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!Bomber/!RunImage

This website contains an archive of files for the Acorn Electron, BBC Micro, Acorn Archimedes, Commodore 16 and Commodore 64 computers, which Dominic Ford has rescued from his private collection of floppy disks and cassettes.

Some of these files were originally commercial releases in the 1980s and 1990s, but they are now widely available online. I assume that copyright over them is no longer being asserted. If you own the copyright and would like files to be removed, please contact me.

Tape/disk: Home » Archimedes archive » Micro User » MU 1991-11.adf » PD-stuff
Filename: !Bomber/!RunImage
Read OK:
File size: 2258 bytes
Load address: 0000
Exec address: 0000
File contents
   10*Screenload<Obey$Dir>.LANCASTER
   20
   30OFF
   35G=GET
   36CLS
   40REM *******************************************************
   50REM *   LEN 1990 Philip Hawthorne/Alpine Software           *
   60REM *   For use only with Creator-designed games          *
   70REM *******************************************************
   80
   90ON ERROR MODE12:IF ERR<>17 PRINT"Creator run-time error: ";:REPORT:PRINT" (Error code: ";ERR;"/";ERL;")":END ELSE END
  100
  110MODE 15:MODE12:OFF
  120
  130PROCinit             :REM Basic setting up
  140data_size = 128*1024 :REM Allow 128 Kbytes for the game data
  150DIM object_space data_size
  160
  170DIM filename 255
  180REM Set up the starfield data block
  190DIM starsX num_stars*4,starsY num_stars,starsV num_stars
  200
  210FOR I%=0 TO num_stars-1
  220N%=4*I%
  230starsX!N% = RND(319)
  240NEXT
  250FOR I%=0 TO num_stars-1
  260starsY?I% = RND(254)
  270starsV?I% = RND(4)
  280NEXT
  290
  300  REM Find size of Alphabet file
  310
  320  SYS "OS_File",5,"<RunGame$Dir>.Alphabet" TO ftype,,,,alphalen
  330  IF ftype=0 ERROR 255,"No Alphabet file"
  340
  350  REM Reserve space for character set sprites
  360
  370  alphalen+=16:DIM alphabet alphalen,alpha_info 32,character_ptrs 95*4
  380
  390  REM Initialise the alphabet sprite area and load the sprites
  400
  410  !alphabet=alphalen:alphabet!4=0:alphabet!8=16:alphabet!12=16
  420  SYS "OS_SpriteOp",256+10,alphabet,"<RunGame$Dir>.Alphabet"
  430
  440  REM Read the width and height of the characters
  450
  460  SYS "OS_SpriteOp",256+40,alphabet,"32" TO ,,,width,height,,charmode
  470  SYS "OS_ReadModeVariable",charmode,4 TO ,,XEig
  480  SYS "OS_ReadModeVariable",charmode,5 TO ,,YEig
  490  width = width << XEig
  500  height = height << YEig
  510
  520  REM Find the addresses of each character's sprite
  530  I%=0
  540  FOR C%=32 TO 126
  550  C$=STR$C%
  560  SYS "OS_SpriteOp",24+256,alphabet,C$ TO ,,address
  570  I%!character_ptrs=address
  580  I%+=4
  590  NEXT
  600
  610  REM ---------- Set up information block for alphabet ----------------
  620  REM Word#0 = alphabet sprite area
  630  REM Word#1 = character lookup table (ASC"char" - ASC" " -> index)
  640  REM Word#2 = character width
  650  REM Word#3 = character height
  660
  670  !alpha_info=alphabet
  680  alpha_info!4=character_ptrs
  690  alpha_info!8=width
  700  alpha_info!12=height
  710
  720  REM ----------- Set up information block for stars -----------------
  730  REM Word#0 = stars X coord table
  740  REM Word#1 = stars Y coord table
  750  REM Word#2 = stars Velocity table
  760  REM Word#3 = number of stars to plot (default)
  770
  780  DIM stars_info 32
  790  !stars_info = starsX
  800  stars_info!4=starsY
  810  stars_info!8=starsV
  820  stars_info!12=120    :REM Default number of stars
  830
  840  REM ------------- Get tune names from 'Tunes' file ------------------
  850  DIM tune_names 24*max_tunes,name_ptrs max_tunes*4,tunes_info 32
  860
  870  PROCread_tunes("<RunGame$Dir>.Tunes",tune$(),num_tunes)
  880  ptr=0:dir$="<Sounds$Dir>."
  890  FOR I%=0 TO num_tunes-1
  900  $(tune_names+ptr)=dir$+tune$(I%)+CHR$(0)
  910  !(name_ptrs+4*I%)=tune_names+ptr
  920  ptr+=LEN(tune$(I%))+1+LEN(dir$)
  930  NEXT
  940
  950  REM ------------- Set up information block for tunes -----------------
  960  REM Word#0 = number of tunes
  970  REM Word#1 = ptr to tune names table
  980  REM Word#2 = ptr to table of tune name ptrs!
  990  !tunes_info=num_tunes:tunes_info!4=tune_names:tunes_info!8=name_ptrs
  991
 1000REM Set up register variables and initialise the system
 1010
 1020A%=work%         :REM Some workspace
 1030B%=sprite_area   :REM Sprite area
 1040C%=object_space  :REM Storage for all other data
 1050D%=stars_info    :REM Stars data
 1060E%=alpha_info    :REM Alphabet data
 1061F%=tunes_info    :REM Tunes info
 1070CALL _initialise :REM Get Creator ready to start
 1080
 1090H%=work%         :REM Don't change H% from now on!
 1100highscore=0
 1110$filename = "<RunGame$Dir>.GameData" :REM Filename of data to load
 1120A%=filename                          :REM R0-> filename
 1130CALL _getdata                        :REM Load the data
 1140
 1150TIME=0
 1160var_table=H%!40:var_table!8=highscore
 1170A%=sprite_area      :REM Pointer to sprite area
 1180H%=work%            :REM Pointer to work space
 1190frames=USR _display :REM Start the game, return number of frames displayed
 1200
 1210time=TIME/100       :REM The total game time
 1220highscore=var_table!8
 1230REM If Left-hand Alt key is pressed give the frame rate
 1240
 1250IF INKEY(-6) PRINT frames/time;" frames/second"
 1260PRINTTAB(30,28)"Another Game(Y/N)?":Ans=INSTR("YyNn",GET$)
 1261IF Ans<3 THEN SYS"OS_SpriteOp",256+10,sprite_area,"<RunGame$Dir>.Sprites":GOTO1110
 1270END
 1280
 1290
 1300DEF PROCinit
 1310SYS "OS_Byte",161,191 TO ,,OldMouse
 1320num_stars = 255
 1330max_tunes = 16:DIM tune$(max_tunes)
 1331
 1340REM Find size of sprite file
 1350SYS "OS_File",5,"<RunGame$Dir>.Sprites" TO ftype,,,,splen
 1360IF ftype=0 ERROR 255,"No Sprites file"
 1370
 1380REM Reserve space for sprites, allowing for 16-byte header
 1390splen+= 16:DIM sprite_area splen
 1400
 1410REM Initialise the sprite area and load the sprites
 1420!sprite_area=splen:sprite_area!4=0:sprite_area!8=16:sprite_area!12=16
 1430SYS "OS_SpriteOp",256+10,sprite_area,"<RunGame$Dir>.Sprites"
 1440
 1450REM Find size of Alphabet file
 1460SYS "OS_File",5,"<RunGame$Dir>.Alphabet" TO ftype,,,,alphalen
 1470IF ftype=0 ERROR 255,"No Alphabet file"
 1480
 1490REM Reserve space for character set sprites
 1500alphalen+=16:DIM alphabet alphalen
 1510
 1520REM Initialise the alphabet sprite area and load the sprites
 1530!alphabet=alphalen:alphabet!4=0:alphabet!8=16:alphabet!12=16
 1540SYS "OS_SpriteOp",256+10,alphabet,"<RunGame$Dir>.Alphabet"
 1550
 1560REM Read and install the sounds
 1570PROCload_sounds("<RunGame$Dir>.Sounds")
 1580
 1590REM Find size of mcode and reserve space for it
 1600SYS "OS_File",5,"<RunGame$Dir>.FCode" TO ftype,,,,codesize
 1610DIM code codesize
 1620
 1630REM Set up the assembler labels
 1640FOR pass = 0 TO 2 STEP 2
 1650PROCassemble(code,pass)
 1660NEXT
 1670
 1680REM Now load in the actual code
 1690OSCLI("LOAD <RunGame$Dir>.FCode "+STR$~code)
 1700
 1710*K.1 EDIT|M
 1720*K.2 RUN|M
 1730
 1740SOUND ON
 1750
 1760DIM work% 1000:REM Reserve some workspace
 1770ENDPROC
 1780
 1790
 1800DEF PROCload_sounds(dir$)
 1810LOCAL item,voice
 1820DIM infobuffer 512,pathname 256
 1830item = 0:voice=16
 1840$pathname=dir$+"."
 1850
 1860REM Remove any existing voices first
 1870FOR I%=16 TO 31
 1880SYS "ExS_Remove",I%
 1890NEXT
 1900
 1910REM Count how many files are in the given directory
 1920
 1930SYS "OS_FSControl",28,dir$,,0 TO ,,,files
 1940
 1950IF files>0 THEN
 1960
 1970WHILE item <> -1
 1980  J%=LEN dir$+1
 1990
 2000  REM Read name of next 'item'
 2010
 2020  SYS "OS_GBPB",9,dir$,infobuffer,1,item,512,0 TO ,,,,item
 2030
 2040  I%=0
 2050
 2060  WHILE infobuffer?I% >0
 2070    pathname?J% = infobuffer?I%
 2080    I%+=1:J%+=1
 2090  ENDWHILE
 2100
 2110  pathname?J% = 13
 2120  SYS "ExS_Install",voice,pathname :REM Load and Install the sound
 2130  voice+=1
 2140ENDWHILE
 2150
 2160ENDIF
 2170ENDPROC
 2180
 2190
 2200DEF PROCassemble(org,pass)
 2210P%=org:O%=org
 2220[OPT pass
 2230.jump_table
 2240
 2250\The entries in this jump table must be in the same order as the
 2260\corresponding 'action' in the Creator "Keywords" file
 2270
 2280._activate_object    b dummy
 2290._deactivate_object  b dummy
 2300._show_object        b dummy
 2310._hide_object        b dummy
 2320._swop_objects       b dummy
 2330._set_coords         b dummy
 2340._shift_object       b dummy
 2350._copy_coords        b dummy
 2360._reverse_vertical   b dummy
 2370._reverse_horizontal b dummy
 2380._set_Xvelocity      b dummy
 2390._set_Yvelocity      b dummy
 2400._attach_to_path     b dummy
 2410._load_screen        b dummy
 2420._scroll_h           b dummy
 2430._scroll_v           b dummy
 2440._put_var            b dummy
 2450._add_var            b dummy
 2460._subtract_var       b dummy
 2470._make_sound         b dummy
 2480._wait               b dummy
 2490._sound_off          b dummy
 2500._sound_on           b dummy
 2510._copy_var           b dummy
 2520._multiply_var       b dummy
 2530._divide_var         b dummy
 2540._print_var          b dummy
 2550._display_var        b dummy
 2560._text_colour        b dummy
 2570._text_bgdcol        b dummy
 2580._initialise         b dummy
 2590._getdata            b dummy
 2600._display            b dummy
 2610._event_handler      b dummy
 2620._stars_off          b dummy
 2630._stars_left         b dummy
 2640._stars_right        b dummy
 2650._set_sequence_cnt   b dummy
 2660._convert_to_number  b dummy
 2670._print_number       b dummy
 2680._overlap            b dummy
 2690._get_entry_size     b dummy
 2700._get_header_size    b dummy
 2710._get_object_ptr     b dummy
 2720._get_bounding_box   b dummy
 2730._get_coords         b dummy
 2740._get_velocities     b dummy
 2750._set_velocities     b dummy
 2760._check_if_active    b dummy
 2770._check_ignore       b dummy
 2780._check_if_visible   b dummy
 2790._get_object_flags   b dummy
 2800]
 2810
 2820FOR I%=1 TO 200
 2830[OPT pass
 2840b dummy
 2850]
 2860NEXT
 2870[OPT pass
 2880.dummy
 2890mov pc,r14
 2900]
 2910ENDPROC
 2911
 3270DEF PROCread_tunes(name$,tune$(),RETURN I%)
 3280LOCAL chn%,ptr,chr$
 3290I%=0
 3300chn%=OPENIN(name$)
 3310IF chn%<>0 THEN
 3320  WHILE NOT EOF#chn%
 3330    tune$(I%)=""
 3340    IF EOF#chn% CLOSE#chn%:ENDPROC
 3350    chr%=BGET#chn%
 3360    WHILE chr%>31
 3370      chr$=CHR$(chr%)
 3380      tune$(I%)+=chr$
 3390      IF EOF#chn% I%+=1:CLOSE#chn%:ENDPROC
 3400      chr%=BGET#chn%
 3410    ENDWHILE
 3420    I%+=1
 3430    IF I%=max_tunes ERROR 1,"Too many tunes in 'Tunes' file"
 3440  ENDWHILE
 3450  CLOSE#chn%
 3460ENDIF
 3470ENDPROC

#*Screenload<Obey$Dir>.LANCASTER

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(=� *******************************************************
2=� *   � 1990 Philip Hawthorne/Alpine Software           *
<=� *   For use only with Creator-designed games          *
F=� *******************************************************
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�)�init             :� Basic setting up
�>data_size = 128*1024 :� Allow 128 Kbytes for the game data
�� object_space data_size
�
�� filename 255
�%� Set up the starfield data block
�:� starsX num_stars*4,starsY num_stars,starsV num_stars
�
�� I%=0 � num_stars-1
�N%=4*I%
�starsX!N% = �(319)
��
�� I%=0 � num_stars-1
starsY?I% = �(254)
starsV?I% = �(4)
�
"
,"  � Find size of Alphabet file
6
@A  ș "OS_File",5,"<RunGame$Dir>.Alphabet" � ftype,,,,alphalen
J(  � ftype=0 � 255,"No Alphabet file"
T
^/  � Reserve space for character set sprites
h
rH  alphalen+=16:� alphabet alphalen,alpha_info 32,character_ptrs 95*4
|
�@  � Initialise the alphabet sprite area and load the sprites
�
�B  !alphabet=alphalen:alphabet!4=0:alphabet!8=16:alphabet!12=16
�?  ș "OS_SpriteOp",256+10,alphabet,"<RunGame$Dir>.Alphabet"
�
�3  � Read the width and height of the characters
�
�G  ș "OS_SpriteOp",256+40,alphabet,"32" � ,,,width,height,,charmode
�2  ș "OS_ReadModeVariable",charmode,4 � ,,XEig
�2  ș "OS_ReadModeVariable",charmode,5 � ,,YEig
�  width = width << XEig
�  height = height << YEig
�
5  � Find the addresses of each character's sprite

  I%=0
  � C%=32 � 126
&  C$=�C%
05  ș "OS_SpriteOp",24+256,alphabet,C$ � ,,address
:  I%!character_ptrs=address
D  I%+=4
N  �
X
bI  � ---------- Set up information block for alphabet ----------------
l%  � Word#0 = alphabet sprite area
vE  � Word#1 = character lookup table (ASC"char" - ASC" " -> index)
�   � Word#2 = character width
�!  � Word#3 = character height
�
�  !alpha_info=alphabet
�!  alpha_info!4=character_ptrs
�  alpha_info!8=width
�  alpha_info!12=height
�
�H  � ----------- Set up information block for stars -----------------
�$  � Word#0 = stars X coord table
�$  � Word#1 = stars Y coord table
�%  � Word#2 = stars Velocity table
�2  � Word#3 = number of stars to plot (default)

  � stars_info 32
  !stars_info = starsX
   stars_info!4=starsY
*  stars_info!8=starsV
45  stars_info!12=120    :� Default number of stars
>
HI  � ------------- Get tune names from 'Tunes' file ------------------
RC  � tune_names 24*max_tunes,name_ptrs max_tunes*4,tunes_info 32
\
f:  �read_tunes("<RunGame$Dir>.Tunes",tune$(),num_tunes)
p   ptr=0:dir$="<Sounds$Dir>."
z  � I%=0 � num_tunes-1
�+  $(tune_names+ptr)=dir$+tune$(I%)+�(0)
�&  !(name_ptrs+4*I%)=tune_names+ptr
�!  ptr+=�(tune$(I%))+1+�(dir$)
�  �
�
�J  � ------------- Set up information block for tunes -----------------
�   � Word#0 = number of tunes
�(  � Word#1 = ptr to tune names table
�0  � Word#2 = ptr to table of tune name ptrs!
�J  !tunes_info=num_tunes:tunes_info!4=tune_names:tunes_info!8=name_ptrs
�
�9� Set up register variables and initialise the system
�
�&A%=work%         :� Some workspace
#B%=sprite_area   :� Sprite area
2C%=object_space  :� Storage for all other data
"D%=stars_info    :� Stars data
$%E%=alpha_info    :� Alphabet data
%"F%=tunes_info    :� Tunes info
./� _initialise :� Get Creator ready to start
8
B4H%=work%         :� Don't change H% from now on!
Lhighscore=0
VD$filename = "<RunGame$Dir>.GameData" :� Filename of data to load
`9A%=filename                          :� R0-> filename
j6� _getdata                        :� Load the data
t
~�=0
�)var_table=H%!40:var_table!8=highscore
�1A%=sprite_area      :� Pointer to sprite area
�0H%=work%            :� Pointer to work space
�Jframes=� _display :� Start the game, return number of frames displayed
�
�+time=�/100       :� The total game time
�highscore=var_table!8
�9� If Left-hand Alt key is pressed give the frame rate
�
�*� �(-6) � frames/time;" frames/second"
�/�30,28)"Another Game(Y/N)?":Ans=�"YyNn",�)
�N� Ans<3 � ș"OS_SpriteOp",256+10,sprite_area,"<RunGame$Dir>.Sprites":�DVD
��



� �init
%ș "OS_Byte",161,191 � ,,OldMouse
(num_stars = 255
2%max_tunes = 16:� tune$(max_tunes)
3
<� Find size of sprite file
F;ș "OS_File",5,"<RunGame$Dir>.Sprites" � ftype,,,,splen
P%� ftype=0 � 255,"No Sprites file"
Z
d<� Reserve space for sprites, allowing for 16-byte header
n"splen+= 16:� sprite_area splen
x
�5� Initialise the sprite area and load the sprites
�I!sprite_area=splen:sprite_area!4=0:sprite_area!8=16:sprite_area!12=16
�?ș "OS_SpriteOp",256+10,sprite_area,"<RunGame$Dir>.Sprites"
�
� � Find size of Alphabet file
�?ș "OS_File",5,"<RunGame$Dir>.Alphabet" � ftype,,,,alphalen
�&� ftype=0 � 255,"No Alphabet file"
�
�-� Reserve space for character set sprites
�$alphalen+=16:� alphabet alphalen
�
�>� Initialise the alphabet sprite area and load the sprites
�@!alphabet=alphalen:alphabet!4=0:alphabet!8=16:alphabet!12=16
=ș "OS_SpriteOp",256+10,alphabet,"<RunGame$Dir>.Alphabet"

!� Read and install the sounds
"(�load_sounds("<RunGame$Dir>.Sounds")
,
61� Find size of mcode and reserve space for it
@<ș "OS_File",5,"<RunGame$Dir>.FCode" � ftype,,,,codesize
J� code codesize
T
^!� Set up the assembler labels
h� pass = 0 � 2 � 2
r�assemble(code,pass)
|�
�
�!� Now load in the actual code
�)�("LOAD <RunGame$Dir>.FCode "+�~code)
�
�*K.1 EDIT|M
�*K.2 RUN|M
�
�� �
�
�)� work% 1000:� Reserve some workspace
��
�
�
� �load_sounds(dir$)
� item,voice
!� infobuffer 512,pathname 256
&item = 0:voice=16
0$pathname=dir$+"."
:
D&� Remove any existing voices first
N� I%=16 � 31
Xș "ExS_Remove",I%
b�
l
v5� Count how many files are in the given directory
�
�+ș "OS_FSControl",28,dir$,,0 � ,,,files
�
�� files>0 �
�
�ȕ item <> -1
�  J%=� dir$+1
�
�   � Read name of next 'item'
�
�<  ș "OS_GBPB",9,dir$,infobuffer,1,item,512,0 � ,,,,item
�
�
  I%=0

  ȕ infobuffer?I% >0
#    pathname?J% = infobuffer?I%
     I%+=1:J%+=1
*  �
4
>  pathname?J% = 13
HC  ș "ExS_Install",voice,pathname :� Load and Install the sound
R  voice+=1
\�
f
p�
z�
�
�
�� �assemble(org,pass)
�P%=org:O%=org
�
[OPT pass
�.jump_table
�
�D\The entries in this jump table must be in the same order as the
�:\corresponding 'action' in the Creator "Keywords" file
�
� ._activate_object    b dummy
� ._deactivate_object  b dummy
� ._show_object        b dummy
	 ._hide_object        b dummy
	 ._swop_objects       b dummy
	 ._set_coords         b dummy
	$ ._shift_object       b dummy
	. ._copy_coords        b dummy
	8 ._reverse_vertical   b dummy
	B ._reverse_horizontal b dummy
	L ._set_Xvelocity      b dummy
	V ._set_Yvelocity      b dummy
	` ._attach_to_path     b dummy
	j ._load_screen        b dummy
	t ._scroll_h           b dummy
	~ ._scroll_v           b dummy
	� ._put_var            b dummy
	� ._add_var            b dummy
	� ._subtract_var       b dummy
	� ._make_sound         b dummy
	� ._wait               b dummy
	� ._sound_off          b dummy
	� ._sound_on           b dummy
	� ._copy_var           b dummy
	� ._multiply_var       b dummy
	� ._divide_var         b dummy
	� ._print_var          b dummy
	� ._display_var        b dummy
 ._text_colour        b dummy

 ._text_bgdcol        b dummy
 ._initialise         b dummy
 ._getdata            b dummy
( ._display            b dummy
2 ._event_handler      b dummy
< ._stars_off          b dummy
F ._stars_left         b dummy
P ._stars_right        b dummy
Z ._set_sequence_cnt   b dummy
d ._convert_to_number  b dummy
n ._print_number       b dummy
x ._overlap            b dummy
� ._get_entry_size     b dummy
� ._get_header_size    b dummy
� ._get_object_ptr     b dummy
� ._get_bounding_box   b dummy
� ._get_coords         b dummy
� ._get_velocities     b dummy
� ._set_velocities     b dummy
� ._check_if_active    b dummy
� ._check_ignore       b dummy
� ._check_if_visible   b dummy
� ._get_object_flags   b dummy
�]
�
� I%=1 � 200

[OPT pass
b dummy
"]
,�
6
[OPT pass
@
.dummy
Jmov pc,r14
T]
^�
_
�%� �read_tunes(name$,tune$(),� I%)
�� chn%,ptr,chr$
�I%=0
�chn%=�(name$)
�� chn%<>0 �
�  ȕ � �#chn%

    tune$(I%)=""

    � �#chn% �#chn%:�

    chr%=�#chn%

     ȕ chr%>31

*      chr$=�(chr%)

4      tune$(I%)+=chr$

>!      � �#chn% I%+=1:�#chn%:�

H      chr%=�#chn%

R	    �

\
    I%+=1

f;    � I%=max_tunes � 1,"Too many tunes in 'Tunes' file"

p  �

z  �#chn%

��

��
�
00000000  0d 00 0a 23 2a 53 63 72  65 65 6e 6c 6f 61 64 3c  |...#*Screenload<|
00000010  4f 62 65 79 24 44 69 72  3e 2e 4c 41 4e 43 41 53  |Obey$Dir>.LANCAS|
00000020  54 45 52 0d 00 14 04 0d  00 1e 05 87 0d 00 23 07  |TER...........#.|
00000030  47 3d a5 0d 00 24 05 db  0d 00 28 3d f4 20 2a 2a  |G=...$....(=. **|
00000040  2a 2a 2a 2a 2a 2a 2a 2a  2a 2a 2a 2a 2a 2a 2a 2a  |****************|
*
00000070  2a 2a 2a 2a 2a 0d 00 32  3d f4 20 2a 20 20 20 a9  |*****..2=. *   .|
00000080  20 31 39 39 30 20 50 68  69 6c 69 70 20 48 61 77  | 1990 Philip Haw|
00000090  74 68 6f 72 6e 65 2f 41  6c 70 69 6e 65 20 53 6f  |thorne/Alpine So|
000000a0  66 74 77 61 72 65 20 20  20 20 20 20 20 20 20 20  |ftware          |
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