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Lua Programming Help Thread
This is a discussion on Lua Programming Help Thread within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; ok i will post what i have right now, with images right?...
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03-04-2006, 06:30 PM #571QJ Gamer Green
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ok i will post what i have right now, with images right?
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03-04-2006, 06:42 PM #572QJ Gamer Green
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http://kingofnoobs.6te.net/luasnippnet.zip
you can get it there pspmillionare, (if you go to the site (which isnt finisihed) could you click the ad for me :))[CENTER][IMG]http://img130.imageshack.us/img130/1640/acefcbanner2wo9.gif[/IMG]
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03-04-2006, 06:53 PM #573QJ Gamer Bronze
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k, i'll check it out.
My lua tutorials for PSP - www.evilmana.com/tutorials
PSP Lua CodeBase - Add your own code examples to the codebase! - www.evilmana.com/tutorials/codebase/
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03-04-2006, 07:05 PM #574QJ Gamer Blue
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ok ive ran into an error. ive gotten everything done(exept collision) but ow i get trhis error
Index.lua:120: calling 'blit' on bad self (number expected, got nil)
the thing is i have it calling a cariablke as the x cordinats but thats what its giving me the error for. even though i have the variable already assigned.
the error is part of the pole creator so ill just post that part
the red one is line 120Code:--Pole Creation if rc==1 then if NP==0 then if math.random(0, 1)==0 then I1=1 NP=1 rc=0 else I1=2 NP=1 rc=0 end end if NP==1 then if math.random(0, 1)==0 then I2=1 NP=2 rc=0 else I2=2 NP=2 rc=0 end end if NP==2 then if math.random(0, 1)==0 then I3=1 NP=3 rc=0 else I3=2 NP=3 rc=0 end end if NP==3 then if math.random(0, 1)==0 then I4=1 NP=4 rc=0 else I4=2 NP=4 rc=0 end end end --Pole Timer if rc==0 then ct=ct+ps end if ct==12 then ct=0 rc=1 end --Pole Images if I1==1 then p1=p1-ps screen:blit(p1, 170, Obj) end if I1==2 then screen:blit(p1, 210, Obj) p1=p1-ps end if I2==1 then screen:blit(p2, 170, Obj) p2=p2-ps end if I2==2 then screen:blit(p2, 210, Obj) p2=p2-ps end if I3==1 then screen:blit(p3, 170, Obj) p3=p3-ps end if I3==2 then screen:blit(p3, 210, Obj) p3=p3-ps end if I4==1 then screen:blit(p4, 170, Obj) p4=p4-ps end if I4==2 then screen:blit(p4, 210, Obj) p4=p4-ps end
also it gives me the error for every part of the pole images part exept the first 2 "if" statmentsGeändert von soadnation (03-04-2006 um 07:08 PM Uhr)
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03-04-2006, 07:46 PM #575QJ Gamer Bronze
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to kingofnoobs....well i got it somewhat working...its not perfect.fires one bullet at a time until it goes past the edge of the screen.
sometimes i get an error, dunno if its related to this or not.
also a problem while jumping. maybe this can get you started and give you a better idea than my sloppy makeshift code :P
EDIT: i didnt set a starting direction for the kunai ( i used the variable kundir )
so if you dont move first before firing, it stays stil lol
heres the fileGeändert von PSPMillionaire (03-04-2006 um 07:52 PM Uhr)
My lua tutorials for PSP - www.evilmana.com/tutorials
PSP Lua CodeBase - Add your own code examples to the codebase! - www.evilmana.com/tutorials/codebase/
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03-04-2006, 07:58 PM #576QJ Gamer Green
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thanks, and also if i wanted it to be like if you could have more then one weapons would i make it so that i press R and it will like somehow change from kunai to shuriken then exploding tag and etc? and also, how do you make a game menu?
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03-04-2006, 08:14 PM #577QJ Gamer Bronze
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you could change all the "kun" stuff i used like kunaix kunaiy kunstate etc.. to something like weaponx weapony etc... so that it would be global to all weapons
You could make an array to store all your weapon images, and use types to store the left and right of each in there.. such as
You could then refer to them with weapons[1].l and weapons[1].r etc...Code:weapons = {} weapons[1] = { l = Image.load(blah), r = Image.load(blah) } weapons[2] = { l = Image.load(blah), r = Image.load(blah) }
then do the code for when you press r . for this you could make a variable that counts up by 1 each time you press r. when it gets to the last weapon number you would need to make code to make it restart at 1. you would need to use the "oldpad" in this so that it wouldnt change weapons a million times a second.
the drawing code would look something like...
Maybe you can understand what Im saying here lol. I would go into it more but I gotta get to bed in a bit for work. up at 5 am againCode:if pad:circle() and oldpad ~= oldpad:circle() and weaponfire == false then weaponx = screenx weapony = screeny weaponfire = true weapondir = lastdir if lastdir == "left" then weaponstate = weapons[counterVariable].l elseif lastdir == "right" then weaponstate = weapons[counterVariable].r end end
Geändert von PSPMillionaire (03-04-2006 um 08:29 PM Uhr)
My lua tutorials for PSP - www.evilmana.com/tutorials
PSP Lua CodeBase - Add your own code examples to the codebase! - www.evilmana.com/tutorials/codebase/
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03-04-2006, 08:15 PM #578QJ Gamer Green
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hmmm this looks a little hard, but thanks though ill look into it :)
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03-04-2006, 08:31 PM #579QJ Gamer Bronze
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I'll help tomorrow. Send me a message if you want in case I forget.
Look at my tutorial on Tables ( Arrays) and you'll understand the above a bit more maybe.
Nite!My lua tutorials for PSP - www.evilmana.com/tutorials
PSP Lua CodeBase - Add your own code examples to the codebase! - www.evilmana.com/tutorials/codebase/
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03-04-2006, 11:17 PM #580is not posting very often

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Anyone any ideas with my problem?
Can someone tell me how to/if its REALLY hard to make an analog stick cursor move and click?
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03-05-2006, 02:50 PM #581
@Soadnation:
I don't know whats wrong with your code soadnation. But i still think tables are the way to go. If you still want to do it this way, then i need more of your code. I don't get all the variables.
@Glynnder
It's not that hard to make a analog cursor. The clicking is a little harder. You have to check if it's on top of something. Then if you press some button, it has to do something. The checking if it's on top of something is the hardest part.LUA manual:
[url]http://www.lua.org/manual/5.0/manual.html[/url]
LUA Wiki:
[url]http://wiki.ps2dev.org/psp:lua_player[/url]
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03-05-2006, 04:58 PM #582QJ Gamer Blue
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i was having some trouble with the tables so i decided to fiish it and then learn to do tables(im hoping to remake more minigames from the fusion frenzy game). anyways hers my code. its kind of messy though
Code:Background = Image.load("background.png") PlayerStand = Image.load("Playerstand.png") PlayerJump = Image.load("Playerjump.png") PlayerDuck = Image.load("playerduck.png") Obj = Image.load("Obj.png") green = Color.new(0, 255, 0) XAxis = 100 YAxis =178 --Pole Variables-- ps=1 --How fast they move rc=1 --Ready to create p1=480 --X cordinats P2=480 P3=480 P4=480 x2=480 x3=480 x4=480 I1=0 I2=0 I3=0 I4=0 NP=0 --Number of Poles ct=0 --Creation Timer --Jump/Duck Variables at=1 --Air Time aj=0 --Active Jump rj=0 --Ready to Jump as=0 --Animation Status ad=0 --Active Duck rd=0 --Ready to Duck dt=1 --Duck Time while true do --X Place(for when you get hit) Place=100 screen:clear() pad = Controls.read() screen:blit(0, 0, Background, false) if pad:left() then XAxis = XAxis-1 end if pad:right() then XAxis = XAxis+1 end if pad:start() then break end -- Jump Script-- if aj==0 and ad==0 and math.abs(YAxis) > 177 then if XAxis>Place then XAxis=XAxis-(ps-0.3) end rj=1 else rj=0 end if pad:circle() and rj==1 then aj=1 as=1 end if aj==1 and math.abs(at) < 30 then YAxis=YAxis-4 at=at+1 XAxis=XAxis+1 end if at==30 then aj=0 at=1 end if aj==0 and math.abs(YAxis) < 178 then YAxis=YAxis+5 as=0 end -- Jump Script End -- --Duck Script-- if aj==0 and ad==0 then rd=1 else rd=0 end if pad:cross() and rd==1 then ad=1 as=2 end if ad==1 then dt=dt+1 end if dt==45 then ad=0 dt=1 end if ad==0 then as=0 end --Duck Script End-- --Jump Animation if as==0 then screen:blit(XAxis, YAxis, PlayerStand) end if as==1 then screen:blit(XAxis, YAxis, PlayerJump) end if as==2 then screen:blit(XAxis, YAxis, PlayerDuck) end --Jump Animation End PVars = {480,480,480,480} --Pole Creation if rc==1 then if NP==0 then if math.random(0, 1)==0 then I1=1 NP=1 rc=0 else I1=2 NP=1 rc=0 end end if NP==1 then if math.random(0, 1)==0 then I2=1 NP=2 rc=0 else I2=2 NP=2 rc=0 end end if NP==2 then if math.random(0, 1)==0 then I3=1 NP=3 rc=0 else I3=2 NP=3 rc=0 end end if NP==3 then if math.random(0, 1)==0 then I4=1 NP=4 rc=0 else I4=2 NP=4 rc=0 end end end --Pole Timer if rc==0 then ct=ct+ps end if ct==12 then ct=0 rc=1 end --Pole images if I1==1 then p1=p1-ps screen:blit(p1, 170, Obj) end if I1==2 then screen:blit(p1, 210, Obj) p1=p1-ps end if I2==1 then screen:blit(p2, 170, Obj) p2=p2-ps end if I2==2 then screen:blit(p2, 210, Obj) p2=p2-ps end if I3==1 then screen:blit(p3, 170, Obj) p3=p3-ps end if I3==2 then screen:blit(p3, 210, Obj) p3=p3-ps end if I4==1 then screen:blit(p4, 170, Obj) p4=p4-ps end if I4==2 then screen:blit(p4, 210, Obj) p4=p4-ps end screen.waitVblankStart() screen.flip() end
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03-06-2006, 05:23 AM #583QJ Gamer Blue
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Is this possible with LUA and how would I go about doing it?
if *something happens* then
*load up new lua script*
like start a fresh script and forget about everything from the last one..
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03-06-2006, 05:33 AM #584QJ Gamer Blue
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yes it is. use thios code
dofile ("your file.lua")
if it is inside another directory use this code first
System.currentDirectory(" youir folder name")
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03-06-2006, 05:41 AM #585QJ Gamer Blue
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Thanks, that's great!
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03-06-2006, 09:21 AM #586is not posting very often

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OK, can someone help me with the cde, I'll post what i have, but what i can't get to happen is the cursor to be displayed, so maybe someone could post the code and I'll just use the bit i need
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03-06-2006, 11:47 AM #587QJ Gamer Blue
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time = 0
How would I make time go up by 1 every second?
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03-06-2006, 02:35 PM #58811th Squad Captain
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You can find the timer under this post
Zitat von lui2603
(As an attachement
)
i made it fast and pretty simple
..
Anyway i hope you like it :icon_razz ..FAVORITE GAME! - BEER & ANIME! - SO EXICTING!

開発者, 携帯用プログラマー 日本サポータおよび恋人 本名のアダムの鍛冶屋
Currently Working On: - Flashmod V2.50 - Flashmod V2.60
Currently Drinking: Coffee! - 私はコーヒーを飲む
Chao Garden: DEMO v0.6
Chao Garden V0.5b Review!
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03-06-2006, 03:12 PM #589SHOOP DA WHOOP

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how do i create a menu?
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03-06-2006, 03:26 PM #59011th Squad Captain
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Menus are easy
Zitat von mannymix03
.
This is an example :icon_razz ..
You could easily make a different menu :)
Code:screen:clear() green = Color.new(0, 255, 0) color = Color.new(255, 255, 255) menustatus=0 while true do --set menu option --Select Options pad = Controls.read() if pad:down() then menustatus = menustatus + 1 screen.waitVblankStart(10) end if pad:up() then menustatus = menustatus - 1 screen.waitVblankStart(10) end if pad:cross() and menustatus == 0 then System.currentDirectory("mylua") dofile("index.lua") end if menustatus == 2 and pad:cross() then break end --Make Menu if menustatus == 0 then screen:print(160, 100, "Play", color) screen:print(160, 120, "Info", green) screen:print(160, 140, "Exit", green) screen.flip() end if menustatus == 1 then screen:print(160, 100, "Play", green) screen:print(160, 120, "Info", color) screen:print(160, 140, "Exit", green) screen.flip() end if menustatus == 2 then screen:print(160, 100, "Play", green) screen:print(160, 120, "Info", green) screen:print(160, 140, "Exit", color) screen.flip() end if menustatus == -1 then menustatus = menustatus +3 end if menustatus == 3 then menustatus = menustatus -3 end endFAVORITE GAME! - BEER & ANIME! - SO EXICTING!

開発者, 携帯用プログラマー 日本サポータおよび恋人 本名のアダムの鍛冶屋
Currently Working On: - Flashmod V2.50 - Flashmod V2.60
Currently Drinking: Coffee! - 私はコーヒーを飲む
Chao Garden: DEMO v0.6
Chao Garden V0.5b Review!
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03-06-2006, 03:34 PM #591Tha Sigerator

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woah! that menu iz kick arse. hehe
i'm such a n00b at this.
where can i find snipplets?- - - - Somewhere Lurking in THA SHADOWS - - - -
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03-06-2006, 03:37 PM #59211th Squad Captain
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Snippets?
Try Googling this :icon_razz ...
May sound stupid but it always works for me.
Or i visit ps2dev.org sometimes and they have
some good snippets (or the official lua psp site)FAVORITE GAME! - BEER & ANIME! - SO EXICTING!

開発者, 携帯用プログラマー 日本サポータおよび恋人 本名のアダムの鍛冶屋
Currently Working On: - Flashmod V2.50 - Flashmod V2.60
Currently Drinking: Coffee! - 私はコーヒーを飲む
Chao Garden: DEMO v0.6
Chao Garden V0.5b Review!
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03-06-2006, 03:43 PM #593Tha Sigerator

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o.k thx
i think vandens gonn release that maze prog.- - - - Somewhere Lurking in THA SHADOWS - - - -
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03-06-2006, 03:50 PM #59411th Squad Captain
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This site might be what your
Zitat von xodiac21
looking for http://wiki.ps2dev.org/psp:lua_player:functions
I hope that helps
, it sure is handy!
(And lua is open source which means C+ YAY! lol)FAVORITE GAME! - BEER & ANIME! - SO EXICTING!

開発者, 携帯用プログラマー 日本サポータおよび恋人 本名のアダムの鍛冶屋
Currently Working On: - Flashmod V2.50 - Flashmod V2.60
Currently Drinking: Coffee! - 私はコーヒーを飲む
Chao Garden: DEMO v0.6
Chao Garden V0.5b Review!
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03-06-2006, 03:50 PM #595Tha Sigerator

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Hey. this isn't much...i don't think...but uhh. check it out
Code:green = Color.new(0,255,0) Lpicture = Image.load("c2.png") Rpicture = Image.load("c1.png") Uppic = Image.load("b1.png") Downpic = Image.load("b4.png") Leftpic = Image.load("b2.png") Rightpic = Image.load("b3.png") r1 = Image.load("a1.png") r2 = Image.load("a4.png") r3 = Image.load("a2.png") r4 = Image.load("a3.png") upPressed = 'You are pressing the "UP" button' downPressed = 'You are pressing the "DOWN" button' leftPressed = 'You are pressing the "LEFT" button' rightPressed = 'You are pressing the "RIGHT" button' LPressed = 'You are pressing the "L" button' screen:print(3, 0, "HI!", green) screen.flip() screen.waitVblankStart(120 ) screen:clear() screen:print(3, 0, "I'm Xodiac21", green) screen.flip() screen.waitVblankStart(120 ) screen:clear() screen:print(3, 0, "n00b Programmer", green) screen.flip() screen.waitVblankStart(120 ) screen:clear() screen:print(3, 0, "NO, this isn't jus a text prog.", green) screen.flip() screen.waitVblankStart(120 ) screen:clear() screen:print(3, 0, "I learned button imput :-D", green) screen.flip() screen.waitVblankStart(120 ) screen:clear() screen:print(3, 0, "All 10 buttons are now active!", green) screen.flip() screen.waitVblankStart(120 ) screen:clear() screen:print(3, 0, "try it out", green) screen.flip() screen.waitVblankStart(120 ) while true do screen:clear() pad = Controls.read() if pad:up() then screen:blit(0,0,Uppic) end if pad:down() then screen:blit(0,0,Downpic) end if pad:left() then screen:blit(0,0,Leftpic) end if pad:right() then screen:blit(0,0,Rightpic) end if pad:l() then screen:blit(0,0,Lpicture) end if pad:r() then screen:blit(0,0,Rpicture) end if pad:triangle() then screen:blit(0,0,r1) end if pad:circle() then screen:blit(0,0,r2) end if pad:cross() then screen:blit(0,0,r3) end if pad:square() then screen:blit(0,0,r4) end screen.waitVblankStart() screen.flip() end- - - - Somewhere Lurking in THA SHADOWS - - - -
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03-07-2006, 12:34 AM #596QJ Gamer Blue
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Thanks c5cha7, didn't notice that under this thread sorry..
Zitat von c5cha7
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03-07-2006, 05:07 AM #597
@Soadnation:
Damn that took me a while. I know your problem: You have two different variables. On top you use "P2" and later on you use "p2". See the difference? Capital letter and a normal letter. You do the same with "p3" and "p4". All you have to do is change those. Lol, that was a really small error. Good luck with it!
AltairLUA manual:
[url]http://www.lua.org/manual/5.0/manual.html[/url]
LUA Wiki:
[url]http://wiki.ps2dev.org/psp:lua_player[/url]
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03-07-2006, 05:09 AM #598
@Glynnder- PSPro
First read about blitting images. It's exactly the same. And don't forget to blit the cursor as the last thing you blit. Otherwise it will blit another image on top of the cursor.
AltairLUA manual:
[url]http://www.lua.org/manual/5.0/manual.html[/url]
LUA Wiki:
[url]http://wiki.ps2dev.org/psp:lua_player[/url]
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03-07-2006, 02:44 PM #599QJ Gamer Blue
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nt beleive i didnt see it. thanls
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03-07-2006, 03:24 PM #600QJ Gamer Blue
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I need some help with making my character jump...
at the moment I've got:
jump = 0
function jumpup()
jump = jump + 1
if jump>=1 and jump<=10 then
spritey = spritey - 3
spritedisplay = sprite[9]
elseif jump>=11 and jump<=20 then
spritey = spritey + 3
spritedisplay = sprite[1]
end
if jump>=20 then
jump = 0
end
end
pad = Controls.read()
if pad:cross() then
jumpup()
end
It works ok but sometimes if I let go of X while my sprite is in the air it just hovers rather than falling... how would I make the sprite go up and back down with 1 tap of the X button rather than having to hold it in? thanks..
EDIT: Wow.. that code looks complicated... and to think it was only 2 days ago that I didn't even know how to make the screen display an image
Geändert von lui2603 (03-07-2006 um 03:30 PM Uhr)


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