#multi parallax
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sbd-laytall · 1 year ago
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prokopetz · 2 years ago
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The real essential features of an authentic Super Nintendo retroclone:
Title screen whose art style looks nothing like the rest of the game
Menu goes "bwoop"
Only ever hearing the first seventeen seconds of the best song on the soundtrack because it inexplicably plays exclusively in one particular transitional area where nothing ever happens
That one specific electric guitar sample
Doing stupid tricks with multi-plane parallax; bonus points if it involves a sunset
Default controller mapping assigns something odd to the shoulder buttons because the developers were still figuring out what to do with them
The player character walks behind a semi-transparent object
Important mechanics and/or critical plot information documented only in the game's attract mode, which it has in spite of not being an arcade port
Mutiplayer support in incongruous places
Mode 7 map screen
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capsyst · 1 year ago
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And here is my second animation in Procreate Dreams! This time it’s a little Moomin scene.
This started off simply as a test to see if Dreams could do multi-plane camera effects, but it quickly got out of hand and took me WAY longer than I thought it would.
The problem was that in order to have the closeup shot look decent, i had to have an extremely large canvas and had to paint the background with much more detail than I normally would. In addition, it still needed to be able to fit the much smaller resolution insert of the window opening. I’ve never had to paint a scene in 4K resolution before and that presented a lot of challenges for my poor outdated iPad. Getting the right amount of detail and aligning the two layers was much more trouble than I anticipated and resulted in a lot of trial and error.
Getting each layer of the scene to move at the correct speed to make the parallax effect work also took a lot of work. And of course animating Moomin opening the window and Snufkin playing the harmonica added to the time needed to complete the scene. Honestly I didn’t think this simple scene would take me close to a month to complete.
For those curious, using the groups feature in Procreate Dreams was a lifesaver. Once I animated Moomin opening the window I was able to just group it together with the house layer and then scale both at the same time. The same went for Snufkin on the bridge. Being able to link those layers together into one layer made adjusting the parallax scrolling much easier to deal with. I really love how much groups help tidy up your timeline.
The song Snufkin is playing is a 90’s Moomin harmonica cover by Bat-Hen Zarfati.
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archoneddzs15 · 3 months ago
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PC Engine - Spriggan Mark 2 Re-Terraform Project
Title: Spriggan Mark 2 Re-Terraform Project / スプリガン mark2 [マーク2] リ・テラフォーム・プロジェクト
Developer: Compile
Publisher: Naxat Soft
Release date: 1 May 1992
Catalogue No.: NXCD2008
Genre: Horizontal Shooter
Format: Super CD-ROM2
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Don't try to find any similarities between Spriggan and Spriggan Mark 2, there aren't any, except maybe for the 'Game Over' screen. The previous iteration's theme has been discarded in favor of a more sci-fi one, and the gameplay mechanics are totally different - Compile's trademark style is nowhere to be found (hence I often wonder how much they were involved with the game's development). Anyway, Spriggan Mark2 is definitively eye-catching with a strong and complex storyline. The game is a technical marvel with smooth multi-layer parallax scrolling, large sprites, flawless controls, and huge bosses (even if they always end up using the same 'segmented-arms' technique). The story is a bit too intertwined with the action to my taste though, and I'd advice you to turn off the in-game voice option (available when you pause) so it doesn't disrupt the flow of the game too much. All in all, although Mark 2 is not necessarily as memorable as the first game was, it is still an amazing and impressive treat. But players looking for an intense shooter in the vein of the legendary first game will certainly be somewhat disappointed.
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scotianostra · 1 year ago
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On 12th June 1843 Sir David Gill, Scottish astronomer, was born in Aberdeen.
At the age of fourteen he was sent to the Dollar Academy, where Dr. Lindsay's teaching imparted to him a fondness for mathematics, physics, and chemistry. He then proceeded to Marischal College and University, Aberdeen, where his love of science increased and developed under the inspiring influence of Clerk Maxwell. He would have liked a scientific career, but his father, a prosperous Aberdeen merchant, wished his son to succeed him. Gill consented with reluctance to enter his father's business, and consoled himself by devoting all his spare time to physics and chemistry, at least until his father's passing, after a few years he sold the business
Gill was noted for his measurements of solar and stellar parallaxes, which accurately revealed the distances of the Sun and other stars to Earth. He was also a pioneer in the use of photography to map the heavens.
His measurements to the sun were only a mind boggling 0.1% of today's calculations! He is quite simply the most important astronomer you've never heard.
David Gill’s contributions to astronomy made him one of the most successful astronomers of his era, a time covering the last quarter of the 19th century and into the 20th century. This was a time when astrometrics came of age, astrophotography began to transform astronomy, stellar spectroscopy became a technique that all professional observatories needed to embrace and international, multi-observatory projects were shown to be the way forward into the 20th century. David Gill played a seminal part in all these developments. His achievements were recognised in his lifetime both at home, and abroad but as happens with many who promote an era of change, it has been the achievements of those who succeeded him when the techniques matured who are better remembered. David Gill was much more.
Much more on Gill on the link below.
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lmg3864games · 8 months ago
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Aerostrike Progress Report - November 6th, 2024
Today's Aerostrike progress report:
1) Most visual updates for Aerostrike are done, along with the new Options menu. The new patch is almost ready to go!
2) A new multi-layer parallax background system has been implemented in a handful of rooms.
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crazycatsiren · 2 years ago
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All other planetary bodies in the Solar System also appear to periodically switch direction as they cross Earth's sky. Though all stars and planets appear to move from east to west on a nightly basis in response to the rotation of Earth, the outer planets generally drift slowly eastward relative to the stars. Asteroids and Kuiper Belt objects (including Pluto) exhibit apparent retrogradation. This motion is normal for the planets, and so is considered direct motion. However, since Earth completes its orbit in a shorter period of time than the planets outside its orbit, it periodically overtakes them, like a faster car on a multi-lane highway. When this occurs, the planet being passed will first appear to stop its eastward drift, and then drift back toward the west. Then, as Earth swings past the planet in its orbit, it appears to resume its normal motion west to east. Inner planets Venus and Mercury appear to move in retrograde in a similar mechanism, but as they can never be in opposition to the Sun as seen from Earth, their retrograde cycles are tied to their inferior conjunctions with the Sun. They are unobservable in the Sun's glare and in their "new" phase, with mostly their dark sides toward Earth; they occur in the transition from evening star to morning star.
The more distant planets retrograde more frequently, as they do not move as much in their orbits while Earth completes an orbit itself. The retrogradation of a hypothetical extremely distant (and nearly non-moving) planet would take place during a half-year, with the planet's apparent yearly motion being reduced to a parallax ellipse.
Carrol, Bradley and Ostlie, Dale, An Introduction to Modern Astrophysics, Second Edition, Addison-Wesley, San Francisco, 2007.
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outpost51 · 2 years ago
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WIP Wthursday
@elshells tagged me back in may tysm!!
Rules:
In a reblog (or new post/w rules attached) post up to five filenames of your WIPs, not titles, file names
Post a snippet from one of them. Snippet must be something you wrote in the last 7 days (we're posting progress here. If you haven't made any, go make some and come back to post!)
After you've posted, people can send you an ask with one of your file names. You must then write 3 sentences in that file. If the filename is one you can't share from, write 3 sentences on it anyway and then 3 more on another to share!
That's it! You can invite others to join in or just post. If you tag me in your post, I will send you an ask request.
Tagging @sparatus @thetrashbagswasteland @teamdilf @commander-krios @void-botanist @vacantgodling and any of my other multi-wippers <3
Between a Rock and a Hard Place, Interlude IV: House Edge
Mandibles tight to his face, Kadmos grabbed one of the chairs in front of his desk and spun it around to face them. His eyes cut back to Faus as he pointed to the seat. “Sit.” “No, thank you, sir, I’m good standing all the way over here with my bones unbroken.” A low rumble filled the room. “Sit. Down. Mr. Domiril,” Kadmos bit out. “Or so help me, I’ll have Pyro put you in this chair.” Only the big hand landing on Faus’s shoulder kept him from hitting the ceiling, but when he turned his head to look — there was dark blue blood still drying on the knuckledusters looped around its fingers, and more coated the copper-plated hand like a mottled glove. One day he’d learn to trust his gut, preferably before someone spilled his guts on the ground. Warm breath puffed across the back of his neck as a deep voice purred, “Make my day, pretty bird.” Faus rather liked his face not beaten to burger meat and his body not fed to varren or vorcha or whatever assorted nasties Kadmos had waiting to dispose of evidence. There was a rumor floating around that the Cassis were cannibals, and he didn’t feel like fucking around enough to find out the truth. Rima, naturally, proving more and more that she very much belonged with this family, sank gracefully into the other chair. Her gown fell open at her hip when she crossed her legs — blood, it looked like blood sliding down a pale bone blade, freshly removed from an unwilling sacrifice to complete some dark, forbidden ritual. Crow’s sudden appearance beside her didn’t help matters, perching on the desk to play with an actual blade as if they weren’t ready to tear out each other’s throats less than half an hour ago.
2. stellar parallax
3. blinding neon
4. unlikely adventures
5. meteorite
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empressofthelibrary · 1 year ago
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What are your top five favorite DC stories? The ones that make you go feral/bonkers? Do want any of them to become movies if they aren't already?
So, my basic answer to "do I want it to be a movie" is no, because a lot of the time, the story suffers from being disconnected from the events of the concurrent comics and the much shorter timeframe of a movie. I do want my superhero movies to be based on or inspired by events from the comics, but... If I want the story in the comics, I'll read the comics, y'know? I dunno, I have mixed feelings on it. And trying to jump the gun and do, like, a Flashpoint story for the first Flash movie is just... That's dumb, don't do that. That's like doing Parallax for the first Hal-as-GL movie in a series. Don't do that.
At least, that's for the big multi-book arcs. The shorter stories? Ones that only took an issue or two? I could see that happening much more easily.
I also binge-read, which combines with my memory problems to make it hard to pick out individual stories. However, in no particular order, and definitely leaving other favorites out:
The issue where Wally had to transport that lady's heart across the country. That was cool and I loved it. It's been adapted to the small screen at least once, and that was good too, but it just hits different in the comic
The Impulse arc with Bart finding out about Preston's home life. That shit hurted.
Roy finding out about Lian existing -- y'all got to see me go insane about that in real time over on my comics blog, actually
Last Son/New Krypton/The Saga of Christopher Kent and His Brief Existence Before Detective Comics Forgot He Existed (i am still not okay, damnit, I want my boy back!)
Donna trying to sort through the million retcons and figure out who the hell she even is before her wedding and Dick helping her. Peak wondertwins right there. I love them so much.
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strangeduckpaper · 1 year ago
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E136 Trivia: Beyond the JSA
Just unloading a lot of stuff about the E136 Timeline regarding the latter half of the 20th century.
The Justice Society survived the 50's into the 60's, but was disbanded in anticipation of the Vietnam War.
The latter half of the twentieth century was dominated by the Charlton Comics characters in the late 60's-70's, Infinity Inc and the first Birds of Prey in the 70's-80s, the BRPD, the Soviet Firestorm and the four elemental robots known as the Soviet Metal Men, and a lot of non-superhero teams we see in DC and Wildstorm Comics (Challengers of the Unknown, Sea Devils, etc.)
One of these teams was a take on the "Super Friends" who never took an official name. Considered a precursor to later Multi-national teams such as the JLI, the first ““Stormwatch” as they were called, was comprised of the American Thunderer (Black Vulcan), the Mescalero Longshadow (Apache Chief), the Mexicans Sol Excepcional (El Dorado) and Extrano, the Japanese Wind Dragon (Samurai), and twin aliens known as the Wonder Twins.
J'onn J'onzz was active in this time period as the Bronze Wraith, as was Hal Jordan (The second Green Lantern), and Robert Queen (Codename: Red Hood) in his role as a contractor to the predecessors of Team 7.
Diana spent much of this time period as an inter dimensional swashbuckler, along with Ferdinand, Siegfried, and her "brother" Jason, the last son of Zeus.
This Era came to an end with the arrival of Monarch, a self proclaimed warlord from the year 2001, who killed many of the above heroes and their respective villains, caused the disappearance of many others, and destroyed Coast City, sending Hal Jordan down the dark path to Parallax...
The 90's would see Team 7 rise to "prominence", part of a boom of cloak and dagger organizations such as Checkmate, Argus, Spyral, & IO, all preparing for the threats Monarch predicted...and getting in each other's ways.
The pre-eminent superheroes of this generation, immediately preceding the Trinity's, were the Doom Patrol, a public facing BRPD team, the beginnings of a new Metal Men team, and a local Metropolis Vigilante known as Black Lightning, the son of the fallen Thunderer.
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laserrangefinder22 · 1 month ago
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Vortex Rifle Scopes Reviewed: Are They Worth the Hype for Australian Hunters?
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Precision is everything for hunters in Australia’s rugged bushlands, dense forests, and open plains. Whether you’re targeting feral pigs in the Northern Territory or deer in Victoria’s alpine regions, your success often depends on the quality of your optics. That’s why vortex rifle scopes have generated significant interest in the local hunting community.
These scopes are often discussed among firearm enthusiasts for their reputation around optical clarity, durability, and value. But do they live up to the hype in real-world Aussie conditions? Let’s examine how these scopes perform across the board, from functionality to reliability, and whether they’re a wise investment for hunters Down Under.
Built for Tough Terrain: Why Hunters Are Paying Attention
Australia is home to some of the world's harshest and most unpredictable terrains. From sweltering heat to sudden rainstorms, outdoor gear must withstand a lot, and vortex rifle scopes are known for their rugged construction.
Many models are built with aircraft-grade aluminium and are nitrogen purged for fog-proof performance. This makes them especially useful for early morning hunts when visibility and condensation can be issues. A solid scope isn’t just about magnification; it’s also about weather resistance, durability, and how well it holds zero after a rough day in the field.
For many local hunters, especially those who track fast-moving game, having a reliable scope that won’t fail in the outback is non-negotiable. Vortex rifle scopes meet the mark in this regard, delivering dependable performance without needing constant recalibration.
Optical Clarity and Accuracy
Let’s talk optics. Clarity is the number one reason most buyers invest in a scope, and here, the discussion around vortex rifle scopes gets interesting. Australian hunters often deal with long distances and low-light scenarios, early dawn and just before dusk being peak hunting times. The scopes typically feature multi-coated lenses that enhance light transmission, producing brighter, sharper images.
This optical edge becomes critical in spotting targets quickly and making clean, ethical shots. Some models come with adjustable parallax, turret systems for windage and elevation, and variable zoom ranges, offering more flexibility depending on your shooting environment.
Versatility matters for those using their rifles across both open paddo. A good scope needs to adapt, and most feedback indicates that vortex rifle scopes balance high-quality optics with enough adjustability to suit various conditions.
Practical Value for Aussie Shooters
Another point worth mentioning is the value-for-money proposition. Not all Australian hunters are willing to splurge on ultra-premium optics, especially when shooting is more of a weekend passion than a full-time pursuit. In that middle-ground pricing bracket, these scopes offer a robust mix of features without the intimidating price tag.
You’ll still get the critical features, waterproof housing, shockproof design, and decent magnification, while saving money for other gear like tripods, cases, or backup sights. For beginners or mid-level hunters, this makes vortex rifle scopes a sensible entry point into serious optics without compromising too much on quality.
Who Should Consider One?
While competitive shooters may prefer more specialised, high-end optics, recreational hunters and property owners trying to manage pest populations will find these scopes practical and easy to use. Their ease of mounting, straightforward reticle systems, and consistent tracking make them ideal for anyone looking for simplicity without sacrificing essential features.
In addition, rural shooters in Australia will appreciate the scopes’ build quality when traversing large properties or encountering sudden dust storms, a common scenario outside urban regions.
Worth the Hype?
So, are vortex rifle scopes worth the hype? For the majority of Australian hunters, the answer leans strongly toward yes. They offer an ideal balance of durability, clarity, and affordability. While they may not be the absolute top-tier choice for elite long-range snipers, they can be used in most real-world applications across the Australian outdoors.
When gear reliability and visibility can mean the difference between success and failure in the field, having a dependable rifle scope becomes an investment, not just an accessory. And in that sense, these scopes earn their reputation.
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prokopetz · 2 years ago
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Folks tend to talk about fidelity in retro game visual design in terms of adhering to the limitations of particular consoles, but I think keeping in mind where they weren't limited is at least as important. When a console could do something that previous console generations – or its current competitors – couldn't, its developers tended to want to show that off, and while these effects are often thoroughly unremarkable to contemporary audiences, they're a big part of each console's distinctive "feel". For example, the NES only had one tilemap plane, but it could decide whether to render sprites behind or in front of it on a per-sprite basis, so you get a lot of games with complicated set-piece levels where the player character walks behind a foreground object. The Super Nintendo, conversely, could do multiple independently scrolling tilemaps for not a lot of resoruces, so Super Nintendo games that are trying to wow players with their visuals love themselves some multi-plane parallax. This sort of "hey, look what we can do" showboating is just as essential to a console's visual identity as having the right number of entries in your colour table.
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kantokutot · 2 months ago
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Week 8
About the workshop project, I developed an infinite perspective racing game using GDevelop following a tutorial. It’s an infinite top-down racer where players control a car navigating a multi-lane highway while dodging randomly generated traffic. The game features smooth lane-switching mechanics with responsive left/right key controls, enhanced by subtle car rotation for visual feedback. Using top-down movement behavior, I implemented acceleration mechanics while timers regulate traffic spawns at set intervals. Scene variables and arrays manage lane positioning, with object groups optimizing traffic movement. Collisions trigger an explosion animation before removing both vehicles and ending the game, while a scoring system awards 100 points per safely passed car before despawning it for performance. The environment comes alive with parallax-scrolling trees, a dynamically centered camera using screen-width calculations, and force-based boundaries that keep players constrained to the roadway for polished gameplay.
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archoneddzs15 · 4 months ago
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Sega Saturn - D-XHIRD
Title: D-XHIRD / ディ・サード
Developer/Publisher: Takara / Nextech
Release date: 30 May 1997
Catalogue No: T-10307G
Genre: 3D Fighting
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Nextech have sure brought some treasure to the Saturn with this title. Originally known as Project DDD running on unknown hardware, co-developer and publisher Takara showed off a 3D 1 on 1 Beat'em up running in Hi-rez with transparent 3D fighting arenas, multi-parallax scrolling backgrounds, light sourcing, and shading. It came as a shock to everyone that the game was in fact running on a standard Saturn!! D-Xhird (pronounced D-Third) is a technical achievement on the Saturn since it does everything that people said the Saturn couldn't do. The polygons are pretty solid looking too with no bending or break up.
So, is D-Xhird the best fighter for the Saturn? Well, sadly not. The game has amazing graphics for a Saturn and has some pretty cool 3D play mechanics, but everything seems a bit stiff. After playing this for a good 2 hours I started to get into it by trying out every one of the 10 selectable characters plus the 2 hidden characters. I'd say that this game is more of a "look what the Saturn CAN do" game than an actual sit down and play for a few hours game. Saying that, if you want a new fighter for a few quick games every now and then, get D-Xhird. It's far better than all of the other non-Sega 3D fighters out there on the Saturn.
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fmp2rubix1786 · 4 months ago
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Niche ‘Retro’ Shooters Arcade Games.
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Retro shooters are a sub-genre of classic arcade games that often feature fast-paced action, simple mechanics, and an emphasis on shooting enemies or surviving waves. These games typically have pixel art or vector-based graphics and have built a dedicated fanbase over the years due to their challenge, nostalgia, and unique mechanics.
Some of the most popular games with this genre are: Robotron: 2084 (1982) - Famous for dual joystick control, where one controls movement and the other controls shooting. It was ahead of its time for multidirectional shooting in a top-down environment. Smash TV (1990) - Known for its over-the-top violence, explosive action, and bizarre game show theme, which made it stand out from other shooters of the time. Tempest (1981) - Innovative for its time with vector graphics, fast-moving gameplay, and unique, psychedelic visuals that made it a standout in arcades. Zaxxon (1982) - Isometric graphics were uncommon for arcade games in the 80s, offering a unique perspective. It was also one of the first isometric shooters to use such a view. Moon Patrol (1982) - The combination of shooting and driving mechanics, alongside parallax scrolling, was innovative for its time. It had an odd mix of side-scrolling and platforming elements that made it unique. Galaga '88 (1987) - A sequel to the classic Galaga, this game features enhanced graphics, new power-ups, and tighter gameplay mechanics that took the original's formula further while maintaining its retro feel. Vanguard (1981) - It combined vertical and horizontal scrolling with multiple pathways through each level, making it stand out for its strategic elements and variety of environments. Defender (1981) - Known for its innovative controls with a rotating joystick, making it one of the first shooters to introduce multi-directional movement and fast-paced gameplay. Space Invaders '95 (1995) - While it stayed true to the original's core mechanics, the updated visuals and features made it a more niche title in the shooter genre during the mid-90s. Sinistar (1982) - Known for its intense difficulty, unique voiceovers, and creepy atmosphere, it gained a cult following due to its iconic voice line, "Beware, I live!" Time Pilot (1982) - Time Pilot was one of the first multi-directional shooters, allowing players to move freely in all directions, and the historical theme made it a unique experience. Phoenix (1980) - Known for its bird-like aliens, creative boss battles, and its innovative two-tiered gameplay: fighting enemies in space and dealing with the boss.
One of the reasons why retro shooters are niche but still popular in its own way is that it has Innovative Gameplay: These titles often featured mechanics or graphics that were groundbreaking at the time.
AI Prompt: Niche ‘Retro’ Shooters Arcade Games.
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fromdevcom · 8 months ago
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