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Add map tool
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5
TODO.txt
5
TODO.txt
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general:
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- Add blinking:
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- In menu, the selected level number should blink to indicate it can be
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changed.
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- Near locked door the specific unlocking card should blink on the HUD bar.
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- Add setting SFG_BLINK_PERIOD to control blinking speed.
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- try to remove the debug flag (-g1) from compiler and see if it decreases size
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- port to GB Meta
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- more level prop items
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261
assets/img2map.py
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261
assets/img2map.py
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# Python tool to convert an image to map for the Anarch game. The input image
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# has to be in gif format.
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#
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# by drummyfish
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# released under CC0 1.0.
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import sys
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from PIL import Image
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elementTypes = [
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"NONE",
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"BARREL",
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"HEALTH",
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"BULLETS",
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"ROCKETS",
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"PLASMA",
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"TREE",
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"FINISH",
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"TELEPORT",
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"TERMINAL",
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"COLUMN",
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"CARD0",
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"CARD1",
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"CARD2",
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"LOCK0"
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]
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propertyTypes = [
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"ELEVATOR",
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"SQUEEZER",
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"DOOR"
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]
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image = Image.open(sys.argv[1])
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pixels = image.load()
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palette = []
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paletteInverse = [0 for i in range(256)]
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x = 5
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y = 69
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i = 0
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# load the palette/sca
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for i in range(256):
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if i % 64 == 0:
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x = 5
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y += 1
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palette.append(pixels[(x,y)])
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paletteInverse[pixels[(x,y)]] = i
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x += 1
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def getPixel(x,y):
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return paletteInverse[pixels[(x,y)]]
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def loadTileDict(x,y):
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result = []
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for i in range(64):
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texture = getPixel(x + i,y + 31)
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if texture > 6:
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raise(Exception("Texture index can't be higher than 6."))
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height = 0
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for j in range(31):
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if getPixel(x + i,y + 30 - j) == 7:
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break
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height += 1
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result.append((texture,height))
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return result
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def defineName(n):
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c = chr(ord("A") + n)
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return c + c
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floorDict = loadTileDict(5,37)
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ceilDict = loadTileDict(5,5)
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floorColor = getPixel(41,122)
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ceilColor = getPixel(41,118)
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backgroundTex = getPixel(41,126)
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doorTex = getPixel(41,130)
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playerStart = [0,0,0]
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textures = []
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elements = []
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defines = []
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levelMap = [[(0,False) for i in range(64)] for j in range(64)]
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# load the map
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for y in range(64):
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for x in range(64):
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n = getPixel(70 + x,5 + y)
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if n < 64:
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levelMap[x][y] = (n,False)
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else:
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# tile with special property, create a define for it
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prop = n / 64 - 1
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tile = n % 64
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defNum = -1
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for i in range(len(defines)):
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if defines[i] == (tile,prop):
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defNum = i
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break
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if defNum == -1: # not found:
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defNum = len(defines)
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defines.append((tile,prop))
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levelMap[x][y] = (defNum,True)
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# load elements
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playerFound = False
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for y in range(64):
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for x in range(64):
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n = getPixel(x + 70, y + 70)
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if n < len(elementTypes):
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elements.append((n,x,y))
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elif n >= 240:
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if playerFound:
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raise(Exception("Multiple player starting positions specified."))
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playerStart = [x,y,(n - 240) * 16]
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playerFound = True
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if not playerFound:
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raise(Exception("Player starting position not specified."))
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if len(elements) > 128:
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raise(Exception("More than 128 level elements."))
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for i in range(128 - len(elements)):
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elements.append((0,0,0))
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# load textures
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x = 41
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y = 114
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for i in range(6):
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textures.append(getPixel(x,y))
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x += 4
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def numAlign(n):
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return str(n) + "," + (" " if n < 10 else "")
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def mapXScale():
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r = " // "
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for i in range(64):
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r += str(i).ljust(2) + " "
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return r + "\n"
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def printC():
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result = ""
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result += " { // level\n"
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result += " { // mapArray\n"
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result += " #define o 0\n"
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for i in range(len(defines)):
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result += " #define " + defineName(i) + " (" + str(defines[i][0]) + " | SFG_TILE_PROPERTY_" + propertyTypes[defines[i][1]] + ")\n"
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result += mapXScale()
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for y in range(64):
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result += "/*" + str(y).ljust(2) + "*/ "
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for x in range(64):
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item = levelMap[x][y]
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if not item[1]:
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result += ("o " if item[0] == 0 else str(item[0]).ljust(2))
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else:
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result += defineName(item[0])
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result += "," if y < 63 or x < 63 else " "
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result += " /*" + str(y).ljust(2) + "*/ \n"
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result += mapXScale()
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for i in range(len(defines)):
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result += " #undef " + defineName(i) + "\n"
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result += " #undef o\n"
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result += " },\n"
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result += " { // tileDictionary\n "
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for i in range(64):
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result += "SFG_TD(" + str(floorDict[i][1]).rjust(2) + "," + str(ceilDict[i][1]).rjust(2) + "," + str(floorDict[i][0]) + "," + str(ceilDict[i][0]) + ")"
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result += "," if i != 63 else " "
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if (i + 1) % 4 == 0:
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result += " // " + str(i - 3) + " \n "
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result += "}, // tileDictionary\n"
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s = ""
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first = True
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for t in textures:
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if first:
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first = False
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else:
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s += ","
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s += str(t).ljust(2)
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result += " {" + s + "}, // textureIndices\n"
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result += " " + numAlign(doorTex) + " // doorTextureIndex\n"
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result += " " + numAlign(floorColor) + " // floorColor\n"
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result += " " + numAlign(ceilColor) + " // ceilingColor\n"
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result += " {" + str(playerStart[0]).ljust(2) + ", " + str(playerStart[1]).ljust(2) + ", " + str(playerStart[2]).ljust(3) + "}, // player start: x, y, direction\n"
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result += " " + numAlign(backgroundTex) + " // backgroundImage\n"
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result += " { // elements\n"
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even = True
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i = 0
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for e in elements:
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if even:
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result += " "
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result += "{SFG_LEVEL_ELEMENT_" + elementTypes[e[0]] + ", {" + str(e[1]) + "," + str(e[2]) + "}}"
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if i < 127:
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result += ","
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if not even:
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result += "\n"
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even = not even
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i += 1
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result += " }, // elements\n"
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result += " } // level\n"
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print(result)
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printC()
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