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Command List — SuperMario64.zip ← Back to Overview

;Cmd File ; ;-| Button Remapping |----------------------------------------------------- ; This section lets you remap the player's buttons (to easily change the ; button configuration). The format is: ; old_button = new_button ; If new_button is left blank, the button cannot be pressed. [Remap] x = x y = y z = z a = a b = b c = c s = s ;-| Default Values |------------------------------------------------------- [Defaults] ; Default value for the "time" parameter of a Command. Minimum 1. command.time = 15 ; Default value for the "buffer.time" parameter of a Command. Minimum 1, ; maximum 30. command.buffer.time = 1 ;----- inicio dos comandos da AI --------------------------------------------- [Command] name = "AI_1" command = D,D,D,F,F,F,a+b+c+x+y+z time = 1 [Command] name = "AI_2" command = D,D,D,F,F,U,a+b+c+x+y+z time = 1 [Command] name = "AI_3" command = D,D,D,F,F,UF,a+b+c+x+y+z time = 1 [Command] name = "AI_4" command = D,D,D,F,F,D,a+b+c+x+y+z time = 1 [Command] name = "AI_5" command = D,D,D,F,F,DF,a+b+c+x+y+z time = 1 [Command] name = "AI_6" command = D,D,D,F,F,B,a+b+c+x+y+z time = 1 [Command] name = "AI_7" command = D,D,D,F,F,DB,a+b+c+x+y+z time = 1 [Command] name = "AI_8" command = D,D,D,F,F,UB,a+b+c+x+y+z time = 1 [Command] name = "AI_9" command = D,D,D,F,U,F,a+b+c+x+y+z time = 1 [Command] name = "AI_10" command = D,D,D,F,UF,F,a+b+c+x+y+z time = 1 [Command] name = "AI_11" command = D,D,D,F,DF,F,a+b+c+x+y+z time = 1 [Command] name = "AI_12" command = D,D,D,F,D,F,a+b+c+x+y+z time = 1 [Command] name = "AI_13" command = D,D,D,F,DB,F,a+b+c+x+y+z time = 1 [Command] name = "AI_14" command = D,D,D,F,B,F,a+b+c+x+y+z time = 1 [Command] name = "AI_15" command = D,D,D,F,UB,F,a+b+c+x+y+z time = 1 [Command] name = "AI_16" command = D,D,D,F,F,F,a+b+c+x+y,z time = 1 [Command] name = "AI_17" command = D,D,D,F,F,F,a+b+c+x,y,z time = 1 [Command] name = "AI_18" command = D,D,D,F,F,F,a+b+c,x,y,z time = 1 [Command] name = "AI_19" command = D,D,D,F,F,F,a+b,c,x,y,z time = 1 ;[Command] ;name = "AI_20" ;command = D,D,D,F,F,F,a,b,c,x,y,z ;time = 1 ;[Command] ;name = "AI_21" ;command = D,D,D,F,F,F,a+b+c,x+y+z ;time = 1 ;--------------------- fim AI comandos ------------------------------------ ;-| Super Motions |-------------------------------------------------------- ;The following two have the same name, but different motion. ;Either one will be detected by a "command = TripleKFPalm" trigger. ;Time is set to 20 (instead of default of 15) to make the move ;easier to do. ; [Command] name = "koopa" command = ~D, DF, F, D, DF, F, z time = 20 [Command] name = "pegopelorabo" command = ~D, DB, B, D, DB, B, z time = 20 [Command] name = "capfalcon" command = ~D, DF, F, D, DF, F, a;~F, D, DF, F, D, DF, x time = 20 [Command] name = "MarioKart" command = ~D, DF, F, D, DF, F, b;~F, D, DF, F, D, DF, x time = 20 [Command] name = "MetalMario" command = ~D, DF, F, D, DF, F, c;~F, D, DF, F, D, DF, x time = 20 [Command] name = "fly" command = ~D, DB, B, D, DB, B, c;~F, D, DF, F, D, DF, x time = 20 [Command] name = "SmashKFUpper" ;Same name as above command = ~D, DB, B, D, DB, B, y;~F, D, DF, F, D, DF, y time = 20 ;-| Special Motions |------------------------------------------------------ [Command] name = "Shouryuuken_x" command = ~F, D, DF, x time = 20 [Command] name = "Shouryuuken_y" command = ~F,D,DF,y time = 15 [Command] name = "upper_xy" command = ~F, D, DF, x+y [Command] name = "QCF_x" command = ~D, DF, F, x [Command] name = "QCF_y" command = ~D, DF, F, y [Command] name = "QCF_xy" command = ~D, DF, F, x+y [Command] name = "QCB_x" command = ~D, DB, B, x [Command] name = "QCB_y" command = ~D, DB, B, y [Command] name = "QCB_xy" command = ~D, DB, B, x+y [Command] name = "FF_ab" command = F, F, a+b [Command] name = "FF_x" command = F, F, x [Command] name = "FF_y" command = F, F, y ;-| Double Tap |----------------------------------------------------------- [Command] name = "FF" ;Required (do not remove) command = F, F time = 10 [Command] name = "BB" ;Required (do not remove) command = B, B time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery";Required (do not remove) command = x+y time = 1 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 [Command] name = "up_x" command = U,x time = 1 [Command] name = "up_a" command = /$U,a time = 1 ;-| Single Button |--------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "start" command = s time = 1 [command] name = "banjo" command = a+x [command] name = "link" command = b+y [command] name = "luigi" command = c+z ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd";Required (do not remove) command = /$F time = 1 [Command] name = "holdback";Required (do not remove) command = /$B time = 1 [Command] name = "holdup" ;Required (do not remove) command = /$U time = 1 [Command] name = "holddown";Required (do not remove) command = /$D time = 1 [command] name = "barriga" command = /+x time = 15 ;--------------------------------------------------------------------------- ; 2. State entry ; -------------- ; This is where you define what commands bring you to what states. ; ; Each state entry block looks like: ; [State -1, Label] ;Change Label to any name you want to use to ; ;identify the state with. ; type = ChangeState ;Don't change this ; value = new_state_number ; trigger1 = command = command_name ; . . . (any additional triggers) ; ; - new_state_number is the number of the state to change to ; - command_name is the name of the command (from the section above) ; - Useful triggers to know: ; - statetype ; S, C or A : current state-type of player (stand, crouch, air) ; - ctrl ; 0 or 1 : 1 if player has control. Unless "interrupting" another ; move, you'll want ctrl = 1 ; - stateno ; number of state player is in - useful for "move interrupts" ; - movecontact ; 0 or 1 : 1 if player's last attack touched the opponent ; useful for "move interrupts" ; ; Note: The order of state entry is important. ; State entry with a certain command must come before another state ; entry with a command that is the subset of the first. ; For example, command "fwd_a" must be listed before "a", and ; "fwd_ab" should come before both of the others. ; ; For reference on triggers, see CNS documentation. ; ; Just for your information (skip if you're not interested): ; This part is an extension of the CNS. "State -1" is a special state ; that is executed once every game-tick, regardless of what other state ; you are in. ; Don't remove the following line. It's required by the CMD standard. [Statedef -1] ;----------------- ativa鈬o da AI -------------------------- [State -1] type = VarSet trigger1 = command = "AI_1" trigger2 = command = "AI_2" trigger3 = command = "AI_3" trigger4 = command = "AI_4" trigger5 = command = "AI_5" trigger6 = command = "AI_6" trigger7 = command = "AI_7" trigger8 = command = "AI_8" trigger9 = command = "AI_9" trigger10 = command = "AI_10" trigger11 = command = "AI_11" trigger12 = command = "AI_12" trigger13 = command = "AI_13" trigger14 = command = "AI_14" trigger15 = command = "AI_15" trigger16 = command = "AI_16" trigger17 = command = "AI_17" trigger18 = command = "AI_18" trigger19 = command = "AI_19" v = 59 value = 1 ;---------------------------------------------------------------------- ;----------- AI defesa ------------------------------------------------ ;01 AI defesa ---------------------------------------------------------- [State -1] type = ChangeState trigger1 = Ctrl trigger1 = RoundState = 2 trigger1 = var(59) != 0 trigger1 = Random <= 650 trigger1 = P2BodyDist X <= 75 trigger1 = StateType = S trigger1 = P2MoveType = A value = 130 ;----------------------------------------------------------------------- ;02 AI defesa abaixado ---------------------------------- [State -1] type = ChangeState value = 152 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Random <= 600 trigger1 = Ctrl && P2MoveType = A && StateType = C ;03 AI Mario Twister ------------------------------------------------------- [State -1] type = ChangeState value = 1700 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Random <= 400 trigger1 = Ctrl && P2MoveType = A && StateType = S trigger1 = P2BodyDist X <= 70 ;--------------------------------------------------------------------------- ;04 AI escorrega [State -1] type = ChangeState value = 400 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = P2BodyDist X <= 100 && Random <= 600 trigger1 = Ctrl && statetype != C trigger1 = P2MoveType = A ;--------------------------------------------------------------------------- ;05 coin [State -1] type = ChangeState value = 1000 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && StateType = S trigger1 = P2BodyDist X >= 140 && Random <= 600 trigger1 = p2statetype != C ;--------------------------------------------------------------------------- ;06 AI Bomb --------------------------------------------------------------- [State -1] type = ChangeState value = 1010 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && statetype = S trigger1 = P2BodyDist X >= 140 && Random <= 600 trigger1 = p2statetype != C ;-------------------------------------------------------------------------- ;5 AI Pego pelo rabo ------------------------------------------------------ [State -1] type = ChangeState value = 3010 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && StateType = S trigger1 = P2BodyDist X <= 175 && Random <= 700 trigger1 = p2statetype != C ;-------------------------------------------------------------------------- ;13 AI Mario Kart----------------------------------------------------------- [State -1] type = ChangeState value = 1410 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && StateType = S trigger1 = P2BodyDist X >= 150 && Random <= 900 trigger1 = p2statetype != C ;--------------------------------------------------------------------------- ;7 AI Penguim ------------------------------------------------------------- [State -1] type = ChangeState value = 1200 triggerall = power >= 500 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && StateType = S trigger1 = Random <= 200 triggerall = numhelper(1201) = 0 trigger1 = var(1) ;Use combo condition (above) ;-------------------------------------------------------------------------- ;8 AI Planta Carnivora----------------------------------------------------- [State -1] type = ChangeState value = 1210 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && StateType = S trigger1 = P2BodyDist X <= 100 && Random <= 800 triggerall = numhelper(1213) = 0 ;--------------------------------------------------------------------------- ;9 AI Banjo ---------------------------------------------------------------- [State -1] type = ChangeState value = 1300 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && StateType = S trigger1 = P2BodyDist X <= 150 && Random <= 500 triggerall = numhelper(1301) = 0 ;--------------------------------------------------------------------------- ;10 AI Link ----------------------------------------------------------------- [State -1] type = ChangeState value = 1310 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && StateType = S trigger1 = P2BodyDist X <= 160 && Random <= 500 triggerall = numhelper(1211) = 0 ;--------------------------------------------------------------------------- ;11 AI Luigi --------------------------------------------------------------- [State -1] type = ChangeState value = 1320 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && StateType = S trigger1 = P2BodyDist X <= 105 && Random <= 500 triggerall = numhelper(1221) = 0 ;--------------------------------------------------------------------------- ;12 AI Captain Falcon ----------------------------------------------------- [State -1] type = ChangeState value = 1400 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && StateType = S trigger1 = P2BodyDist X <= 120 && Random <= 700 triggerall = numhelper(1401) = 0 ;--------------------------------------------------------------------------- ;14 AI Matal Mario --------------------------------------------------------- [State -1] type = ChangeState value = 1500 triggerall = power >= 2000 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && StateType = S trigger1 = Random <= 500 trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;15 AI Voo ---------------------------------------------------------------- [State -1] type = ChangeState value = 1600 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && StateType = S trigger1 = Random <= 750 triggerall = power >= 1000 trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;17 AI Koopa --------------------------------------------------------------- [State -1] type = ChangeState value = 3000 triggerall = power >= 1000 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && StateType = S trigger1 = Random <= 900 ;--------------------------------------------------------------------------- ;20 AI Koopa --------------------------------------------------------------- [State -1] type = ChangeState value = 3000 triggerall = power >= 1000 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && StateType = S trigger1 = Random <= 700 ;--------------------------------------------------------------------------- ;21 AI Koopa --------------------------------------------------------------- [State -1] type = ChangeState value = 3000 triggerall = power >= 1000 trigger1 = RoundState = 2 && Var(59) != 0 trigger1 = Ctrl && StateType = S trigger1 = Random <= 700 ;--------------------------------------------------------------------------- ;---------------------------------------------------------------------------- ;-------------- fim da AI --------------------------------------------------- ;---------------------------------------------------------------------------- ;=========================================================================== ;--------------------------------------------------------------------------- ;Smash Kung Fu Upper (uses one super bar) ;スマッシュ・カンフー・ウッパー(ゲージレベル1) ;--------------------------------------------------------------------------- ;Shoryoken [State -1, Maryuuken_y] type = ChangeState value = 500 triggerall = command = "Shouryuuken_y" trigger1 = var(1) ;Use combo condition (above) ;Shoryoken [State -1, Maryuuken_x] type = ChangeState value = 500 triggerall = command = "Shouryuuken_x" trigger1 = var(1) ;Use combo condition (above) ;banjo [State -1, banjo ] type = ChangeState value = 1300 triggerall = power >= 200 triggerall = command = "banjo" triggerall = numhelper(1301) = 0 ;trigger1 = statetype != A trigger1 = var(1) ;link [State -1, link ] type = ChangeState value = 1310 triggerall = power >= 200 triggerall = command = "link" triggerall = numhelper(1311) = 0 ;trigger1 = statetype != A trigger1 = var(1) ;luigi [State -1, luigi ] type = ChangeState value = 1320 triggerall = power >= 200 triggerall = command = "luigi" triggerall = numhelper(1321) = 0 ;trigger1 = statetype != A trigger1 = var(1) ;cap. Falcon [State -1, CapFalcon ] type = ChangeState value = 1400 triggerall = power >= 200 triggerall = command = "capfalcon" triggerall = numhelper(1401) = 0 ;trigger1 = statetype != A trigger1 = var(1) ;Mario Kart [State -1, MarioKart ] type = ChangeState value = 1410 triggerall = power >= 500 triggerall = command = "MarioKart" trigger1 = statetype = S trigger1 = ctrl ;trigger2 = statetype != A trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3000,3050) ;trigger2 = movecontact != A ;Metal Mario [State -1, MetalMario ] type = ChangeState value = 1500 triggerall = power >= 2000 triggerall = command = "MetalMario" trigger1 = statetype = S trigger1 = ctrl trigger2 = hitdefattr = SC, NA, SA, HA ;--------------------------------------------------------------------------- ;Voa [State -1, Voa] type = ChangeState value = 1600 trigger1 = statetype = S trigger1 = command = "fly" triggerall = power >= 1000 trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- ;furacao [State -1, furacao x] type = ChangeState value = 1700 triggerall = command = "FF_x" trigger1 = statetype != A trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;furacao [State -1, furacao y] type = ChangeState value = 1700 triggerall = command = "FF_y" trigger1 = statetype != A trigger1 = statetype = S trigger1 = ctrl = 1 ;--------------------------------------------------------------------------- ;Triple Kung Fu Palm (uses one super bar) ;三烈カンフー突き手(ゲージレベル1) [State -1, Koopa] type = ChangeState value = 3000 triggerall = command = "koopa" triggerall = power >= 3000 trigger1 = statetype = S trigger1 = ctrl trigger2 = statetype != A trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3000,3050) trigger2 = movecontact ;--------------------------------------------------------------------------- [State -1, Pego pelo Rabo] type = ChangeState value = 3010 triggerall = command = "pegopelorabo" triggerall = power >= 2000 trigger1 = statetype = S trigger1 = ctrl trigger2 = statetype != A trigger2 = hitdefattr = SC, NA, SA, HA trigger2 = stateno != [3000,3050) trigger2 = movecontact ;=========================================================================== ;This is not a move, but it sets up var(1) to be 1 if conditions are right ;for a combo into a special move (used below). ;Since a lot of special moves rely on the same conditions, this reduces ;redundant logic. [State -1, Combo condition Reset] type = VarSet trigger1 = 1 var(1) = 0 [State -1, Combo condition Check] type = VarSet trigger1 = statetype != A trigger1 = ctrl trigger2 = (stateno = [200,299]) || (stateno = [400,499]) trigger2 = stateno != 440 ;Except for sweep kick trigger2 = movecontact var(1) = 1 ;--------------------------------------------------------------------------- ;Light Kung Fu Palm ;カンフー突き手(弱) [State -1, Coin] type = ChangeState value = 1000 triggerall = power >= 50 triggerall = command = "QCF_x" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Strong Kung Fu Palm ;カンフー突き手(強) [State -1, Bomb] type = ChangeState value = 1010 triggerall = power >= 50 triggerall = command = "QCF_y" trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Penguim [State -1, Penguim] type = ChangeState value = 1200 triggerall = power >= 50 triggerall = command = "QCB_x" triggerall = numhelper(1201) = 0 ;trigger1 = statetype != A trigger1 = var(1) ;Use combo condition (above) ;--------------------------------------------------------------------------- ;Strong Kung Fu Blow [State -1, Planta Carnivora] type = ChangeState value = 1210 triggerall = command = "QCB_y" triggerall = numhelper(1213) = 0 trigger1 = var(1) ;Use combo condition (above) ;=========================================================================== ;--------------------------------------------------------------------------- ;Run Fwd ;ダッシュ [State -1, Run Fwd] type = ChangeState value = 100 trigger1 = command = "FF" trigger1 = statetype = S trigger1 = ctrl ;--------------------------------------------------------------------------- ;Run Back ;後退ダッシュ [State -1, Run Back] type = ChangeState value = 105 trigger1 = command = "BB" trigger1 = statetype = S trigger1 = ctrl ;=========================================================================== ;--------------------------------------------------------------------------- ;Stand Light Punch ;立ち弱パンチ [State -1, Stand Light Punch] type = ChangeState value = 200 triggerall = command = "x" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = stateno = 200 trigger2 = time > 6 ;--------------------------------------------------------------------------- ;Stand Strong Punch ;立ち強パンチ [State -1, Stand Strong Punch] type = ChangeState value = 210 triggerall = command = "y" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && time > 5 trigger3 = (stateno = 230) && time > 6 ;--------------------------------------------------------------------------- ;Stand Light Kick ;立ち弱キック [State -1, Stand Light Kick] type = ChangeState value = 230 triggerall = command = "a" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && time > 7 trigger3 = (stateno = 230) && time > 9 ;--------------------------------------------------------------------------- ;Standing Strong Kick ;立ち強キック [State -1, Standing Strong Kick] type = ChangeState value = 240 triggerall = command = "b" triggerall = command != "holddown" trigger1 = statetype = S trigger1 = ctrl trigger2 = (stateno = 200) && time > 5 trigger3 = (stateno = 230) && time > 6 ;--------------------------------------------------------------------------- ;Taunt ;挑発 [State -1, Taunt] type = ChangeState value = 195 triggerall = command = "start" trigger1 = statetype != A trigger1 = ctrl ;--------------------------------------------------------------------------- ;Crouch punch [State -1,Crouch light punch ] type = ChangeState value = 400 triggerall = command = "x" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 450 && movehit ;--------------------------------------------------------------------------- ;Crouch punch [State -1,Crouch strong punch ] type = ChangeState value = 400 triggerall = command = "y" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = stateno = 450 && movehit ;--------------------------------------------------------------------------- ;Crouching Light Kick ;しゃがみ弱キック [State -1, Crouching Light Kick] type = ChangeState value = 430 triggerall = command = "a" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (time > 9) || (movecontact && time > 5) ;--------------------------------------------------------------------------- ;Crouching Strong Kick ;しゃがみ強キック [State -1, Crouching Strong Kick] type = ChangeState value = 440 triggerall = command = "b" triggerall = command = "holddown" trigger1 = statetype = C trigger1 = ctrl trigger2 = (stateno = 400) || (stateno = 430) trigger2 = (time > 9) || (movecontact && time > 5) ;--------------------------------------------------------------------------- ;Jump Light Punch ;空中弱パンチ [State -1, Jump Light Punch] type = ChangeState value = 600 triggerall = command = "x" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 trigger2 = statetime >= 7 trigger3 = stateno = 1350 ;Air blocking ;--------------------------------------------------------------------------- ;Jump Strong Punch [State -1, Jump Strong Punch] type = ChangeState value = 610 triggerall = command = "y" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a trigger2 = movecontact trigger3 = stateno = 1350 ;Air blocking ;--------------------------------------------------------------------------- ;Jump Light Kick [State -1, Jump Light Kick] type = ChangeState value = 630 triggerall = command = "a" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 1350 ;Air blocking ;--------------------------------------------------------------------------- ;Jump Strong Kick ;空中強キック [State -1, Jump Strong Kick] type = ChangeState value = 640 triggerall = command = "b" trigger1 = statetype = A trigger1 = ctrl trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a trigger2 = movecontact trigger3 = stateno = 1350 ;Air blocking
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