Atari 800 User manual

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Every effort has been made to ensure that this manual accurately documents the operation of the ATARI 800
computer. However, due to the ongoing improvement and update of the computer software, Atari, lnc. can-
not guarantee the accuracy of printed material after the date of publication, nor can Atari accept respon-
sibility for errors or omissions. Revised manuals and update sheets will be published as needed and may be
purchased by writing to: Atari Software Support Croup
P.O.9027
Sunnyvale, CA 94086
o ATAR!, INC.1979 Printed in U.S.A. ATARI SOOTM

TABLE OF CONTENTS
v
YINTRODUCTION
UNPACKINC
USINC THE ATARI BOO
CONNECTINC
THE TELEVISION
POWER UP
USINC CARTRIDCES,
CONTROLLE RS, AND SYSTEM KEYS
USINC THE KEYBOARD
THE EXPANDABLE ATARI BOO
EXPANDINC MEMORY
PROCRAM RECORDER
WHY LEARN TO PROCRAM?
WRITINC BASIC SOURCE PROCRAMS
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INTRODUCTION
ATARI 800'L the personal computer with something for everyone
Create a playf ield for fast-paced games. Cames pro-
vide hours of entertainment. You can purchase a
wide variety of Came Cartridges. Each game is
designed for one to four players. Just insert the car-
tridge and connect the controllers. TheATARI 800rM
will transport you to a fantasyland of skill and com-
petetion. Some games simulate competitive sports
such as Basketball, well-known board games suih
as Chess, or puzzles such as Hi-Q. Other cartridges
are new inventions created especially f or the
ATARI 800. Cames are adaptable to your own
mood and style. Play with your family, with f riends
or by yourself. When players have a wide range of
skills, use the computer to equalize competition by
selecting a different level of skill for each player.
Deliver lnteractive, audio'visual, Educational
Materials. A variety of lnteractive Educational
Materials present more than twenty subjects
through text, audio, diagrams and pictures. Each
program carries on a dialogue with you through the
ATARI 800 screen, speaker and keyboard. These
programs provide individualized instruction
tailored to your pace and achievement level. You
receive immediate feedback on your accuracy and
understanding. Programs for kindergarten through
college level will be available in a wide variety of
s u bj ects.

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Provide a serious tool for home and business lnfor'
mation Mangement. Information Management
packages aid you in the orderly storage and quick
retrieval of numeric, graphic, pictorial and text in-
formation. The Financial Management programs
help you balance your checkbook and keep track
of income and expenses. The Nutritional package
helps you plan healthful meals and diets which in-
clude all essential nutrients. The lnvestment
Analysis programs aid in capital assets manage-
ment by tracking stock portfolios. A Mailing List
program sorts, edits and prints lists of names and
addresses for you (an optional printer is needed).
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Perform all the functions of a fully programmable
General Purpose Computer. Your ATARI 800 is ac-
tually a f ully programmable Ceneral Purpose Com-
puter. As you explore the capabilities of the ATARI
800 you will increase your knowledge of computer
science considerably. The Atari BASIC Language
Cartridge expands the Operating System software
to include a versatile, easy-to-learn, high-level pro-
gramming language for both student and profes-
sional use. The Operating System software pro-
vides access to the central processing unit,
memory, input/output (l/O) ports and f ile manipula-
tion utilities. Even if you have no experience at all,
the ATARI 800 and an enquiring mind are all you
need to learn to develop custom applications for
your personal cornputer.
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You have just purchased the basic system which includes:
o Computer Console
o TV Switch Box
o AC Power Adapter
o Program Recorder and Power Cord
o 4 Joystick Controllers
o 2 Cartridges
Basketball Came
Atari BASIC Language
r 2 lnstruction Books
Atari 800 Operators Manual
Atari BASIC Programming Guide
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The ATARI 800 Basic System may be enhanced in
several ways. Your Atari retailer has information on
expanding your system with RAM Memory
Modules, a Printer, Floppy Disk Drives and newly
released Cartridge, Disk and Cassette Software.
Save all your ATARI 800 packaging materials. The
accessory tray and polyethylene bag will keep your
ATARI 800 components organized and dust free
when in daily use. The outer carton and foam end
caps will protect your ATARI 800 during moving or
long term storage.
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UNPACKINC
Your ATARI 800 is a series of components which
f unction together as a single system.
These components, pictured on the next page, are
the computer hardware. They are made of silicon,
metal, plastic, paper and ink. They are the tangible
components of the ATARI 800 Basic System. Equal-
ly important, but impossible to photograph is the
Atari 800 software. Software is the information and
instructions encoded in the hardware. The software
components of the ATARI 800 Basic System are the
Operating System software, the Basketball Came
Program, Atari BASIC Language and, of course, the
contents of the two books.

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cessins Unit (CPUI, the Memory Bank containing
the Operating Syitem Read On'ify Memory !ROM)
and 4k (4 thousand characters or "bytes") of user
programmable Random Access Memory (RAM),
and two Expansion Sockets for additional RAM
Memory Modules. The Console also holds the
Keyboard, Cartridge Slots, Controller Jacks and a
Serial l/O Port for connecting to peripheral com-
ponents.
The TV Switch Box allows you to change from
regular TV reception to ATARI 800 Computer
display by moving the sliding switch on the box.
The AC Power Adapter plugs into a normal wall
socket and converts it to the low voltage used by
your ATARI 800.
The foystick Controllers allow up to four people to
control the computer display and participate in
games simultaneoulsy.
The Basketball Game Program and Atari BASIC
Language are contained'in the cartridges included
with your basic system. Additional cartridges may
be purchased from your Atari retailer. Complete in-
structions accompany each cartridge.
The ATARI Program Recorder provides software
storage in computer readable form. You may pur-
chase Preprogramed Cassettes from your Atari
retailer and you may use any blank, high-quality
audio cassette tape to save programs you write
you rself .
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manipulate the computer. These Atari Came Car-
tridge programs produce full color, animated
displays and complex electronic decision making.
Each ATARI 800 game is designed to be easy for
you to learn but diff icult to master. You select the
computer's role...either as your opponent or your
playf ield...for many hours of innovative leisure.
Atari Application Cartridges have a more serious
purpose. They are tools for increasing your speed
and accuracy in handling words and numbers. Atari
programmers identify and analyze problems of in-
terest such as checkbook balancing or mailing list
sorts and updates. They design a generalized solu-
tion to each problem, then program that solution in
machine language and record it in the cartridge.
When you insert the cartridge, the ATARI 800
repeats this preprogrammed solution, substituting
your data from the keyboard into its equations.
Although all cartridges operate in the same general
fashion, each cartridge causes the ATARI 800 to
respond in a different way. You will need to read
the 'instruction sheet which accompanies each car-
tridge for specif ic details. Keep these instruction
sheets and your personal notes on the operation of
the ATARI 800 together with this manual in a 3-ring
binder.
USINC THE ATARI BOO
The ATARI 800 Basic System is very much like an
empty sheet of paper. lt has the potential for an
unlimited number of applications. But that poten-
tial remains dormant until you add the software.
ATARI 800 software consists of an integrated series
of coded instructions called programs. The founda-
tion programs are supplied in the Operating System
ROM Module. They activate the keyboard, con-
trollers and the screen display. These programs con-
trol the flow of all information within the com-
puter.
To use the ATARI 800, you add a second level of
software. This can be done by inserting a cartridge
into a cartridge slot. The software transforms the
ATARI 800 into a special purpose machine for play-
ing a game, presenting educational material,
manipulating information or entering programs
through the keyboard. The program recorder and
the optional floppy disk drive provide additional
methods for loading programs into the ATARI 800.
Atari Came Cartridges, designed by Atari's staff of
professional programmers, contain programs that
are permanently recorded in a ROM within the car-
tridge. They control the computer in machine
language, the most intricate level on which to

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CONNECTINC THE TV SWITCH BOX
The TV Switch Box is designed to be permanently
attached to your television set and will not in-
terfere with normal television reception. lt has an
adhesive backing to hold it in place on the back of
the television and may be used with any of Atari's
home video products.
When this switch is in the COMPUTTR position (as
shown) your television receives signals from the
ATARI 800. Tune your television to channel 2 or 3
whichever is weaker in your area. When the switch
is in the TV position, signals come f rom your televi-
sion antenna. You will need a screwdriver to install
your TV Switch Box.
This cable is permanently attached
to the ATARI 800 console and plugs
into the iack lableled COMPUTER on
the side of the TV Switch Box.
TO EXTERNAL
ANTENNA
If your antenna is 75 OHMS, you must convert your
television to accept the 300 OHM signal from the
TV Switch Box. Check the antenna connections on
the back of your television.
lf it looks like this, loosen the
screws holding the U-shaped slider
and move it to the position marked
300 OHM or 300 .
Disconnect your present antenna f rom the VH F ter-
minals on the back of your television. Notice
whether the antenna cable is the round, 75 OHM
variety with a screw-on connector or the f lat, twin-
lead 300 OHM cable. Attach it to the matching 75
or 300 OHM connector labeled ANTENNA on the
side of the TV Switch Box.
Now attach the short flat, twin-lead, 300 OHM
cable labeled TV on the bottom of the TV Switch
Box to the VHF screw terminals on the television.
lf your television antenna is of the 300 OHM varie-
ty, your TV Switch Box is now installed.
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Like this? Push the switch to the
300 OHM (300) position.
Like this? Screw the short round
wire into the connector provided
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Federal Communicalions Commission Regulations Beguire:
a Avoid using any longer truin-lead wire from the TV/Game Switch Box to ysur television that is supplied urith the TVlGame
Switch Box.
r Avoid connecting the twin-lead wire from the TV/Game Switch Box to any tetevision antenna or cable,TV outlet.
a Avoid attaching ioose wires to your antanna terminals when using your Alad 800 Personal Computer .
Any ol the above may cause interference to nearby television sets and is against Federal Communications Commission
(FCC) regulations.
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POWER UP
Once the TV Switch Box is connected, plug the AC
Power Adapter into any 115 volt outlet (ordinary
house current). Plug the end of the AC Power
Adapter cable into the jack Iabeled POWER lN on
the side panel of the Computer Console.
Push the main power switch, labeled POWER
ON/OFF in the side panel, to ON. ln order to pre-
vent damage to the computer and cartridge, a
secondary switch automatically turns ATARI 800
off whenever the cartridge door is lifted. The power
indicator /ight will only go on when the main power
switch is ON and the cartridge door is closed. If the
television is also on, tuned to channel 2 or 3 and
properly connected, you will see a display from the
ATARI 800 on the screen. Whenever the cartridge
door is opened the power light will go out and the
screen display will go blank. The ATARI 800 will
automatically restart when the cartridge door is
closed again.
Although the ATARI 800 is engineered for durabili-
ty, do not allow liquids or tiny objects to get inside
the Computer Console. Also, keep the brightness
and contrast controls on your television set at
moderate or low levels. A long period of exposure
to a static display at excessively high contrast or
brightness can leave a permanent shadow on your
television screen.

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SIDE PANEL
A video monitor display screen or a video tape
recorder may be used in place of, or in addition to,
an ordinary television for output. See the ATARI
Reference Manual for DIN jack specif ications.
The ATARI 800 Program Recorder plugs into the
Serial l/O jack labeled PERIPHERAI-. Additional
components may be attached to the ATARI 800 in
daisy chain series f rom this jack. Section 8 explains
the use of the Program Recorder. Refer to the
operating manuals that come with each of the com-
ponents for f urther information.
Set the switch labeled 2-CHAN-3 to channel 2 or 3,
whichever has a weaker signal in your viewing area.
Be sure your television is tuned to the same chan-
nel.
SCRE EN DISPLAY
This disp/ay will appear on power up when car-
tridge slots ate empty. Each cartridge displays its
own initial screen which is explained in the car-
tridge instructions.
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CONTROLLE R JACKS
Controller facks accommodate one to four con-
trollers for games and other applications. These
jacks may also be used for f uture components such
as a light pen or musical keyboard.
K EY BOARD
The ATARI 800 Keyboard is especially designed for
flexibility. lt has alphabetic, numeric, graphic and
control functions which are detailed in Section 7.
Each key has the capacity to be redefined by in-
EEEBBgEEAEOggB@
5ntr@EtrEOOOgOEg@
CTtrtrOEEOOEtrEBBS
EEEggtrO@EEBAE
structions from an individual cartridge. This pro-
vides you, the ATARI 800 user, with the most effi-
cient set of symbols for each ATARI 800 Computer
application.

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INSE RTINC
CARTRIDCES
To insert a cartridge, pull the lever marked PULt
OPEN. The cartridge door will spring open. Hold
the cartridge with the label toward you and the
opening down. Push it firmly, straight down, into
the slot. lt will snap gently into place. When it is all
the way in the cartridge slot the door will just close
over the cartridge without touching it. Push
][!ff[fl to begin running a cartridge. Single car-
tridges should always be inserted in the left slot
and will be labeled LEFT CARTRIDGE on the end
opposite the opening. Double cartridge sets will be
labeled tEFT CARTRIDGE and RIGHT CARTRIDGE.
lnsert them both in the correct cartridge slots.
THE SYSTEM KEYS
The four keys to the right of the keyboard allow
you to select different starting positions within a
cartridge. Each starting position is the beginning of
a game or application stored within a single car-
tridge.
Pu'sh !S@f$S to stop the computer and restart
from the beginning of the cartridge. Push
GIIIEFEftIEI to see the initial screen at the begin-
ning of the next game or application. Push
[[
USINC THE JOYSTICK
CONTROLLERS
Many cartridges use the Joystick Controllers to
move images on the display screen. All four
joysticks are identical and can plug into any of the
controller jacks shown above. Each joystick has
one button and eight possible stick positions. Hold
the joystick with the button in the upper left-hand
corner and push the top of the stick in the direction
of the arrow, as shown in the diagram. Consult the
cartridge instructions to determine whether
joysticks should be used and, if so, what each posi-
tion means.

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Play with the keyboard for a few minutes. There is
no way you can damage your ATARI 800 by typing,
and you will quickly become familiar with the
various key functions. Each key will repeat its
function rapidly if you depress it for longer than
one second.
Type lower case letters, numbers, some punctua-
tion marks, and math symbols, .iust as you would on
a typewriter, by pushing single keys.
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USINC THE ATARI BOO KEYBOARD
The ATARI 800 Keyboard puts a versatile set of
printing characters and display control functions at
your f ingertips. Many special-purpose application
cartridges and some games will require you to type
your responses or commands to the ATARI 800
Computer using these keys. Most keystrokes pro-
duce a visable change on the i display screen.
However, there are a few keys which are only used
in combination with others. To investigate the ef-
fects of each key, power up your ATARI 800
without a cartridge in either of the cartridge slots.
You will see the display pictured below.
Notice the square below the P in Please. This
square is called the CURSOR. A cursor is a mark
which indicates where the next character you type
will appear on the screen. The ability to move the
cursor to any position on the screen and change the
characters being displayed is one of ATARI 800's
most usef ul features.
A glance at the keytops on your ATARI 800 tells
you that its keyboard closely resembles an ordinary
typewriter.
EEEBEBEABOOgBE@
5BO@trEEAgOOtrEg@
CTtrtrtrtrEOOEtrEBBB
EEEEtrtrO@EEEAE
Pressing either of the f@ keys and holding it
down while pressing another key will produce the
upper case letters or the character shown on the
upper half of the keytop on the actual keyboard.
The diagram shows the characters that will be pro-
duced by the !@and key combination.
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The GEGII key has three functions. First, it
moves the printing mechanism to the left margin
and down one line of the screen. Notice that your
ATARI 800 will do this for you automatically after
forty characters even if you don't push ffsfll
Forty is the greatest number of characters which
will fit on a single physical /ine across the screen.
However, your computer allows you to combine
three lines of the display (120 characters) into a
single entity called a logicalline. Logical lines will
be important when programming in BASIC
language. Second, f!@[l marks the end of a
logical line for the computer. At times it will be
convenient to push f!flf[t at the end of each
physical Iine, making it coincide with each logical
line. At other times the longer logical line will pro-
vide greater flexibility. Third, GEEII activates
the computer. The specific action taken depends
on what software is controlling the computer at the
time @[ is pushed.
fffr$sft operates much like the TAB key on a
regular typewriter. ![@ and GEEItrEl clear
the TAB stop under the cursor. !@ and f@[s[t
set a TAB stop at the cursor position. ffifi$f,f!
by itself spaces the cursor over to the next TAB
stop. This key operates on logical Iines so you can
set tabs at any position up to the 120th.
The yellow keys shown on the diagram below are
the display control functions. They move the cur-
sor on the screen and modify the display. After
reading the description of how each key works,
stop and try it on your ATARI 800.
fl[[ ]$f,erases all characters on the screen
and leaves the cursor unchanged.
![! ]s[f| moves the cursor to the home posi-
tion at the upper left corner of the screen.
EEEgEBBEBSBffiffiffi@
5BtrtriltrtrUEEilBEg@
ffiffiDBUEIEE]trEtrEBBE
ffistrsDUEtFtEltraaffi
The control key Gfi! functions as a second type
of shift. When it is depressed in conjunction with
another key a character from a completely new set
of characters appears on the screen. These
"graphic" characters can be used to produce in-
teresting pictures, designs, and graphs either
without a cartridge or with the ATARI BASIC car-
tridge. Nothing will be displayed if you press the
GIED and GlllEiI keys simultaneously.
The cursor control functions, @ , GEE
!fi! and 
The line delete function ff 6EGEf:[EllGl
removes one whole logical line. lf there are lines
below the deleted one they will all move up one
line leaving a blank line at the bottom of the
screen.
The character delete fucntion ![! lt'lfilfftlltl
erases the character under the cursor by moving all
the characters to the right of the cursor one space
to the left.
EEEgEBEEBOBEgffi@
5ntr@EEEOOOOtrEg@
ETtrtrOtrtrtrOtrtrEBBB
EBEgOtrtr@EEEAE
The keys shown in red in the diagram above have
functions not found on an ordinary typewriter.
The @!t key disables the cursor control
movements and prints a graphic character instead.
For example, press ff,, then hold down [[!
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@ @
@ @
PUSH
SIMULTANEOUSLY
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while typinc [[[[f!!st lnstead of the text
moving to the left you will see graphics. This func-
tion will prove very useful when you begin to pro-
gram in BASIC. The other characters produced in
this manner are:
into their !S! characters. You will find this
feature useful when creating pictures with the
graphic characters.
The E key switches characters into inverse
video. Press it again to go back to normal display.
Gt!!t!L interrupts the computer while it is busy
following instructions. Refer to the cartridge in-
struction sheet for its exact f unction.
FIRST
PUSH
@
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@
@
@
@
@
@
@
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The E[[@[il key allows you to change the
usage of the @ and 
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The EXPANDABLE ATARI 800
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EXPANDINC MEMORY
Your ATARI 800 Basic System comes with one 4k
RAM Memory Module installed. This module con-
tains approximately 4,000 storage cells for your
computer to use. You may want to expand the
capacity of your computer system to allow you to
use and write longer programs. Expansion is ac-
complished by inserting additional RAM Memory
Modules into one or both of the empty sockets in
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the Memory Bank. These modules may be purchas-
ed in 4K and 16K versions f rom your Atari dealer.
Memory Modules must be inserted in one of the
seven arrangements pictured below. Note that op-
tionT - 48k of memory - disables the cartridge slots
and should only be used by experienced computer
operators.
24K TOTAL
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4K TOTAL BK TOTAT 12K TOTAI- 2OK TOTAL 4BK TOTAL
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f he Memory Bank is located under the ribbed top
cover of the ATARI 800 Console. You may install
modules yourself by opening the cover and arrang-
ing the modules in one of several conf igurations.
First, turn the power off by the main power switch
and open the cartridge door. Next rotate the two
black clamps outward as far as they will go (see
illustration). Lift up the f ront edge of the cover
slightly and slide the entire hinged door and ribbed
top cover toward you.
lnside the Memory Bank you will see four module
sockets, two of which are already occupied with
^. the Operating System 8k ROM and one 4k RAM
J memory t*odile. The Operating System 8k ROM
must remain in the front socket. The other three
sockets are available for expanding your com-
puter's RAM Memory.
When inserting modules, press f irmly on both sides
and push straight down.
To reassemble the ATARI 800, slip the back of the
ribbed cover into place f irst. The two metal tabs on
the underside of the cover fit into two slots at the
back edge of the console. Seat the front edge of the
cover and replace the black plastic clamps by
rotating them forward. Close the cartridge slot door
and power up again.

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THE PROCRAM RECORDER
The Atari Program Recorder is used with a cartridge
to hold blocks of software too large to be maintain-
ed in cartridge f orm. Programs, recorded on
magnetic tape are copied by the computer from
the tape into RAM memory. Once in memory, these
programs can be run or modif ied by the user accor-
ding to instructions given through the keyboard.
Working in BASIC language, the user can also type
his own programs into memory from the keyboard,
then store them on tape for later use or modif ica-
tion.
To set up your Program Recorder, plug your
Recorder Power Cord into the jack labeled AC and
into an ordinary wall socket. The other cord, per-
manently attached to your recorder plugs into the
jack labeled PERIPHERAL in the side panel of the
ATARI 800 Console.
The ATARI Program Recorder is similar to an or-
dinary audio cassette recorder. Press EIECT to
open the cassette door and disengage the cassette.
lnsert a prerecorded cassette and close the door.
To insure that the tape is at the beginning, press
REWIND and wait until the tape stops automati-
cally. Press the tape counter reset button until the
counter shows 000. Check your Cassette Program
lnstructon Sheet to determine where on the tape
your program begins. lf you need to, advance the
tape to the correct starting number by pressing
ADVANCE and then STOP. Then, press PLAY.
Your Cartridge lnstruction Sheet will tell you what
to type on the keyboard to have the computer
begin to read the tape. After the program is com-
pletely loaded into the computer, the tape will stop
automatically. Press STOP on the Program
Recorder to turn off the motor, f inally, type a com-
mand or press START, whichever is specified on
your instruction sheet, to begin using the program.
TAPE
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i::tt
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ili=f.&:i
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