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sprat-cli

The UNIX-way sprite sheet generator.

sprat-cli screenshot

sprat-cli is a modular toolkit for generating sprite sheets (texture atlases) from the command line. Unlike monolithic GUI tools, it splits the packing process into discrete, pipeable commands (spratlayout, spratpack, spratconvert, spratframes, spratunpack). This makes it perfect for:

  • CI/CD Pipelines: Automate asset generation in your build process.
  • Shell Scripting: Integrate naturally with |, >, and standard text tools.
  • Game Development: Optimized packing algorithms for GPU memory.
  • Web & Apps: Export to CSS, JSON, XML, or custom formats.

🚀 Quick Start

Build:

sh build.sh

The binaries are generated in the build/ directory. You can run them directly from there:

Generate layout first:

./build/spratlayout ./frames > layout.txt

Inspect layout text:

cat layout.txt

Pack PNG from that layout:

./build/spratpack < layout.txt > spritesheet.png

Optional one-pipe run:

./build/spratlayout ./frames --trim-transparent --padding 2 | ./build/spratpack > spritesheet.png

New: Tar File Support

spratlayout now accepts tar archives as input. This is useful for bundling sprite assets or working with compressed archives.

# Regular tar file
./build/spratlayout sprites.tar > layout.txt

# Compressed tar files (gzip, bzip2, xz)
./build/spratlayout sprites.tar.gz > layout.txt
./build/spratlayout sprites.tar.bz2 > layout.txt
./build/spratlayout sprites.tar.xz > layout.txt

The tool automatically extracts the archive to a temporary directory and processes all image files found within. Temporary directories are cleaned up automatically after processing.

Convert layout to JSON/CSV/XML/CSS:

./build/spratconvert --transform json < layout.txt > layout.json

Detect sprite frames in spritesheets:

./build/spratframes spritesheet.png > frames.spratframes

Extract sprites from spritesheets using frame coordinates:

./build/spratunpack spritesheet.png --frames frames.spratframes --output output/

Manual page:

man ./man/sprat-cli.1

Per-command help:

./build/spratlayout --help
./build/spratpack --help
./build/spratconvert --help
./build/spratframes --help
./build/spratunpack --help

Installation

Install binaries, man page, and global profile config:

sudo cmake --install build

Workflow

sprat-cli follows the UNIX philosophy: each tool does one thing well and communicates via text. The standard pipeline consists of three steps:

                ┌───────────────────────────┐
                │       IMAGE FOLDER        │
                │        ./frames           │
                └─────────────┬─────────────┘
                              │
                              ▼
                    ┌─────────────────┐
                    │   spratlayout   │
                    │   (scanning)    │
                    │  math only      │
                    └────────┬────────┘
                             │  stdout
                             ▼
                       layout.txt
                             │
          ┌──────────────────┴──────────────────┐
          ▼                                     ▼
 ┌─────────────────┐                   ┌─────────────────┐
 │    spratpack    │                   │  spratconvert   │
 │    (packing)    │                   │ (transforming)  │
 │  layout → PNG   │                   │ layout → JSON   │
 └────────┬────────┘                   └────────┬────────┘
          │ stdout                              │ stdout
          ▼                                     ▼
 spritesheet.png                          layout.json

1. Scanning (spratlayout)

Scans a folder of images and calculates their optimal positions. It prints a layout text to stdout. This step is mathematical and does not process image pixels, making it extremely fast.

./build/spratlayout ./frames > layout.txt

2. Packing (spratpack)

Reads the layout text from stdin, loads the images, and blits them into a single PNG atlas.

./build/spratpack < layout.txt > spritesheet.png

3. Transforming (spratconvert)

Reads the layout text and transforms it into a metadata format (JSON, CSV, XML, etc.) for your game engine.

./build/spratconvert --transform json < layout.txt > layout.json

Extra: Deconstruction (Reverse Engineering)

         ┌──────────────────────────┐
         │   existing_sheet.png     │
         └─────────────┬────────────┘
                       │
                       ▼
                ┌──────────────┐
                │ spratframes  │
                │  (detect)    │
                └───────┬──────┘
                        │ stdout
                        ▼
                    frames.txt
                        │
                        ▼
                ┌──────────────┐
                │ spratunpack  │
                │  (unpack)    │
                └───────┬──────┘
                        ▼
                ./recovered_frames
                        │
                        ▼
                   (feeds into)
                   spratlayout

If you start with a monolithic spritesheet and need to recover individual frames:

The One-liner (Recommended):

./build/spratframes sheet.png | ./build/spratunpack --output ./recovered_frames

Step-by-step (if you need to edit the layout first):

  1. Detect (spratframes): Scans an existing spritesheet and prints a layout definition to stdout.
    ./build/spratframes existing_sheet.png > frames.txt
  2. Unpack (spratunpack): Takes the sheet and the detected frames to extract individual images.
    ./build/spratunpack existing_sheet.png --frames frames.txt --output ./recovered_frames

Now you can use ./recovered_frames as the input for spratlayout.


Configuration & Profiles

Profiles

Profiles are named rule sets that group packing options (mode, padding, scale, etc.). Instead of passing ten flags to spratlayout, you can define a profile in spratprofiles.cfg and use it with --profile NAME.

Profile definitions are searched in:

  1. --profiles-config PATH (CLI override)
  2. {exe_dir}/spratprofiles.cfg (beside the executable, portable install)
  3. User config:
    • Linux: $XDG_CONFIG_HOME/sprat/spratprofiles.cfg (default ~/.config/sprat/)
    • macOS: ~/Library/Application Support/sprat/spratprofiles.cfg
    • Windows: %APPDATA%\sprat\spratprofiles.cfg
  4. /usr/local/share/sprat/spratprofiles.cfg (Global)

Spratlayout Options

  • --mode compact|pot|fast: Packing algorithm choice.
  • --optimize gpu|space: Prioritize GPU-friendly dimensions or minimum area.
  • --max-width N: Maximum atlas width.
  • --max-height N: Maximum atlas height.
  • --no-max-width: Disable max width limit even if profile sets one.
  • --no-max-height: Disable max height limit even if profile sets one.
  • --padding N: Pixels between sprites to prevent texture bleeding.
  • --extrude N: Repeat edge pixels N times (requires padding >= extrude * 2).
  • --trim-transparent: Remove empty borders to save space.
  • --rotate: Allow 90-degree rotation during packing for tighter layouts.
  • --multipack: Enable multi-atlas candidate search and splitting.
  • --deduplicate: Hash-detect identical sprites and create aliases (saves atlas space).
  • --sort name|none: Order of sprites in layout (default: name for folders, none for stdin).
  • --scale F: Pre-scale images (0.0 to 1.0).
  • --threads N: Parallelize the packing search.
  • --debug: Enable detailed error reporting and debug visualization.
  • Directory inputs honor .spratlayoutignore; list files may include exclude "path" entries.

Layout Caching

spratlayout automatically caches image metadata in the system temp directory. If your source images haven't changed, subsequent runs will be nearly instantaneous. Entries older than one hour are pruned automatically.

Duplicate Detection

Detect and alias identical sprites to save atlas space. When --deduplicate is used, spratlayout computes a content hash of each image and creates aliases for duplicates, packing only one canonical copy per unique content.

# Generate layout with duplicate detection
./build/spratlayout ./frames --deduplicate > layout.txt

The layout file will contain alias lines for duplicates:

sprite "original.png" 0,0 32,32
alias "duplicate.png" "original.png"

When converting to JSON/metadata, aliases are expanded:

./build/spratlayout ./frames --deduplicate | ./build/spratconvert --transform json > layout.json

The output JSON will reference the canonical sprite path in the alias_of field for duplicate entries. This feature is especially useful for large asset collections with repeated sprites, reducing both atlas size and build time.


Multipacking

Use --multipack to allow splitting across multiple atlases. With explicit max limits, splitting is constrained by those limits. With limits disabled, --optimize still influences whether one or more atlases are selected.

# Force small atlases to trigger multipack
./build/spratlayout ./frames --max-width 512 --max-height 512 --multipack > layout.txt

The layout file will contain multiple atlas lines. spratpack can then generate multiple PNG files:

# Output atlas_0.png, atlas_1.png, etc.
./build/spratpack -a atlas_%d.png < layout.txt

You can also extract a specific atlas index:

./build/spratpack --atlas-index 1 < layout.txt > second_atlas.png

Packing Examples

Compact Mode (GPU Optimized)

Default behavior. Tries to keep the atlas square-ish but prioritizes width/height that fits well in GPU memory.

!Compact GPU

./build/spratlayout ./frames --mode compact --optimize gpu --padding 2 > layout.txt
./build/spratpack < layout.txt > compact_gpu_pad2.png

compact gpu

Compact Mode (Space Optimized)

Tries to minimize total area, regardless of aspect ratio.

./build/spratlayout ./frames --mode compact --optimize space --padding 2 > layout.txt
./build/spratpack < layout.txt > compact_space.png

compact space

Fast Mode

Uses a shelf packing algorithm. Much faster for huge datasets, but less efficient packing.

./build/spratlayout ./frames --mode fast --padding 2 > layout.txt
./build/spratpack < layout.txt > fast.png

fast

Power of Two (POT)

Forces the output atlas to be a power of two (e.g., 512x512, 1024x512).

./build/spratlayout ./frames --mode pot --padding 2 > layout.txt
./build/spratpack < layout.txt > pot.png

pot

Trimming Transparency

Removes transparent pixels from sprite edges. spratpack can draw frame lines to visualize the trimmed bounds or apply --extrude to avoid sampling artifacts on edges.

./build/spratlayout ./frames --trim-transparent --padding 2 --extrude 1 > layout.txt
./build/spratpack < layout.txt > spritesheet.png

trim

Resolution Mapping

Automatically scales sprites based on a target resolution. Useful for multi-platform builds (e.g., designing for 4K, building for 1080p).

# Scale = 1920 / 3840 = 0.5
./build/spratlayout ./frames \
  --source-resolution 3840x2160 \
  --target-resolution 1920x1080 \
  --padding 2 > layout.txt
./build/spratpack < layout.txt > resolution.png

resolutions

Rotation

Allows 90-degree clockwise rotation of sprites to achieve even tighter packing.

./build/spratlayout ./frames --rotate --trim-transparent > layout.txt
./build/spratpack < layout.txt > rotation.png

rotation

Complete Optimization Workflow

Here's an example combining multiple features for maximum optimization:

# 1. Generate layout with deduplication and trimming
./build/spratlayout ./frames \
  --deduplicate \
  --trim-transparent \
  --padding 2 \
  --extrude 1 \
  --multipack \
  > layout.txt

# 2. Pack with artifact reduction (dilation) and zopfli compression
./build/spratpack \
  --dilate 1 \
  --zopfli \
  --frame-lines \
  < layout.txt > spritesheet.png

# 3. Generate metadata for game engine
./build/spratconvert \
  --transform json \
  --auto-animations \
  < layout.txt > layout.json

This pipeline:

  • Removes duplicate sprites (saves atlas space)
  • Trims transparent borders (reduces pixel bloat)
  • Adds safe padding/extrusion (prevents sampling artifacts)
  • Enables dilation (bleeds colors to prevent halos)
  • Compresses with Zopfli (smallest possible file)
  • Generates game-ready metadata with animations

For GPU-native compression (when libsquish is available):

./build/spratlayout ./frames --deduplicate --trim-transparent --padding 2 | \
./build/spratpack --dilate 1 --gpu-compress dxt5 > atlas.dds

Advanced Packing (spratpack)

Zopfli Compression

Produce smaller PNGs using the Zopfli algorithm. It is significantly slower but provides better compression than standard deflate.

./build/spratpack --zopfli < layout.txt > optimized.png

Protection & Obfuscation

Protect your assets with basic XOR-based obfuscation.

./build/spratpack --protect < layout.txt > protected.png

spratunpack and other tools in the suite automatically handle de-obfuscation when they detect the "SPRAT!" signature.

Artifact Reduction (Dilation)

Prevent dark halos around sprites in GPU bilinear filtering by bleeding opaque pixel colors into adjacent transparent pixels.

# Single pass dilation
./build/spratpack --dilate 1 < layout.txt > dilated.png

# Multiple passes for stronger effect
./build/spratpack --dilate 2 < layout.txt > dilated.png

The --dilate N flag performs N passes of color dilation around each sprite, filling transparent borders with RGB values from opaque neighbors while keeping alpha at 0. This is essential when using --extrude or padding, as GPU sampling can pull transparent pixels at edges.

Hardware Texture Compression

Compress atlases to GPU-native DXT formats (requires libsquish library).

# Compress to DXT1 (RGB, best compression)
./build/spratpack --gpu-compress dxt1 < layout.txt > atlas.dds

# Compress to DXT5 (RGBA with alpha channel)
./build/spratpack --gpu-compress dxt5 < layout.txt > atlas.dds

DXT/BC compression provides 4:1 or 6:1 compression ratios and loads directly into GPU memory without decompression. Atlas dimensions must be multiples of 4 for DXT compatibility. Requires libsquish:

  • Ubuntu/Debian: apt install libsquish-dev
  • macOS: brew install squish
  • Windows (vcpkg): squish package in vcpkg.json

When libsquish is not available, --gpu-compress will error with a helpful message.

Per-sprite Dithering & Quantization

Advanced users can manually edit layout.txt to apply per-sprite effects.

  • dither: Enables ordered dithering for the sprite.
  • colors=N: Quantizes the sprite to N colors (2-256).

Example layout line: sprite "./frames/robot.png" 0,0 128,128 dither colors=16


Layout transforms (spratconvert)

spratconvert reads layout text from stdin and writes transformed output to stdout. Transforms are Jsonnet files that receive the full layout data and produce any text format for your game engine or pipeline.

List built-in transforms:

./build/spratconvert --list-transforms

Use a built-in transform:

./build/spratconvert --transform json < layout.txt > layout.json

Provide --atlas so atlas paths are deterministic in multi-atlas layouts:

./build/spratconvert --transform json --atlas atlas_%d.png < layout.txt > layout.json

Automatic Animations

Automatically group sprites into animations based on their filenames (e.g., hero_walk_01.png, hero_walk_02.png -> animation hero_walk).

./build/spratconvert --transform json --auto-animations < layout.txt > layout.json

Pivot Points

Define pivot points (anchors) for sprites using markers.

  1. Per-sprite pivot: Add a marker named pivot of type point to a specific sprite.
  2. Global pivot: Add a marker named pivot of type point without a path.

spratconvert resolves pivot positions and exposes them as pivot_x, pivot_y, pivot_x_norm, pivot_y_norm, and pivot_y_norm_raw on each sprite object.

Example markers.txt:

# Global default pivot
- marker "pivot" point 16,16

path "./frames/hero.png"
# Specific pivot for hero
- marker "pivot" point 32,64

Optional extra data files:

./build/spratconvert --transform json --markers markers.txt --animations animations.txt < layout.txt > layout.json

Transform search paths

Transform files are searched in:

  1. {exe_dir}/transforms/ (beside the executable, portable install)
  2. User data dir:
    • Linux: $XDG_DATA_HOME/sprat/transforms/ (default ~/.local/share/sprat/transforms/)
    • macOS: ~/Library/Application Support/sprat/transforms/
    • Windows: %APPDATA%\sprat\transforms\
  3. /usr/local/share/sprat/transforms/ (Global)

Built-in transforms

Name Output Notes
json JSON Generic metadata: sprites, atlases, animations, markers
csv CSV Flat spreadsheet-friendly list
xml XML Generic XML
css CSS CSS sprite sheet
aseprite JSON Aseprite JSON Array format; frameTags built from animations (non-contiguous animations become multiple tags)
libgdx Text LibGDX Atlas format; handles multipack
godot JSON Godot SpriteFrames resource
phaser-hash JSON Phaser 3 hash-keyed sprite sheet
phaser-array JSON Phaser 3 array-keyed sprite sheet
phaser-anims JSON Phaser 3 animation config
plist plist Apple / TexturePacker plist
unity Group unity.json + unity.meta + one unity.anim per animation; requires --output-dir

Transform format

Each transform is a Jsonnet file that evaluates to a JSON object:

  • name — display name
  • description — shown by --list-transforms
  • extension — output file extension (e.g. ".json")
  • content — string output for a single file
  • files — array of {filename, content} for multi-file output; mutually exclusive with content, requires --output-dir

The layout data is available as std.extVar("sprat"):

local sprat = std.extVar("sprat");

Global fields:

Field Type Description
sprites array All sprites across all atlases
atlases array Each entry has index, width, height, path, sprites
animations array Animation definitions
markers array All markers across all sprites
atlas_width, atlas_height number First atlas dimensions
atlas_path, atlas_stem string First atlas path and stem
atlas_count number Total atlas count
multipack boolean true when layout declares multipack true
scale, extrude number Layout-level values
has_animations, has_markers boolean Whether extra files were loaded
animation_count, marker_count, sprite_count number Counts
output_stem, output_stem_hash_hex string Output stem and its FNV-1a hex hash
animations_path, markers_path string Paths to the extra files

Per sprite (sprites[]):

Field Description
index, name, path, atlas_index Identity
x, y, w, h Packed rectangle in the atlas
content_w, content_h Dimensions accounting for rotation
source_w, source_h Original size including trim margins
trim_left, trim_top, trim_right, trim_bottom, has_trim Trim margins
rotated true when packed rotated 90° clockwise
unity_y atlas_height - y - h (Y-up coordinate for Unity)
pivot_x, pivot_y Pivot in pixels from marker lookup (0 if not set)
pivot_x_norm, pivot_y_norm Normalized; pivot_y_norm is Y-up (Unity convention)
pivot_y_norm_raw Normalized Y-down
name_hash_hex 16-char FNV-1a hex string
name_hash_decimal FNV-1a as a decimal string (serialized as JSON string to avoid float precision loss)
name_css CSS-safe identifier
markers Array of marker objects attached to this sprite

Per animation (animations[]):

Field Description
index, name, fps, duration Identity and timing
frame_indices Global sprite index sequence (may be non-contiguous)
frames [{index, name, name_hash_decimal, name_hash_hex}] resolved per frame
is_alias, alias_source, flip Alias support

Per marker (markers[] and sprite.markers[]):

Field Description
index, name, type Identity; type is point, circle, rectangle, or polygon
x, y, radius, w, h, vertices Geometry (fields present depend on type)
sprite_index, sprite_name, sprite_path Owning sprite

Shared helpers (sprat.libsonnet)

All transforms in the transforms directory can import shared helpers:

local lib = import "sprat.libsonnet";
  • lib.format_double(v) — formats a float like C's %.8g (works around a known Jsonnet v0.20 %g bug)
  • lib.consecutive_runs(indices) — splits an index array into contiguous ranges [{from, to}]; used by the Aseprite transform to build frameTags from non-contiguous animations

Custom transforms

A transform is any .jsonnet file. Pass a path directly to --transform:

local sprat = std.extVar("sprat");
{
  name: "compact-log",
  description: "One line per sprite",
  extension: ".txt",
  content:
    "atlas=%dx%d sprites=%d\n" % [sprat.atlas_width, sprat.atlas_height, sprat.sprite_count] +
    std.join("\n", [
      "%d %s @ %d,%d %dx%d" % [s.index, s.path, s.x, s.y, s.w, s.h]
      for s in sprat.sprites
    ]) + "\n",
}
./build/spratconvert --transform ./my.jsonnet < layout.txt > output.txt

Multi-file output — return files instead of content and use --output-dir:

local sprat = std.extVar("sprat");
{
  name: "one-per-anim",
  extension: ".txt",
  files: [
    { filename: anim.name + ".txt", content: anim.name + ": " + anim.fps + "fps\n" }
    for anim in sprat.animations
  ],
}
./build/spratconvert --transform ./per-anim.jsonnet --output-dir ./out < layout.txt

Sprite names default to the source file basename without extension (e.g. ./frames/run_01.png becomes run_01).

--markers expects a plaintext file using the path and - marker DSL. An optional root directive sets a base directory; path values that are relative are resolved against it. Supported marker types:

  • point: x,y
  • circle: x,y radius
  • rectangle: x,y w,h
  • polygon: x,y x,y ... (list of vertices)

Example markers.txt:

root "./frames"
path "a.png"
- marker "hit" point 3,5
- marker "hurt" circle 6,7 4
path "b"
- marker "foot" rectangle 1,2 3,4

--animations expects a plaintext file using the animation and - frame DSL. Frame entries are resolved to sprite indexes by path, name, or index. An optional root directive sets a base directory; quoted frame paths that are relative are resolved against it.

Example animations.txt:

root "./frames"
fps 12
animation "run" 8
- frame "a.png"
- frame "b"
animation "idle"
- frame 1

Column meanings for the sprite line in trim mode:

  • "<path>": source image path.
  • <x>,<y>: top-left position in the output atlas where the trimmed sprite is placed.
  • <w>,<h>: trimmed width and height written into the atlas.
  • <left>,<top>: pixels trimmed from the left and top of the original image.
  • <right>,<bottom>: pixels trimmed from the right and bottom of the original image.
  • rotated (optional trailing token): sprite was packed rotated 90 degrees clockwise in the atlas.

spratpack reads that layout from stdin and writes the final atlas output:

  • Single atlas: PNG to stdout.
  • Multipack layout: TAR stream (containing atlas PNG files) to stdout.
./build/spratpack < layout.txt > spritesheet.png

Optional frame divider overlay and extrusion:

  • --extrude N (repeat edge pixels N times, overrides layout)
  • --frame-lines (draw sprite rectangle outlines)
  • --line-width N (default: 1)
  • --line-color R,G,B[,A] (default: 255,0,0,255)
  • --threads N (parallel sprite decode/blit when sprite rectangles do not overlap)

Example:

./build/spratpack --frame-lines --line-width 2 --line-color 0,255,0 < layout.txt > spritesheet.png

Sprite Detection (spratframes)

spratframes scans an image and detects individual sprite boundaries. It can use transparency-based detection (finding connected components of non-transparent pixels) or look for specific rectangle borders.

./build/spratframes sheet.png > frames.spratframes

Options:

  • --has-rectangles: Look for closed rectangles instead of using transparency.
  • --rectangle-color COLOR: Border color to detect (e.g., #FF00FF, 255,0,255).
  • --tolerance N: Manhattan distance for grouping pixels (default: 1).
  • --min-size N: Filter out sprites smaller than NxN pixels.
  • --threads N: Parallel processing.

Example with magenta borders:

./build/spratframes --has-rectangles --rectangle-color "#FF00FF" sheet.png > frames.txt

Unpacking Atlases (spratunpack)

spratunpack extracts individual sprites from a texture atlas using a frames definition file. It can read atlas PNG from a file path, -, or stdin (when no atlas path is provided).

Recommended One-liner:

./build/spratframes atlas.png | ./build/spratunpack --output ./extracted

When piped from spratframes, spratunpack can automatically detect the atlas path from the path ... line in the stream.

Manual usage:

./build/spratunpack atlas.png --frames atlas.json --output ./extracted

If no output directory is specified, it writes a TAR archive to stdout, making it easy to pipe to other tools or network transfers.

./build/spratunpack atlas.png > sprites.tar
# Equivalent stdin form:
cat atlas.png | ./build/spratunpack --frames atlas.json > sprites.tar

Options:

  • -f, --frames PATH: Path to frames definition (auto-detects .json or .spratframes only when atlas path is a file).
  • -o, --output DIR: Destination directory.
  • -j, --threads N: Parallel extraction.

Supported formats:

  • TexturePacker/sprat JSON (Hash or Array)
  • Minimalist .spratframes format

If no frames file is specified, spratunpack will look for <atlas>.json or <atlas>.spratframes automatically only when atlas input is a file path.

Free Sprite Sources

Sample asset source used in this page: https://opengameart.org/content/the-robot-free-sprite

Texture Optimization References

Shape and Layout

Color Formats and Precision

Compression Formats

Sampling Artifacts and Alpha

Asset Deduplication

Platform and engine guidance:

Contributing

Suggestions, pull requests, and forks are welcome.

High-impact contribution areas:

  • Packaging and distribution:
    • Linux packages (deb/rpm), Homebrew formulae, Scoop/Chocolatey, Arch/AUR, Nix, etc.
    • Release automation and artifact publication for multiple platforms.
  • GUI frontends:
    • Desktop/web/mobile wrappers around the CLI pipeline.
    • Workflow-focused tools that call the sprat-cli commands under the hood.
  • Engine/runtime integrations:
    • Importers/exporters and transform templates for specific game engines or frameworks.
    • Community-maintained presets and examples.
  • CI/CD and developer tooling:
    • Cross-platform build/test matrices.
    • Reproducible packaging and versioned release pipelines.

Core scope remains a free UNIX-style CLI. GUI and platform integrations are encouraged as companion projects or optional layers.

License

MIT. See LICENSE.

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