that matched the spirit of "lol so random" humor that permeated the early 2000's. Ultimately none of this came to fruition and I wound up getting about 20 cartridges made to sell to people on AtariAge who were interested in collecting oddities for the system. I did not sell all of the cartridges and a few of them (like 3 or 4) are buried in my garage somewhere. (If I ever locate them I plan on selling them at a slight premium due to their rarity in order to fund future game design endeavors.) This game is based upon the code of Space Invaders. In fact there is very little separating it from the base game as this is predominately a graphical hack. I wasn't sure how else to really improve upon Space Invaders beyond that. It's not an impressive hack in the slightest but it's important to me from a historical standpoint. Maybe you too will find something to smile about when you play it. I've attached the BIN of the game to this post for you to download. Additionally the game is available through itch.io and archive.org. If you are interested in reading about the fate of the "Radio F Software" label that produced this hack I wrote up a blog post about it here. Thanks for checking out my post. Keep your eyes glued to this section of the forum as my first proper game in 20 years is nearing completion! pineapple_2000_v1.bin
  2. introducing... Pitfall: Strange New Worlds for the Atari 2600 what if... Pitfall had more than one map? what if... you could start on any screen you wanted? welcome to Pitfall: Strange New Worlds plug in both joysticks, this may be interesting. start up the game, things look, a little different. the tree leaves are blue? and what's going on at the bottom of the screen? use the right joystick up and down to change the map. notice the first two characters at the bottom of the screen change. use the right joystick left and right to change the start screen. notice the second two characters at the bottom of the screen change. use the left joystick to play normally. notice the last two character at the bottom of the screen change. what strange new worlds might you discover? === technical details follow... Pitfall is famous among programmers for using a Linear Feedback Shift Register (LFSR) to generate the 255 screens in the game. LFSRs are defined by their characteristic polynomial. With the right polynomial, a maximal LFSR will visit all possible values. (except zero. 00 is weird. No one has ever been able to see Pitfall's screen 00, until now...) For an 8 bit LFSR, there are 16 different maximal polynomials. For those polynomials, there are 255 different places to start. The starting place is known as the "seed". Why did the author choose the polynomial that he did? Why did he choose the seed that he did? Would you like to explore the others? Well now you can. The right joystick up and down will increment or decrement the polynomial. There are 256 possible polynomials, but only 16 are maximal. The maximal polynomials are: 8E 95 96 A6 AF B1 B2 B4 B8 C3 C6 D4 E1 E7 F3 FA The right joystick right and left will increment or decrement the start screen. For the maximal polynomials, all start screens except 00 will be in the sequence. For other polynomials, smaller cycles may exist, or any given start screen may devolve into an even shorter sequence, leaving you no path back to the start! The hex number at the bottom of the screen gives the polynomial, the seed, and the current screen number. The game starts with the classic original polynomial and seed, B1C4. What strange new worlds might be out there? === notes from the hacker who did this. This project grew from a curiosity itch, and took longer than i had originally anticipated. i have a real appreciation now for the original author, as well as the architects of the curious machine that is the Atari 2600. Please don't ask me for any features, there simply is not enough ROM left. i could probably squeeze some more bytes out of it here or there, but there still wouldn't be enough for even the simplest function. i present this in the hopes that you may find it amusing. i have not published any maps, i'll leave it to the community to discover anything here that might be interesting. Pitfall.bin
  3. I first played the assorted Ultimas on an NTSC machine where the artifacting gave at least some semblance of colours - blue and a sort of muddy greenish brown - but on a PAL machine they're ugly as heck which is kind of disappointing/distracting. I know of at least a couple of games - DROL and Choplifter - that were hacked to run in Antic mode 14, so I'm wondering if anyone's done the same (or attempted it) for any of the Ultimas? (I've always assumed these games ran in Antic mode 2, so I guess they'd need to be changed to 4 instead?) It wouldn't be perfect, but I still think it would be an improvement...
  4. Good morning members. After sharing the Pitfall II PAL hack yesterday., I thought I may as well share another graphic modification remastered hack of The Activision Decathlon to give the PAL version a remastered look to give it the NTSC look as well. The work done here are followed. Added the sunset sky. Made the stadium floodlights yellow the Athlete's colour palette has improved significantly that was absent on the official PAL version release. Here's the YouTube video of the gameplay in action. https://www.youtube.com/watch?v=LlqMXiXvNyg Decathlon (1983) PAL Remastered Hack (Josh Russell).bin
  5. G'day fellow members. MODS: Feel free to delete if not allowed. Been a while since I been on here. I managed to learn and study with Hack-O-Matic III to look into hacking the PAL version of Pitfall II Lost Caverns to add the missing details to make the PAL version look very identical to the NTSC version. Work was done was altering the palettes to Pitfall Harry to the same colours from the PAL release of Pitfall!, fixed the tree colours, and adding the rainbow sunset in the sky which the official PAL version release was missing. Enjoy the ROM hack. Best Regards, Josh Pitfall II (1983) PAL Remastered (Hack) (Josh Russell).bin
  6. it occurs to me that it should be possible to modify this game for fujinet: http://www.atarimania.com/game-atari-400-800-xl-xe-capture-the-flag_888.html There is a file version in the homesoft collection that could be used as a starting point. Basically it would need four things: (0) a screen to connect to host or listen on port 6502. (1) send the maze data from player 1 to player 2 (no translation or anything needed, just SIO WRITE the buffer, the other side just SIO READs it into the same place.) (2) only send joystick changes (3) automatically select 2 player, and have player 1 select invader or defender. If I'm right, the result should be highly playable. Thoughts? -Thom
  7. 2020 - North Pole - Earth After humans destroyed their chances of survival, only one human was left on Earth. Frostbite Bailey! He's faster, he's more furious ... He's back! Jumping frantically across icebergs, he devours all the fish he encounters and dodges the mutant drone birds who left over from the human resistance, after the machines revolt. Genetically modified shells for human consumption, now try to devour the last human left! And the giant extraterrestrial crabs will give you a lot of headaches. Build your home with blocks full of blood from your raw feet and survive the fastest bear the universe has ever created. 80 incarnations foreseen by Chico Xavier. Start at level 80. And cry until you don't want to anymore ... A homemade production for the most exquisite tastes. Atari Hell Hacks Corp. frost_pro.bin
  8. Hey everyone. Had a quick question for those of you familiar with Hardware because I really am not. i have a video issue with only certain homebrews and hacks. Original release 2600 games play fine, all 85 or so i own. It doesn't happen every time with the effected games, and when it does happen usually taking the game out and reinserting it once or up to 3 times will make the issue go away. could this be a power issue? Capacitors or something inside the system failing? Or simply just RF interference of some kind? I'm using a light sixer on a CRT through RF. I'll post a picture of one of the affected games and then a couple of pictures of regular games playing fine. thanks alot everyone.
  9. Welcome to Moominvalley! This is the home of Moomin and his friends and family. For over 60 years children around the world have been fascinated by the stories of Moomin, Snufkin, Little My, and the others. In recent years these characters have started to become recognized in America, whereas they have been a cultural phenomena in Northern Europe, the UK, and Japan for years. Game Story: Stinky is at it again! This time he tricked Snorkmaiden into visiting a giant's house on Lonely Mountain. He told her that he'd seen a beautiful tiara and that the giant would gladly let her have it. After she climbed onto a high shelf, Stinky ran off laughing! Now poor Snorkmaiden is stuck and cannot get down. Only Moomin can save the day! Guide Moomin through Moomin Valley past the giant hattifattener, across the winding river, up the steps into lonely mountain, past that darn Stinky, and finally rescuing Snorkmaiden from the high shelf! Once you rescue her you have to do it again, and this time it gets harder! Not only do you have to deal with the same hazards as before but a mean old crow, a pair of hattifatteners and a bat are trying to stop you! How many times can you rescue Snorkmaiden? This game wouldn't have been possible without the hard work of doctorclu. He spent many hours working on and perfecting this game. Even when I thought it was okay and passable, he kept on, wanting it to be great. It was my daughter and I's idea but it was his vision. Moomin-neo.bin
  10. Ladies and Gentlemen Today i am going to Present my A2600 Hack collection made with Bithacker these games are based on the topic: WWI Biplanes All rights belong to the original game authors Thanks to Atari, BAtari, M Network and everyone whose the original games belong to Atari 2600 WWI Biplane Series.zip
  11. Hi, I am happy to have this console, but wanna know if anybody tested hack that was present from 2017-2018. I not speak Japanese and not wanna brick console or sth. Just wanna know if there is possibility to reflash stock fw. Saw some videos on Twitch where Mupen64 was used, there is also possibility to use other emulators/cores. Link to GitHub page of project https://github.com/hissorii/retrofd Link to some blog posts http://blog.livedoor.jp/akira2005/ Nintendo 64 on Retro Freak https://www.twitch.tv/videos/169903803?filter=highlights&sort=time
  12. The "River Raid Bold" thread got me thinking about this game: https://atariage.com/forums/topic/293861-river-raid-bold/ So here's a simple River Raid hack. The terrain and enemy placement is partially randomized, based on player input. Basically the LFSR that's used to generate the map is clocked an extra time, every time the player fires a shot. The "preview" you see before starting the game is still the original layout. Whichever level you start out on, looks like the original map for at least the first screens' worth, until you start shooting. Carefully counting your shots will result in repeatable maps. The random enemies still follow the rules of the game: the balloon doesn't appear until level 3, the diagonally-moving enemy planes don't appear until level 5, etc. Lower levels have fewer enemies, as usual. As usual, even-numbered levels split into multiple paths with islands in the center of the river, and odd-numbered levels only have one path. The random terrain doesn't actually make the game more difficult, except that it means you can't memorize the maps. The "Press START key Use joystick 1" text has been replaced with "Randomised by Urchlay", so you can tell which version of the game you're playing. Also, for reference, the md5sum of the ROM is 0842355056c3f7f8598a9ae38df3ccfe. Download here: http://urchlay.naptime.net/~urchlay/src/river_raid_random_hack.rom This is a raw ROM dump. In your emulator, select "Standard 8KB cartridge". If anyone's really interested, I can post a .xex file and/or a .car file with a header.
  13. I was hoping to find some information about if the Atari Flashback 9 firmware is able to be modded to use something like the Genesis Game Manager. I can't seem to find any information about the Atari FB9, only info about the 2018 Genesis HD. Anybody more knowledgeable than myself able to shed some light on the matter?
  14. So the Atari VCS has had a tone of Arcade ports to the system and has tones of games that could have been arcade games in their own right(Yars Revenge, Keystone Kapers). What I am wondering is are there any arcade rom hacks that can turn a 2600 into a home arcade and if someone wired up a coin mech would accept coin credits? I had the idea that home consoles can be arcades in their own right given arcade sticks a cabinet and monitor and given flash carts you can cycle between games without having to switch out any cartridges. Given flash carts can run hacks and modded games has anyone tried this? Is this a dumb idea to begin with? If you had a 2600 arcade cabinet what games would you think would you most like to see modded?
  15. Hi all, This is my first post on AtariAge. I created a version of Berzerk with diagonal shots. This has been done previously by Dennis Debro. This version is based on his disassembly, and I borrowed and learned a lot from his hack. Debro's hack, as I understand it, works by extending the robots' "missile box," which has to do with how close the player must be to the robot before the robot fires, both in the horizontal and vertical directions. Extending this makes it possible for the player to be close enough in both directions, even from a good distance away. In that case, a diagonal shot can be fired. (Debro also added code to combine the two missile directions.) This code is quite interesting and educational, but the actual game play is still disappointing. The robots very rarely fire diagonal shots. In addition, increasing the missile box makes the robots dumber, so that they often fire wild shots that are not even close to the player. Since only one robot can fire at a time, this ends up making the game easier. I wanted to make the game harder! Specifically, I wanted to stick to the original algorithm and only fire diagonal shots when normal shots would not be fired. However, this would seem to require a separate routine to compute diagonal shots that doesn't rely on the original missile box, and there is not enough space on the 4K ROM for such a large amount of code. So my solution was to add such a routine to a second bank, making an 8K ROM. Even then, it was hard to squeeze in enough code just for entering and leaving this second bank, but I finally managed. Debro's marking of unnecessary bytes in the original ROM was very helpful for this. Anyway, here is the modified assembly and binary. The robots do frequently fire diagonal shots, and the game is harder! I'll let you decide how much harder. This hack only includes the diagonal shots. It does not include the other changes that Debro made in his hack. Debro's original disassembly and hack can both be found at: http://www.bjars.com/disassemblies.html berzerk_dshots_johne_mar_16_2019.asm berzerk_dshots_johne_mar_16_2019.bin
  16. What games should have AtariVox voice hacks and what should they say? Would you want have Keystone Kapers say: I am going to get you? Would You want tips and ET catchphrases to ET? Would you want taunts and expletives to be had in Outlaw? Would you want menacing voices and taunts from the Boss in Yars' Revenge? Post what games you would think would be beneficial to have AtariVox voice support and what lines you would want to hear.
  17. Since the site this hack was was originally hosted on is no longer in existence and this game definitely deserves to be preserved, I give you JagDoom 32X for NTSC Sega 32X systems. It takes the original 32X Doom and adds in all the previously missing levels from the Atari Jaguar version of Doom as well as the BFG 9000 weapon. To check out the new levels ported from the Jaguar version of Doom just select Level 16 from the title menu and enjoy! You can play JagDoom 32X with an EverDrive on real hardware and if you have the skills to burn it to a 32X PCB then this hack will fit, since the game was kept to 4.2 MB in size. If anyone here does have the equipment to burn the ROM to a PCB then please let me know, since I'd love to have a real physical copy of the version of Doom that 32X owners should have gotten back in the day. Anyhoo, here ya go! JagDoom 32X (NTSC).zip
  18. The Atari Lynx 1-UP from: starforcepi.wordpress.com What’s the greatest handheld of the 1980s and 1990s? Why, the 16-bit arcade juggernaut named Atari Lynx, of course! I was a kid when the original Lynx 1 came out for us here in the old country in 1990, and was blown away. The Game Boy was a monochrome moron in comparison, and the Game Gear was all about converting Mega Drive and Master System games to pocket version – the Lynx, with its hardware-driven zooming and distortion of sprites, was going for Arcade experiences. BOOYA! Sadly, as with everthing Atari, this too turned to dust. BUT, fast-forward to 2018 and look at the love for this loveable giant! So much so, that McWill, a name you must’ve heard of by now, released one of the most impressive upgrades for a system I’ve ever seen – LCD replacement for the waning washed-out Lynx screen, with VGA output. The VGA output was a great addition, but the way I’ve seen people utilize it online seemed rather silly to me; you would have to use the Lynx as the controller when playing on the VGA. No sir, I don’t like it. So I decided to use the spacious room behind the screen to build an interface to: 1) securely place the Lynx on a stand; 2) output VGA; 3) connect a standard DB9 compatible controller (Mega Drive, Master System, Atari). It’s a tight squeeze, but the VGA, Controller port and Stand all fit neatly in the small 3x4cm interface window. This was an absolute pleasure to build, everything went smooth and simple, all the measurements were direct hits, hell even the stand only took me 10 minutes to design (8 hours to print, but hey). So let’s see it in full VGA action: It’s perhaps the best handheld to consolize: the GameGear has most games on Master System or Mega Drive, the GameBoy looks rather silly and clunky on a monitor, and TurboExpress is pointless, because it’s a 1-to-1 conversion of the actual console. I am glad I did it, I hope you will too, and stop placing those ugly connectors on the top of your handheld. Building the Lynx 1-UPI bought a pristine looking junked Lynx 1 for 20 euros – seemed a good place to start, let’s see if we can bring it alive! I replaced all the capacitors, power input socket, MOSFET, but finally it was the two 3906 transistors that were the issue. In order to do these replacements, you need a fine-point soldering iron and some tweezers, but everything on the board is quite spacious, so there’s no mistaking what’s what. This part is cheap: 7 dollars on console5.com. They have links and tutorials on that site, very complete. I also bought the McWill for 120 dollars, I was gonna do this mod regardless if this particular system was junked. So far everything together cost me ~150 dollars. After bringing the console back to live, it was time for McWillification! I followed the 1 page diagram that came with it, but it’s a little information dense, so I followed the following video instead: This worked better than I could have ever imagined, I know everyone says they’re gobsmacked when they see the difference, but it really is very true – I get why it’s such an expensive mod now. I was gonna leave it with that, honestly that’s just everything one could ever want from an upgrade… but, of course, me being the way I am, things escalated. You see, the mod came with the VGA socket, and I saw how people were placing these at the top of their handhelds, and you know what – it looked ugly. I want the facade of the handheld to be untouched. While I was adding the McWill mod I noticed the enormous space left behind the screen, which is when I had the idea: make the Lynx into a hybrid, with the connector ports at the back with a stand for console gaming via VGA, and all the ports hidden behing a minimal cover during handheld gaming. I first ordered DB9 sockets for a controller, and placed this together with the VGA socket on the inside of the battery cover. I made a little window in the battery cover, 3D printed a frame and cover for the ports, and there we have our interface. For the controller ports I had to solder 6 wires on the button pads of the Lynx PCB. Luckily most of these have soldered extension traces, so you can avoid blocking the normal button-to-pad press, but for two I had to solder directly onto the pad: be mindfull to be as flat as possible. Then we wire up the VGA socket to the pads on the McWill screen, this is shown in the accompanied diagram of the screen. We then place the DB9 and VGA socket in the space between the batteries, where the little light tube of the old screen sat (ignore the loose wires, they’re from the battery input, I cut them for ease of access). In the left picture, top connector is the VGA socket you can see running to the McWill screen. The lower connector go to the front of the PCB to the button pads. When assembled the VGA socket is lower, and DB9 is upper. Next to these I added screw connectors, so that I may fix the system to a stand, as shown in the next pictures: Unlike the Nintendo Snack Pack, this was a joy to make. I did it to unwind and relax, I didn’t want to build something from the ground up, but this just gave enough inspiration to just slightly 1-up it. The Lynx Stand and little VGA cover in particular really clean the mod up nicely, and makes this thing into a fully consolized system. I must admit though, I’ve been mostly playing it with the stand and controller via the McWill screen, not via VGA, but hey, it’s there. Finally, it all cost me a substantial 150 euro, but it was worth it. The Atari Lynx is a very strange and powerful handheld, spanning 7 years with 72 games, it’s still enjoying new homebrew releases every year, with a small but dedicated following. I’m very happy to be one of them. Upgrades: Full capacitor replacement MOSFET replacement 3906 Transistor replacement Power input socket replacement McWill Screen upgrade VGA output port DB9 input port Custom interface window & stand
  19. I added an article to BallyAlley.com called A Power Transformer Substitution for the Bally/Astrocade Computer System by Michael Matte (MCM Design). Michael wrote this article in April of 2018. If your original Bally power supply fails, and you have experience in electronics, then these detailed instructions with schematics and picture explain how to build a substitute power transformer. You can read the article in various formats, here: http://www.ballyalley.com/faqs/faqs.html#AstrocadePowerTransformerSubstitution Here is an example of the finished power supply (more pictures are included in the article): Thanks to Michael for writing this article. Enjoy! Adam
  20. Can someone help me do a very simple hack of Space Invaders where the aliens are blue instead of green. It would also be cool if there was a title screen that said "WUW", but if this is not possible or too complicated to pull of then I understand, and it's not completely necessary for what I'm trying to pull off. Mostly I would just like for the aliens to be blue. Can someone help me out?
  21. I always wished the Super Cobra chopper was a little smaller, so I could navigate without having to be quite so careful. I always thought it would improve gameplay. Well, it is a little smaller now, and I do think it improves gameplay. While I was at it, I thought I'd make a few visual improvements too. I'd like to maybe do a few more things in the future. But I just wanted to share what I'd done so far and get some feedback on what people think. Done so far: 1. Chopper smaller and graphically improved a little 2. Playfield points display font improved 3. Remaining choppers graphic improved 4. A few other minor changes Super Cobra.xex
  22. A while back I made a hack of Combat called Broadside and I thought it might be fun to put it on a cart. At the moment I've only got 4 copies available; this batch will be first come first served. But if there is wider interest I'd be happy to order up some more ROMs and get everyone taken care of who wants one. I am also putting together a manual for this that will ship with the game. Carts and manual will be $26 plus shipping, via Paypal. Message me privately if you are interested.
  23. Hello, I'm new to this board and so excited to see this homebrew/hack world. So, sorry for my noobiness. I am a pro wrestler and entertainer who works through the midwest and Japan. This last spring I was featured on the ABC reboot at Uncle Clutch on the Gong Show. I also have had a film crew that had followed me the past 2 years for a short documentary. The film will debut next spring and will run across he country. It's called "Kinderchomper". I'm known as "The baby eating menace of Japan" and will return there for a tour next week. Anyways, I am curious about the possibility of a "Kinderchomper" 2600 game like like an old film tie in game. Possibly a hack of Pac Man but eating babies or Title Match Pro Wrestling. We can still fit the game into the end credits of the film and if a physical cartridge could be linked to on the film at plugged at the festivals. I'm also hosting horror films like the classic horror hosts of old on Roku in winter and can plug the game and the Atari community in general. Youtube "Uncle Clutch" and "Barking Spider Clutch" to see more if you're interested. I can send a private link to the documentary as well. It's just a short film about wrestling and also an Arnold Schwarzeneggar art exhibition of mine. I'd really love to see this game a reality, but as I said. I'm not a programmer and am quite oblivious to what it takes to hack or make a physical game. I'm also not interested in making any personal profit from the game. Thanks for reading and I'm happy to be a part of the Atari Age community. Thanks again. Uncle Clutch @kurokumoclutch
  24. Hi everybody,I'm creating a new giana sister hack calls Matteo's Land Video: Download:http://www.mediafire.com/file/4osl1o5srwbom52/level_12_trainer.d64 http://csdb.dk/release/?id=161017 I create a c64 version but I want create an Atari St Version..Any Programs (Like the video to support me and tell me if this hack is good or not please)
  25. I was wondering if the Donkey Kong arcade hacks could be made to work on 7800 hardware? I am assuming so because they appear to utilize assets from the original arcade game, and the achievement of Donkey Kong PK/XM on the 7800 serves as a sort of proof of concept.
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