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#include QMK_KEYBOARD_H

// Each layer gets a name for readability, which is then used in the keymap matrix below.
// The underscores don't mean anything - you can have a layer called STUFF or any other name.
// Layer names don't all need to be of the same length, obviously, and you can also skip them
// entirely and just use numbers.
#define _MA 0

const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {

[_MA] = LAYOUT_65_ansi(
  KC_ESC,  KC_1,    KC_2,    KC_3, KC_4, KC_5, KC_6,   KC_7,   KC_8,   KC_9,    KC_0,    KC_MINS, KC_EQL,           KC_BSPC, KC_GRV,
  KC_TAB,  KC_Q,    KC_W,    KC_E, KC_R, KC_T, KC_Y,   KC_U,   KC_I,   KC_O,    KC_P,    KC_LBRC, KC_RBRC,          KC_BSLS, KC_DEL,
  KC_CAPS, KC_A,    KC_S,    KC_D, KC_F, KC_G, KC_H,   KC_J,   KC_K,   KC_L,    KC_SCLN, KC_QUOT,                   KC_ENT,  KC_PGUP,
  KC_LSFT,          KC_Z,    KC_X, KC_C, KC_V, KC_B,   KC_N,   KC_M,   KC_COMM, KC_DOT,  KC_SLSH, KC_RSFT,          KC_UP,   KC_PGDN,
  KC_LCTL, KC_LGUI, KC_LALT,                   KC_SPC,                          KC_RALT, KC_RGUI, KC_RCTL, KC_LEFT, KC_DOWN, KC_RGHT)
};