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    1. Play Rock Raiders, Racers, Island and other Lego PSX Games on PSP/PSVita/PSTV

      By Cap't Rex,
      This is a simple guide to show you how you can play the PS1 version of classic Lego Games like Lego Rock Raiders, Lego Racers, and Lego Island on either a PSP, PSVita, PSTV or PSP emulator.  This should work with most other PS1 games too.  Using this tutorial i'll show you how you can convert a ISO/img file into a PSP compatible eboot file.
       
      Before we begin you need the following items:
       
      - PS1 Game Disc YOU OWN (I'll use the PAL version of Rock Raiders for this tutorial)
      - CloneCD. You can also another ISO ripper like Alcohol, but I prefer CloneCD as it's cleaner and easier to navigate.
      - PSX2PSP converter
      - PSP/PSVita/PS-VitaTV (also known as Playstation TV;) or PSP-emulator
      - CD/DVD drive/writer
       
      OPTIONAL:
      - 2 png pictures for your game and a short .at3 soundfile
       
      STEP  1:
      Get all required items. Insert your PS1 game disc into your DVD/CD drive. Wait for it to load up. Once it shows up in MyComputer, proceed to step 2.
       
      STEP  2:
      Start up CloneCD. If your disc is detected by your computer click on Copy CD Button in the CloneCD program. Here is a picture of which button you should click circled in red:
       

       
      Once you click that button a Screen should pop up which asks you to select your disc drive. BE SURE TO SELECT THE CORRECT DRIVE WHERE THE DISC IS LOCATED!
      After this CloneCD will ask you what type of disc this is, select GameCD (like in the picture below).
       

       
      After this click next and select a DESTINATION Folder by clicking BROWSE. This will be where you img/iso file will be put after the copy is done! Once you selected your destination folder, click next. CloneCD will start making the img/iso file for your game. Depending on your computer and game file size, this will take about 10 minutes. Once this is done, turn off CloneCD and proceed to STEP 3!
       
      STEP 3 :
       
      If CloneCD was successful in creating an img/iso file of your game, this is what your destination folder will have (this is PAL version of Rock Raiders):
       

       
      The img file is your most important file and all you really need to move onto the next step.
       
      STEP 4 :
       
      Turn on PSX2PSP by using its EXE.
       

       
      Once you do this, in the ISO/PBP File click the small button and select your img/iso file that you created via CloneCD. Then select your output folder for where you want the final converted version of the game to be. PSX2PSP will auto detect and show the GameID and Title.
      This is how your PSX2PSP Window should look like:
       

       
      STEP 5 :
       
      As of step 4 you can already convert and make a PSP compatible file, but it'll look ugly. This step will show you how to make the game appear "unique" and stand out.
      In PSX2PSP click the Customize PBP button. For this tutorial we'll only focus on the background image and icon image. Note that these don't affect the game itself and are simply how the games launcher will look like on your PSP/PSVita.
      PSX2PSP will show you what file formats are usable for each catagory. For Rock Raiders, I selected a Rock Raiders themed background and the PS1 game cover as the game cover. This is how it looked like for me:
       

       
      STEP 6 :
       
      Once you finished up customizing the settings in PSX2PSP click convert. This can take anywhere from 3-10 minutes depending on your computer. Once your done you should get a folder with the games ID and a eboot.pbp file inside of that folder. DO NOT RENAME ANYTHING FROM HERE.
       
      Here is how the end converted file looks like for PAL Rock Raiders:
       

       
      STEP 7 :
       
      Now that your file is done, you have to place your converted game on your PSP/PSVita.
       
      IMPORTANT: BE SURE TO PLACE THE GAME FILES EXACTLY WHERE THEY SHOULD GO.
       
      PSP: Navigate your PSP memory stick; if your using a PRO-DUO stick you can either connect the PSP to your computer via USB or use an adapter. If your using a micro-SD to pro-duo adapter, you can connect your MicroSD into your computer directly. No matter which format your using for your memory stick the directory will always remain the same!  
       
      Simply copy/paste the Game folder to:
       
      (memory card root):\PSP\GAME\
       
      For PAL Rock Raiders it would look  like this:
      (memory card root):\PSP\GAME\SLES01690/EBOOT.PBP
       
      PSVita Enso 3.60 Firmware: 
      This is as simply as the regular PSP. Open up VITAShell and plug in your PSVita to your PC. Click "connect by USB" in VITA Shell. Your VITA's memory card directory's should be visible on your computer. You can use TheFlow's Adrenaline CFW to play this game on the VITA too.
       
      (memory card root):\pspemu\PSP\GAME\YourGame\eboot
       
      For PAL Rock Raiders it would look  like this:
      (memory card root):\pspemu\PSP\GAME\SLES01690/EBOOT.PBP
       
      PSVita Total_noob CFW:  If you have TotalNoob Custom firmware via an exploit game (MegaMix for instance), simply zip up the converted game folder and place it in the exploit games save files. Then copy those savefiles to your PSVIta with your exploit games save file. Once there launch TotalNoob CFW. In the games category scroll down until you reach your game. Click Triangle, and click INSTALL. This will extract your game and properly place it on your PSP so it works.
       
      NOTE: the PSVita and PSTV are both compatible with the same method because there the same device, except the PSTV is a VITA without its own screen.
       
      STEP  8:
       
      Here is how the converted Game will look like on your PSP/PsVita:
       

       
      STEP 9:
       
      Have Fun and enjoy playing classic Lego PS1 games on your PSP! Especially now that theres proper sound/music emulation in the games too!
       
       
       
    2. The Basics Of Programming Mission Objectives

      By Baz,
      One of the major components of Level Modification, the process of Editing the Mission Objectives can be rather complicated, as all the script has to be reverse engineered and decoded from the original encrypted NPL files. Before we get into editing the NPL files, it's important that you actually understand the script you're working in.
       
      Objective Script Files
      Fortunately, there are unencrypted versions of each script that are fully readable called NRN files. Both the NRN and NPL files are found in the level folder for the mission (Ex: LegoRR0/Levels/GameLevels/Level01 for Driller Night). The NRN is really a simple text file, which you can open with almost any program, even Notepad, which is the traditional program for editing scripts. Now, if you already know some programming, this should be a breeze for you, as it only seems to be a bit of modified C or C++ language. If you aren't, not to worry, that's what this tutorial is for.
       
      Before going gallivanting into the wonderful world of scripting, always remember to have a back-up for your NRN or NPL files somewhere. It is best to have a back-up of the entire LegoRR0 folder and its contents, so you don't get files mixed up with the ones in the edited folder.
       
      Example Script
      Let's start out by looking at a pretty basic mission script, like for Level21, Air Raiders, which is an example of a Material Collecting Objective:
      #include <nerpnrn.h> TRUE ? SetTutorialFlags 0 TRUE ? SetMessagePermit 1 Function(Upgrade) { TRUE ? SetToolStoreLevel 1 TRUE ? SetTeleportPadLevel 1 TRUE ? SetPowerStationLevel 1 } FuncEnd(Upgrade) // Check to see if objective is failed TRUE ? SetR1 0 GetToolstoresBuilt = 0 ? AddR1 1 GetMinifiguresOnLevel = 0 ? AddR1 1 GetR1 = 2 ? SetLevelFail // Check to see if objective is completed GetCrystalsCurrentlyStored > 39 ? SetLevelCompleted Not too big for a script; now the first thing you'll notice is in the first line you have the parameter "#include <nerpnrn.h>" This is referring back to the parent file, nerpnrn.h, located in LegoRR0/Levels. Every script that includes this reference contains the information contained the parent file. This is important to notice, as when you start looking through the encoded NPL files, it will contain all this script from the parent file, followed by the actual script contained within the NRN file.
       
      The next two lines are pretty basic, and you'll find them in almost any GameLevel NRN script, as they indicate that there are no Tutorial stops or "Flags" set up and it just has the one message at the beginning of the level, telling you the mission description (WHICH by the way can be edited in the LegoRR1/Languages/ObjectiveText.txt file).
       
      After that you have a function which is basically a set of parameters, in this case, indicating the preset upgrade level of various buildings present at the beginning of the mission. It is not entirely understood exactly how the actual "Function {  } FuncEnd" part of the script is encoded in the NPL, but it's contents (the actual settings for the upgrades) are easy to see.
       
      The last bit is the important bit that designates what is required for the mission to be complete. First off, it is programmed to recognize that if there are no Tool Stores built, and no Rock Raiders present, the mission ends in failure, since it requires rock raiders to build Power Paths for the tool store to teleport more rock raiders down with. This bit is designated by the couple functions under the helpful "// Check to see if objective is failed." Note that anything written in a line following "//" is ignored by the game, allowing for helpful notations to keep track of what the purpose of some lines are.
       
      After that, there's the simple line "GetCrystalsCurrentlyStored > 39 ? SetLevelCompleted". This indicates that once the number of Energy Crystals collected is over 39, i.e. 40 or more, then the level has been completed successfully. And that's that!
       
      Other Scripts
      There are many scripts that follow the format shown above. The main things you have to pay attention to is the stuff around "SetLevelCompleted" and "SetLevelFail". Some scripts, like Level07, Search 'n Rescue, require you to Find a Hidden Object, in this case, a missing rock raider, lost in an undiscovered cavern. In this mission "GetHiddenObjectsFound > 0 ?" is used in order to win, which means, when 1 or more hidden objects are found, the level is completed.
       
      Others like Level06, Explosive Action, require you to travel to a certain block designated as a Tutorial Block in the level's Tuto_06.map file, in this case, you are required to bring the designated lost digger, into the rock raider base. Some early missions require that you Construct a Support Station or Other Building in order to win the mission, like Level04, A Breath of Fresh Air. Once "GetPoweredBarracksBuilt > 0 ?" i.e. one or more Powered Support Station has been built, then the level is completed. Some missions that have a depleting air supply will mark a level failure if "GetOxygenLevel < 1 ?" i.e. Oxygen levels hit 0.
       
      All the basic levels usually have one of these commands as their objective. There are many more parameters to work with, as you'll see by looking at some of the tutorial level scripts, which are much more complicated, as they designate tutorial flags which stop the mission to give a message or require you to click on something or perform some other action to move on. Other scripts include certain setups for Slimy Slug Attacks and Coordinated Monster Attacks and Intermittent Messages.
       
      Once you got a grasp of things, you can probably get a little creative changing the level goals so that instead of having to build a power station, you have to build a geology center, to complete the game. Or you could make the mission's goal to collect a certain amount of Ore, rather than crystals.
       
      Editing NPL Files
      The next step would be to figure out how to actually change the NPL file. Note that any changes you make in the NRN file do not change anything in the NPL file. At the moment, you have to go into the NPL file and manually change its contents to your liking. The major difficulty with this is that the NPL file is encoded into hex-computer language. It basically translates the C++ language into a language that the computer can easily understand and process. To open and edit the NPL file, you will need Hex-Editing Program. There are many good Hex-editing programs out there, such as XVI32, which is free.
       
      Upon opening it, you'll notice that it all looks like gobbledegook, nothing but numbers letters and strange symbols. Depending on what editor your using, you may see two versions of the script. One version in letters, blank spaces, and symbols, the other in nothing but numbers. For our purposes, we will be only paying attention to the numbers, which are the real "Hex-Strings". Every number, symbol, and parameter that is contained in the NRN script has a counterpart Hex-string in the NPL file. Included with this guide are several other documents which contain a list of known parameters, numbers, symbols, and their hex-string counterparts.
       
      Editing the NPL file is a slow and careful process. The best thing to do is to use the search command, which most hex-editing programs have. Search for the string that you want to edit, assuming you know what it is, and once you find it, change it. Note that in order for the NPL file to work it must be the same amount of characters, ALWAYS. This means that you should never ever ever finding yourself pasting things in with Ctrl+V or deleting things with the Delete or backspace key, as these will delete characters. To edit, just change the already existing characters, rather than inserting or deleting any. This way, it will keep the same amount of characters, and will stay functioning.
    3. Tutorial: A Short Guide to Editing LRR Textures

      By aidenpons,
      (Alternative title: Using GIMP: The Basics)
       
      Unlike Lego Racers, editing LRR textures is pretty easy. But if you try and do it in Paint the game will explode. So I thought I'd put this together.
       
      1. What is and isn't a texture anyway?
       
      Textures are pretty pictures that are applied to objects so they're not one solid colour lump. Other people more experienced in this department can tell you more.
       
      However, not all colours in LRR are indeed textures. For instance, while the front of the raider's face may be a texture (Minifigures\Pilot\Pface.bmp), and the top of the raider's head may be a texture (Minifigures\Pilot\Ptop.bmp), the back of his head is not a texture and is just solid colour applied in the model, the .lwo file.
      These need to be edited with Lightwave (some information here) or by a hex editor using methods I don't understand.
       
      Fortunately, biomes in particular don't use that (except for their first person models), so if you want to make a new biome the world is your oyster. 
       
      Other strange places textures also appear in LRR are for glows and lights.
       
      What this means for you is that if you find a texture in the game files you can edit it.
       
      2. What are LRR's textures?
       
      LRR's textures are always in .bmp format. The good news is that this means you can take a look at them with any image viewer, The bad news is that there are lots of types of .bmps that behave differently. LRR's ones in particular are "Indexed." This means instead of specifying RGB for every single pixel, it has a palette of 256 colours which makes up the image. Each pixel is then one of these colours.
       
      If that went over your head don't worry, because we can handle all of this with a couple of clicks.
       
      3. Editing Textures
       
      I highly reccomend GIMP for this. Insanely powerful (if very confusing to use) and more importantly has a bunch of really handy buttons that make doing some things a load easier. This guide will partly be an introduction on how to use GIMP (I know I'm using an outdated version of GIMP.   I need to update it, but everything should be functionally identical as I've done this process on this old and a newer version. The buttons may move around in future versions, but the buttons should still exist).
       
      3a. Example One: Recolouring the Scorpion
       
      Let's say I want to recolour the Scorpion. (For how to enable the Scorpion in the first place, see this). If I wander into Creatures\Scorpion there are a whole bunch of .bmps hanging around there. I happen to know that the A000_swalk###.bmp files don't actually do anything for the large scorpion, so we can ignore those. Firstly, make a backup of everything inside the folder. It will inevitably be handy at some point in time. Just a folder labeled "orig" works fine for me, and I just copy paste everything in the folder into that.
      If I open scorp.bmp in GIMP I get... well... the image. What a surprise.
       

       
      Let's zoom in a bit shall we? Ctrl+mousewheel should do that.
       
      However, if I try to paint it purple or something (those are the buttons on the window Tool Options) it won't actually paint the colour I want and will instead come up as some black or dark red. Hey, I wanted purple! This is because of those indexed thingies I mentioned above.
      The fantastic reason why I reccomend GIMP is because if I click Image -> Mode -> RGB I can turn it into an RGB not an Indexed image, which allows me to paint all the purple I like!
       

       
      Alternatively, instead of trying to be artsy I can hop into Colors -> Colorize, which allows me to blanket recolour something all I like!
       

       
      It's super straightforward to use, auto previews, and is really handy for this kind of stuff.
       

       
      It works particularly well for the Scorpion because it's so monochrome, being just varying shades of red. You'll get decent results if you tried to recolour the Slimy Slug, they'd just need more manual editing.
       
      So now that we have our Purple Scorpion if we try to save it here and now LRR will break. This is because it's still an RGB image and LRR doesn't like those. So back into Image->Mode, but this time Indexed, and a big scary dialog box will pop up with a ton of settings I don't understand.
       

       
      The good news is that you should be able to leave absolutely all of them as default. At least, that's what I did, and it worked
       

       
      Now we can File -> Export As -> and GIMP usually picks up that you want to export as a .bmp, which is nice of it. Upon clicking the Export button, another box pops up. Unlike the previous box, which we ignored and left everything as default, we're going to need to expand the Compatibility Options section and tick Do not write colour space information. I have absolutely no clue what this does but if you leave it unchecked your textures will end up looking silly in the game. Hit Export and that's the file done!
       

       
      If we do this for all our textures we will end up with a nice purple looking scorpion! ... well, except the interior of the claws. Unfortunately those are handled inside the .lwo file and as such you'll need Lightwave or some hex jiggery to edit them. Still, everything else should be nice and purple.
       
      3b. Example Two: Making Water Erosion Textures
       
      GIMP has a really handy functionality of "layers" which make this an absolute piece of cake. Biomes textures are under World\WorldTextures\YourBiomeOfChoiceGoesHere : you can define this location in the .cfg (look for Textures { around line 1890). If I open the ground tile (ROCK00.bmp) it will... well... open. What a surprise.
       
      Now, there are many ways to skin a cat: namely, to get another image in as a separate layer. My personal favourite is dragging-and-dropping from an Explorer window, but you can also File -> Open as Layers and also probably do a whole bunch of things I don't know about. So if I drag Rock45.bmp into GIMP (the water texture)... the image looks like an absolute mess. Again, this is the shenanigans of indexed textures playing up, as Rock45.bmp is using Rock00.bmp's palette causing the general stupidity we see. So delete that and start again.
      This time after we import ROCK00.bmp we'll go to Image -> Mode -> RGB. Now if we drag-n-drop Rock45.bmp over we get... well... just the water texture. This is because the water texture is sitting on top of the ground texture, and since there's no transparency, all we see is the water texture. This is because of the magic of layering!
       

       
      Do you not have the Layers window on the right? You can get it back from Windows -> Dockable dialogs -> Layers.
       
      The "eye" on the right controls whether a layer is hidden or not (which can be handy), and you can drag-n-drop layers around in this list. You can in fact do almost anything you want (folders of layers!): as is the nature with GIMP the difficulty is working out which buttons you need to press. Fortunately with this example we won't be needing much complicated.
       
      Now, in order to try and create an erosion texture, we'll be using GIMP's Eraser tool. Unlike Paint, which just deletes the square, Gimp's eraser has options for soft edges, non-squares, and again almost anything you could possibly want, but you just need to work out which button you need to press.
       
      It's important to know that whatever you're doing, GIMP does it on whichever layer is currently selected. So if your changes aren't showing up, chances are you actually selected the layer below and are doodling on that one, not the one on top.
       
      So with that in mind, if we try to start "erasing" some of the ground to let water start to peek through...
       

       
      ...we... just... get white....? Undo: hit Ctrl+Z, we don't want that!
      This is because these images don't have any transparency information: they can't be transparent! Fortunately, there are a couple of handy clicks in GIMP which will make all our worries go away! Namely, right-click the layer and select Add Alpha Channel. Now it can be transparent!
       

       
       
      And if we start doodling the ground will be 'erased' to reveal the water behind.
       

       
      When you're happy with your new creation, you'll need to do the same stuff as before: Image -> Mode -> Indexed to turn it into an indexed BMP so LRR can handle it, then Export, and then you'll need to tick the box Do not write colour space information just like before.
       
      And tada! When you rig everything else up correctly in Lego.cfg (probably make a new biome under Textures { , and specify that biome to be used on a per-level basis with TextureSet) you'll have water erosion textures in LRR!
       

       
      Getting rid of the smoke is now doable using Community Edition. Guide on this coming soon
       
      3c. Things I Don't Know About
       
      I am very much largely incompetent in the graphical department and I know that you can create images larger than the original resolution. Doing this in GIMP is very straightforward (Image -> Canvas Size or Scale Image), but actually getting LRR to accept these textures is something I haven't toyed with. There's a little information over here. I should think that creating larger biome textures works fine, larger menu textures just make the menu element larger, but larger size textures on models may cause things to start looking very silly. I just don't know: play around! That's how I got this far.
       
      4. A Quick Note on Transparency
       
      If you're working with models, it's likely you'll need to mark some parts of the texture as transparent. Of all the ways, this is done in the filename. A###_rest_of_filename.bmp, where ### indicates the index (remember how LRR images are indexed images? yeah, this points to a specific one of them) and marks it as transparent. Cirevam has more information with pictures here.
       
       
       
      And that's it for this! This is a very basic guide, but it's one that didn't exist, and maybe it's helpful.
      • General
      • LEGO Rock Raiders
      • Intermediate
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    4. FINALLY got LEGO Island and Rebuilder working on my Windows 11 laptop

      By Some-Guy113,
      Without this fix, trying to run LEGO Island with the latest Rebuilder build made it spin briefly and then just stop. Nothing, no error (not even the infamous "cd in your computer"), not even the game booting to a black screen. With Rebuilder's .NET build, it would generate an unsolvable "not compatible" or similar error. Here's how to solve this problem.
       
      1. Make sure you have a legal copy of the game. If your computer lacks an outer disc drive, create an ISO of your game's copy (only for your personal use! Any other use is illegal) first.
      2. If you created an ISO, move it to a flash drive (that's how I did this) or to your personal online storage. Otherwise, skip to Step 4.
      3. If you didn't have to create an ISO, skip to Step 4. Otherwise, plug your flash drive into or log into the service containing your ISO from wherever you'll install the game.
      4. Download the Alternate Installer's latest version to wherever you're installing the game then move your ISO directly to your computer (if you have one).
      5. Insert your disc/mount your ISO.
      6. Don't use the AutoPlay function. Just launch the Alternate Installer.
      7. Do a Full Install so you can delete your ISO after Setup completes/play without fear of the infamous "you have to put the CD in your computer" error appearing. Don't create a shortcut on your desktop or run the game with administrator rights either (recommended).
      8. Once Setup is done, unmount your ISO/eject your disc and go to where you installed the game (by default, it's Program Files [x86 on 64-bit Windows] directly on your hard drive).
      9. Go to Properties for CONFIG.EXE and select the Compatibility tab ("Change Settings for all Users" is recommended).
      10. Set the Compatibility OS to Windows XP (Service Pack 2) and select "Register for Restart".
      11. Apply/OK your way back to where you started.
      12. Run CONFIG.EXE to select "Advanced" then MMX Emulation. Disable the music if you want but leave everything else alone.
      13. Click OK to exit CONFIG.EXE and save your changes. Return to Rebuilder and apply your desired settings there too.
      14. Have fun on LEGO Island!
    5. Back to Basics without Sonic Blasters

      By k_raider_nl,
      For anyone who still wants to complete the game in 2022 and can't get it to stop crashing, this might help:
      'Back To Basics' is a mission in the second-to-last where most players will first encounter Slimy Slugs. On my device, deploying Sonic Blasters against them would consistently crash the game. Even after implementing a community fix.
      You can find tips on the forum to stop them from spawning by keeping your crystal count below 15. I tried to do this by spawning tunnel scouts to bank my Energy Crystals but ended up crashing the game again. Another method is to turn off buildings they try to drain, as their ability only works on buildins that are activated and receiving power.
      Using this knowledge, I found another way to reliably stop slugs from appearing near your base: Slimy Slugs are not allowed to pass through buildings or climb walls. Blocking off their holes with buildings off the power grid prevents them from doing any harm. I used Small Teleporters for this, but someone should test tool stores as well.
      In the 'Back to Basics', most of the holes in the cavern you start in are near a wall. This means you only have to build two buildings to completely wall of these holes. Some of the holes are hidden and you can prevent these from activating by not opening up the caverns these are in.
      I ended up building a Support Station, then an Ore Refinery, and then building all the teleporters. Figuring out where to put the power paths and teleporters can be a bit of a puzzle in the limited space.
      You may have to destroy power paths or even relocate buildings to ensure that the teleporters are not given power.
      I really should have tested if turning the power off on those teleporters is enough to stop Slimy Slugs but I really wanted to do the mission quickly to prevent more crashes.
      If you used this strategy properly, Slimy Slugs will spawn on the holes but they are unable to move away from this tile. Their number will increase as you collect more crystals.
      The slugs prefer holes close to your base but you may end up opening caverns further away where they can spawn. If that happens, you will either need to block those off as well or rush to complete the mission before they can crawl to your base. I ended up doing the latter. So while this may not be foolproof it does allow for a margin of error when otherwise you would have no way to even slow down the slugs after collecting a certain amount of Crystals.
      You can build a new Tool Shed and destroy the old one or even destroy the Ore Refinery to force Rock Raiders to use materials nearby the farwaway building site.
      Rock Raiders with Blasters have a good chance to kill the Slimy Slugs if they are far away but the presence of other Slugs on the map may prevent them from targeting slugs that are roaming free.
       
    6. how to download lego creator harry potter and chamber of secret

      By Legoww,
      Im trying to figure how to download lego creator harry potter chambers of secret one year ago and i didnt download it well because i cant so here i am asking it how to download it again i research it by youtube,google etc and any of it didnt help me out so this site is my last chance to figure it out i hope any of you guys can help me out
    7. black screen lego creator HP

      By Legoww,
      anyone how do i fix lego creator harry potter but the game is opening but if you play it has black screen not all black only the video thing but on last year its working 
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