1. Wiimm

    OP Wiimm Developer
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    At the moment I close the development of WIA. Perhaps I make some tests with greater chunk sizes. I think a complete compression as one chunk will never be part of WIT, because a) the file layer of my tools needs random access (e.g. for patching while copying) and b) this is a job for the packing tools. But it is no problem to write a little batch file that (de)compress an image. This is the old Unix philosophy.
     
  2. wishmasterf

    wishmasterf GBAtemp Regular
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    Ok. I agree with you.
     
  3. W hat

    W hat Rhythm Heaven Fan
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    For a WIA-type format on USB loaders, a less compressed medium might work. It sounds very difficult though.
     
  4. wishmasterf

    wishmasterf GBAtemp Regular
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    i tried:

    ./wwt EXTRACT --wia -p /dev/sdc3 SSDDRV
    ***** wwt: Wiimms WBFS Tool v1.17a.beta6 r1764 i386 - Dirk Clemens - 2010-09-18 *****
    WBFSv1 #1 opened: /dev/sdc3
    - EXTRACT SSDDRV -> WIA:Schlag den Raab [SSDDRV].wia
    ! wwt: *******************************************
    ! *** The WIA support is EXPERIMENTAL! ***
    ! *** The WIA format is in development! ***
    ! *** Don't use WIA files productive! ***
    ! *******************************************
    !! wwt: ERROR #38 [INTERNAL ERROR] in WriteWIA() @ src/lib-wia.c#1524
    !! Internal error

    What i am doing wrong?
     
  5. Wiimm

    OP Wiimm Developer
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    wwt extract uses the old wbfslib extraction function (sequential writing). But wia needs to look inside the disc before starting writing. wwt extract does not support any patching or scrubbing. Rewriting it is already on my 2do list.

    In other words: "wwt extarct --wia" does not work. (I have to deny this option).
     
  6. wishmasterf

    wishmasterf GBAtemp Regular
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    Whats the best way to extract a game from a wbfs-partition into a wia-file?
     
  7. Wiimm

    OP Wiimm Developer
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    "wit copy /dev/sdx9/ID6xxx %Y.wia" should work. (never tested)
     
  8. wishmasterf

    wishmasterf GBAtemp Regular
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    The last Version seems to be great! I will do my tests and will report my results. I will see if i have enough time, but maybe i will post my Testresults next weekend.
     
  9. Wiimm

    OP Wiimm Developer
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    WIA supports now variable chunk sizes, always a multiple of 2 MiB. The 2 MiB base value is set, because is is the size of a Wii sector group. The 64 sectors in a Wii sector group share H2 hash values. Loading of all 64 sectors is necessary to calculate all hash values.

    Since tomorrow the test script ./scrips/test-image-size.sh is running. Here is a sample result of Animal Crossing:

    Code:
    Summary of RUUP01, Animal Crossing: Let's Go to the City:
    
    ÂÂÂÂ60891211ÂÂ17.26%ÂÂÂÂ3:23.487 m:sÂÂWIA/[email protected]
    ÂÂÂÂ60892381ÂÂ17.26%ÂÂÂÂ3:24.152 m:sÂÂWIA/[email protected]
    ÂÂÂÂ62191768ÂÂ17.63%ÂÂÂÂ1:44.277 m:sÂÂWIA/[email protected] + 7Z
    ÂÂÂÂ62198411ÂÂ17.63%ÂÂÂÂ1:42.936 m:sÂÂWIA/[email protected] + 7Z
    ÂÂÂÂ62198529ÂÂ17.63%ÂÂÂÂ1:42.429 m:sÂÂWIA/[email protected] + 7Z
    ÂÂÂÂ62204066ÂÂ17.63%ÂÂÂÂ1:46.096 m:sÂÂWIA/[email protected] + 7Z
    ÂÂÂÂ62209772ÂÂ17.63%ÂÂÂÂ1:51.934 m:sÂÂWIA/[email protected] + 7Z
    ÂÂÂÂ62233563ÂÂ17.64%ÂÂÂÂ2:10.734 m:sÂÂWIA/[email protected] + 7Z
    ÂÂÂÂ64299774ÂÂ18.23%ÂÂÂÂ2:49.430 m:sÂÂWIA/[email protected]
    ÂÂÂÂ64304336ÂÂ18.23%ÂÂÂÂ2:48.873 m:sÂÂWIA/[email protected]
    ÂÂÂÂ67348400ÂÂ19.09%ÂÂÂÂ2:39.179 m:sÂÂWIA/[email protected]
    ÂÂÂÂ67354140ÂÂ19.09%ÂÂÂÂ2:38.835 m:sÂÂWIA/[email protected]
    ÂÂÂÂ73261909ÂÂ20.77%ÂÂÂÂ2:34.270 m:sÂÂWIA/[email protected]
    ÂÂÂÂ73264290ÂÂ20.77%ÂÂÂÂ2:33.395 m:sÂÂWIA/[email protected]
    ÂÂÂÂ86310086ÂÂ24.47%ÂÂÂÂ2:32.665 m:sÂÂWIA/[email protected]
    ÂÂÂÂ86315021ÂÂ24.47%ÂÂÂÂ2:31.092 m:sÂÂWIA/[email protected]
    ÂÂÂÂ95699469ÂÂ27.13%ÂÂÂÂ2:32.221 m:sÂÂWIA/[email protected]
    ÂÂÂÂ95705674ÂÂ27.13%ÂÂÂÂ2:33.008 m:sÂÂWIA/[email protected]
    ÂÂ 347250800ÂÂ98.45%ÂÂÂÂÂÂ10.787 secÂÂWIA/[email protected]
    ÂÂ 349338652ÂÂ99.04%ÂÂÂÂÂÂ10.699 secÂÂWIA/[email protected]
    ÂÂ 352695380 100.00%ÂÂÂÂÂÂ 3.870 secÂÂWDF
    ÂÂ 357217459 101.28%ÂÂÂÂ1:52.452 m:sÂÂWDF + 7Z
    ÂÂ 365782884 103.71%ÂÂÂÂÂÂ11.030 secÂÂWIA/[email protected]
    ÂÂ 386424880 109.56%ÂÂÂÂÂÂ11.253 secÂÂWIA/[email protected]
    ÂÂ 427711712 121.26%ÂÂÂÂÂÂ12.316 secÂÂWIA/[email protected]
    ÂÂ 632839056 179.42%ÂÂÂÂÂÂ17.391 secÂÂWIA/[email protected]
    '@N' is the chunk-size-factor. '@50' means: 50 * base_chunk_size = 100 MiB. For this @50 calculation wit needs about 300 MiB of RAM. All compressions done with level 9. You see that the internal WIA/[email protected] beats the best external 7zip compression.

    Some more results:
    Code:
    Summary of RTYP01, Wii Chess:
    
    ÂÂÂÂ 5981290ÂÂ23.75%ÂÂÂÂÂÂ 7.708 secÂÂWIA/[email protected] + 7Z
    ÂÂÂÂ 5981671ÂÂ23.75%ÂÂÂÂÂÂ 7.434 secÂÂWIA/[email protected] + 7Z
    ÂÂÂÂ 6002681ÂÂ23.84%ÂÂÂÂÂÂ10.028 secÂÂWIA/[email protected] + 7Z
    ÂÂÂÂ 6006321ÂÂ23.85%ÂÂÂÂÂÂ15.125 secÂÂWIA/[email protected] + 7Z
    ÂÂÂÂ 6017045ÂÂ23.89%ÂÂÂÂÂÂ23.302 secÂÂWIA/[email protected] + 7Z
    ÂÂÂÂ 6032166ÂÂ23.95%ÂÂÂÂÂÂ17.689 secÂÂWIA/[email protected]
    ÂÂÂÂ 6032188ÂÂ23.95%ÂÂÂÂÂÂ17.699 secÂÂWIA/[email protected]
    ÂÂÂÂ 6035721ÂÂ23.97%ÂÂÂÂÂÂ13.301 secÂÂWIA/[email protected]
    ÂÂÂÂ 6036265ÂÂ23.97%ÂÂÂÂÂÂ13.104 secÂÂWIA/[email protected]
    ÂÂÂÂ 6041735ÂÂ23.99%ÂÂÂÂÂÂ26.614 secÂÂWIA/[email protected]
    ÂÂÂÂ 6043348ÂÂ24.00%ÂÂÂÂÂÂ42.627 secÂÂWIA/[email protected] + 7Z
    ÂÂÂÂ 6043533ÂÂ24.00%ÂÂÂÂÂÂ26.565 secÂÂWIA/[email protected]
    ÂÂÂÂ 6066912ÂÂ24.09%ÂÂÂÂÂÂ52.676 secÂÂWIA/[email protected]
    ÂÂÂÂ 6069926ÂÂ24.10%ÂÂÂÂÂÂ52.802 secÂÂWIA/[email protected]
    ÂÂÂÂ 6445219ÂÂ25.59%ÂÂÂÂÂÂ10.921 secÂÂWIA/[email protected]
    ÂÂÂÂ 6445633ÂÂ25.59%ÂÂÂÂÂÂ10.680 secÂÂWIA/[email protected]
    ÂÂÂÂ 6509216ÂÂ25.85%ÂÂÂÂÂÂ10.872 secÂÂWIA/[email protected]
    ÂÂÂÂ 6510170ÂÂ25.85%ÂÂÂÂÂÂ10.822 secÂÂWIA/[email protected]
    ÂÂÂÂ25178940 100.00%ÂÂÂÂÂÂ 0.511 secÂÂWDF
    ÂÂÂÂ25381424 100.80%ÂÂÂÂÂÂ 9.289 secÂÂWDF + 7Z
    ÂÂÂÂ28291852 112.36%ÂÂÂÂÂÂ 1.063 secÂÂWIA/[email protected]
    ÂÂÂÂ32411632 128.72%ÂÂÂÂÂÂ 1.254 secÂÂWIA/[email protected]
    ÂÂÂÂ50887424 202.10%ÂÂÂÂÂÂ 1.617 secÂÂWIA/[email protected]
    ÂÂÂÂ81687568 324.42%ÂÂÂÂÂÂ 2.627 secÂÂWIA/[email protected]
    ÂÂ 143290580 569.08%ÂÂÂÂÂÂ 4.613 secÂÂWIA/[email protected]
    ÂÂ 328101744ÂÂ 1303%ÂÂÂÂÂÂ 9.869 secÂÂWIA/[email protected]
    
    
    Summary of R64P01, Wii Music:
    
    ÂÂÂÂ78422263ÂÂ55.83%ÂÂÂÂ1:53.885 m:sÂÂWIA/[email protected]
    ÂÂÂÂ78431570ÂÂ55.84%ÂÂÂÂ1:54.198 m:sÂÂWIA/[email protected]
    ÂÂÂÂ81707918ÂÂ58.17%ÂÂÂÂ1:11.340 m:sÂÂWIA/[email protected]
    ÂÂÂÂ81715314ÂÂ58.17%ÂÂÂÂ1:11.705 m:sÂÂWIA/[email protected]
    ÂÂÂÂ83433479ÂÂ59.40%ÂÂÂÂÂÂ47.110 secÂÂWIA/[email protected] + 7Z
    ÂÂÂÂ83438473ÂÂ59.40%ÂÂÂÂÂÂ46.484 secÂÂWIA/[email protected] + 7Z
    ÂÂÂÂ83443384ÂÂ59.40%ÂÂÂÂÂÂ47.118 secÂÂWIA/[email protected] + 7Z
    ÂÂÂÂ83445355ÂÂ59.40%ÂÂÂÂÂÂ43.592 secÂÂWIA/[email protected] + 7Z
    ÂÂÂÂ83483280ÂÂ59.43%ÂÂÂÂÂÂ51.678 secÂÂWIA/[email protected] + 7Z
    ÂÂÂÂ83490161ÂÂ59.44%ÂÂÂÂ1:23.211 m:sÂÂWIA/[email protected] + 7Z
    ÂÂÂÂ87204268ÂÂ62.08%ÂÂÂÂ1:00.723 m:sÂÂWIA/[email protected]
    ÂÂÂÂ87224566ÂÂ62.10%ÂÂÂÂ1:00.646 m:sÂÂWIA/[email protected]
    ÂÂÂÂ97078183ÂÂ69.11%ÂÂÂÂÂÂ53.209 secÂÂWIA/[email protected]
    ÂÂÂÂ97078452ÂÂ69.11%ÂÂÂÂÂÂ53.148 secÂÂWIA/[email protected]
    ÂÂ 105829433ÂÂ75.34%ÂÂÂÂÂÂ50.082 secÂÂWIA/[email protected]
    ÂÂ 105833929ÂÂ75.34%ÂÂÂÂÂÂ49.774 secÂÂWIA/[email protected]
    ÂÂ 106682518ÂÂ75.95%ÂÂÂÂÂÂ50.268 secÂÂWIA/[email protected]
    ÂÂ 106682955ÂÂ75.95%ÂÂÂÂÂÂ49.859 secÂÂWIA/[email protected]
    ÂÂ 140457044 100.00%ÂÂÂÂÂÂ 1.638 secÂÂWDF
    ÂÂ 142055004 101.13%ÂÂÂÂÂÂ 5.060 secÂÂWIA/[email protected]
    ÂÂ 142338150 101.33%ÂÂÂÂÂÂ43.443 secÂÂWDF + 7Z
    ÂÂ 146174672 104.07%ÂÂÂÂÂÂ 5.156 secÂÂWIA/[email protected]
    ÂÂ 152460776 108.54%ÂÂÂÂÂÂ 5.400 secÂÂWIA/[email protected]
    ÂÂ 183260900 130.47%ÂÂÂÂÂÂ 6.013 secÂÂWIA/[email protected]
    ÂÂ 224547732 159.86%ÂÂÂÂÂÂ 7.207 secÂÂWIA/[email protected]
    ÂÂ 429675076 305.91%ÂÂÂÂÂÂ12.288 secÂÂWIA/[email protected]
    
    
    Summary of RHAP01, Wii Play:
    
    ÂÂÂÂ52893091ÂÂ52.02%ÂÂÂÂÂÂ35.782 secÂÂWIA/[email protected] + 7Z
    ÂÂÂÂ52901631ÂÂ52.03%ÂÂÂÂÂÂ35.432 secÂÂWIA/[email protected] + 7Z
    ÂÂÂÂ52902651ÂÂ52.03%ÂÂÂÂÂÂ36.355 secÂÂWIA/[email protected] + 7Z
    ÂÂÂÂ52908308ÂÂ52.04%ÂÂÂÂÂÂ36.750 secÂÂWIA/[email protected] + 7Z
    ÂÂÂÂ52916403ÂÂ52.05%ÂÂÂÂÂÂ43.483 secÂÂWIA/[email protected] + 7Z
    ÂÂÂÂ52937241ÂÂ52.07%ÂÂÂÂÂÂ59.728 secÂÂWIA/[email protected] + 7Z
    ÂÂÂÂ54597337ÂÂ53.70%ÂÂÂÂ1:21.594 m:sÂÂWIA/[email protected]
    ÂÂÂÂ54597735ÂÂ53.70%ÂÂÂÂ1:22.204 m:sÂÂWIA/[email protected]
    ÂÂÂÂ54627150ÂÂ53.73%ÂÂÂÂÂÂ55.502 secÂÂWIA/[email protected]
    ÂÂÂÂ54629461ÂÂ53.73%ÂÂÂÂÂÂ55.868 secÂÂWIA/[email protected]
    ÂÂÂÂ56406894ÂÂ55.48%ÂÂÂÂÂÂ46.207 secÂÂWIA/[email protected]
    ÂÂÂÂ56427328ÂÂ55.50%ÂÂÂÂÂÂ46.647 secÂÂWIA/[email protected]
    ÂÂÂÂ62356271ÂÂ61.33%ÂÂÂÂÂÂ41.817 secÂÂWIA/[email protected]
    ÂÂÂÂ62368744ÂÂ61.35%ÂÂÂÂÂÂ42.040 secÂÂWIA/[email protected]
    ÂÂÂÂ69962003ÂÂ68.81%ÂÂÂÂÂÂ38.831 secÂÂWIA/[email protected]
    ÂÂÂÂ69962366ÂÂ68.82%ÂÂÂÂÂÂ39.561 secÂÂWIA/[email protected]
    ÂÂÂÂ72703816ÂÂ71.51%ÂÂÂÂÂÂ38.607 secÂÂWIA/[email protected]
    ÂÂÂÂ72713902ÂÂ71.52%ÂÂÂÂÂÂ38.876 secÂÂWIA/[email protected]
    ÂÂ 101425992ÂÂ99.77%ÂÂÂÂÂÂ 3.822 secÂÂWIA/[email protected]
    ÂÂ 101659440 100.00%ÂÂÂÂÂÂ 1.372 secÂÂWDF
    ÂÂ 103038012 101.35%ÂÂÂÂÂÂ34.785 secÂÂWDF + 7Z
    ÂÂ 105545700 103.82%ÂÂÂÂÂÂ 3.896 secÂÂWIA/[email protected]
    ÂÂ 121989888 119.99%ÂÂÂÂÂÂ 4.343 secÂÂWIA/[email protected]
    ÂÂ 142631928 140.30%ÂÂÂÂÂÂ 4.759 secÂÂWIA/[email protected]
    ÂÂ 183918760 180.91%ÂÂÂÂÂÂ 6.128 secÂÂWIA/[email protected]
    ÂÂ 328097564 322.74%ÂÂÂÂÂÂ 9.740 secÂÂWIA/[email protected]

    Remark I:
    The test is done with the test script ./scripts/test-image-size.sh, it's part of the release. The command I used is:
    Code:
    ./scripts/test-image-size.sh --fast --level @1,@2,@5,@10,@20,@50 \
    ÂÂÂÂ--data --diff --dump --7zipÂÂ--compr non,lz,lz2 ./test-suite/*.wdf
    Just call ./scripts/test-image-size.sh to print built in help.

    Remark II:
    The next beta release is coming today or tomorrow. The WIA format has not been changed since the previous beta, so that already generated WIAs can be used furthermore.


    Remark III:
    The new (and beta) tool 'wdf' can show some parameters of a wia. Try 'wdf +dump image'. If you forget the '+dump' is will pack the image to a WDF. You can also rename it to 'wdf-dump' to set dumping as default command. 'wdf --help' prints a help message.
     
  10. vexing

    vexing Advanced Member
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    do you know why the internal compression is taking so much longer than external?
    based on those 4 discs it looks like [email protected] or [email protected] plus external 7zip is a really good mix for speed and high compression...
    have you tested conversion back to a scrubbed playable format? the speed benefit of external might be lost with the extra step
     
  11. Wiimm

    OP Wiimm Developer
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    My test script make a diff for each created wia file.
     
  12. wishmasterf

    wishmasterf GBAtemp Regular
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    After your test Results i think LZMA with chunck - size 50 MiB should be the default setting. It seems it is most cases one of the best settings. What do you think wimm?
     
  13. vexing

    vexing Advanced Member
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    @50 was most compressed generally but the speed differences were significant at smaller chunk sizes... comparing @50 and @20 in that test set, at worst @20 was 6% larger final size and 17% faster, at best it was 2x as fast with a very slightly smaller final size.
     
  14. wishmasterf

    wishmasterf GBAtemp Regular
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    Oh i see. So maybe the best setting could be @20. So we have to do more tests to find the best default setting because current setting @5 seems not the best way.

    @wimm what do you think about changing the default chuck - size?
     
  15. Wiimm

    OP Wiimm Developer
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    In the latest beta @20 is the default. At this moment a script runs with @10,20,30,40,50 for about 10 different games. It will run until tomorrow. After that we can continue the discussion.

    EDIT:
    The first 3 results:

    Code:
    Summary of RUUP01, Animal Crossing: Let's Go to the City:
    
    ÂÂÂÂ59919934ÂÂ16.98%ÂÂÂÂ3:04.094 m:sÂÂWIA/[email protected]
    ÂÂÂÂ60852341ÂÂ17.25%ÂÂÂÂ2:59.068 m:sÂÂWIA/[email protected]
    ÂÂÂÂ61577490ÂÂ17.45%ÂÂÂÂ3:13.285 m:sÂÂWIA/[email protected]
    ÂÂÂÂ64762661ÂÂ18.36%ÂÂÂÂ2:49.431 m:sÂÂWIA/[email protected]
    ÂÂÂÂ67473743ÂÂ19.13%ÂÂÂÂ2:42.040 m:sÂÂWIA/[email protected]
    ÂÂ 352695380 100.00%ÂÂÂÂÂÂ 3.746 secÂÂWDF
    
    
    Summary of RMCP01, Mario Kart Wii:
    
    ÂÂ2258986334ÂÂ81.47%ÂÂ 28:37.735 m:sÂÂWIA/[email protected]
    ÂÂ2269315147ÂÂ81.84%ÂÂ 27:01.235 m:sÂÂWIA/[email protected]
    ÂÂ2275611253ÂÂ82.07%ÂÂ 21:50.050 m:sÂÂWIA/[email protected]
    ÂÂ2278355000ÂÂ82.17%ÂÂ 24:42.624 m:sÂÂWIA/[email protected]
    ÂÂ2311609224ÂÂ83.37%ÂÂ 18:21.345 m:sÂÂWIA/[email protected]
    ÂÂ2772579124 100.00%ÂÂÂÂ1:19.534 m:sÂÂWDF
    
    
    Summary of R3OP01, Metroid: Other M:
    
    ÂÂ5655712840ÂÂ72.59% 1:32:47.480 hmsÂÂWIA/[email protected]
    ÂÂ5663710912ÂÂ72.70% 1:28:19.128 hmsÂÂWIA/[email protected]
    ÂÂ5675384932ÂÂ72.85% 1:22:05.267 hmsÂÂWIA/[email protected]
    ÂÂ5694298457ÂÂ73.09% 1:13:04.454 hmsÂÂWIA/[email protected]
    ÂÂ5730003666ÂÂ73.55% 1:02:51.743 hmsÂÂWIA/[email protected]
    ÂÂ7790477636 100.00%ÂÂÂÂ4:10.745 m:sÂÂWDF
    EDIT II:
    Command is: ./test-image-size.sh --compr lz --level @10,@20,@30,@40,@50 --fast --data *.wdf
    Do it with your games [​IMG]
     
  16. wishmasterf

    wishmasterf GBAtemp Regular
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    ok on the last 3 games we see that on average maybe also @10 could be the best setting. maybe the best choice is between @10 and @20, maybe @16, @14 or anything else.
     
  17. Wiimm

    OP Wiimm Developer
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    First I complete the previous statistic, games sorted by size:
    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Summary of RTYP01, Wii Chess:
    ÂÂÂÂ 5988631ÂÂ23.78%ÂÂÂÂÂÂ12.346 secÂÂWIA/[email protected]
    ÂÂÂÂ 5988638ÂÂ23.78%ÂÂÂÂÂÂ16.758 secÂÂWIA/[email protected]
    ÂÂÂÂ 5991846ÂÂ23.79%ÂÂÂÂÂÂ15.880 secÂÂWIA/[email protected]
    ÂÂÂÂ 5993008ÂÂ23.80%ÂÂÂÂÂÂ19.073 secÂÂWIA/[email protected]
    ÂÂÂÂ 6000758ÂÂ23.83%ÂÂÂÂÂÂ26.570 secÂÂWIA/[email protected]
    ÂÂÂÂ25178940 100.00%ÂÂÂÂÂÂ 0.551 secÂÂWDF

    Summary of RHAP01, Wii Play:
    ÂÂÂÂ52889691ÂÂ52.02%ÂÂÂÂÂÂ54.111 secÂÂWIA/[email protected]
    ÂÂÂÂ54518891ÂÂ53.62%ÂÂÂÂÂÂ58.065 secÂÂWIA/[email protected]
    ÂÂÂÂ54624283ÂÂ53.73%ÂÂÂÂÂÂ46.948 secÂÂWIA/[email protected]
    ÂÂÂÂ55704936ÂÂ54.79%ÂÂÂÂÂÂ55.139 secÂÂWIA/[email protected]
    ÂÂÂÂ57338052ÂÂ56.40%ÂÂÂÂÂÂ42.529 secÂÂWIA/[email protected]
    ÂÂ 101659440 100.00%ÂÂÂÂÂÂ 1.615 secÂÂWDF

    Summary of R64P01, Wii Music:
    ÂÂÂÂ78482721ÂÂ55.87%ÂÂÂÂ1:26.046 m:sÂÂWIA/[email protected]
    ÂÂÂÂ78554917ÂÂ55.92%ÂÂÂÂ1:07.163 m:sÂÂWIA/[email protected]
    ÂÂÂÂ80201008ÂÂ57.10%ÂÂÂÂ1:11.966 m:sÂÂWIA/[email protected]
    ÂÂÂÂ87138547ÂÂ62.03%ÂÂÂÂ1:03.106 m:sÂÂWIA/[email protected]
    ÂÂÂÂ92730914ÂÂ66.02%ÂÂÂÂÂÂ56.030 secÂÂWIA/[email protected]
    ÂÂ 140457044 100.00%ÂÂÂÂÂÂ 1.771 secÂÂWDF

    Summary of RUUP01, Animal Crossing: Let's Go to the City:
    ÂÂÂÂ59919934ÂÂ16.98%ÂÂÂÂ3:04.094 m:sÂÂWIA/[email protected]
    ÂÂÂÂ60852341ÂÂ17.25%ÂÂÂÂ2:59.068 m:sÂÂWIA/[email protected]
    ÂÂÂÂ61577490ÂÂ17.45%ÂÂÂÂ3:13.285 m:sÂÂWIA/[email protected]
    ÂÂÂÂ64762661ÂÂ18.36%ÂÂÂÂ2:49.431 m:sÂÂWIA/[email protected]
    ÂÂÂÂ67473743ÂÂ19.13%ÂÂÂÂ2:42.040 m:sÂÂWIA/[email protected]
    ÂÂ 352695380 100.00%ÂÂÂÂÂÂ 3.746 secÂÂWDF

    Summary of RSPP01, Wii Sports:
    ÂÂ 216528742ÂÂ32.68%ÂÂÂÂ5:04.531 m:sÂÂWIA/[email protected]
    ÂÂ 221789150ÂÂ33.48%ÂÂÂÂ5:16.142 m:sÂÂWIA/[email protected]
    ÂÂ 263512780ÂÂ39.77%ÂÂÂÂ5:00.687 m:sÂÂWIA/[email protected]
    ÂÂ 308851004ÂÂ46.62%ÂÂÂÂ4:46.731 m:sÂÂWIA/[email protected]
    ÂÂ 386233108ÂÂ58.30%ÂÂÂÂ4:24.775 m:sÂÂWIA/[email protected]
    ÂÂ 662451000 100.00%ÂÂÂÂÂÂ 6.536 secÂÂWDF

    Summary of RZDP01, The Legend of Zelda: Twilight Princess:
    ÂÂ 789065334ÂÂ68.54%ÂÂ 11:28.885 m:sÂÂWIA/[email protected]
    ÂÂ 802379665ÂÂ69.70%ÂÂ 10:09.330 m:sÂÂWIA/[email protected]
    ÂÂ 802389680ÂÂ69.70%ÂÂ 11:00.863 m:sÂÂWIA/[email protected]
    ÂÂ 815207971ÂÂ70.82%ÂÂÂÂ9:01.733 m:sÂÂWIA/[email protected]
    ÂÂ 844521882ÂÂ73.36%ÂÂÂÂ7:45.604 m:sÂÂWIA/[email protected]
    ÂÂ1151087416 100.00%ÂÂÂÂÂÂ39.561 secÂÂWDF

    Summary of RMCP01, Mario Kart Wii:
    ÂÂ2258986334ÂÂ81.47%ÂÂ 28:37.735 m:sÂÂWIA/[email protected]
    ÂÂ2269315147ÂÂ81.84%ÂÂ 27:01.235 m:sÂÂWIA/[email protected]
    ÂÂ2275611253ÂÂ82.07%ÂÂ 21:50.050 m:sÂÂWIA/[email protected]
    ÂÂ2278355000ÂÂ82.17%ÂÂ 24:42.624 m:sÂÂWIA/[email protected]
    ÂÂ2311609224ÂÂ83.37%ÂÂ 18:21.345 m:sÂÂWIA/[email protected]
    ÂÂ2772579124 100.00%ÂÂÂÂ1:19.534 m:sÂÂWDF

    Summary of RLRP4F, Tomb Raider: Anniversary:
    ÂÂ2073756489ÂÂ62.43%ÂÂ 32:33.090 m:sÂÂWIA/[email protected]
    ÂÂ2102999605ÂÂ63.31%ÂÂ 31:14.545 m:sÂÂWIA/[email protected]
    ÂÂ2123801189ÂÂ63.94%ÂÂ 29:13.895 m:sÂÂWIA/[email protected]
    ÂÂ2157426831ÂÂ64.95%ÂÂ 26:11.337 m:sÂÂWIA/[email protected]
    ÂÂ2210958277ÂÂ66.56%ÂÂ 22:52.909 m:sÂÂWIA/[email protected]
    ÂÂ3321312056 100.00%ÂÂÂÂ1:21.691 m:sÂÂWDF

    Summary of RSBP01, Super Smash Bros. Brawl:
    ÂÂ4853083788ÂÂ67.06% 1:12:24.230 hmsÂÂWIA/[email protected]
    ÂÂ4870825955ÂÂ67.30% 1:08:49.432 hmsÂÂWIA/[email protected]
    ÂÂ4905166240ÂÂ67.78% 1:03:48.805 hmsÂÂWIA/[email protected]
    ÂÂ4964605482ÂÂ68.60%ÂÂ 56:54.690 m:sÂÂWIA/[email protected]
    ÂÂ5023845011ÂÂ69.41%ÂÂ 49:14.701 m:sÂÂWIA/[email protected]
    ÂÂ7236890204 100.00%ÂÂÂÂ3:58.607 m:sÂÂWDF

    Summary of R3OP01, Metroid: Other M:
    ÂÂ5655712840ÂÂ72.59% 1:32:47.480 hmsÂÂWIA/[email protected]
    ÂÂ5663710912ÂÂ72.70% 1:28:19.128 hmsÂÂWIA/[email protected]
    ÂÂ5675384932ÂÂ72.85% 1:22:05.267 hmsÂÂWIA/[email protected]
    ÂÂ5694298457ÂÂ73.09% 1:13:04.454 hmsÂÂWIA/[email protected]
    ÂÂ5730003666ÂÂ73.55% 1:02:51.743 hmsÂÂWIA/[email protected]
    ÂÂ7790477636 100.00%ÂÂÂÂ4:10.745 m:sÂÂWDF<!--c2--></div><!--ec2-->



    And now I have bad news: The LZMA functions use a user specified allocation function. So it was easy to count the dynamic memory usage of LZMA/LZMA2. Here are the (bad) results:
    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->ÂÂmethod levelÂÂÂÂÂÂÂÂ memory usage
    -----------------------------------------
    ÂÂ LZMAÂÂ.1ÂÂÂÂÂÂ 1831198 =ÂÂ 1.75 MiB
    ÂÂ LZMAÂÂ.2ÂÂÂÂÂÂ 3174686 =ÂÂ 3.03 MiB
    ÂÂ LZMAÂÂ.3ÂÂÂÂÂÂ 9072926 =ÂÂ 8.65 MiB
    ÂÂ LZMAÂÂ.4ÂÂÂÂÂÂ32665886 =ÂÂ31.15 MiB
    ÂÂ LZMAÂÂ.5ÂÂÂÂ 194146594 = 185.15 MiBÂÂdefault for 7zip
    ÂÂ LZMAÂÂ.6ÂÂÂÂ 387084578 = 369.15 MiB
    ÂÂ LZMAÂÂ.7-9:ÂÂ705851730 = 673.15 MiB

    ÂÂ LZMA2 .1ÂÂÂÂÂÂ 4938158 =ÂÂ 4.71 MiB
    ÂÂ LZMA2 .2ÂÂÂÂÂÂ 5986734 =ÂÂ 5.71 MiB
    ÂÂ LZMA2 .3ÂÂÂÂÂÂ10705326 =ÂÂ10.21 MiB
    ÂÂ LZMA2 .4ÂÂÂÂÂÂ32731566 =ÂÂ31.22 MiB
    ÂÂ LZMA2 .5ÂÂÂÂ 194212274 = 185.22 MiBÂÂdefault for 7zip
    ÂÂ LZMA2 .6ÂÂÂÂ 387150258 = 369.22 MiB
    ÂÂ LZMA2 .7-9:ÂÂ705917410 = 673.22 MiB<!--c2--></div><!--ec2-->
    Level 1-4 uses an other algorithm than 5-7. Level 7-9 are identically. Additionally WIA uses 2*chunk_size == 4MiB*factor of dynamic memory. BZIP2 level 9 should take 47 MiB.


    Here is a general info about the LZMA encoder:
    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->LzmaCompress
    ------------

    LZMA Encoder will use default values for any parameter, if it is
    ÂÂ-1ÂÂfor any from: level, loc, lp, pb, fb, numThreads
    ÂÂ 0ÂÂfor dictSize
    ÂÂ
    level - compression level: 0 <= level <= 9;

    ÂÂlevel dictSize algoÂÂfb
    ÂÂÂÂ0:ÂÂÂÂ16 KBÂÂ 0ÂÂÂÂ32
    ÂÂÂÂ1:ÂÂÂÂ64 KBÂÂ 0ÂÂÂÂ32
    ÂÂÂÂ2:ÂÂ 256 KBÂÂ 0ÂÂÂÂ32
    ÂÂÂÂ3:ÂÂÂÂ 1 MBÂÂ 0ÂÂÂÂ32
    ÂÂÂÂ4:ÂÂÂÂ 4 MBÂÂ 0ÂÂÂÂ32
    ÂÂÂÂ5:ÂÂÂÂ16 MBÂÂ 1ÂÂÂÂ32
    ÂÂÂÂ6:ÂÂÂÂ32 MBÂÂ 1ÂÂÂÂ32
    ÂÂÂÂ7+:ÂÂ 64 MBÂÂ 1ÂÂÂÂ64

    ÂÂThe default value for "level" is 5.

    ÂÂalgo = 0 means fast method
    ÂÂalgo = 1 means normal method

    dictSize - The dictionary size in bytes. The maximum value is
    ÂÂÂÂÂÂÂÂ128 MB = (1 << 27) bytes for 32-bit version
    ÂÂÂÂÂÂÂÂÂÂ1 GB = (1 << 30) bytes for 64-bit version
    ÂÂÂÂ The default value is 16 MB = (1 << 24) bytes.
    ÂÂÂÂ It's recommended to use the dictionary that is larger than 4 KB and
    ÂÂÂÂ that can be calculated as (1 << N) or (3 << N) sizes.

    lc - The number of literal context bits (high bits of previous literal).
    ÂÂÂÂ It can be in the range from 0 to 8. The default value is 3.
    ÂÂÂÂ Sometimes lc=4 gives the gain for big files.

    lp - The number of literal pos bits (low bits of current position for literals).
    ÂÂÂÂ It can be in the range from 0 to 4. The default value is 0.
    ÂÂÂÂ The lp switch is intended for periodical data when the period is equal to 2^lp.
    ÂÂÂÂ For example, for 32-bit (4 bytes) periodical data you can use lp=2. Often it's
    ÂÂÂÂ better to set lc=0, if you change lp switch.

    pb - The number of pos bits (low bits of current position).
    ÂÂÂÂ It can be in the range from 0 to 4. The default value is 2.
    ÂÂÂÂ The pb switch is intended for periodical data when the period is equal 2^pb.

    fb - Word size (the number of fast bytes).
    ÂÂÂÂ It can be in the range from 5 to 273. The default value is 32.
    ÂÂÂÂ Usually, a big number gives a little bit better compression ratio and
    ÂÂÂÂ slower compression process.

    numThreads - The number of thereads. 1 or 2. The default value is 2.
    ÂÂÂÂ Fast mode (algo = 0) can use only 1 thread.<!--c2--></div><!--ec2-->


    Here are some statistics for different LZMA compression levels:
    I have removed the level 9 results because they have always the same size as level 7.
    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Command: ./test-image-size --fast --data --compr lzma \
    ÂÂÂÂÂÂÂÂ --level '[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],
    ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],
    ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ[email protected],[email protected],[email protected],[email protected],[email protected],[email protected]'

    Summary of RTYP01, Wii Chess:

    ÂÂÂÂ 5988631ÂÂ23.78%ÂÂÂÂÂÂ16.644 secÂÂWIA/[email protected]
    ÂÂÂÂ 5993008ÂÂ23.80%ÂÂÂÂÂÂ19.199 secÂÂWIA/[email protected]
    ÂÂÂÂ 6000758ÂÂ23.83%ÂÂÂÂÂÂ26.419 secÂÂWIA/[email protected]

    ÂÂÂÂ 6003989ÂÂ23.84%ÂÂÂÂÂÂ10.368 secÂÂWIA/[email protected]
    ÂÂÂÂ 6011885ÂÂ23.87%ÂÂÂÂÂÂ15.737 secÂÂWIA/[email protected]
    ÂÂÂÂ 6016183ÂÂ23.89%ÂÂÂÂÂÂ20.926 secÂÂWIA/[email protected]

    ÂÂÂÂ 6469620ÂÂ25.69%ÂÂÂÂÂÂ 4.813 secÂÂWIA/[email protected]
    ÂÂÂÂ 6475005ÂÂ25.71%ÂÂÂÂÂÂ 8.049 secÂÂWIA/[email protected]
    ÂÂÂÂ 6480728ÂÂ25.73%ÂÂÂÂÂÂ11.323 secÂÂWIA/[email protected]

    ÂÂÂÂ 6526400ÂÂ25.92%ÂÂÂÂÂÂ 4.663 secÂÂWIA/[email protected]
    ÂÂÂÂ 6531781ÂÂ25.94%ÂÂÂÂÂÂ 7.764 secÂÂWIA/[email protected]
    ÂÂÂÂ 6537509ÂÂ25.96%ÂÂÂÂÂÂ11.069 secÂÂWIA/[email protected]

    ÂÂÂÂ 7760400ÂÂ30.82%ÂÂÂÂÂÂ 3.650 secÂÂWIA/[email protected]
    ÂÂÂÂ 7766124ÂÂ30.84%ÂÂÂÂÂÂ 6.847 secÂÂWIA/[email protected]
    ÂÂÂÂ 7771856ÂÂ30.86%ÂÂÂÂÂÂ10.080 secÂÂWIA/[email protected]

    ÂÂÂÂ25178940 100.00%ÂÂÂÂÂÂ 0.477 secÂÂWDF


    Summary of RHAP01, Wii Play:

    ÂÂÂÂ54518891ÂÂ53.62%ÂÂÂÂÂÂ56.844 secÂÂWIA/[email protected]
    ÂÂÂÂ54581887ÂÂ53.69%ÂÂÂÂÂÂ51.186 secÂÂWIA/[email protected]
    ÂÂÂÂ55704936ÂÂ54.79%ÂÂÂÂÂÂ54.885 secÂÂWIA/[email protected]
    ÂÂÂÂ55753006ÂÂ54.84%ÂÂÂÂÂÂ50.803 secÂÂWIA/[email protected]
    ÂÂÂÂ57318002ÂÂ56.38%ÂÂÂÂÂÂ43.461 secÂÂWIA/[email protected]
    ÂÂÂÂ57338052ÂÂ56.40%ÂÂÂÂÂÂ42.461 secÂÂWIA/[email protected]

    ÂÂÂÂ65129093ÂÂ64.06%ÂÂÂÂÂÂ38.521 secÂÂWIA/[email protected]
    ÂÂÂÂ66172590ÂÂ65.09%ÂÂÂÂÂÂ37.303 secÂÂWIA/[email protected]
    ÂÂÂÂ66190094ÂÂ65.10%ÂÂÂÂÂÂ33.862 secÂÂWIA/[email protected]

    ÂÂÂÂ76336545ÂÂ75.09%ÂÂÂÂÂÂ40.069 secÂÂWIA/[email protected]
    ÂÂÂÂ76344278ÂÂ75.09%ÂÂÂÂÂÂ36.378 secÂÂWIA/[email protected]
    ÂÂÂÂ76344553ÂÂ75.09%ÂÂÂÂÂÂ39.279 secÂÂWIA/[email protected]

    ÂÂÂÂ79552433ÂÂ78.25%ÂÂÂÂÂÂ23.264 secÂÂWIA/[email protected]
    ÂÂÂÂ79556018ÂÂ78.25%ÂÂÂÂÂÂ19.606 secÂÂWIA/[email protected]
    ÂÂÂÂ79557409ÂÂ78.25%ÂÂÂÂÂÂ23.197 secÂÂWIA/[email protected]

    ÂÂ 101659440 100.00%ÂÂÂÂÂÂ 1.425 secÂÂWDF


    Summary of RZDP01, The Legend of Zelda: Twilight Princess:

    ÂÂ 789065334ÂÂ68.54%ÂÂ 11:34.274 m:sÂÂWIA/[email protected]
    ÂÂ 802379665ÂÂ69.70%ÂÂ 10:10.940 m:sÂÂWIA/[email protected]
    ÂÂ 813239107ÂÂ70.64%ÂÂÂÂ9:28.133 m:sÂÂWIA/[email protected]
    ÂÂ 817491653ÂÂ71.01%ÂÂÂÂ9:15.436 m:sÂÂWIA/[email protected]
    ÂÂ 844521882ÂÂ73.36%ÂÂÂÂ7:49.527 m:sÂÂWIA/[email protected]
    ÂÂ 845149686ÂÂ73.42%ÂÂÂÂ8:18.217 m:sÂÂWIA/[email protected]

    ÂÂ 884492436ÂÂ76.83%ÂÂÂÂ7:26.585 m:sÂÂWIA/[email protected]
    ÂÂ 884892143ÂÂ76.87%ÂÂÂÂ7:20.113 m:sÂÂWIA/[email protected]
    ÂÂ 889649735ÂÂ77.28%ÂÂÂÂ7:08.159 m:sÂÂWIA/[email protected]

    ÂÂ 942408457ÂÂ81.87%ÂÂÂÂ7:12.048 m:sÂÂWIA/[email protected]
    ÂÂ 942578262ÂÂ81.88%ÂÂÂÂ7:11.200 m:sÂÂWIA/[email protected]
    ÂÂ 943165136ÂÂ81.93%ÂÂÂÂ7:02.422 m:sÂÂWIA/[email protected]

    ÂÂ 984330688ÂÂ85.51%ÂÂÂÂ3:45.554 m:sÂÂWIA/[email protected]
    ÂÂ 984343775ÂÂ85.51%ÂÂÂÂ3:53.811 m:sÂÂWIA/[email protected]
    ÂÂ 984398563ÂÂ85.51%ÂÂÂÂ3:44.725 m:sÂÂWIA/[email protected]

    ÂÂ1151087416 100.00%ÂÂÂÂÂÂ36.551 secÂÂWDF


    Summary of RLRP4F, Tomb Raider: Anniversary:

    ÂÂ2073756489ÂÂ62.43%ÂÂ 32:22.690 m:sÂÂWIA/[email protected]
    ÂÂ2123801189ÂÂ63.94%ÂÂ 29:15.296 m:sÂÂWIA/[email protected]
    ÂÂ2141902453ÂÂ64.48%ÂÂ 26:39.062 m:sÂÂWIA/[email protected]
    ÂÂ2156698993ÂÂ64.93%ÂÂ 26:14.574 m:sÂÂWIA/[email protected]
    ÂÂ2210958277ÂÂ66.56%ÂÂ 23:03.245 m:sÂÂWIA/[email protected]
    ÂÂ2212088437ÂÂ66.60%ÂÂ 23:43.984 m:sÂÂWIA/[email protected]

    ÂÂ2370806434ÂÂ71.38%ÂÂ 19:43.723 m:sÂÂWIA/[email protected]
    ÂÂ2372960771ÂÂ71.44%ÂÂ 19:24.525 m:sÂÂWIA/[email protected]
    ÂÂ2375964632ÂÂ71.53%ÂÂ 18:59.445 m:sÂÂWIA/[email protected]

    ÂÂ2431305766ÂÂ73.20%ÂÂ 18:27.436 m:sÂÂWIA/[email protected]
    ÂÂ2431953929ÂÂ73.22%ÂÂ 18:25.719 m:sÂÂWIA/[email protected]
    ÂÂ2432645052ÂÂ73.24%ÂÂ 18:19.770 m:sÂÂWIA/[email protected]

    ÂÂ2462557634ÂÂ74.14%ÂÂÂÂ9:49.673 m:sÂÂWIA/[email protected]
    ÂÂ2462650468ÂÂ74.14%ÂÂÂÂ9:53.705 m:sÂÂWIA/[email protected]
    ÂÂ2462862468ÂÂ74.15%ÂÂÂÂ9:58.806 m:sÂÂWIA/[email protected]

    ÂÂ3321312056 100.00%ÂÂÂÂ1:25.943 m:sÂÂWDF<!--c2--></div><!--ec2-->


    And this is the dynamic memory usage of the above methods sorted by usage:
    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->ÂÂÂÂÂÂÂÂÂÂÂÂÂÂ needed memory
    ÂÂÂÂ modeÂÂÂÂÂÂ (WIA+LZMA)
    -----------------------------
    LZMA .1 @10ÂÂÂÂÂÂ23 MiB
    LZMA .3 @10ÂÂÂÂÂÂ51 MiB
    LZMA .1 @30ÂÂÂÂÂÂ63 MiB
    LZMA .3 @30ÂÂÂÂÂÂ91 MiB
    LZMA .1 @50ÂÂÂÂ 103 MiB
    LZMA .3 @50ÂÂÂÂ 131 MiB

    LZMA .4 @10ÂÂÂÂ 205 MiB
    LZMA .4 @30ÂÂÂÂ 245 MiB
    LZMA .4 @50ÂÂÂÂ 285 MiB

    LZMA .5 @10ÂÂÂÂ 389 MiB
    LZMA .5 @30ÂÂÂÂ 429 MiB
    LZMA .5 @50ÂÂÂÂ 469 MiB

    LZMA .7 @10ÂÂÂÂ 693 MiB
    LZMA .7 @30ÂÂÂÂ 733 MiB
    LZMA .7 @50ÂÂÂÂ 773 MiB<!--c2--></div><!--ec2-->

    <!--coloro:#800000--><span style="color:#800000"><!--/coloro--><b>Discussion: What is the best LZMA default?</b><!--colorc--></span><!--/colorc-->
    I already offer some keywords like BEST, FAST, DEFAULT. Perhaps I need more like LOWMEM, HIMEM, ....
     
  18. Pippin666

    Pippin666 SSF43DE Master
    Member

    Joined:
    Mar 30, 2009
    Messages:
    2,041
    Country:
    Canada
    Is there any loader that supports WIA on fat32 ??

    Pip'
     
  19. Bauldrick

    Bauldrick GBAtemp Regular
    Member

    Joined:
    Jan 22, 2009
    Messages:
    103
    Country:
    Maybe MEM64,MEM128,MEM256 etc.... (I would use MEM64 for example) - Could wit not get that info (amount of RAM) from the box and use it as default?
     
  20. Blue-K

    Blue-K No right of appeal.
    Member

    Joined:
    Jun 21, 2008
    Messages:
    2,572
    Country:
    Swaziland
    Not possible.
     
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