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Generation 2 Pokemon Recomp forked from Gen1Recomp and modified

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gen2recomp

Gen2Recomp Discord!

by UNDERdecodedHD
a fork of Gen1Recomp by bryanthaboi and BOIS CLUB GAMES

A native LÖVE2D recreation of Poke Gold, Silver and Crystal, built on Gen1Recomp's Red/Blue/Yellow engine. The engine, script VM, and map behavior are hand-written Lua; game data and graphics are decoded from a ROM supplied by the player.

gen2recomp keeps everything the upstream project does for Generation I and adds the Generation II half: the Gen2 script VM and its command table, the Johto and Kanto world, day/night, breeding and the Day-Care, the Pokegear, shinies, held items, and the Gold/Silver title sequence.

It has since grown well past Generation II. The same launcher now imports and runs FireRed and Emerald (Gen 3), Platinum, HeartGold and SoulSilver (Gen 4), and Black and White (Gen 5), plus the Polished Crystal and Prism romhacks — all side by side, all from your own cartridge dumps. Around the games sit the Monster Walker (a next-gen Pokéwalker with minigames and a Watt Shop), a Map Editor, a Save Editor, machine translation into 25 languages, cloud saves, dual-screen support for the DS games, and touch controls. See What's New for the tour.

Caution

Neither this project nor Gen1Recomp is affiliated with the website gen1recomp[.]com. That site is not run by either project and was not authorized by anyone involved. Do not download anything from it, and treat anything it hosts or claims as untrustworthy. Even if it links back to a real repository, the people behind it can change its content at any time. This GitHub repository is the only official source for gen2recomp.

This project does not include a ROM, emulate the Game Boy, GBA or DS, transpile assembly, or download a disassembly. A canonical cartridge dump of one of the supported games is the only game content input.

The ROM is verified, used during import, and then released from memory. It is not copied into the cache. Later launches load the private generated cache and do not ask for the ROM again. Every version can be imported and played side by side.

Quick Start

Open the desktop app. On first boot, choose your legally obtained .gb / .gbc / .gba / .nds file or drop it onto the window. Import takes a few seconds for Gen 1, a couple of minutes for Gen 2, and longer for the GBA and DS games, then the game starts automatically. Have a whole folder of dumps? Tools → Import ROMs takes several files at once and imports every one it recognises.

On a console or handheld there is no file picker to open: you copy the dump into a folder the launcher scans instead. See Downloads for the exact path per device.

Supported games

Only specific canonical dumps are accepted. The importer verifies SHA-1 before creating any game data; a dump it does not accept is named (game, region, revision) so you know why — see docs/rom-revisions.md.

Game System Stage SHA-1
Red GB Stable ea9bcae617fdf159b045185467ae58b2e4a48b9a
Blue GB Stable d7037c83e1ae5b39bde3c30787637ba1d4c48ce2
Yellow GB Stable cc7d03262ebfaf2f06772c1a480c7d9d5f4a38e1
Gold GBC Stable d8b8a3600a465308c9953dfa04f0081c05bdcb94
Silver GBC Stable 49b163f7e57702bc939d642a18f591de55d92dae
Crystal (Rev 1) GBC Stable f2f52230b536214ef7c9924f483392993e226cfb
Crystal (Rev 0) GBC Stable f4cd194bdee0d04ca4eac29e09b8e4e9d818c133
Polished Crystal 3.2.3 GBC Beta 6930b48af5844d373e3c9130f26d6dd1084cf4ed
Prism GBC Experimental 752076692ae3387cf426ce5f51a98c6b60e8df6a
FireRed (Rev 0) GBA Alpha 41cb23d8dccc8ebd7c649cd8fbb58eeace6e2fdc
Emerald GBA Alpha f3ae088181bf583e55daf962a92bb46f4f1d07b7
Platinum (Rev 1) DS Pre-alpha 0862ec35b24de5c7e2dcb88c9eea0873110d755c
Platinum (Rev 0) DS Pre-alpha ce81046eda7d232513069519cb2085349896dec7
HeartGold (USA) DS Pre-alpha 4fcded0e2713dc03929845de631d0932ea2b5a37
SoulSilver (USA) DS Pre-alpha f8dc38ea20c17541a43b58c5e6d18c1732c7e582
Black (USA/EU) DS Pre-alpha 26ad0b9967aa279c4a266ee69f52b9b2332399a5
White (USA/EU) DS Pre-alpha bc696a0dfb448c7b3a8a206f0f8214411a039208

HeartGold, SoulSilver, Black and White dumps that have had their trailing FF padding trimmed are also accepted, as long as every game byte is intact — see docs/hgss-bw-import.md. The launcher shows each game's stage on its card; Alpha and Pre-alpha games are playable but expect gaps and bugs.

The packaged app contains neither a ROM nor pre-extracted game data. Music, sound effects, and cries are synthesized while the game runs from compact audio channel programs copied out of the verified ROM.

A note on Windows Defender warnings

Windows Defender sometimes flags LÖVE builds with a generic machine-learning detection such as Trojan:Win32/Wacatac!ml. This is a known false positive: the exe is the official LÖVE runtime with the game archive appended (the standard way LÖVE games ship), and Defender's heuristics distrust unsigned executables with appended data. Releases publish SHA-256 checksums (sha256sums.txt) so you can verify your download, and you can confirm a flagged file yourself on VirusTotal, where these builds come back clean on every engine except Defender's heuristic.

What's New

Everything below arrived since this README was last updated.

New games

  • FireRed and Emerald run on a native Gen 3 engine: the Gen 3 bag, PC and Item PC, naming screen, Oak's intro, Town Map FLY, V.S. Seeker rematches, Teachy TV, the Battle Frontier groundwork, Berry Blender, and much more ROM parity work. Both are labelled ALPHA.
  • Platinum brings Sinnoh in 3D from the cartridge's own terrain meshes and props, the Pokétch on the lower screen, bikes, double battles, the Underground menu, and wide-screen battles.
  • HeartGold, SoulSilver, Black and White import and boot to the field — including Professor Juniper's intro in BW — as PRE-ALPHA builds.
  • Polished Crystal (beta) and Prism (experimental) romhacks, with audio, overworld rendering and feature-parity fixes.
  • Mass ROM import: pick a folder's worth of dumps at once.

Monster Walker

A full-screen app in the launcher sidebar, a next-gen take on the HGSS Pokéwalker that works with every imported game:

  • Take a Pokémon out of any game's PC, walk it with your phone's step counter (Android), and send it home levelled up with whatever it found.
  • All 27 original courses, Poké Radar battles, Dowsing, friendship and the 7-day step history, faithful to the original rules.
  • Minigames: Catch Timing, Jump Runner, Memory Match, Rhythm Tap and Treasure Hunt, each with its own leaderboard.
  • Watt Shop: spend watts on items for each generation, a daily Pokémon stock, weekly Mystery Gifts, cosmetics, and the real per-game event distributions (event Pokémon and key items), delivered straight into your save.
  • Passive watts while the app is open, a daily login streak, and 26 achievements.

Every save the Walker touches is backed up first. Details in docs/pokewalker.md.

Map Editor

Tools → Map Editor opens any imported game's maps — Gen 1 through Gen 4 — in a 2D view or the 3D voxel world. Paint tiles, place NPCs and trainers, edit their text, events and flags, shape voxel height, then export your work as a content mod. Nothing is written to the ROM. The full manual (also in the editor under ?) is docs/MAP_EDITOR.md; per-generation differences are in docs/map-editor-gen34.md. Classic Tiled round-tripping is still available (docs/tiled-map-editing.md).

Launcher

The launcher now has a sidebar — News, Games, Monster Walker, Mods, Tools, Settings — with box art and descriptions you can scrape for each game, a choice of layouts, custom backgrounds (including your own .ogv video) and background music. Tools collects:

Tool What it does
Map Editor Edit an imported game's maps
Save Editor Open a save slot and edit it live — party, PC, items, badges, and creating Pokémon
Translate a Game Machine-translate a game's text
Import a Save Bring in a .sav / .dsv from an emulator or cartridge (Gen 1–5)
Export a Save Write the active slot out for an emulator
Import ROMs Pick one or more ROM files to import
Touch Controls Lay out the on-screen controls
Scrape Game Art Fetch box art and a description for a game
Sync Saves Sync every game's saves with the cloud
Restore a Save Browse every backup of a slot and restore one

Languages and translation

The launcher and engine are localised (including Brazilian Portuguese), and Translate a Game machine-translates a game's own text into 25 languages — French, German, Spanish, Italian, both Portugueses, Dutch, Polish, Japanese, Simplified Chinese, Russian and more — with official Pokémon names kept from a glossary. Choose a language per game or for the whole launcher.

Cloud saves

Settings → Cloud Saves syncs saves through a local sync folder (OneDrive, Google Drive, Dropbox, iCloud), or signs straight into Google Drive or OneDrive with a short device code. A save is never replaced on its first sync, conflicting copies are both kept, and each side keeps backups. See docs/cloud-saves.md.

Dual screens, touch and controllers

  • Dual-screen devices (Android dual-screen handhelds and second displays) put the DS games' lower screen — the Pokétch, menus — on the second panel; on Gen 1–3 the second screen becomes a live save companion editor.
  • Reworked touch controls with a layout editor and gesture fixes.
  • DS X / Y buttons for Gen 4+ (see Controls).

Safer saves and storage

  • Every save is written atomically, verified, and snapshotted; a lost or corrupt save is recovered automatically from the best copy, and Tools → Restore a Save brings back older ones. See docs/save-safety.md.
  • Settings → Game Data Folder moves ROM caches, mods and imports to another drive or SD card (docs/data-location.md).

Mods and visuals

  • DRAMATIC_SHAPE voxels extended to Gen 3 and HGSS/BW with big performance work, plus cave darkness and many building profiles.
  • A streaming download API (src/net/Fetch.lua) lets mods such as the HD sheets installer pull large asset packs with progress.
  • New mod hooks (party submenu options, and more), copy-on-import for mod files, and launcher/gamedata customisation from mods.

Downloads — which file do I want?

Every release publishes one archive per platform, all built from the same payload in the same run. Grab the row that matches your device.

Device File Then
Windows Gen2Recomped-<ver>-windows.zip Unzip, run the .exe
Windows (Store-style install) Gen2Recomped-<ver>-windows.msix + the .cer See MSIX below — the .cer is required
macOS Gen2Recomped-<ver>-macos.zip Unzip, drag to Applications
Linux (x86-64) Gen2Recomped-<ver>-linux.zip Unzip, run the AppImage inside
Linux (ARM64 / Raspberry Pi / SBC) Gen2Recomped-<ver>-linux-arm64.AppImage chmod +x, run it
Steam Deck Gen2Recomped-<ver>-linux.zip The x86-64 one — the Deck is x86
Android Gen2Recomped-<ver>-android.apk Allow unknown sources, install
Nintendo Switch Gen2Recomped-<ver>-switch.zip See Switch below
Xbox (Dev Mode) Gen2Recomped-<ver>-xbox-uwp.zip See Xbox below
Anbernic RG34XXSP Gen2Recomped-<ver>-rg34xxsp-stockos64-mod.zip See Handhelds below
iOS Gen2Recomped-<ver>-ios.ipa Sideload — see iOS below
Already have LÖVE 11.5 Gen2Recomped-<ver>.love love Gen2Recomped-<ver>.love

sha256sums.txt covers every asset in the release. The .love is also what the in-app updater downloads, so it is the smallest file if you are updating by hand.

No download contains a ROM or any game data. Every platform asks for your own cartridge dump on first launch.

Some assets are missing from a release only when that platform's build job failed; the release notes say so explicitly rather than silently omitting it.

Windows (MSIX)

Download both the .msix and the .cer. Windows refuses to install a package it cannot verify, and the certificate is what makes it verifiable. Once per machine, in an elevated PowerShell:

Import-Certificate -FilePath .\Gen2Recomped-<ver>-windows.cer `
  -CertStoreLocation Cert:\LocalMachine\TrustedPeople

Add-AppxPackage .\Gen2Recomped-<ver>-windows.msix

LocalMachine, not CurrentUser — App Installer only reads the machine store, and a certificate in the user store produces error 0x800B010A, which looks exactly like having imported nothing. Later releases then install with just Add-AppxPackage. Details and the signing setup are in docs/msix-signing.md.

If you would rather not deal with certificates at all, take the plain -windows.zip instead — it is the same game.

Nintendo Switch

Needs a homebrew-capable console (Atmosphère + hbmenu). Extract Gen2Recomped-<ver>-switch.zip at the root of your microSD, merging folders when asked. You get:

switch/gen2recomp/gen2recomp.nro          the launcher
switch/gen2recomp/Gen2Recomp/imports/     put your cartridge dump here
switch/gen2recomp/Gen2Recomp/exports/     battery saves come back out here

Then:

  1. Copy a legal .gb / .gbc into switch/gen2recomp/Gen2Recomp/imports/. Dumps are matched by SHA-1, so the filename does not matter.
  2. Launch through hbmenu with a title override (hold R on HOME and open any installed game).
  3. Press Import in the launcher — it scans that folder.

Launcher controls: left stick or D-pad moves the pointer, A clicks, L/R change tabs, +/− play or import on the current tab.

Updating: re-extract the zip and keep the Gen2Recomp/ folder — that is where your saves, imported ROMs, mods and options live. The bundled OTA launcher can also fetch new releases from the console itself.

Xbox (Dev Mode)

Needs Developer Mode on the console — a retail Xbox cannot install this. Gen2Recomped-<ver>-xbox-uwp.zip is a UWP app package; upload it through the Xbox Device Portal in your browser, or Add-AppxPackage it from a paired PC. Build notes are in ports/uwp/BUILD.md.

Handhelds

Gen2Recomped-<ver>-rg34xxsp-stockos64-mod.zip targets the Anbernic RG34XXSP on Stock OS 64-bit MOD with PortMaster, and bundles its own LÖVE runtime, so no separate runtime download is needed. Unzip into the card's roms/PORTS/ folder so Gen2recomp.sh and gen2recomp/ sit side by side, drop your dump into gen2recomp/lovegame/, then launch it from Ports. Install steps, controls and troubleshooting are in docs/anbernic-rg34xxsp.md.

Other ARM64 handhelds and single-board computers can use the generic -linux-arm64.AppImage instead.

Android

Install the APK and pick your dump with the system file picker on first launch. If your device has no document picker, copy the .gb / .gbc into the app's own folder — the launcher shows the exact path. Build steps and the packaging layout are in mobile/ANDROID.md.

iOS

There is no App Store build; sideload the .ipa with AltStore from Windows or a Mac — see docs/ios-sideload.md. To build and install from source on a Mac, see docs/ios-install.md.

Updating

Desktop and mobile builds check GitHub Releases and can update themselves. Console builds tell you a release exists but will not replace themselves — a packaged console app cannot rewrite its own files — so update those the same way you installed them. The Switch is the exception: its OTA launcher replaces both NROs in place. See docs/updater.md.

Controls

Action Keyboard Controller
Move Arrow keys / WASD D-pad / left stick
A Z / Enter / Space A
B X / Backspace B
Start Escape Start
Select Tab / Shift Back / Select
X (Gen 4+) / North face button (Xbox Y / PS Triangle / Nintendo X)
Y (Gen 4+) ' West face button (Xbox X / PS Square / Nintendo Y)

Rebind any of these in-game under OPTIONS → CONTROLS. Controllers are supported out of the box, and touch devices get on-screen controls you can lay out from Tools → Touch Controls. X opens the field menu on DS games; Y uses the registered item.

Hotkeys

Key What it does
- / = Zoom out / in (overworld; also mouse wheel)
2 Cycle COLORS
3 Cycle TILT (free-roam overworld)
4 Cycle ZOOM through every level (free-roam overworld)
5 Cycle GBC FX
F1 Save
F2 Load
F10 Open / close the mod manager

COLORS, TILT, ZOOM, GBC FX, and VOID FILL are also in the Options menu and persist in options.lua.

Low-end devices

OPTIONS → PERFORMANCE scales the port's optional extras for weaker hardware: HIGH (everything on), BALANCED (no 3D tilt or GBC FX), LOW (also no survey zoom, FPS capped), or AUTO — the default, which picks a tier from your device (ARM handhelds → LOW, phones → BALANCED, normal desktops → HIGH, unchanged). It only scales presentation; the fixed-step game logic is identical on every tier, and a lower tier hides your tilt/zoom/GBC-FX preferences without forgetting them. Details in docs/new-features.md.

Rulesets

OPTIONS → RULESET picks which set of Generation I battle behaviors to run. Both rulesets share the same damage formulas; they differ only in whether the original's quirks are kept. The setting persists in options.lua, and mods can register their own. Gold and Silver always run their own Gen 2 rules.

gen1_faithful is the default and reproduces the original cartridge, famous bugs included:

Rule Behavior
oneIn256Miss A 100%-accurate move still misses on a roll of 255
critUsesBaseSpeed Crit rate reads base speed, not the current stat
critIgnoresStages Crit rate ignores stat stages
focusEnergyBug FOCUS ENERGY quarters the crit rate instead of x4
enemyUnlimitedPP Enemies never spend PP, so they never Struggle
hyperBeamSkipRechargeOnKO HYPER BEAM skips its recharge when the target faints
randMin / randMax Damage random factor 217-255

modern_clean keeps the formulas but removes the notorious quirks:

Rule Behavior
oneIn256Miss Off: a 100%-accurate move always hits
critUsesBaseSpeed Unchanged: crit rate still reads base speed
critIgnoresStages Off: stat stages count toward the crit rate
focusEnergyBug Off: FOCUS ENERGY raises the crit rate as intended
enemyUnlimitedPP Off: enemies deplete PP and Struggle when empty
hyperBeamSkipRechargeOnKO Off: HYPER BEAM always recharges, like Gen 2+
randMin / randMax Damage random factor 217-255, same as faithful

Running From Source

Requires LÖVE 11.x. Place a Gold or Silver ROM in the project folder and double-click Play-Mac.command or Play-Windows.bat, or run:

scripts/setup.sh --rom "/path/to/Poke Gold.gbc"   # or Silver.gbc / Red.gb / ...
scripts/run.sh

On Windows, scripts\setup.ps1 and scripts\run.ps1 do the same thing — see below. After the first import, love . is enough.

Windows

The easiest path is to double-click Play-Windows.bat. It runs scripts\bootstrap.ps1, which checks for the two things the port needs, offers to install whichever is missing through winget, imports your ROM, and starts the game. Later runs skip straight to launching.

To install the prerequisites yourself:

winget install --exact --id Python.Python.3.12
winget install --exact --id Love2d.Love2d

LÖVE can equally come from love2d.org — the scripts look for it on PATH and in the usual Program Files\LOVE locations. Python 3 must be on PATH; the setup script builds its own .venv for the importer's dependencies, so nothing is installed system-wide.

Then, from the project folder:

powershell -ExecutionPolicy Bypass -File scripts\setup.ps1 -Rom C:\path\to\Gold.gbc
powershell -ExecutionPolicy Bypass -File scripts\run.ps1

scripts\play.ps1 does both steps in one go. Drop the -Rom argument and setup picks up the first .gb / .gbc in the project folder. After the first import, love . is enough.

-ExecutionPolicy Bypass is what keeps PowerShell from refusing to run the scripts under its default policy; it applies only to that one invocation and changes nothing system-wide. run.ps1 prefers lovec.exe over love.exe when it can find it, because love.exe is a GUI-subsystem binary that swallows print output — worth knowing if you are debugging.

Saves, options, and the generated data cache live in %APPDATA%\LOVE\pokemon-love2d\ (Gold and Silver keep theirs in the gold\ and silver\ subfolders) unless you enable Portable Mode. Controllers work through SDL2 and need no driver setup. If Defender objects to a packaged build, see the note above.

Linux

scripts/setup.sh and scripts/run.sh are the Linux path too. They need LÖVE 11.x and Python 3 (with venv) on PATH; the setup script only auto-installs LÖVE on macOS, so install it first with your package manager:

# Debian / Ubuntu
sudo apt install love python3 python3-venv

# Fedora
sudo dnf install love python3

# Arch
sudo pacman -S love python

# Any distro (Flatpak)
flatpak install flathub org.love2d.love2d

Then, from the project folder:

chmod +x scripts/*.sh                              # first time only
scripts/setup.sh --rom "/path/to/Poke Gold.gbc"
scripts/run.sh

scripts/play.sh does both steps in one go. After the first import, love . is enough — or flatpak run org.love2d.love2d . if you installed the Flatpak. If you use the official AppImage from love2d.org, make it executable (chmod +x love-11.5-x86_64.AppImage) and either put it on PATH as love or run ./love-11.5-x86_64.AppImage . directly.

Saves, options, and the generated data cache live in ~/.local/share/love/pokemon-love2d/ (Gold and Silver keep theirs in the gold/ and silver/ subfolders) unless you enable Portable Mode. Controllers work through SDL2; if yours is not detected, check that your user is in the input group or that udev rules for the pad are installed. On Wayland with older LÖVE builds, launching with SDL_VIDEODRIVER=x11 through XWayland avoids most window and input quirks.

The Gen 2 importer reads the symbol files under tools/vendor/symbols/ (pokegold.sym / pokesilver.sym); scripts/setup_gen2_symbols.ps1 fetches them. The regression suite lives in tests/drivers/; each driver runs with POKEPORT_VERSION=gold POKEPORT_DRIVER=tests/drivers/<name>.lua love ..

Portable Mode

By default the game keeps your save, options, and the private ROM-derived data cache in your OS's normal per-user app data folder. To keep everything next to the game instead (handy for a USB stick or portable drive you carry between computers), drop an empty file named portable.txt next to the app (next to the .app/.exe, or next to main.lua/conf.lua when running from source), then launch the game. Portable mode is desktop-only (Windows, Linux, macOS); it has no effect on Android or iOS, where the app runs from a read-only package.

With portable.txt present:

  • save.lua, save.lua.bak, and options.lua are read from and written to that same folder instead of the OS save directory.
  • A ROM import writes the generated data/generated and assets/generated cache straight into that folder too (nothing is left in the OS save directory), so a later launch reuses it without asking for the ROM again even on a different computer, as long as the same folder comes along.
  • Deleting portable.txt switches back to the normal OS save directory; nothing already written to either location is touched automatically, so copy files over yourself if you want to carry existing progress across the switch.

Modding

The game ships a native mod platform: content registries, events and hooks, per-mod saves and options, and an in-game manager. Start with docs/modding.md and CONTRIBUTING-mods.md.

Shipped example mods, one per kind of author, live in mods/ — including DRAMATIC_SHAPE, the voxel renderer, extended by UNDERdecodedHD for Generation II support.

Maps can be edited in the built-in Map Editor or in Tiled, and exported back out as a mod; see docs/MAP_EDITOR.md and docs/tiled-map-editing.md.

Bugs and Ideas

Found a bug? A warp dropping you somewhere it shouldn't, a battle doing math that looks wrong, text in the wrong box, anything that does not match the original game — open an issue and attach a screenshot if you can. It saves a lot of back and forth, and if you can't get one, describe what you saw instead.

Same for features: say what you want, why it is worth doing, and how you picture it working. A request with real detail is one that can actually get built.

Docs

Credits

gen2recomp is by UNDERdecodedHD, forked from Gen1Recomp by bryanthaboi and BOIS CLUB GAMES, LLC. The Generation I engine, mod platform, renderer, and tooling are theirs; the Generation II import, script VM, world, and battle work are this fork's. See LICENSE.MD for the full copyright split.

Licence in one paragraph

Two parts. Everything inherited from Gen1Recomp, and every shared engine file since, stays MIT under its original authors' copyright — that is the default, and it is most of the repository. The Generation II components written for this fork are source-available rather than open source (© 2026 UNDERdecodedHD): read them, run them, change your own copy, and write and even sell mods against them — but don't redistribute or fork them. A file is only in that second group if it is named in the list in LICENSE; everything else is MIT.

Special Thanks

This project would not be possible without pret — the pret band of decompiling maniacs — and their pokered, pokegold, pokeyellow, pokecrystal, pokefirered, pokeemerald, pokeplatinum, and pokeheartgold disassemblies and decompilations.

The ADVANCED / "RED++" colour mode uses the SuperPalettes, per-species palette map, and true overworld GBC colouring from pokered-gbc by FroggestSpirit, Drenn, and Danny-E, baked into data/palettes_gbc.lua. Neither pokered-gbc nor the pret disassemblies ship a licence file, so the palette tables in data/ are reproduced with attribution rather than under this project's MIT grant, and will be removed on request from their authors.

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Generation 2 Pokemon Recomp forked from Gen1Recomp and modified

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