Pixel Dungeon: Mega Drive Edition - licence and credits ================================================================ Pixel Dungeon: Mega Drive Edition is a homebrew game for the Mega Drive (a new game by an independent developer, not a commercial release) by 2 Drinks In Games (2026), based on Pixel Dungeon by Watabou (Oleg Dolya) and on Shattered Pixel Dungeon by Evan Debenham, both free software. What this site serves: a ROM built by FredyGames, with the official SGDK 2.11 (tag v2.11, commit ef9292c) and GCC 14.2 for m68k, from PixelDungeonMD_source.zip, version 1.6.1, which 2 Drinks In Games publishes on itch.io (https://2drinksingames.itch.io/pixel-dungeon, pay what you want, from zero). The build follows the author's build.ps1 step by step (same compiler options, md_8mb.ld, 8 MB padding and checksum); nothing in the source was changed. SHA-256 of the source zip: ec84c2ff4af730354303a175f1fecf66c96b68b71023b195dc7ac745e0150f01 SHA-256 of the ROM: ec2d26ac6bac46fdabf4819b882b1ad79a737a7ebbc6216bb9d45f9b4796ba7a Licence: the README.md in the source says "Mega Drive Edition (code, design and asset changes) Copyright (C) 2026 2 Drinks In Games, under the GNU GPL v3. Original Pixel Dungeon art, music and sounds Copyright (C) Watabou (Oleg Dolya), also GNU GPL v3." and "Anyone who gets the ROM gets this source code too, under the same license." Its credits add the art, music and newer sound effects from Shattered Pixel Dungeon, "under the GNU GPL v3". The two games the assets come from are published with all their art, music and sounds in repositories licensed as a whole under the GNU GPL version 3 (LICENSE.txt of each, read on 2026-11-11): - Pixel Dungeon, https://github.com/watabou/pixel-dungeon (commit ca458a2): code, art, and music by Cube_Code. - Shattered Pixel Dungeon, https://github.com/00-Evan/shattered-pixel-dungeon (commit 57a4e06): code by Evan Debenham, dungeon art by Aleksandar Komitov (https://www.alekskomitov.com/), music by Lumine Haaristo. Its credits screen (AboutScene.java) lists sound samples from freesound.org, some of which may be among the Shattered sound effects converted for this ROM; they are credited here as that screen credits them: Creative Commons Attribution License: "SFX ATTACK SWORD 001.wav" by JoelAudio; "Pack: Slingshots and Longbows" by saturdaysoundguy; "Cracking/Crunching, A.wav" by InspectorJ; "Extracting a sword.mp3" by Taira Komori; "Pack: Uni Sound Library" by timmy h123. Creative Commons Zero License: "Pack: Movie Foley: Swords" by Black Snow; "machine gun shot 2.flac" and "m240h machine gun burst 4.flac" by qubodup; "Pack: Onomatopoeia" by Adam N; "Pack: Watermelon" by lolamadeus; "metal chain" by Mediapaja2009; "Pack: Sword Clashes Pack" by JohnBuhr; "Pack: Metal Clangs and Pings" by wilhellboy; "Pack: Stabbing Stomachs & Crushing Skulls" by TheFilmLook; "Sheep bleating" by zachrau; "Lemon,Juicy,Squeeze,Fruit.wav" and "Lemon,Squeeze,Squishy,Fruit.wav" by Filipe Chagas. The game is built with SGDK by Stephane Dallongeville, under the MIT License (notice below, as in the README). Source code: because of the GPL, the exact source of this ROM (the author's zip, unpacked), the SGDK 2.11 tarball and our build scripts are hosted on this site next to the game. Project: https://2drinksingames.itch.io/pixel-dungeon ---------------------------------------------------------------- README.md of the source, as published by the author ---------------------------------------------------------------- # Pixel Dungeon: Mega Drive Edition A free fan made roguelike for the SEGA Mega Drive / Genesis, based on [Pixel Dungeon](https://github.com/watabou/pixel-dungeon) by **Watabou (Oleg Dolya)**. Mega Drive Edition (code, design and asset changes) Copyright (C) 2026 2 Drinks In Games, under the GNU GPL v3. Original Pixel Dungeon art, music and sounds Copyright (C) Watabou (Oleg Dolya), also GNU GPL v3. 2 Drinks In Games gives this game away **free**. ## License This is free software. You can share it and change it under the **GNU General Public License version 3** from the Free Software Foundation. The full text is in [LICENSE](LICENSE). This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. Anyone who gets the ROM gets this source code too, under the same license. ## Credits * **Original game, art, music and sound effects:** Pixel Dungeon by Watabou (Oleg Dolya), under the GNU GPL v3: [github.com/watabou/pixel dungeon](https://github.com/watabou/pixel-dungeon). The graphics, music and sounds in this ROM are converted from the original assets (recolored, cropped and cut down to Mega Drive colors, some hero sprites mix heads and bodies from different sheets, some potion liquids got recolored). Plants, alchemy, quests and items follow the original source code where they can. * **Shattered art (dungeon tiles, monsters, bosses, items, banners, window frames, status and badge icons, effect specks, alert icons, the boss bar, title arches, class paintings), area and boss music, and its newer sound effects:** from Shattered Pixel Dungeon by Evan Debenham (Shattered Pixel), under the GNU GPL v3: [github.com/00 Evan/shattered pixel dungeon](https://github.com/00-Evan/shattered-pixel-dungeon). Its dungeon art is by Aleksandar Komitov and its music by Lumine Haaristo. * **Mega Drive Edition (code and design):** 2 Drinks In Games. * **Built with SGDK** by Stephane Dallongeville, MIT License ([github.com/Stephane D/SGDK](https://github.com/Stephane-D/SGDK)). The SGDK license notice is at the bottom. ## Disclaimer This is an unofficial fan game, nobody makes money off it. Its not made, endorsed, licensed or approved by SEGA. SEGA, Mega Drive and Genesis are trademarks of SEGA Corporation, only used here to say what hardware it runs on. This project has nothing to do with SEGA or Watabou. ## Playing ### Controls **3 button pad** * Move and attack: D pad (walk into a monster) * Quickslots: **A** and **B** * Search and rest: **C**, tap to search, hold to rest * Throw or zap a wand: hold **C** + D pad to aim, let go of C to fire * Shoot the bow: hold **C** + D pad (a ready wand goes first) * Menu: START (status, inventory, catalog, upgrades, options, save and quit) **6 button pad** * Move and attack: D pad, or **A** hits the monster you face * Quickslots: **X** and **Y** * Search and rest: **Z** (or C), tap to search, hold to rest * Throw or zap a wand: hold **B**, aim with the D pad, let go to fire * Shoot the bow: hold **A**, aim with the D pad, let go to shoot * Menu: START The game sees which pad is plugged in and the quickslot letters on the HUD follow it. A tap on the aim button hits the closest monster. Potions and wands that hit a spot (firebolt, regrowth, avalanche, blink) keep the aim up until you press again, so you can set things up where a monster is about to step. Next to a trap you have found, the search button disarms it (Rogues never fail, others usually manage, and a slip can set it off). Searching finds hidden traps and doors, Rogues also spot them just by walking past. **Controller config** on the title screen shows your pad drawn out (3 or 6 button, whichever is plugged in). Pick a button with the D pad, press A and pick its job with left and right, B when done. B again saves it and goes back. The HUD, the help screen and the hints all follow it. Menus always use the real buttons. Your layout, hero style, ending and challenges are remembered when the power is off. ### Whats in the dungeon * **Four classes** (Warrior, Rogue, Hunter, Mage, the originals four classes), each with three skills of its own, a starting weapon like Shattered Pixel Dungeon (the Warrior a worn shortsword, the Rogue a dagger, the Hunter a bow, 15 arrows and a dagger, the Mage the Mage's staff and a wand of magic missile) and class weapons and armor in the shops. Skills cost points you get from leveling. Other classes skills go up to rank 3 (rank 1 is free, then a tome of knowledge each for ranks 2 and 3), and tomes of ascension push your own skills past rank 5. * **Subclasses like the original:** the first boss from depth 10 on drops the Tome of Mastery. Read it to pick one of two. Warrior: Gladiator (each hit in a row hits harder) or Berserker (hits way harder when badly hurt). Rogue: Assassin (double damage on unaware foes) or Freerunner (moves fast while not hungry). Hunter: Sniper (shots and throws ignore armor) or Warden (more seeds and dew from grass). Mage: Battlemage (melee hits can recharge wands) or Warlock (souls of the slain heal and feed). * **Five areas** (Sewers, Prison, Caves, Dwarven City, Demon Halls) in the originals order, each with its own monsters and a boss every fifth floor. Shattered's newer monsters join the originals: snakes and slimes, prison guards (their chain drags you in) and necromancers (they raise skeletons), DM 100 robots and gnoll shamans, ghouls (they get back up once) and frost elementals, ripper demons (they leap at you) and shock elementals. Each area opens with Shattered's painting of it, and the amulet's floor with the Amulet itself. Seeded runs give the same dungeon every time. Easy, Normal and Hard modes. * **The goal, like the original:** the Amulet of Yendor waits on depth 26, past **Yog Dzewa** on depth 25: an old god that cant move, its Burning Fist throws fire, its Rotting Fist oozes and heals in water, and every fist alive halves the damage Yog takes while it spawns larvae when hurt. Depth 26 is quiet like the originals last level: a long corridor in the Demon Halls with the amulet at its end. Grab it and call it a day right there, or climb back to the surface yourself, for a win and double score with the originals sunny surface scene (each choice asks if youre sure). Or pick the **Endless** ending on the title screen and just go as deep as you can, down to depth 250 where the dungeon ends. * **Endless** gets harder: every 25 floors the five areas come round again, the first four in a new order shuffled by the seed (the Demon Halls stay last) ("The Sewers II", "III" and so on, Yog waits on every 25th floor) with tougher monsters, +35% health and +25% damage per cycle, better aim and armor, and more XP. From the second cycle an **Ancient Statue** waits on the third floor of each cycle (depth 28, 53, 78...). Kill the champion it names for an **Essence of Insight** (two from the third cycle). Each one lifts any skill one rank past its cap, two ranks past at most. * **Big floors:** from depth 10 a floor is two 32x32 zones, three from depth 26 and four from depth 51, chained by gates (stairs up in the first zone, down in the last). Zones you leave stay how you left them. Boss floors and the amulet floor stay one zone. The HUD shows which zone youre in next to the depth. * **Saving:** **Save and quit** in the pause menu saves the run, floor and all. **Continue** on the title screen puts you right back where you were. You get one continue per save so it cant be abused. Dying ends the run. * **Items like the original:** twelve potions and twelve scrolls with shuffled colors and runes that you learn by using them, thirteen wands with charges that come back (Amok turns a monster on its friends, Flock fills a spot with sheep, Reach pulls monsters and items to you), rings, weapons and armor on the floors (Fortune finds more and better), darts, throwing weapons (javelin, tomahawk, shuriken, boomerang), and a bow with standard, fire and curare arrows. Thrown potions break, thrown seeds plant. The ankh brings you back from death once. Mirror images fight beside you. * **Rings like the original:** Mending, Detection, Shadows, Power, Herbalism, Accuracy, Evasion, Satiety, Haste, Elements, Haggler and Thorns. A kind you dont know yet shows as its gem (like "Topaz ring") until you wear one long enough or identify it, then every ring of that kind shows its name. Some rings are cursed: they work against you (a minus level, like a Haggler ring that makes shops dearer, an Elements ring that makes fire and poison hurt more, or a Detection ring that hides things from your searches) and wont come off until Remove Curse or Upgrade. Unknown rings stay in your pack instead of going on by themselves. Bombs blow up everything around where they land and honeypots let out a bee that fights for you. * **Food like the original:** rations, pasties and mystery meat. Raw meat can burn, root, poison or confuse you, fire chargrills it and frost turns it into carpaccio that might heal or hide you. * **Tools:** the weightstone balances your weapon (+3 accuracy), the arcane stylus puts a random glyph on your armor, and the armor kit the Dwarf King drops turns your armor into class armor (you wear the originals class outfit) with a power that costs a third of your HP: Heroic Leap (Warrior, you jump next to the closest monster you can see and slam down), Smoke Bomb (Rogue), Spectral Blades (Hunter) or Molten Earth (Mage). * **Identifying gear like the original:** weapons, armor and rings you find are unidentified (shown like "Mace (?)"). Their level, enchantment and any curse are hidden and weapons and armor go in your pack instead of being worn right away. Twenty hits with a weapon, fifteen taken in armor or 150 turns wearing a ring identify it, or a scroll of Identify lets you pick. Starting gear, shop stuff, quest rewards and statue weapons come identified. * **Enchantments and curses:** weapons can have Fire, Poison, Frost, Stun, Leech, Shock, Death, Horror, Luck or Instability. Armor can have Thorns, Bounce, Charm, Mending, Entropy, Displacement, Entanglement, Metabolism, Multiplicity, Potential, Stench or Viscosity glyphs. Some finds are cursed and wont come off once you wear them until a scroll of Remove Curse (or Upgrade) lifts it. Once you know a thing is cursed its box in the inventory turns red, like the original. Animated statues always hold an enchanted weapon. * **The originals monster tricks:** skeletons burst into bones, gnoll shamans throw lightning, vampire bats and succubi drain life, gnoll brutes go berserk, cave spinners poison you and spit webs that hold you (you see the web on you), dwarf monks hit twice, warlocks, evil eyes and scorpios attack from range, and swarms of flies split when you hit them. One monster in thirty is its areas rare kind like the original: the bleeding albino rat, the dust throwing crazy bandit, the heavy armored shielded brute, the stunning senior monk and the acid splashing acidic scorpio. * **Boss tricks like the original:** Tengu throws shurikens, DM300 repairs itself on its vents and stomps out toxic gas, and the Dwarf King raises undead dwarves that fall when he does. The citys fire elementals set you alight. * **Treasure and traps:** chests (some are mimics), animated statues that guard a real weapon and stand still until you hit them, and the prisons crazy thieves who grab a potion or scroll and run (catch them to get it back). * **Bags:** the dew vial (depth 2) stores dew drops when youre not hurt, drink them or let a full vial save you from dying. The seed pouch (depth 4), scroll holder (depth 6) and wand holster (depth 8) keep all your seeds, scrolls or wands in one backpack cell. * **Catalog** in the pause menu lists every potion, scroll, wand and ring you know (left and right switch between its two pages). * **Rankings** in the title screens Extras: the seven best runs with each class's face, level, depth, difficulty and how each one ended. Amulet and Endless runs each get their own list (left and right switch, C there clears all scores). * **Music and sound:** real Mega Drive FM chip music, played by SGDK's XGM2 driver: arrangements of Shattered's song for each area and its boss fight, and of the original's title theme and surface music (tempo, key and chords measured from the recordings). Each one loops cleanly. Music volume goes 0 to 15, sound effects are Loud, Quiet or Off (XGM2 can't turn samples down, so each effect has a quieter copy). Sound effects from both games: weapon hits that slash, stab or crush, arrows, parries, footsteps that splash in water and rustle in grass, low health warnings, gas, debuffs, mining, bees, sheep and more. * **Inventory** with your worn gear, an icon backpack (^ and v mark gear better or worse than what you wear), a pack of 8 spare pieces and two quickslots (food and known healing potions fill an empty one by themselves, nothing else does so you never drink something unknown by accident). It stays open while you use things. Shops buy anything you carry (pick how many of a stack) and trade in your old gear. * **Seeds, plants and alchemy:** trample high grass for seeds and dew drops, plant seeds (Firebloom, Icecap, Sorrowmoss, Dreamweed, Sungrass, Earthroot, Fadeleaf) or throw three into an alchemy pot to make a potion. * **The dungeon:** hidden traps (fire, poison, paralytic, alarm, lightning, gripping, summoning), secret doors to treasure rooms, locked vaults and labs (find the floors key), gardens, magic wells, libraries, pools with piranhas, crypts with wraiths, weak floors you fall through, trap rooms, armories, treasuries, storerooms, the Rat King asleep in a hidden sewer room, water, grass fires that spread, gold veins in the caves, floor shops and a shop after every boss. * **Floor cleared:** a banner shows once every monster on the floor (or zone) is dead and every item is picked up. Weapons, armor, rings and wands can be left behind. Secret rooms never count, so a cleared floor can still hide one: keep searching dead ends. * **Level feelings like the original:** some floors are full of chasms, flooded, overgrown or dark. Dark floors cut your view way down until you light a torch (every dark floor has one lying around). Wells can be health, awareness or transmutation (drop in your weapon, ring, a wand, a potion, a scroll or a seed and get another of its kind). A gardens grass hides you from wandering monsters and a wand of Regrowths grass keeps spreading for a few turns. * **Lloyds Beacon:** Goo drops it. Set it somewhere, then come back to that spot from any floor (not on boss floors). * **Incendiary darts** burn wherever they land. Bombs, honeypots and all the new extras sell in shops too. * **Tips** on the first five floors, like the originals signs. * **Journal** in the pause menu notes every shop, quest giver, well, alchemy pot, garden and the Rat King you find, by depth. * **Options** on the title menu and in the pause menu: the minimap (top left, top right or off, it moves to the other top corner while you walk under it), auto shoot (walking into a monster with a bow shoots it), floating damage numbers and blood. Every list that doesnt fit on screen scrolls, with breathing arrows on its border when theres more above or below. * **Badges** in the Extras: 52 to earn and keep across runs, saved the moment you earn one (foes slain, gold, levels, knowing every item, bags, bosses, how you died, wins, meals and more, plus a page for winning with each challenge). * **Challenges like the original:** On Diet, Faith Is My Armor, Pharmacophobia, Barren Land, Swarm Intelligence and Into Darkness, plus Shattered's Ascension: once you hold the Amulet, new monsters are much tougher (the weakest ones the most). Turn them on from the title screen before a run. Challenged runs get a star in the rankings. * **Sound test** in the Extras plays every track and sound in the game, and can stop the music. Press C on the Badges screen to clear your badges (it asks twice). * **The death screen** shows the runs seed, so you can play the same dungeon again as a seeded run. * **Hero remains:** when you die, one of your worn things stays on that floor. The next run to reach it finds a pile of bones holding it, cursed and toned down to that depth. * **Quests:** the Sad Ghost, the Old Wandmaker, the Troll Blacksmith (mine ore with his pickaxe, then reforge two items into one) and the Ambitious Imp (smash golems or bring him dwarf tokens from the monks), who opens a shop on the first Demon Halls floor once you help him. The ghosts killer is a fetid rat, a gnoll trickster (poison darts) or a great crab (blocks your hits) depending on its floor. * **Status effects:** burning, poison, paralysis, confusion, invisibility, mind vision, plant healing and bark armor, plus frozen, slowed and poisoned monsters. ### Debug tools The release ROM leaves these out. To get them, set `DEBUG_TOOLS` to 1 at the top of `src/game.c` and build. Then on the title screen hold **A+B** and press **START** to turn them on. The pause menu then has **Debug**: go down 1, 5 or 25 floors, get gold and items with everything identified, get tomes, gain five levels, heal and map the zone, or kill every monster. Its for testing balance. ## Building You need SGDK 2.11 (set `GDK` to its folder) and Java. Run `build.ps1` with PowerShell to build `out/rom.bin`. Add the `Run` switch to start it in the emulator after. The build tells the compiler to go easy on the stack (its conserve stack option). The Mega Drive only has 2.5 KB of stack and the fully inlined game used almost all of it, now its about half. Big buffers that dont need to be on the stack (the rankings, a copy of the hero when changing zones) are static for the same reason. Tested in Gens, BlastEm and Genesis Plus GX. The asset scripts need the original Pixel Dungeon `assets/` folder: `tools/convert_pd_gfx.ps1` and `tools/convert_music.ps1`. Shattered's sounds come from `tools/convert_spd_sfx.ps1`. The FM songs come from `tools/fmsong`, a small .NET program that writes VGM files (YM2612 FM and SN76489 noise): its Songs.cs holds each arrangement as chords and note lines, and the instruments. Besides the hero, monster, tile, item and banner sheets the converter reads `ghost.png`, `wandmaker.png`, `blacksmith.png`, `demon.png` (the imp), `plants.png`, `mimic.png`, `statue.png`, `swarm.png`, `yog.png`, `burning_fist.png`, `rotting_fist.png`, `larva.png` and `surface.png` (the win scene is put together from its sky, clouds and grass). The weapon and armor icons come from the Shattered Pixel Dungeon 4.0.2 source folder inside the project folder (its `items.png`). A few graphics are drawn by the converter itself instead of coming from the original: the arrow icons, the water and flame tiles, the search glow, the spider web, and the fill inside the well and the alchemy pot. The zone gate is the originals open boss exit. ### Cartridge The ROM is 8 MB on the SEGA mapper (the one Super Street Fighter II uses, the header says "SEGA SSF"), with 32 KB of battery backed save memory on the odd bytes (mapped at 0x200001 to 0x20FFFF, switched in with register 0xA130F1). Everything (code, graphics, the FM songs and the sound effects) sits in the bottom 2 MB, which never moves, with about 200 KB to spare. The other 6 MB is free room. Flash carts with the SSF mapper (like the Everdrive) and emulators that support it run it. The save holds settings and scores, the rankings, the run save and its zone stashes, badges and a past heros remains. The run save and every zone stash carry a checksum, so a save cut short by the power going off is ignored instead of loaded half written. ## Third party notice: SGDK (MIT License) MIT License, Copyright (c) 2025 Stephane Dallongeville Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 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However, nothing other than this License grants you permission to propagate or modify any covered work. These actions infringe copyright if you do not accept this License. Therefore, by modifying or propagating a covered work, you indicate your acceptance of this License to do so. 10. Automatic Licensing of Downstream Recipients. Each time you convey a covered work, the recipient automatically receives a license from the original licensors, to run, modify and propagate that work, subject to this License. You are not responsible for enforcing compliance by third parties with this License. An "entity transaction" is a transaction transferring control of an organization, or substantially all assets of one, or subdividing an organization, or merging organizations. 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You may not convey a covered work if you are a party to an arrangement with a third party that is in the business of distributing software, under which you make payment to the third party based on the extent of your activity of conveying the work, and under which the third party grants, to any of the parties who would receive the covered work from you, a discriminatory patent license (a) in connection with copies of the covered work conveyed by you (or copies made from those copies), or (b) primarily for and in connection with specific products or compilations that contain the covered work, unless you entered into that arrangement, or that patent license was granted, prior to 28 March 2007. Nothing in this License shall be construed as excluding or limiting any implied license or other defenses to infringement that may otherwise be available to you under applicable patent law. 12. No Surrender of Others' Freedom. If conditions are imposed on you (whether by court order, agreement or otherwise) that contradict the conditions of this License, they do not excuse you from the conditions of this License. If you cannot convey a covered work so as to satisfy simultaneously your obligations under this License and any other pertinent obligations, then as a consequence you may not convey it at all. For example, if you agree to terms that obligate you to collect a royalty for further conveying from those to whom you convey the Program, the only way you could satisfy both those terms and this License would be to refrain entirely from conveying the Program. 13. Use with the GNU Affero General Public License. Notwithstanding any other provision of this License, you have permission to link or combine any covered work with a work licensed under version 3 of the GNU Affero General Public License into a single combined work, and to convey the resulting work. The terms of this License will continue to apply to the part which is the covered work, but the special requirements of the GNU Affero General Public License, section 13, concerning interaction through a network will apply to the combination as such. 14. Revised Versions of this License. The Free Software Foundation may publish revised and/or new versions of the GNU General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns. Each version is given a distinguishing version number. If the Program specifies that a certain numbered version of the GNU General Public License "or any later version" applies to it, you have the option of following the terms and conditions either of that numbered version or of any later version published by the Free Software Foundation. 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IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 17. Interpretation of Sections 15 and 16. If the disclaimer of warranty and limitation of liability provided above cannot be given local legal effect according to their terms, reviewing courts shall apply local law that most closely approximates an absolute waiver of all civil liability in connection with the Program, unless a warranty or assumption of liability accompanies a copy of the Program in return for a fee. END OF TERMS AND CONDITIONS