max_stars_repo_path stringlengths 4 261 | max_stars_repo_name stringlengths 6 106 | max_stars_count int64 0 38.8k | id stringlengths 1 6 | text stringlengths 7 1.05M |
|---|---|---|---|---|
ada.editor/test/unit/data/if_statement.adb | timboudreau/netbeans-contrib | 2 | 16901 | --
-- 5.3 If Statements
--
-- if_statement ::=
-- if condition then
-- sequence_of_statements
-- {elsif condition then
-- sequence_of_statements}
-- [else
-- sequence_of_statements]
-- end if;
--
-- condition ::= boolean_expression
--
-- NOTE: This module is not compilation is used only for testing purposes
--
procedure If_Statement is
begin
if (Month = December and Day = 31) then
Month := January;
Day := 1;
Year := Year + 1;
end if;
if Line_Too_Short then
raise Layout_Error;
elsif Line_Full then
New_Line;
Put(Item);
else
Put(Item);
end if;
if My_Car.Owner.Vehicle /= My_Car then -- see 3.10.1
Report ("Incorrect data");
end if;
end;
|
Sourcecode/Chapter6/loaded.asm | gavinzheng/Blockchain-Smart-Contract | 1 | 28932 | <reponame>gavinzheng/Blockchain-Smart-Contract
000 PUSH1 80
002 PUSH1 40
004 MSTORE
005 PUSH1 04
007 CALLDATASIZE
008 LT
009 PUSH2 0057
012 JUMPI
013 PUSH1 00
015 CALLDATALOAD
016 PUSH29 0100000000000000000000000000000000000000000000000000000000
046 SWAP1
047 DIV
048 PUSH4 ffffffff
053 AND
054 DUP1
055 PUSH4 18160ddd
060 EQ
061 PUSH2 005c
064 JUMPI
065 DUP1
066 PUSH4 70a08231
071 EQ
072 PUSH2 0087
075 JUMPI
076 DUP1
077 PUSH4 a9059cbb
082 EQ
083 PUSH2 00de
086 JUMPI
087 JUMPDEST
088 PUSH1 00
090 DUP1
091 REVERT
092 JUMPDEST
093 CALLVALUE
094 DUP1
095 ISZERO
096 PUSH2 0068
099 JUMPI
100 PUSH1 00
102 DUP1
103 REVERT
104 JUMPDEST
105 POP
106 PUSH2 0071
109 PUSH2 0143
112 JUMP
113 JUMPDEST
114 PUSH1 40
116 MLOAD
117 DUP1
118 DUP3
119 DUP2
120 MSTORE
121 PUSH1 20
123 ADD
124 SWAP2
125 POP
126 POP
127 PUSH1 40
129 MLOAD
130 DUP1
131 SWAP2
132 SUB
133 SWAP1
134 RETURN
135 JUMPDEST
136 CALLVALUE
137 DUP1
138 ISZERO
139 PUSH2 0093
142 JUMPI
143 PUSH1 00
145 DUP1
146 REVERT
147 JUMPDEST
148 POP
149 PUSH2 00c8
152 PUSH1 04
154 DUP1
155 CALLDATASIZE
156 SUB
157 DUP2
158 ADD
159 SWAP1
160 DUP1
161 DUP1
162 CALLDATALOAD
163 PUSH20 ffffffffffffffffffffffffffffffffffffffff
184 AND
185 SWAP1
186 PUSH1 20
188 ADD
189 SWAP1
190 SWAP3
191 SWAP2
192 SWAP1
193 POP
194 POP
195 POP
196 PUSH2 014c
199 JUMP
200 JUMPDEST
201 PUSH1 40
203 MLOAD
204 DUP1
205 DUP3
206 DUP2
207 MSTORE
208 PUSH1 20
210 ADD
211 SWAP2
212 POP
213 POP
214 PUSH1 40
216 MLOAD
217 DUP1
218 SWAP2
219 SUB
220 SWAP1
221 RETURN
222 JUMPDEST
223 CALLVALUE
224 DUP1
225 ISZERO
226 PUSH2 00ea
229 JUMPI
230 PUSH1 00
232 DUP1
233 REVERT
234 JUMPDEST
235 POP
236 PUSH2 0129
239 PUSH1 04
241 DUP1
242 CALLDATASIZE
243 SUB
244 DUP2
245 ADD
246 SWAP1
247 DUP1
248 DUP1
249 CALLDATALOAD
250 PUSH20 ffffffffffffffffffffffffffffffffffffffff
271 AND
272 SWAP1
273 PUSH1 20
275 ADD
276 SWAP1
277 SWAP3
278 SWAP2
279 SWAP1
280 DUP1
281 CALLDATALOAD
282 SWAP1
283 PUSH1 20
285 ADD
286 SWAP1
287 SWAP3
288 SWAP2
289 SWAP1
290 POP
291 POP
292 POP
293 PUSH2 0195
296 JUMP
297 JUMPDEST
298 PUSH1 40
300 MLOAD
301 DUP1
302 DUP3
303 ISZERO
304 ISZERO
305 ISZERO
306 ISZERO
307 DUP2
308 MSTORE
309 PUSH1 20
311 ADD
312 SWAP2
313 POP
314 POP
315 PUSH1 40
317 MLOAD
318 DUP1
319 SWAP2
320 SUB
321 SWAP1
322 RETURN
323 JUMPDEST
324 PUSH1 00
326 DUP1
327 SLOAD
328 SWAP1
329 POP
330 SWAP1
331 JUMP
332 JUMPDEST
333 PUSH1 00
335 PUSH1 01
337 PUSH1 00
339 DUP4
340 PUSH20 ffffffffffffffffffffffffffffffffffffffff
361 AND
362 PUSH20 ffffffffffffffffffffffffffffffffffffffff
383 AND
384 DUP2
385 MSTORE
386 PUSH1 20
388 ADD
389 SWAP1
390 DUP2
391 MSTORE
392 PUSH1 20
394 ADD
395 PUSH1 00
397 SHA3
398 SLOAD
399 SWAP1
400 POP
401 SWAP2
402 SWAP1
403 POP
404 JUMP
405 JUMPDEST
406 PUSH1 00
408 DUP1
409 PUSH20 ffffffffffffffffffffffffffffffffffffffff
430 AND
431 DUP4
432 PUSH20 ffffffffffffffffffffffffffffffffffffffff
453 AND
454 EQ
455 ISZERO
456 ISZERO
457 ISZERO
458 PUSH2 01d2
461 JUMPI
462 PUSH1 00
464 DUP1
465 REVERT
466 JUMPDEST
467 PUSH1 01
469 PUSH1 00
471 CALLER
472 PUSH20 ffffffffffffffffffffffffffffffffffffffff
493 AND
494 PUSH20 ffffffffffffffffffffffffffffffffffffffff
515 AND
516 DUP2
517 MSTORE
518 PUSH1 20
520 ADD
521 SWAP1
522 DUP2
523 MSTORE
524 PUSH1 20
526 ADD
527 PUSH1 00
529 SHA3
530 SLOAD
531 DUP3
532 GT
533 ISZERO
534 ISZERO
535 ISZERO
536 PUSH2 0220
539 JUMPI
540 PUSH1 00
542 DUP1
543 REVERT
544 JUMPDEST
545 DUP2
546 PUSH1 01
548 PUSH1 00
550 CALLER
551 PUSH20 ffffffffffffffffffffffffffffffffffffffff
572 AND
573 PUSH20 ffffffffffffffffffffffffffffffffffffffff
594 AND
595 DUP2
596 MSTORE
597 PUSH1 20
599 ADD
600 SWAP1
601 DUP2
602 MSTORE
603 PUSH1 20
605 ADD
606 PUSH1 00
608 SHA3
609 SLOAD
610 SUB
611 PUSH1 01
613 PUSH1 00
615 CALLER
616 PUSH20 ffffffffffffffffffffffffffffffffffffffff
637 AND
638 PUSH20 ffffffffffffffffffffffffffffffffffffffff
659 AND
660 DUP2
661 MSTORE
662 PUSH1 20
664 ADD
665 SWAP1
666 DUP2
667 MSTORE
668 PUSH1 20
670 ADD
671 PUSH1 00
673 SHA3
674 DUP2
675 SWAP1
676 SSTORE
677 POP
678 DUP2
679 PUSH1 01
681 PUSH1 00
683 DUP6
684 PUSH20 ffffffffffffffffffffffffffffffffffffffff
705 AND
706 PUSH20 ffffffffffffffffffffffffffffffffffffffff
727 AND
728 DUP2
729 MSTORE
730 PUSH1 20
732 ADD
733 SWAP1
734 DUP2
735 MSTORE
736 PUSH1 20
738 ADD
739 PUSH1 00
741 SHA3
742 SLOAD
743 ADD
744 PUSH1 01
746 PUSH1 00
748 DUP6
749 PUSH20 ffffffffffffffffffffffffffffffffffffffff
770 AND
771 PUSH20 ffffffffffffffffffffffffffffffffffffffff
792 AND
793 DUP2
794 MSTORE
795 PUSH1 20
797 ADD
798 SWAP1
799 DUP2
800 MSTORE
801 PUSH1 20
803 ADD
804 PUSH1 00
806 SHA3
807 DUP2
808 SWAP1
809 SSTORE
810 POP
811 PUSH1 01
813 SWAP1
814 POP
815 SWAP3
816 SWAP2
817 POP
818 POP
819 JUMP
820 STOP
821 LOG1
822 PUSH6 627a7a723058
829 SHA3
830 INVALID
831 LOG2
832 INVALID
833 DELEGATECALL
834 INVALID
835 INVALID
836 MLOAD
837 LOG0
838 SELFDESTRUCT
839 PUSH28 c9f2da319f40cf42521cc8a80373a8bd53cad6a9921e0029
|
sw/asm/trivial.asm | brianbennett/fpga_nes | 190 | 161959 | ; trivial.asm
;
; Trivial 6502 asm test - loads AC with 0xBB.
;
.word $8000
.org $8000
lda data
.byte $02 ; HLT
data:
.byte $BB
|
src/JEWL/jewl-message_handling.ads | leomlr/sudoku_ada-jewl | 0 | 1989 | ------------------------------------------------------------------------------
-- --
-- J E W L . M E S S A G E _ H A N D L I N G --
-- --
-- This is a private package which defines the message-handling task --
-- required by JEWL.Windows, the protected record used to communicate --
-- with it, and related operations. --
-- --
-- Copyright (C) <NAME> 2000. Contact address: <EMAIL> --
-- This software is released under the terms of the GNU General Public --
-- License and is intended primarily for educational use. Please contact --
-- the author to report bugs, suggestions and modifications. --
-- --
------------------------------------------------------------------------------
-- $Id: jewl-message_handling.ads 1.7 2007/01/08 17:00:00 JE Exp $
------------------------------------------------------------------------------
--
-- $Log: jewl-message_handling.ads $
-- Revision 1.7 2007/01/08 17:00:00 JE
-- * Fixed linker options in JEWL.Win32_Interface to accommodate changes to GNAT
-- GPL 2006 compiler (thanks to John McCormick for this)
-- * Added delay in message loop to avoid the appearance of hogging 100% of CPU
-- time
--
-- Revision 1.6 2001/11/02 16:00:00 JE
-- * Fixed canvas bug when saving an empty canvas
-- * Restore with no prior save now acts as erase
-- * Removed redundant variable declaration in Image function
--
-- Revision 1.5 2001/08/22 15:00:00 JE
-- * Minor bugfix to Get_Text for combo boxes
-- * Minor changes to documentation (including new example involving dialogs)
--
-- Revision 1.4 2001/01/25 09:00:00 je
-- Changes visible to the user:
--
-- * Added support for drawing bitmaps on canvases (Draw_Image operations
-- and new type Image_Type)
-- * Added Play_Sound
-- * Added several new operations on all windows: Get_Origin, Get_Width,
-- Get_Height, Set_Origin, Set_Size and Focus
-- * Added several functions giving screen and window dimensions: Screen_Width,
-- Screen_Height, Frame_Width, Frame_Height, Dialog_Width, Dialog_Height and
-- Menu_Height
-- * Canvases can now handle keyboard events: new constructor and Key_Code added
-- * Added procedure Play_Sound
-- * Operations "+" and "-" added for Point_Type
-- * Pens can now be zero pixels wide
-- * The absolute origin of a frame can now have be specified when the frame
-- is created
-- * Added new File_Dialog operations Add_Filter and Set_Directory
-- * Added Get_Line renames to JEWL.IO for compatibility with Ada.Text_IO
-- * Added all the Get(File,Item) operations mentioned in documentation but
-- unaccountably missing :-(
-- * Documentation updated to reflect the above changes
-- * HTML versions of public package specifications added with links from
-- main documentation pages
--
-- Other internal changes:
--
-- * Canvas fonts, pens etc. now use JEWL.Reference_Counted_Type rather than
-- reinventing this particular wheel, as do images
-- * Various minor code formatting changes: some code reordered for clarity,
-- some comments added or amended,
-- * Changes introduced in 1.2 to support GNAT 3.10 have been reversed, since
-- GNAT 3.10 still couldn't compile this code correctly... ;-(
--
-- Outstanding issues:
--
-- * Optimisation breaks the code (workaround: don't optimise)
--
-- Revision 1.3 2000/07/07 12:00:00 je
-- * JEWL.Simple_Windows added; JEWL.IO modified to use JEWL.Simple_Windows.
-- * JEWL.IO bug fix: Put_Line to file wrote newline to standard output
-- instead of to the file (thanks to <NAME> for pointing this out).
-- * Panels fixed so that mouse clicks are passed on correctly to subwindows.
-- * Memos fixed so that tabs are handled properly.
-- * Password feature added to editboxes.
-- * Minor typos fixed in comments within the package sources.
-- * Documentation corrected and updated following comments from <NAME>
-- and <NAME>.
--
-- Revision 1.2 2000/04/18 20:00:00 je
-- * Minor code changes to enable compilation by GNAT 3.10
-- * Minor documentation errors corrected
-- * Some redundant "with" clauses removed
--
-- Revision 1.1 2000/04/09 21:00:00 je
-- Initial revision
--
------------------------------------------------------------------------------
with JEWL.Win32_Interface; use JEWL.Win32_Interface;
with JEWL.Window_Implementation; use JEWL.Window_Implementation;
with Ada.Exceptions;
with System;
private package JEWL.Message_Handling is
----------------------------------------------------------------------------
--
-- M E S S A G E _ L O O P
--
-- This task is responsible for pumping the Windows message loop.
-- Windows requires that all windows are created and destroyed by
-- the same task that will handle their messages, so task entries
-- are used to ask the message task to create and destroy windows.
-- The entries are:
--
-- Create_Window : create a top-level window, given the name of the
-- window class, the window title, extended and normal
-- window styles, and whether the window should be
-- made visible.
-- Create_Child : create a child window, given the parent window's
-- handle, the name of the window class, the window
-- title, style, and coordinates.
-- Show_Dialog : show a common dialog and return its result.
-- Destroy_Window : destroy a window (specified by its handle).
--
----------------------------------------------------------------------------
task Message_Loop is
entry Create_Child (Window : in Window_Ptr;
Parent : in Container_Ptr;
Class : in Win32_String;
Title : in Win32_String;
XStyle : in Win32_DWORD;
Style : in Win32_DWORD;
Top : in Integer;
Left : in Integer;
Width : in Integer;
Height : in Integer);
entry Create_Window (Window : in Main_Window_Ptr;
Class : in Win32_String;
Title : in Win32_String;
XStyle : in Win32_DWORD;
Style : in Win32_DWORD;
Show : in Boolean);
entry Show_Dialog (Dialog : in Common_Dialog_Ptr;
Result : out Boolean);
entry Set_Focus (Window : in Win32_HWND);
entry Destroy_Window (Handle : in Win32_HWND);
end Message_Loop;
----------------------------------------------------------------------------
--
-- W I N D O W _ I N F O
--
-- This protected record is used for global communication between the
-- message loop task and the main task. The private data this contains
-- is as follows:
--
-- Command : the current command code (0 if no command available)
-- Dialog : the current active dialog (null if no dialog active)
-- Task_Failed : True if the message loop task has failed
-- Failure_Info : the exception that caused the message loop to fail
--
-- The operations provide are as follows:
--
-- Get_Command : wait for a command and then return its code
-- Test_Command : test if there is a command pending
-- Set_Command : set the current command
-- Get_Dialog : get the handle of the current dialog (null if none)
-- Active_Window : set the handle of the active dialog window and get
-- the old value of the handle
-- Record_Error : record an exception that caused the message loop
-- to fail
--
----------------------------------------------------------------------------
protected Window_Info is
entry Get_Command (Cmd : out Natural);
function Test_Command return Boolean;
procedure Set_Command (Cmd : in Natural);
procedure Get_Dialog (Dlg : in out Win32_HWND);
function Active_Window return Win32_HWND;
procedure Record_Error (Err : in Ada.Exceptions.Exception_Occurrence);
private
Command : Natural := 0;
Dialog : Win32_HWND := System.Null_Address;
Task_Failed : Boolean := False;
Failure_Info : Ada.Exceptions.Exception_Occurrence;
end Window_Info;
----------------------------------------------------------------------------
--
-- M E S S A G E H A N D L E R S
--
-- These functions are associated with the window classes for frames,
-- dialogs and canvases when the window classes are registered (in the
-- initialisation section at the end of the body of JEWL.Windows).
-- Windows will call the appropriate function when a message is sent
-- to a window belonging to the corresponding class, specifying the
-- window handle, message code and any additional parameters.
--
----------------------------------------------------------------------------
function Frame_Proc (hwnd : Win32_HWND;
msg : Win32_UINT;
wParam : Win32_WPARAM;
lParam : Win32_LPARAM) return Win32_LONG;
pragma Convention(StdCall, Frame_Proc);
function Dialog_Proc (hwnd : Win32_HWND;
msg : Win32_UINT;
wParam : Win32_WPARAM;
lParam : Win32_LPARAM) return Win32_LONG;
pragma Convention(StdCall, Dialog_Proc);
function Canvas_Proc (hwnd : Win32_HWND;
msg : Win32_UINT;
wParam : Win32_WPARAM;
lParam : Win32_LPARAM) return Win32_LONG;
pragma Convention(StdCall, Canvas_Proc);
function Panel_Proc (hwnd : Win32_HWND;
msg : Win32_UINT;
wParam : Win32_WPARAM;
lParam : Win32_LPARAM) return Win32_LONG;
pragma Convention(StdCall, Panel_Proc);
function Memo_Proc (hwnd : Win32_HWND;
msg : Win32_UINT;
wParam : Win32_WPARAM;
lParam : Win32_LPARAM) return Win32_LONG;
pragma Convention(StdCall, Memo_Proc);
----------------------------------------------------------------------------
--
-- U T I L I T Y P R O C E D U R E S
--
-- Get_Actual_Bounds : test if a set of window dimensions is relative to
-- the dimensions of the parent. If they are, set the
-- Resize parameter True and set the dimensions to
-- the corresponding absolute (parent-based) values.
--
----------------------------------------------------------------------------
procedure Get_Actual_Bounds (Parent : in Win32_HWND;
Top : in out Integer;
Left : in out Integer;
Width : in out Integer;
Height : in out Integer;
Resize : out Boolean);
end JEWL.Message_Handling;
|
src/Categories/Category/Construction/Core.agda | bblfish/agda-categories | 5 | 7923 | <gh_stars>1-10
{-# OPTIONS --without-K --safe #-}
open import Categories.Category
-- The core of a category.
-- See https://ncatlab.org/nlab/show/core
module Categories.Category.Construction.Core {o ℓ e} (𝒞 : Category o ℓ e) where
open import Level using (_⊔_)
open import Function using (flip)
open import Categories.Category.Groupoid using (Groupoid; IsGroupoid)
open import Categories.Morphism 𝒞
open import Categories.Morphism.IsoEquiv 𝒞
open Category 𝒞
open _≃_
Core : Category o (ℓ ⊔ e) e
Core = record
{ Obj = Obj
; _⇒_ = _≅_
; _≈_ = _≃_
; id = ≅.refl
; _∘_ = flip ≅.trans
; assoc = ⌞ assoc ⌟
; sym-assoc = ⌞ sym-assoc ⌟
; identityˡ = ⌞ identityˡ ⌟
; identityʳ = ⌞ identityʳ ⌟
; identity² = ⌞ identity² ⌟
; equiv = ≃-isEquivalence
; ∘-resp-≈ = λ where ⌞ eq₁ ⌟ ⌞ eq₂ ⌟ → ⌞ ∘-resp-≈ eq₁ eq₂ ⌟
}
Core-isGroupoid : IsGroupoid Core
Core-isGroupoid = record
{ _⁻¹ = ≅.sym
; iso = λ {_ _ f} → record { isoˡ = ⌞ isoˡ f ⌟ ; isoʳ = ⌞ isoʳ f ⌟ }
}
where open _≅_
CoreGroupoid : Groupoid o (ℓ ⊔ e) e
CoreGroupoid = record { category = Core; isGroupoid = Core-isGroupoid }
|
Transynther/x86/_processed/AVXALIGN/_st_4k_sm_/i9-9900K_12_0xa0.log_3_908.asm | ljhsiun2/medusa | 9 | 176895 | .global s_prepare_buffers
s_prepare_buffers:
push %r10
push %r8
push %rax
push %rbx
push %rcx
push %rdi
push %rdx
push %rsi
lea addresses_UC_ht+0x1e183, %rsi
lea addresses_normal_ht+0x11307, %rdi
clflush (%rsi)
nop
xor $23664, %r10
mov $92, %rcx
rep movsw
nop
nop
nop
nop
nop
sub $63154, %rdx
lea addresses_WC_ht+0x1b543, %r8
nop
nop
and %rbx, %rbx
mov (%r8), %edx
nop
nop
sub $4452, %rdi
lea addresses_normal_ht+0x1cec9, %rcx
nop
nop
nop
add $59453, %rdi
movl $0x61626364, (%rcx)
nop
nop
nop
dec %rdx
lea addresses_WC_ht+0x2e46, %rdi
nop
nop
dec %r8
mov $0x6162636465666768, %rsi
movq %rsi, %xmm6
movups %xmm6, (%rdi)
nop
and %rbx, %rbx
lea addresses_WC_ht+0x1b52b, %r10
nop
sub $1484, %rdx
mov (%r10), %rbx
nop
nop
nop
nop
inc %r8
lea addresses_WC_ht+0xcf02, %rdi
nop
nop
nop
nop
nop
xor $28969, %r10
movb (%rdi), %bl
add $16914, %r10
lea addresses_normal_ht+0x15483, %rbx
cmp $25637, %rcx
mov (%rbx), %r8w
nop
nop
nop
nop
xor $6578, %rbx
lea addresses_normal_ht+0x2d63, %rcx
nop
nop
add %rbx, %rbx
movl $0x61626364, (%rcx)
nop
nop
nop
nop
cmp %rsi, %rsi
lea addresses_A_ht+0x677f, %rsi
lea addresses_WC_ht+0x10c83, %rdi
nop
nop
nop
xor $50969, %rax
mov $39, %rcx
rep movsb
and %rdx, %rdx
lea addresses_normal_ht+0xac83, %rsi
lea addresses_WT_ht+0x283, %rdi
clflush (%rdi)
nop
add $64341, %rax
mov $87, %rcx
rep movsl
nop
nop
nop
nop
nop
add %r8, %r8
lea addresses_A_ht+0x1dff5, %r8
nop
sub %rax, %rax
mov (%r8), %rsi
add %rbx, %rbx
pop %rsi
pop %rdx
pop %rdi
pop %rcx
pop %rbx
pop %rax
pop %r8
pop %r10
ret
.global s_faulty_load
s_faulty_load:
push %r12
push %r14
push %rax
push %rbp
push %rbx
push %rdi
push %rsi
// Load
lea addresses_PSE+0xa00, %r12
nop
xor $4048, %rax
mov (%r12), %rdi
nop
nop
nop
nop
and $22049, %rax
// Store
lea addresses_A+0x17c83, %r14
nop
add $11672, %rsi
movl $0x51525354, (%r14)
nop
nop
nop
nop
cmp $59074, %r12
// Store
lea addresses_A+0x17c83, %rax
nop
nop
nop
nop
sub $34661, %rdi
mov $0x5152535455565758, %rbx
movq %rbx, %xmm5
vmovups %ymm5, (%rax)
nop
nop
nop
xor %r12, %r12
// Store
lea addresses_UC+0x10723, %rbx
nop
nop
nop
cmp $44832, %rbp
movl $0x51525354, (%rbx)
nop
nop
and %rbp, %rbp
// Store
lea addresses_D+0x1a030, %rbp
nop
nop
nop
nop
xor %rdi, %rdi
movw $0x5152, (%rbp)
nop
nop
nop
nop
nop
and %rax, %rax
// Store
lea addresses_A+0x101d3, %r14
nop
cmp $33900, %rdi
movb $0x51, (%r14)
nop
nop
nop
nop
nop
sub %rdi, %rdi
// Load
lea addresses_D+0x2a1f, %rsi
nop
nop
nop
nop
nop
dec %rdi
movb (%rsi), %bl
cmp %r12, %r12
// Store
lea addresses_normal+0x12d5f, %r14
nop
cmp %rdi, %rdi
movw $0x5152, (%r14)
nop
nop
nop
sub %rax, %rax
// Store
mov $0x1e4a6f0000000483, %rbp
nop
nop
nop
nop
inc %rdi
mov $0x5152535455565758, %r12
movq %r12, (%rbp)
nop
xor $61851, %rbp
// Store
lea addresses_A+0xb203, %r12
nop
nop
nop
nop
cmp %rbp, %rbp
movl $0x51525354, (%r12)
nop
nop
nop
nop
and %rdi, %rdi
// Faulty Load
lea addresses_A+0x17c83, %rbx
nop
and $7943, %rdi
vmovaps (%rbx), %ymm6
vextracti128 $0, %ymm6, %xmm6
vpextrq $0, %xmm6, %rax
lea oracles, %r12
and $0xff, %rax
shlq $12, %rax
mov (%r12,%rax,1), %rax
pop %rsi
pop %rdi
pop %rbx
pop %rbp
pop %rax
pop %r14
pop %r12
ret
/*
<gen_faulty_load>
[REF]
{'src': {'NT': False, 'same': False, 'congruent': 0, 'type': 'addresses_A', 'AVXalign': False, 'size': 32}, 'OP': 'LOAD'}
{'src': {'NT': False, 'same': False, 'congruent': 0, 'type': 'addresses_PSE', 'AVXalign': False, 'size': 8}, 'OP': 'LOAD'}
{'OP': 'STOR', 'dst': {'NT': False, 'same': True, 'congruent': 0, 'type': 'addresses_A', 'AVXalign': False, 'size': 4}}
{'OP': 'STOR', 'dst': {'NT': False, 'same': True, 'congruent': 0, 'type': 'addresses_A', 'AVXalign': False, 'size': 32}}
{'OP': 'STOR', 'dst': {'NT': False, 'same': False, 'congruent': 5, 'type': 'addresses_UC', 'AVXalign': False, 'size': 4}}
{'OP': 'STOR', 'dst': {'NT': False, 'same': True, 'congruent': 0, 'type': 'addresses_D', 'AVXalign': False, 'size': 2}}
{'OP': 'STOR', 'dst': {'NT': False, 'same': False, 'congruent': 4, 'type': 'addresses_A', 'AVXalign': False, 'size': 1}}
{'src': {'NT': False, 'same': False, 'congruent': 2, 'type': 'addresses_D', 'AVXalign': False, 'size': 1}, 'OP': 'LOAD'}
{'OP': 'STOR', 'dst': {'NT': False, 'same': False, 'congruent': 2, 'type': 'addresses_normal', 'AVXalign': False, 'size': 2}}
{'OP': 'STOR', 'dst': {'NT': False, 'same': False, 'congruent': 11, 'type': 'addresses_NC', 'AVXalign': False, 'size': 8}}
{'OP': 'STOR', 'dst': {'NT': False, 'same': False, 'congruent': 7, 'type': 'addresses_A', 'AVXalign': True, 'size': 4}}
[Faulty Load]
{'src': {'NT': False, 'same': True, 'congruent': 0, 'type': 'addresses_A', 'AVXalign': True, 'size': 32}, 'OP': 'LOAD'}
<gen_prepare_buffer>
{'src': {'same': False, 'congruent': 7, 'type': 'addresses_UC_ht'}, 'OP': 'REPM', 'dst': {'same': True, 'congruent': 1, 'type': 'addresses_normal_ht'}}
{'src': {'NT': False, 'same': False, 'congruent': 6, 'type': 'addresses_WC_ht', 'AVXalign': False, 'size': 4}, 'OP': 'LOAD'}
{'OP': 'STOR', 'dst': {'NT': False, 'same': False, 'congruent': 1, 'type': 'addresses_normal_ht', 'AVXalign': False, 'size': 4}}
{'OP': 'STOR', 'dst': {'NT': False, 'same': True, 'congruent': 0, 'type': 'addresses_WC_ht', 'AVXalign': False, 'size': 16}}
{'src': {'NT': False, 'same': False, 'congruent': 2, 'type': 'addresses_WC_ht', 'AVXalign': False, 'size': 8}, 'OP': 'LOAD'}
{'src': {'NT': True, 'same': False, 'congruent': 0, 'type': 'addresses_WC_ht', 'AVXalign': False, 'size': 1}, 'OP': 'LOAD'}
{'src': {'NT': False, 'same': False, 'congruent': 10, 'type': 'addresses_normal_ht', 'AVXalign': False, 'size': 2}, 'OP': 'LOAD'}
{'OP': 'STOR', 'dst': {'NT': False, 'same': True, 'congruent': 4, 'type': 'addresses_normal_ht', 'AVXalign': False, 'size': 4}}
{'src': {'same': False, 'congruent': 2, 'type': 'addresses_A_ht'}, 'OP': 'REPM', 'dst': {'same': False, 'congruent': 11, 'type': 'addresses_WC_ht'}}
{'src': {'same': False, 'congruent': 6, 'type': 'addresses_normal_ht'}, 'OP': 'REPM', 'dst': {'same': False, 'congruent': 8, 'type': 'addresses_WT_ht'}}
{'src': {'NT': True, 'same': False, 'congruent': 1, 'type': 'addresses_A_ht', 'AVXalign': False, 'size': 8}, 'OP': 'LOAD'}
{'58': 3}
58 58 58
*/
|
Task/Percentage-difference-between-images/Ada/percentage-difference-between-images-1.ada | LaudateCorpus1/RosettaCodeData | 1 | 11168 | type Count is mod 2**64;
|
gcc-gcc-7_3_0-release/gcc/ada/s-tataat.adb | best08618/asylo | 7 | 14214 | <filename>gcc-gcc-7_3_0-release/gcc/ada/s-tataat.adb
------------------------------------------------------------------------------
-- --
-- GNAT RUN-TIME LIBRARY (GNARL) COMPONENTS --
-- --
-- S Y S T E M . T A S K I N G . T A S K _ A T T R I B U T E S --
-- --
-- B o d y --
-- --
-- Copyright (C) 2014-2015, Free Software Foundation, Inc. --
-- --
-- GNAT is free software; you can redistribute it and/or modify it under --
-- terms of the GNU General Public License as published by the Free Soft- --
-- ware Foundation; either version 3, or (at your option) any later ver- --
-- sion. GNAT is distributed in the hope that it will be useful, but WITH- --
-- OUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY --
-- or FITNESS FOR A PARTICULAR PURPOSE. --
-- --
-- As a special exception under Section 7 of GPL version 3, you are granted --
-- additional permissions described in the GCC Runtime Library Exception, --
-- version 3.1, as published by the Free Software Foundation. --
-- --
-- You should have received a copy of the GNU General Public License and --
-- a copy of the GCC Runtime Library Exception along with this program; --
-- see the files COPYING3 and COPYING.RUNTIME respectively. If not, see --
-- <http://www.gnu.org/licenses/>. --
-- --
-- GNARL was developed by the GNARL team at Florida State University. --
-- Extensive contributions were provided by Ada Core Technologies, Inc. --
-- --
------------------------------------------------------------------------------
with System.Parameters; use System.Parameters;
with System.Tasking.Initialization; use System.Tasking.Initialization;
with System.Task_Primitives.Operations;
package body System.Tasking.Task_Attributes is
package STPO renames System.Task_Primitives.Operations;
type Index_Info is record
Used : Boolean;
-- Used is True if a given index is used by an instantiation of
-- Ada.Task_Attributes, False otherwise.
Require_Finalization : Boolean;
-- Require_Finalization is True if the attribute requires finalization
end record;
Index_Array : array (1 .. Max_Attribute_Count) of Index_Info :=
(others => (False, False));
-- Note that this package will use an efficient implementation with no
-- locks and no extra dynamic memory allocation if Attribute can fit in a
-- System.Address type and Initial_Value is 0 (or null for an access type).
function Next_Index (Require_Finalization : Boolean) return Integer is
Self_Id : constant Task_Id := STPO.Self;
begin
Task_Lock (Self_Id);
for J in Index_Array'Range loop
if not Index_Array (J).Used then
Index_Array (J).Used := True;
Index_Array (J).Require_Finalization := Require_Finalization;
Task_Unlock (Self_Id);
return J;
end if;
end loop;
Task_Unlock (Self_Id);
raise Storage_Error with "Out of task attributes";
end Next_Index;
--------------
-- Finalize --
--------------
procedure Finalize (Index : Integer) is
Self_Id : constant Task_Id := STPO.Self;
begin
pragma Assert (Index in Index_Array'Range);
Task_Lock (Self_Id);
Index_Array (Index).Used := False;
Task_Unlock (Self_Id);
end Finalize;
--------------------------
-- Require_Finalization --
--------------------------
function Require_Finalization (Index : Integer) return Boolean is
begin
pragma Assert (Index in Index_Array'Range);
return Index_Array (Index).Require_Finalization;
end Require_Finalization;
end System.Tasking.Task_Attributes;
|
Principles-of-Assembly-and-Compilation/test-code/MessageBox.asm | DictXiong/THUCourse | 0 | 91693 | <gh_stars>0
.386
.model flat, stdcall
option casemap: none
include windows.inc
include kernel32.inc
include user32.inc
includelib kernel32.lib
includelib user32.lib
.data
szCaption db "Hello", 0
szText db "<NAME>!", 0
.code
main PROC
INVOKE MessageBox, NULL, addr szText, addr szCaption, MB_OK
INVOKE ExitProcess, 0
main ENDP
END main |
source/league/matreshka-internals-strings-operations.ads | svn2github/matreshka | 24 | 785 | <gh_stars>10-100
------------------------------------------------------------------------------
-- --
-- Matreshka Project --
-- --
-- Localization, Internationalization, Globalization for Ada --
-- --
-- Runtime Library Component --
-- --
------------------------------------------------------------------------------
-- --
-- Copyright © 2010-2012, <NAME> <<EMAIL>> --
-- All rights reserved. --
-- --
-- Redistribution and use in source and binary forms, with or without --
-- modification, are permitted provided that the following conditions --
-- are met: --
-- --
-- * Redistributions of source code must retain the above copyright --
-- notice, this list of conditions and the following disclaimer. --
-- --
-- * Redistributions in binary form must reproduce the above copyright --
-- notice, this list of conditions and the following disclaimer in the --
-- documentation and/or other materials provided with the distribution. --
-- --
-- * Neither the name of the Vadim Godunko, IE nor the names of its --
-- contributors may be used to endorse or promote products derived from --
-- this software without specific prior written permission. --
-- --
-- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS --
-- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT --
-- LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR --
-- A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT --
-- HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, --
-- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED --
-- TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR --
-- PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF --
-- LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING --
-- NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS --
-- SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. --
-- --
------------------------------------------------------------------------------
-- $Revision$ $Date$
------------------------------------------------------------------------------
package Matreshka.Internals.Strings.Operations is
pragma Preelaborate;
procedure Append
(Self : in out not null Shared_String_Access;
Code : Matreshka.Internals.Unicode.Code_Point);
-- Appends character to the string, reallocate memory if needed.
procedure Unterminated_Append
(Self : in out not null Shared_String_Access;
Code : Matreshka.Internals.Unicode.Code_Point);
-- Appends character to the string, reallocate memory if needed. Null
-- terminator is not filled.
procedure Append
(Self : in out not null Shared_String_Access;
Item : Shared_String_Access);
-- Appends data from to Item to the string, reallocate string when needed.
procedure Prepend
(Target : in out not null Shared_String_Access;
Code : Matreshka.Internals.Unicode.Code_Point);
-- Prepends character to the string, reallocate memory if needed.
procedure Prepend
(Target : in out not null Shared_String_Access;
Item : Shared_String_Access);
-- Prepends data from to Item to the string, reallocate string when needed.
procedure Copy_Slice
(Self : in out not null Shared_String_Access;
Source : not null Shared_String_Access;
First : Matreshka.Internals.Utf16.Utf16_String_Index;
Size : Matreshka.Internals.Utf16.Utf16_String_Index;
Length : Natural);
-- Copy slice from the Source string into the string, reallocate string
-- when needed.
function Slice
(Source : not null Shared_String_Access;
First : Matreshka.Internals.Utf16.Utf16_String_Index;
Size : Matreshka.Internals.Utf16.Utf16_String_Index;
Length : Natural)
return not null Shared_String_Access;
-- Returns slice from First to First + Size - 1. Length specify expected
-- length of the result.
procedure Slice
(Item : in out not null Shared_String_Access;
First : Matreshka.Internals.Utf16.Utf16_String_Index;
Size : Matreshka.Internals.Utf16.Utf16_String_Index;
Length : Natural);
-- Sets Item to its slice from First to First + Size - 1. Length specify
-- expected length of the result.
procedure Replace
(String : in out not null Shared_String_Access;
First : Matreshka.Internals.Utf16.Utf16_String_Index;
Size : Matreshka.Internals.Utf16.Utf16_String_Index;
Length : Natural;
By : not null Shared_String_Access);
procedure Reset (Self : in out not null Shared_String_Access);
-- Resets specified shared string to have empty length or sets it to
-- shared empty string when shared string is used.
-- function Copy (Source : not null String_Private_Data_Access)
-- return not null String_Private_Data_Access;
-- Creates copy of string data.
end Matreshka.Internals.Strings.Operations;
|
src/servlet-rest.ads | My-Colaborations/ada-servlet | 6 | 23251 | <filename>src/servlet-rest.ads
-----------------------------------------------------------------------
-- servlet-rest -- REST Support
-- Copyright (C) 2016, 2020 <NAME>
-- Written by <NAME> (<EMAIL>)
--
-- Licensed under the Apache License, Version 2.0 (the "License");
-- you may not use this file except in compliance with the License.
-- You may obtain a copy of the License at
--
-- http://www.apache.org/licenses/LICENSE-2.0
--
-- Unless required by applicable law or agreed to in writing, software
-- distributed under the License is distributed on an "AS IS" BASIS,
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-- See the License for the specific language governing permissions and
-- limitations under the License.
-----------------------------------------------------------------------
with Util.Strings;
with Util.Serialize.IO;
with Servlet.Requests;
with Servlet.Responses;
with Servlet.Core;
with EL.Contexts;
with Security.Permissions;
-- == REST ==
-- The <tt>Servlet.Rest</tt> package provides support to implement easily some RESTful API.
package Servlet.Rest is
subtype Request is Servlet.Requests.Request;
subtype Response is Servlet.Responses.Response;
subtype Output_Stream is Util.Serialize.IO.Output_Stream;
-- The HTTP rest method.
type Method_Type is (GET, HEAD, POST, PUT, DELETE, TRACE, CONNECT, OPTIONS, PATCH);
type Descriptor is abstract tagged limited private;
type Descriptor_Access is access all Descriptor'Class;
-- Get the permission index associated with the REST operation.
function Get_Permission (Handler : in Descriptor)
return Security.Permissions.Permission_Index;
-- Dispatch the request to the API handler.
procedure Dispatch (Handler : in Descriptor;
Req : in out Servlet.Rest.Request'Class;
Reply : in out Servlet.Rest.Response'Class;
Stream : in out Output_Stream'Class) is abstract;
type Operation_Access is
access procedure (Req : in out Servlet.Rest.Request'Class;
Reply : in out Servlet.Rest.Response'Class;
Stream : in out Servlet.Rest.Output_Stream'Class);
-- Register the API definition in the servlet registry.
procedure Register (Registry : in out Servlet.Core.Servlet_Registry'Class;
Definition : in Descriptor_Access);
private
type Descriptor is abstract tagged limited record
Next : Descriptor_Access;
Method : Method_Type;
Pattern : Util.Strings.Name_Access;
Permission : Security.Permissions.Permission_Index := 0;
end record;
-- Register the API descriptor in a list.
procedure Register (List : in out Descriptor_Access;
Item : in Descriptor_Access);
-- Register the list of API descriptors for a given servlet and a root path.
procedure Register (Registry : in out Servlet.Core.Servlet_Registry;
Name : in String;
URI : in String;
ELContext : in EL.Contexts.ELContext'Class;
List : in Descriptor_Access);
type Static_Descriptor is new Descriptor with record
Handler : Operation_Access;
end record;
-- Dispatch the request to the API handler.
overriding
procedure Dispatch (Handler : in Static_Descriptor;
Req : in out Servlet.Rest.Request'Class;
Reply : in out Servlet.Rest.Response'Class;
Stream : in out Output_Stream'Class);
end Servlet.Rest;
|
data/maps/headers/FuchsiaCity.asm | opiter09/ASM-Machina | 1 | 101748 | <reponame>opiter09/ASM-Machina<gh_stars>1-10
map_header FuchsiaCity, FUCHSIA_CITY, OVERWORLD, SOUTH | WEST | EAST
connection south, Route19, ROUTE_19, 5
connection west, Route18, ROUTE_18, 4
connection east, Route15, ROUTE_15, 4
end_map_header
|
020-equivalence.agda | mcmtroffaes/agda-proofs | 2 | 3711 | module 020-equivalence where
-- We need False to represent logical contradiction.
open import 010-false-true
-- Next, we need to be able to work with equalities. Equalities are
-- defined between objects of the same type. Two objects are equal if
-- we have a proof of their equality. In Agda, we can represent this
-- by means of a function which takes two instances of some type M,
-- and maps this to a proof of equality.
-- To be a reasonable model for equality, we demand that this function
-- has the properties of an equivalence relation: (i) we must have a
-- proof that every object r in M equals itself, (ii) given a proof
-- that r == s, we must be able to prove that s == r, and (iii) given
-- proofs of r == s and s == t, we must be able to prove that r == t.
-- A convenient way to store all these properties, goes by means of a
-- record, which is in essence a local parametrised module, where the
-- parameters and fields correspond to postulates (theorems that can
-- be stated without proof), and declarations are theorems derived
-- from parameters and fields. A good question is, what should be a
-- parameter, and what should be a field? Fields can be considered as
-- named parameters, so probably anything that would otherwise not be
-- obvious without name should go into a field.
-- Here we declare the type and equality function (which maps pairs of
-- elements to proofs) as parameters, and the equivalence axioms as
-- fields. The parameter M is optional because it can be derived
-- unambiguously from the type signature of the equality function.
record Equivalence
{M : Set}
(_==_ : M -> M -> Set)
: Set1 where
{- axioms -}
field
refl : ∀ {r} -> (r == r)
symm : ∀ {r s} -> (r == s) -> (s == r)
trans : ∀ {r s t} -> (r == s) -> (s == t) -> (r == t)
-- We have a proof of inequality if we can prove contradiction from
-- equality, and this is precisely how we define the inequality
-- relation.
_!=_ : M -> M -> Set
m != n = (m == n) -> False
-- Prove transitivity chains.
-- (TODO: Use a type dependent function for these chains.)
trans3 : ∀ {r s t u}
-> (r == s) -> (s == t) -> (t == u) -> (r == u)
trans3 p1 p2 p3 = trans (trans p1 p2) p3
trans4 : ∀ {r s t u v}
-> (r == s) -> (s == t) -> (t == u) -> (u == v) -> (r == v)
trans4 p1 p2 p3 p4 = trans (trans3 p1 p2 p3) p4
trans5 : ∀ {r s t u v w}
-> (r == s) -> (s == t) -> (t == u) -> (u == v) -> (v == w)
-> (r == w)
trans5 p1 p2 p3 p4 p5 = trans (trans4 p1 p2 p3 p4) p5
trans6 : ∀ {r s t u v w x}
-> (r == s) -> (s == t) -> (t == u) -> (u == v) -> (v == w)
-> (w == x) -> (r == x)
trans6 p1 p2 p3 p4 p5 p6 = trans (trans5 p1 p2 p3 p4 p5) p6
-- Now we construct a trivial model of equivalence: two instances of a
-- type are equivalent if they reduce to the same normal form. (Note
-- that Agda reduces expressions to normal form for us.)
data _≡_ {A : Set} : A -> A -> Set where
refl : ∀ {r} -> r ≡ r
thm-≡-is-equivalence : {A : Set} -> Equivalence {A} _≡_
thm-≡-is-equivalence = record {
refl = refl;
symm = symm;
trans = trans
}
where
symm : ∀ {r s} -> r ≡ s -> s ≡ r
symm refl = refl
trans : ∀ {r s t} -> r ≡ s -> s ≡ t -> r ≡ t
trans refl refl = refl
|
programs/oeis/226/A226136.asm | jmorken/loda | 1 | 165681 | <reponame>jmorken/loda<filename>programs/oeis/226/A226136.asm
; A226136: Positions of the positive integers in the ordering of rational numbers as generated by the rules: 1 is in S, and if nonzero x is in S, then x+1 and -1/x are in S. (See Comments).
; 1,2,4,7,10,15,22,32,47,69,101,148,217,318,466,683,1001,1467,2150,3151,4618,6768,9919,14537,21305,31224,45761,67066,98290,144051,211117,309407,453458,664575,973982
mov $3,$0
mov $4,$0
add $4,1
lpb $4
mov $0,$3
sub $4,1
sub $0,$4
mov $2,$0
cmp $2,0
add $0,$2
sub $0,1
cal $0,226275 ; Number of new rationals produced at the n-th iteration by applying the map t -> {t+1, -1/t} to nonzero terms, starting with S[0] = {1}.
add $1,$0
lpe
|
x86/QSearchMacros.asm | lantonov/asm | 150 | 240977 | <reponame>lantonov/asm
macro QSearch PvNode, InCheck
; in:
; rbp: address of Pos struct in thread struct
; rbx: address of State
; ecx: alpha
; edx: beta
; r8d: depth
virtual at rsp
.tte rq 1 ; 0
.ltte rq 1 ; 8
.searchFxn rq 1 ; 16
.stage rq 1
.ttMove rd 1 ; 24
.ttValue rd 1
.ttDepth rd 1
.move rd 1
.excludedMove rd 1
.bestMove rd 1
.ext rd 1
.newDepth rd 1
.predictedDepth rd 1
.moveCount rd 1
.oldAlpha rd 1
.alpha rd 1
.beta rd 1
.depth rd 1
.bestValue rd 1
.value rd 1
.evalu rd 1
.nullValue rd 1
.futilityValue rd 1
.futilityBase rd 1
.inCheck rb 1 ; 104
rb 1 ; 105
.singularExtensionNode rb 1 ; 106
.improving rb 1 ; 107
.captureOrPromotion rb 1 ; 108
.dangerous rb 1 ; 109
.doFullDepthSearch rb 1 ; 110
.cutNode rb 1 ; 111
.ttHit rb 1
rb 1
rb 1
rb 1
rb 1
rb 1
rb 1
rb 1
if PvNode = 1
._pv rd MAX_PLY+1
end if
.lend rb 0
end virtual
.localsize = ((.lend-rsp+15) and (-16))
push rbx rsi rdi r12 r13 r14 r15
_chkstk_ms rsp, .localsize
sub rsp, .localsize
if PvNode = 1
if InCheck = 1
Display 2, "QSearch<1,1>(alpha=%i1, beta=%i2, depth=%i8) called%n"
else
Display 2, "QSearch<1,0>(alpha=%i1, beta=%i2, depth=%i8) called%n"
end if
else
if InCheck = 1
Display 2, "QSearch<0,1>(alpha=%i1, beta=%i2, depth=%i8) called%n"
else
Display 2, "QSearch<0,0>(alpha=%i1, beta=%i2, depth=%i8) called%n"
end if
end if
mov dword[.alpha], ecx
mov dword[.beta], edx
mov dword[.depth], r8d
Assert le, r8d, 0, 'assertion depth<=0 failed in qsearch'
movzx eax, byte[rbx+State.ply]
xor edx, edx
if PvNode = 1
lea r8, [._pv]
mov r9, qword[rbx+State.pv]
mov dword[.oldAlpha], ecx
mov qword[rbx+1*sizeof.State+State.pv], r8
mov dword[r9], edx
end if
lea ecx, [rax + 1]
mov dword[.moveCount], 2
mov dword[.bestMove], edx
mov dword[rbx+State.currentMove], edx
mov byte[rbx + 1*sizeof.State + State.ply], cl
; check for instant draw or max ply
movzx edx, word[rbx+State.rule50]
movzx rcx, word[rbx+State.pliesFromNull]
mov r8, qword[rbx+State.key]
cmp eax, MAX_PLY
jae .AbortSearch_PlyBigger
; ss->ply < MAX_PLY holds at this point, so if we should
; go to .AbortSearch_PlySmaller if a draw is detected
PosIsDraw .AbortSearch_PlySmaller, .CheckDraw_Cold, .CheckDraw_ColdRet
if InCheck = 1
mov r12d, DEPTH_QS_CHECKS
mov dword[.ttDepth],r12d
else
mov eax, DEPTH_QS_CHECKS
mov r12d, DEPTH_QS_NO_CHECKS
cmp eax, dword[.depth]
cmovle r12d, eax
mov dword[.ttDepth], r12d
end if
Assert b, byte[rbx+State.ply], MAX_PLY, 'assertion 0 <= ss->ply < MAX_PLY failed in Search'
; transposition table lookup
mov rcx, qword[rbx+State.key]
sub r12d, 1
call MainHash_Probe
mov qword[.tte], rax
mov qword[.ltte], rcx
mov byte[.ttHit], dl
mov rdi, rcx
sar rdi, 48
movsx eax, ch
sub r12d, eax
sar r12d, 31
; r12d = 0 if tte.depth < ttDepth
; =-1 if tte.depth >= ttDepth
shr rcx, 16
mov r13d, edx
movzx ecx, cx
mov dword[.ttMove], ecx
mov dword[.ttValue], edi
lea r8d, [rdi+VALUE_MATE_IN_MAX_PLY]
test edx, edx
jz .DontReturnTTValue
mov eax, edi
sub eax, dword[.beta]
sar eax, 31
; eax = 0 if ttValue<beta
; =-1 if ttvalue>=beta
cmp edi, VALUE_NONE
je .DontReturnTTValue
cmp r8d, 2*VALUE_MATE_IN_MAX_PLY
jae .ValueFromTT
.ValueFromTTRet:
if PvNode = 0
add eax, 2
; eax = 2 if ttValue<beta ie BOUND_UPPER
; = 1 if ttvalue>=beta ie BOUND_LOWER
and eax, r12d
test al, byte[.ltte+MainHashEntry.genBound]
mov eax, edi
jnz .Return
end if
.DontReturnTTValue:
; Evaluate the position statically
; r13d = ttHit
if InCheck = 1
mov eax, -VALUE_INFINITE
mov dword[rbx+State.staticEval], VALUE_NONE
mov dword[.bestValue], eax
mov dword[.futilityBase], eax
else
mov edx, dword[rbx-1*sizeof.State+State.currentMove]
test r13d, r13d
jz .StaticValueNoTTHit
.StaticValueYesTTHit:
movsx eax, word[.ltte+MainHashEntry.eval_]
cmp eax, VALUE_NONE
jne @f
call Evaluate
@@:
xor ecx, ecx
mov dword[rbx+State.staticEval], eax
cmp edi, eax
setg cl
add ecx, 1
; ecx = 2 if ttValue > bestValue ie BOUND_LOWER
; = 1 if ttValue <=bestValue ie BOUND_UPPER
cmp edi, VALUE_NONE
je .StaticValueDone
test cl, byte[.ltte+MainHashEntry.genBound]
cmovnz eax, edi
jmp .StaticValueDone
.StaticValueNoTTHit:
mov eax, dword[rbx+State.staticEval-1*sizeof.State]
neg eax
add eax, 2*Eval_Tempo
cmp edx, MOVE_NULL
je @f
call Evaluate
@@:
mov dword[rbx+State.staticEval], eax
.StaticValueDone:
mov dword[.bestValue], eax
; Return immediately if static value is at least beta
cmp eax, dword[.beta]
jge .ReturnStaticValue
if PvNode = 1
mov ecx, dword[.alpha]
cmp ecx, eax
cmovl ecx, eax
mov dword[.alpha], ecx
end if
add eax, 128
mov dword[.futilityBase], eax
end if ; InCheck = 1
; ss->history = &(*pos->counterMoveHistory)[0][0];
mov ecx, CmhDeadOffset
add rcx, qword[rbp+Pos.counterMoveHistory]
mov qword[rbx+0*sizeof.State+State.counterMoves], rcx
; initialize move picker
mov ecx, dword[.ttMove]
if InCheck = 1
lea r15, [MovePick_ALL_EVASIONS]
lea r14, [MovePick_EVASIONS]
else
mov edx, dword[.depth]
mov dword[rbx+State.depth], edx
lea r15, [MovePick_QCAPTURES_CHECKS_GEN]
lea r14, [MovePick_QSEARCH_WITH_CHECKS]
cmp edx, DEPTH_QS_NO_CHECKS
jg .MovePickInitGo
lea r15, [MovePick_QCAPTURES_NO_CHECKS_GEN]
lea r14, [MovePick_QSEARCH_WITHOUT_CHECKS]
end if
.MovePickInitGo:
mov edi, ecx
test ecx, ecx
jz .MovePickNoTTMove
mov eax, dword[rbx-1*sizeof.State+State.currentMove]
and eax, 63 ; recaptureSquare = eax
mov edx, ecx
and edx, 63 ; to_sq(ttm) = edx
cmp eax, edx
je @f
mov edx, dword[.depth]
cmp edx, DEPTH_QS_RECAPTURES
jg @f
xor edi, edi
jmp .MovePickNoTTMove
@@:
call Move_IsPseudoLegal
test rax, rax
cmovz edi, eax
cmovnz r15, r14
.MovePickNoTTMove:
mov dword[rbx+State.ttMove], edi
mov qword[rbx+State.stage], r15
calign 8
.MovePickLoop:
xor esi, esi
GetNextMove
mov dword[.move], eax
mov ecx, eax
test eax, eax
jz .MovePickDone
sub [.moveCount], 1
; check for check and get address of search function
call Move_GivesCheck
mov byte[rbx+State.givesCheck], al
mov r13d, eax
if PvNode = 1
lea rdx, [QSearch_Pv_NoCheck]
lea rcx, [QSearch_Pv_InCheck]
else
lea rdx, [QSearch_NonPv_NoCheck]
lea rcx, [QSearch_NonPv_InCheck]
end if
test eax, eax
cmovnz rdx, rcx
mov qword[.searchFxn], rdx
mov ecx, dword[.move]
mov edi, dword[.bestValue]
mov esi, ecx
shr esi, 12
mov r8d, ecx
shr r8d, 6
and r8d, 63 ; r8d = from
movzx eax, byte[rbp+Pos.board+r8] ; r14d = from piece
mov r14d, eax
mov r9d, ecx
and r9d, 63 ; r9d = to
movzx r15d, byte[rbp+Pos.board+r9] ; r15d = to piece
; futility pruning
if InCheck = 0
mov r12d, dword[.futilityBase]
test r13d, r13d
jnz .SkipFutilityPruning
and eax, 7
cmp r12d, -VALUE_KNOWN_WIN
jle .SkipFutilityPruning
mov edx, dword[rbp+Pos.sideToMove]
neg edx
cmp eax, Pawn
je .CheckAdvancedPawnPush
.DoFutilityPruning:
mov edx, dword[PieceValue_EG+4*r15]
add edx, r12d
cmp edx, dword[.alpha]
jle .ContinueFromFutilityValue
cmp r12d, dword[.alpha]
jle .ContinueFromFutilityBase
.SkipFutilityPruning:
end if
; do not search moves with negative see value
if InCheck = 0
lea eax, [rsi-MOVE_TYPE_PROM]
shl r14d, 9
shl r15d, 9
cmp eax, 4
jb .DontContinue
else
Assert ne, esi, MOVE_TYPE_CASTLE, 'castling encountered in qsearch<InCheck=true>'
mov eax, VALUE_MATED_IN_MAX_PLY
sub eax, edi
shl r14d, 9
mov edx, dword[.moveCount]
shl r15d, 9
jnz .DontContinue
or edx, dword[.depth]
cmp esi, MOVE_TYPE_PROM
jae .DontContinue ; catch MOVE_TYPE_EPCAP
test eax, edx
jns .DontContinue
end if
SeeSignTest .DontContinue
mov ecx, dword[.move]
test eax, eax
jz .MovePickLoop
.DontContinue:
; speculative prefetch
mov edx, ecx
and edx, 63 ; edx = to
shr ecx, 6
and ecx, 63 ; ecx = from
mov rax, qword[rbx+State.key]
xor rax, qword[Zobrist_side]
xor rax, qword[Zobrist_Pieces+r14+8*rcx]
xor rax, qword[Zobrist_Pieces+r14+8*rdx]
xor rax, qword[Zobrist_Pieces+r15+8*rdx]
mul dword[mainHash.clusterCount]
shl rdx, 5
add rdx, qword[mainHash.table]
prefetchnta [rdx]
; check for legality
mov ecx, dword[.move]
call Move_IsLegal
lea edx, [rax+1]
add dword[.moveCount], edx
test eax, eax
jz .MovePickLoop
; make the move
mov ecx, dword[.move]
mov dword[rbx+State.currentMove], ecx
mov edx, ecx
shr edx, 6
and edx, 63
movzx edx, byte[rbp+Pos.board+rdx]
mov eax, ecx
and eax, 63
shl edx, 6
add edx, eax
; ss->history = &(*pos->counterMoveHistory)[moved_piece(move)][to_sq(move)];
mov eax, edx
shl eax, 2+4+6
add rax, qword[rbp+Pos.counterMoveHistory]
mov qword[rbx+State.counterMoves], rax
mov rsi, qword[.searchFxn]
call Move_Do__QSearch
; search the move
mov ecx, dword[.beta]
neg ecx
mov edx, dword[.alpha]
neg edx
mov r8d, dword[.depth]
sub r8d, 1
call rsi
neg eax
mov edi, eax
mov dword[.value], eax
; undo the move
mov ecx, dword[.move]
call Move_Undo
; check for new best move
cmp edi, dword[.bestValue]
jle .MovePickLoop
mov dword[.bestValue], edi
cmp edi, dword[.alpha]
jle .MovePickLoop
if PvNode = 1
mov ecx, dword[.move]
mov r8, qword[rbx+0*sizeof.State+State.pv]
mov r9, qword[rbx+1*sizeof.State+State.pv]
xor eax, eax
mov dword[r8], ecx
add r8, 4
test r9, r9
jz .pv_copy_end
.pv_copy_loop:
mov eax, dword[r9]
add r9, 4
.pv_copy_end:
mov dword[r8], eax
add r8, 4
test eax, eax
jnz .pv_copy_loop
cmp edi, dword[.beta]
jge .FailHigh
mov dword[.alpha], edi
mov dword[.bestMove], ecx
jmp .MovePickLoop
end if
.FailHigh:
mov r9, qword[rbx+State.key]
mov r8, qword[.tte]
shr r9, 48
mov edx, edi
lea ecx, [rdi+VALUE_MATE_IN_MAX_PLY]
cmp ecx, 2*VALUE_MATE_IN_MAX_PLY
jae .FailHighValueToTT
.FailHighValueToTTRet:
mov eax, dword[.move]
MainHash_Save .ltte, r8, r9w, edx, BOUND_LOWER, byte[.ttDepth], eax, word[rbx+State.staticEval]
mov eax, edi
jmp .Return
.FailHighValueToTT:
movzx edx, byte[rbx+State.ply]
mov eax, edi
sar eax, 31
xor edx, eax
sub edx, eax
add edx, edi
jmp .FailHighValueToTTRet
.MovePickDone:
mov r9, qword[rbx+State.key]
mov edi, dword[.bestValue]
lea ecx, [rdi+VALUE_MATE_IN_MAX_PLY]
if USE_VARIETY = 1
mov edx, dword[rbp - Thread.rootPos + Thread.extra]
mov eax, dword[variety.a_bound]
add eax, edi
add edx, edi
cmp eax, dword[variety.b_bound]
cmovb edi, edx
_vmovaps xmm0, dqword[rbp - Thread.rootPos + Thread.randSeed]
_vmulps xmm0, xmm0, xmm0
_vmulps xmm0, xmm0, dqword[variety.b_float]
_vaddps xmm0, xmm0, dqword[variety.a_float]
_vmaxps xmm0, xmm0, dqword[variety.clamp]
_vmovaps dqword[rbp - Thread.rootPos + Thread.randSeed], xmm0
_vhaddps xmm0, xmm0, xmm0
_vhsubps xmm0, xmm0, xmm0
_vcvttss2si eax, xmm0
mov dword[rbp - Thread.rootPos + Thread.extra], eax
end if
if PvNode = 1
mov esi, dword[.oldAlpha]
sub esi, edi
sar esi, 31
end if
if InCheck = 1
movzx eax, byte[rbx+State.ply]
sub eax, VALUE_MATE
cmp edi, -VALUE_INFINITE
je .Return
end if
mov r8, qword[.tte]
shr r9, 48
mov edx, edi
cmp ecx, 2*VALUE_MATE_IN_MAX_PLY
jae .ValueToTT
.ValueToTTRet:
if PvNode = 0
mov eax, dword[.bestMove]
MainHash_Save .ltte, r8, r9w, edx, BOUND_UPPER, byte[.ttDepth], eax, word[rbx+State.staticEval]
else
mov eax, dword[.bestMove]
and esi, BOUND_EXACT-BOUND_UPPER
add esi, BOUND_UPPER
MainHash_Save .ltte, r8, r9w, edx, sil, byte[.ttDepth], eax, word[rbx+State.staticEval]
end if
mov eax, edi
calign 8
.Return:
Display 2, "QSearch returning %i0%n"
add rsp, .localsize
pop r15 r14 r13 r12 rdi rsi rbx
ret
if InCheck = 0
calign 8
.CheckAdvancedPawnPush:
and edx, 7
shr r8d, 3
xor edx, r8d
cmp edx, 4
jb .DoFutilityPruning
jmp .SkipFutilityPruning
calign 8
.ContinueFromFutilityBase:
mov edx, 1
call SeeTestGe
mov ecx, dword[.move]
mov edx, r12d
test eax, eax
jnz .SkipFutilityPruning
calign 8
.ContinueFromFutilityValue:
cmp edi, edx
cmovl edi, edx
mov dword[.bestValue], edi
jmp .MovePickLoop
end if
calign 8
.AbortSearch_PlyBigger:
xor eax, eax
cmp rax, qword[rbx+State.checkersBB]
jne .Return
call Evaluate
jmp .Return
calign 8
.AbortSearch_PlySmaller:
xor eax, eax
jmp .Return
calign 8
.ReturnStaticValue:
mov r8, qword[.tte]
mov r9, qword[rbx+State.key]
shr r9, 48
mov edx, eax
test r13d, r13d
jnz .Return
add eax, VALUE_MATE_IN_MAX_PLY
cmp eax, 2*VALUE_MATE_IN_MAX_PLY
jae .ReturnStaticValue_ValueToTT
.ReturnStaticValue_ValueToTTRet:
MainHash_Save .ltte, r8, r9w, edx, BOUND_LOWER, DEPTH_NONE, 0, word[rbx+State.staticEval]
mov eax, dword[.bestValue]
jmp .Return
.ReturnStaticValue_ValueToTT:
movzx ecx, byte[rbx+State.ply]
mov eax, edx
sar eax, 31
xor ecx, eax
sub edx, eax
add edx, ecx
jmp .ReturnStaticValue_ValueToTTRet
calign 8
.ValueFromTT:
; value in edi is not VALUE_NONE
movzx r8d, byte[rbx+State.ply]
mov r9d, edi
sar r9d, 31
xor r8d, r9d
add edi, r9d
sub edi, r8d
mov dword[.ttValue], edi
mov eax, edi
sub eax, dword[.beta]
sar eax, 31
jmp .ValueFromTTRet
calign 8
.ValueToTT:
movzx edx, byte[rbx+State.ply]
mov eax, edi
sar eax, 31
xor edx, eax
sub edx, eax
add edx, edi
jmp .ValueToTTRet
calign 8
.CheckDraw_Cold:
PosIsDraw_Cold .AbortSearch_PlySmaller, .CheckDraw_ColdRet
end macro
|
src/asm/win64/readdbls.asm | Pantarheon/libkoliba | 0 | 169350 | <reponame>Pantarheon/libkoliba<gh_stars>0
;; readdbls.asm
;;
;; Copyright 2021 G. <NAME>
;; All rights reserved
;;
;; nasm -f win64 readdbls.asm
section .text
default rel
EXTERN KOLIBA_ScanM34tFormat, fscanf, fopen, fclose, KOLIBA_ResetMatrix
GLOBAL KOLIBA_ReadDoublesFromOpenFile
KOLIBA_ReadDoublesFromOpenFile:
; Since we use this only internally, and only from asm routines,
; we can use R10 to accept an extra parameter.
;
; On Entry:
;
; RCX = address of output DOUBLES
; RDX = handle of FILE to read from
; R8D = number of doubles to scan
; R9 = address of scan format string
; R10 = function to call on failure (or NULL)
;
; On Exit:
;
; RAX = DOUBLES on success, NULL on failure
push rbp
push rbx
push rdi
push rsi
push r12
; We have to reserve 4 quads at the bottom of the stack.
; Above that, we need (R8D-2) quads to pass args to fscanf.
; Above that we need R8D quads for fscanf to write to.
; But if R8D happens to be an odd number, we must round it
; up to the nearest even number (or round down its negative).
; Plus we need an extra quad just so RSP is 16-byte aligned.
lea eax, [2*r8d]
mov rbp, rsp
neg rax
and al, ~3 ; ~2 would be enough but ~3 does not hurt.
lea rsp, [rsp+8*(rax-3)] ; = sub RSP, 8*((R8D-2)+R8D+4+1)
mov rdi, rcx
mov rbx, r10
mov r12d, r8d
sub eax, eax
test rdx, rdx
jrcxz .done
lea rsi, [rsp+8*(r8+2)]
lea ecx, [r8d-2]
jne .loop
.rst:
test rbx, rbx
mov rcx, rdi
mov eax, ebx
je .done
call rbx
sub eax, eax
jmp .done
.loop:
lea rax, [rsi+8*(rcx+1)]
mov [rsp+32+8*(rcx-1)], rax
loop .loop
mov rcx, rdx
mov rdx, r9
mov r8, rsi
lea r9, [rsi+8]
call fscanf
cmp eax, r12d
mov ecx, eax
mov rax, rdi
jne .rst
rep movsq
.done:
mov rsp, rbp
pop r12
pop rsi
pop rdi
pop rbx
pop rbp
ret
|
oeis/199/A199559.asm | neoneye/loda-programs | 11 | 242407 | <gh_stars>10-100
; A199559: 2*9^n+1.
; 3,19,163,1459,13123,118099,1062883,9565939,86093443,774840979,6973568803,62762119219,564859072963,5083731656659,45753584909923,411782264189299,3706040377703683,33354363399333139,300189270593998243,2701703435345984179,24315330918113857603,218837978263024718419,1969541804367222465763,17725876239305002191859,159532886153745019726723,1435795975383705177540499,12922163778453346597864483,116299474006080119380780339,1046695266054721074427023043,9420257394492489669843207379
mov $1,9
pow $1,$0
mul $1,96
sub $1,96
div $1,48
add $1,3
mov $0,$1
|
programs/oeis/140/A140442.asm | neoneye/loda | 22 | 26879 | ; A140442: Primes congruent to 9 mod 14.
; 23,37,79,107,149,163,191,233,317,331,359,373,401,443,457,499,541,569,653,709,751,821,863,877,919,947,1031,1087,1129,1171,1213,1283,1297,1367,1381,1409,1423,1451,1493,1549,1619,1759,1787,1801,1871,1913,1997,2011,2039,2053,2081,2137,2179,2207,2221,2333,2347,2389,2417,2459,2473,2543,2557,2683,2711,2753,2767,2837,2851,2879,2963,3019,3061,3089,3187,3229,3257,3271,3299,3313,3467,3593,3607,3677,3691,3719,3733,3761,3803,3929,3943,4013,4027,4111,4139,4153,4349,4363,4391,4447
add $0,1
seq $0,24904 ; Numbers k such that 7*k - 5 is prime.
sub $0,4
mul $0,7
add $0,23
|
source/xml/sax/xml-sax-input_sources-streams-files-naming_utilities__posix.adb | svn2github/matreshka | 24 | 7659 | <reponame>svn2github/matreshka<filename>source/xml/sax/xml-sax-input_sources-streams-files-naming_utilities__posix.adb<gh_stars>10-100
------------------------------------------------------------------------------
-- --
-- Matreshka Project --
-- --
-- XML Processor --
-- --
-- Runtime Library Component --
-- --
------------------------------------------------------------------------------
-- --
-- Copyright © 2011, <NAME> <<EMAIL>> --
-- All rights reserved. --
-- --
-- Redistribution and use in source and binary forms, with or without --
-- modification, are permitted provided that the following conditions --
-- are met: --
-- --
-- * Redistributions of source code must retain the above copyright --
-- notice, this list of conditions and the following disclaimer. --
-- --
-- * Redistributions in binary form must reproduce the above copyright --
-- notice, this list of conditions and the following disclaimer in the --
-- documentation and/or other materials provided with the distribution. --
-- --
-- * Neither the name of the <NAME>, IE nor the names of its --
-- contributors may be used to endorse or promote products derived from --
-- this software without specific prior written permission. --
-- --
-- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS --
-- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT --
-- LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR --
-- A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT --
-- HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, --
-- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED --
-- TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR --
-- PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF --
-- LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING --
-- NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS --
-- SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. --
-- --
------------------------------------------------------------------------------
-- $Revision$ $Date$
------------------------------------------------------------------------------
-- This is implementation of package for POSIX systems.
------------------------------------------------------------------------------
with Ada.Directories;
with League.Characters;
with League.Text_Codecs;
separate (XML.SAX.Input_Sources.Streams.Files)
package body Naming_Utilities is
use type League.Characters.Universal_Character;
use type League.Strings.Universal_String;
File_Protocol_Prefix : constant League.Strings.Universal_String
:= League.Strings.To_Universal_String ("file://");
-------------------
-- Absolute_Name --
-------------------
function Absolute_Name
(Name : League.Strings.Universal_String)
return League.Strings.Universal_String
is
function Current_Directory return League.Strings.Universal_String;
-----------------------
-- Current_Directory --
-----------------------
function Current_Directory return League.Strings.Universal_String is
Aux : constant String := Ada.Directories.Current_Directory;
Xua : Ada.Streams.Stream_Element_Array (1 .. Aux'Length);
for Xua'Address use Aux'Address;
begin
return
League.Text_Codecs.Codec_For_Application_Locale.Decode (Xua);
end Current_Directory;
begin
if Name.Element (1) = '/' then
return Name;
else
return Current_Directory & '/' & Name;
end if;
end Absolute_Name;
----------------------
-- File_Name_To_URI --
----------------------
function File_Name_To_URI
(File_Name : League.Strings.Universal_String)
return League.Strings.Universal_String is
begin
return File_Protocol_Prefix & File_Name;
end File_Name_To_URI;
--------------------------
-- To_Ada_RTL_File_Name --
--------------------------
function To_Ada_RTL_File_Name
(Name : League.Strings.Universal_String) return String
is
Aux : constant Ada.Streams.Stream_Element_Array
:= League.Text_Codecs.Codec_For_Application_Locale.Encode
(Name).To_Stream_Element_Array;
Result : String (1 .. Aux'Length);
for Result'Address use Aux'Address;
begin
return Result;
end To_Ada_RTL_File_Name;
----------------------
-- URI_To_File_Name --
----------------------
function URI_To_File_Name
(URI : League.Strings.Universal_String)
return League.Strings.Universal_String is
begin
if URI.Starts_With (File_Protocol_Prefix) then
return URI.Slice (8, URI.Length);
else
raise Constraint_Error;
end if;
end URI_To_File_Name;
end Naming_Utilities;
|
exer1.asm | nobreconfrade/microcontrollers | 0 | 85612 | <reponame>nobreconfrade/microcontrollers<gh_stars>0
-----------------------------------
AVR DISASSEMBLER LISTING
Address Opcode Instruction
-----------------------------------
000000 940C L5: JMP L1 // Pulo direto
000001 0034
000002 940C JMP L2 // Pulo direto
000003 003E
000004 940C JMP L2 // Pulo direto
000005 003E
000006 940C JMP L2 // Pulo direto
000007 003E
000008 940C JMP L2 // Pulo direto
000009 003E
00000A 940C JMP L2 // Pulo direto
00000B 003E
00000C 940C JMP L2 // Pulo direto
00000D 003E
00000E 940C JMP L2 // Pulo direto
00000F 003E
000010 940C JMP L2
000011 003E
000012 940C JMP L2
000013 003E
000014 940C JMP L2
000015 003E
000016 940C JMP L2
000017 003E
000018 940C JMP L2
000019 003E
00001A 940C JMP L2
00001B 003E
00001C 940C JMP L2
00001D 003E
00001E 940C JMP L2
00001F 003E
000020 940C JMP L2
000021 003E
000022 940C JMP L2
000023 003E
000024 940C JMP L2
000025 003E
000026 940C JMP L2
000027 003E
000028 940C JMP L2
000029 003E
00002A 940C JMP L2
00002B 003E
00002C 940C JMP L2
00002D 003E
00002E 940C JMP L2
00002F 003E
000030 940C JMP L2
000031 003E
000032 940C JMP L2
000033 003E
000034 2411 L1: CLR R1 // Limpa o registrador
000035 BE1F OUT SREG,R1 // Saida para um local I/O, SREG é o registrador de status
000036 EFCF LDI YL,$FF // Carregamento imediato,
000037 E0D8 LDI YH,$08
000038 BFDE OUT SPH,YH
000039 BFCD OUT SPL,YL
00003A 940E CALL L3 // Rotina direta de 'call'
00003B 0040
00003C 940C JMP L4
00003D 0054
00003E 940C L2: JMP L5
00003F 0000
000040 9A56 L3: SBI DDRD,6 // Seta o bit na I/O, local de saida 'DDRD'
000041 E920 LDI R18,$90
000042 E031 LDI R19,$01
000043 9A5E L10: SBI PORTD,6
000044 ED80 LDI R24,$D0
000045 E097 LDI R25,$07
000046 01F9 L7: MOVW R31:R30,R19:R18 // Copia registrador com palavra
000047 9731 L6: SBIW ZH:ZL,1 // Subtrai imediato a palavra
000048 F7F1 BRNE L6 // Pula se não for igual
000049 9701 SBIW R25:R24,1
00004A F7D9 BRNE L7
00004B 985E CBI PORTD,6 // Limpa o bit específico, portD
00004C ED80 LDI R24,$D0
00004D E097 LDI R25,$07
00004E 01F9 L9: MOVW R31:R30,R19:R18
00004F 9731 L8: SBIW ZH:ZL,1
000050 F7F1 BRNE L8
000051 9701 SBIW R25:R24,1
000052 F7D9 BRNE L9
000053 CFEF RJMP L10 // Pulo relativo
000054 94F8 L4: BCLR 7 // Limpa flag
000055 CFFF L11: RJMP L11
|
source/disassembly.asm | sitedata/MarioCompiler | 0 | 101985 | <reponame>sitedata/MarioCompiler
.inesprg 2 ; 2x 16KB PRG code
.ineschr 1 ; 1x 8KB CHR data
.inesmap 0 ; mapper 0 = NROM, no bank swapping
.inesmir 1 ; background mirroring
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;SMbBDIS.ASM - A COMPREHENSIVE SUPER MARIO BROS. DISASSEMBLY
;by doppelganger (<EMAIL>)
;There are so many people I have to thank for this, that taking all the credit for
;myself would be an unforgivable act of arrogance. Without their help this would
;probably not be possible. So I thank all the peeps in the nesdev scene whose insight into
;the 6502 and the NES helped me learn how it works (you guys know who you are, there's no
;way I could have done this without your help), as well as the authors of x816 and SMB
;Utility, and the reverse-engineers who did the original Super Mario Bros. Hacking Project,
;which I compared notes with but did not copy from. Last but certainly not least, I thank
;Nintendo for creating this game and the NES, without which this disassembly would
;only be theory.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;Revised for NESASM by bigjt_2
;;(<EMAIL>)
;;Originally assembled with x816.
;;NESASM header already included above. Still requires SMB1 character data to work.
;;Thanks IMMENSELY to doppelganger for painstakingly taking the time to crawl through
;;all this assembly code and provide such a complete and wonderful dissassembly, and
;;for passing this onto the community at large. Ditto to all the fine folks doppelganger
;;thanked in the original x816 dissassembly, as well.
;;Assembles with NESASM 3+
;;Be sure you have the exact correct SMB character data for the pattern tables. Otherwise
;;you will have a glitched-up title screen, among other things.
;-------------------------------------------------------------------------------------
;DEFINES
;NES specific hardware defines
PPU_CTRL_REG1 = $2000
PPU_CTRL_REG2 = $2001
PPU_STATUS = $2002
PPU_SPR_ADDR = $2003
PPU_SPR_DATA = $2004
PPU_SCROLL_REG = $2005
PPU_ADDRESS = $2006
PPU_DATA = $2007
SND_REGISTER = $4000
SND_SQUARE1_REG = $4000
SND_SQUARE2_REG = $4004
SND_TRIANGLE_REG = $4008
SND_NOISE_REG = $400c
SND_DELTA_REG = $4010
SND_MASTERCTRL_REG = $4015
SPR_DMA = $4014
JOYPAD_PORT = $4016
JOYPAD_PORT1 = $4016
JOYPAD_PORT2 = $4017
; GAME SPECIFIC DEFINES
ObjectOffset = $08
FrameCounter = $09
SavedJoypadBits = $06fc
SavedJoypad1Bits = $06fc
SavedJoypad2Bits = $06fd
JoypadBitMask = $074a
JoypadOverride = $0758
A_B_Buttons = $0a
PreviousA_B_Buttons = $0d
Up_Down_Buttons = $0b
Left_Right_Buttons = $0c
GameEngineSubroutine = $0e
Mirror_PPU_CTRL_REG1 = $0778
Mirror_PPU_CTRL_REG2 = $0779
OperMode = $0770
OperMode_Task = $0772
ScreenRoutineTask = $073c
GamePauseStatus = $0776
GamePauseTimer = $0777
DemoAction = $0717
DemoActionTimer = $0718
TimerControl = $0747
IntervalTimerControl = $077f
Timers = $0780
SelectTimer = $0780
PlayerAnimTimer = $0781
JumpSwimTimer = $0782
RunningTimer = $0783
BlockBounceTimer = $0784
SideCollisionTimer = $0785
JumpspringTimer = $0786
GameTimerCtrlTimer = $0787
ClimbSideTimer = $0789
EnemyFrameTimer = $078a
FrenzyEnemyTimer = $078f
BowserFireBreathTimer = $0790
StompTimer = $0791
AirBubbleTimer = $0792
ScrollIntervalTimer = $0795
EnemyIntervalTimer = $0796
BrickCoinTimer = $079d
InjuryTimer = $079e
StarInvincibleTimer = $079f
ScreenTimer = $07a0
WorldEndTimer = $07a1
DemoTimer = $07a2
Sprite_Data = $0200
Sprite_Y_Position = $0200
Sprite_Tilenumber = $0201
Sprite_Attributes = $0202
Sprite_X_Position = $0203
ScreenEdge_PageLoc = $071a
ScreenEdge_X_Pos = $071c
ScreenLeft_PageLoc = $071a
ScreenRight_PageLoc = $071b
ScreenLeft_X_Pos = $071c
ScreenRight_X_Pos = $071d
PlayerFacingDir = $33
DestinationPageLoc = $34
VictoryWalkControl = $35
ScrollFractional = $0768
PrimaryMsgCounter = $0719
SecondaryMsgCounter = $0749
HorizontalScroll = $073f
VerticalScroll = $0740
ScrollLock = $0723
ScrollThirtyTwo = $073d
Player_X_Scroll = $06ff
Player_Pos_ForScroll = $0755
ScrollAmount = $0775
AreaData = $e7
AreaDataLow = $e7
AreaDataHigh = $e8
EnemyData = $e9
EnemyDataLow = $e9
EnemyDataHigh = $ea
AreaParserTaskNum = $071f
ColumnSets = $071e
CurrentPageLoc = $0725
CurrentColumnPos = $0726
BackloadingFlag = $0728
BehindAreaParserFlag = $0729
AreaObjectPageLoc = $072a
AreaObjectPageSel = $072b
AreaDataOffset = $072c
AreaObjOffsetBuffer = $072d
AreaObjectLength = $0730
StaircaseControl = $0734
AreaObjectHeight = $0735
MushroomLedgeHalfLen = $0736
EnemyDataOffset = $0739
EnemyObjectPageLoc = $073a
EnemyObjectPageSel = $073b
MetatileBuffer = $06a1
BlockBufferColumnPos = $06a0
CurrentNTAddr_Low = $0721
CurrentNTAddr_High = $0720
AttributeBuffer = $03f9
LoopCommand = $0745
DisplayDigits = $07d7
TopScoreDisplay = $07d7
ScoreAndCoinDisplay = $07dd
PlayerScoreDisplay = $07dd
GameTimerDisplay = $07f8
DigitModifier = $0134
VerticalFlipFlag = $0109
FloateyNum_Control = $0110
ShellChainCounter = $0125
FloateyNum_Timer = $012c
FloateyNum_X_Pos = $0117
FloateyNum_Y_Pos = $011e
FlagpoleFNum_Y_Pos = $010d
FlagpoleFNum_YMFDummy = $010e
FlagpoleScore = $010f
FlagpoleCollisionYPos = $070f
StompChainCounter = $0484
VRAM_Buffer1_Offset = $0300
VRAM_Buffer1 = $0301
VRAM_Buffer2_Offset = $0340
VRAM_Buffer2 = $0341
VRAM_Buffer_AddrCtrl = $0773
Sprite0HitDetectFlag = $0722
DisableScreenFlag = $0774
DisableIntermediate = $0769
ColorRotateOffset = $06d4
TerrainControl = $0727
AreaStyle = $0733
ForegroundScenery = $0741
BackgroundScenery = $0742
CloudTypeOverride = $0743
BackgroundColorCtrl = $0744
AreaType = $074e
AreaAddrsLOffset = $074f
AreaPointer = $0750
PlayerEntranceCtrl = $0710
GameTimerSetting = $0715
AltEntranceControl = $0752
EntrancePage = $0751
NumberOfPlayers = $077a
WarpZoneControl = $06d6
ChangeAreaTimer = $06de
MultiLoopCorrectCntr = $06d9
MultiLoopPassCntr = $06da
FetchNewGameTimerFlag = $0757
GameTimerExpiredFlag = $0759
PrimaryHardMode = $076a
SecondaryHardMode = $06cc
WorldSelectNumber = $076b
WorldSelectEnableFlag = $07fc
ContinueWorld = $07fd
CurrentPlayer = $0753
PlayerSize = $0754
PlayerStatus = $0756
OnscreenPlayerInfo = $075a
NumberofLives = $075a ;used by current player
HalfwayPage = $075b
LevelNumber = $075c ;the actual dash number
Hidden1UpFlag = $075d
CoinTally = $075e
WorldNumber = $075f
AreaNumber = $0760 ;internal number used to find areas
CoinTallyFor1Ups = $0748
OffscreenPlayerInfo = $0761
OffScr_NumberofLives = $0761 ;used by offscreen player
OffScr_HalfwayPage = $0762
OffScr_LevelNumber = $0763
OffScr_Hidden1UpFlag = $0764
OffScr_CoinTally = $0765
OffScr_WorldNumber = $0766
OffScr_AreaNumber = $0767
BalPlatformAlignment = $03a0
Platform_X_Scroll = $03a1
PlatformCollisionFlag = $03a2
YPlatformTopYPos = $0401
YPlatformCenterYPos = $58
BrickCoinTimerFlag = $06bc
StarFlagTaskControl = $0746
PseudoRandomBitReg = $07a7
WarmBootValidation = $07ff
SprShuffleAmtOffset = $06e0
SprShuffleAmt = $06e1
SprDataOffset = $06e4
Player_SprDataOffset = $06e4
Enemy_SprDataOffset = $06e5
Block_SprDataOffset = $06ec
Alt_SprDataOffset = $06ec
Bubble_SprDataOffset = $06ee
FBall_SprDataOffset = $06f1
Misc_SprDataOffset = $06f3
SprDataOffset_Ctrl = $03ee
Player_State = $1d
Enemy_State = $1e
Fireball_State = $24
Block_State = $26
Misc_State = $2a
Player_MovingDir = $45
Enemy_MovingDir = $46
SprObject_X_Speed = $57
Player_X_Speed = $57
Enemy_X_Speed = $58
Fireball_X_Speed = $5e
Block_X_Speed = $60
Misc_X_Speed = $64
Jumpspring_FixedYPos = $58
JumpspringAnimCtrl = $070e
JumpspringForce = $06db
SprObject_PageLoc = $6d
Player_PageLoc = $6d
Enemy_PageLoc = $6e
Fireball_PageLoc = $74
Block_PageLoc = $76
Misc_PageLoc = $7a
Bubble_PageLoc = $83
SprObject_X_Position = $86 ;position in game's abstract map,
Player_X_Position = $86 ;NOT the position on the screen
Enemy_X_Position = $87
Fireball_X_Position = $8d
Block_X_Position = $8f
Misc_X_Position = $93
Bubble_X_Position = $9c
SprObject_Y_Speed = $9f
Player_Y_Speed = $9f
Enemy_Y_Speed = $a0
Fireball_Y_Speed = $a6
Block_Y_Speed = $a8
Misc_Y_Speed = $ac
SprObject_Y_HighPos = $b5
Player_Y_HighPos = $b5
Enemy_Y_HighPos = $b6
Fireball_Y_HighPos = $bc
Block_Y_HighPos = $be
Misc_Y_HighPos = $c2
Bubble_Y_HighPos = $cb
SprObject_Y_Position = $ce
Player_Y_Position = $ce
Enemy_Y_Position = $cf
Fireball_Y_Position = $d5
Block_Y_Position = $d7
Misc_Y_Position = $db
Bubble_Y_Position = $e4
SprObject_Rel_XPos = $03ad ;these represent the ACTUAL sprite positions
Player_Rel_XPos = $03ad ;on the screen
Enemy_Rel_XPos = $03ae
Fireball_Rel_XPos = $03af
Bubble_Rel_XPos = $03b0
Block_Rel_XPos = $03b1
Misc_Rel_XPos = $03b3
SprObject_Rel_YPos = $03b8
Player_Rel_YPos = $03b8
Enemy_Rel_YPos = $03b9
Fireball_Rel_YPos = $03ba
Bubble_Rel_YPos = $03bb
Block_Rel_YPos = $03bc
Misc_Rel_YPos = $03be
SprObject_SprAttrib = $03c4
Player_SprAttrib = $03c4
Enemy_SprAttrib = $03c5
SprObject_X_MoveForce = $0400
Enemy_X_MoveForce = $0401
SprObject_YMF_Dummy = $0416
Player_YMF_Dummy = $0416
Enemy_YMF_Dummy = $0417
Bubble_YMF_Dummy = $042c
SprObject_Y_MoveForce = $0433
Player_Y_MoveForce = $0433
Enemy_Y_MoveForce = $0434
Block_Y_MoveForce = $043c
DisableCollisionDet = $0716
Player_CollisionBits = $0490
Enemy_CollisionBits = $0491
SprObj_BoundBoxCtrl = $0499
Player_BoundBoxCtrl = $0499
Enemy_BoundBoxCtrl = $049a
Fireball_BoundBoxCtrl = $04a0
Misc_BoundBoxCtrl = $04a2
EnemyFrenzyBuffer = $06cb
EnemyFrenzyQueue = $06cd
Enemy_Flag = $0f
Enemy_ID = $16
PlayerGfxOffset = $06d5
Player_XSpeedAbsolute = $0700
FrictionAdderHigh = $0701
FrictionAdderLow = $0702
RunningSpeed = $0703
SwimmingFlag = $0704
Player_X_MoveForce = $0705
DiffToHaltJump = $0706
JumpOrigin_Y_HighPos = $0707
JumpOrigin_Y_Position = $0708
VerticalForce = $0709
VerticalForceDown = $070a
PlayerChangeSizeFlag = $070b
PlayerAnimTimerSet = $070c
PlayerAnimCtrl = $070d
DeathMusicLoaded = $0712
FlagpoleSoundQueue = $0713
CrouchingFlag = $0714
MaximumLeftSpeed = $0450
MaximumRightSpeed = $0456
SprObject_OffscrBits = $03d0
Player_OffscreenBits = $03d0
Enemy_OffscreenBits = $03d1
FBall_OffscreenBits = $03d2
Bubble_OffscreenBits = $03d3
Block_OffscreenBits = $03d4
Misc_OffscreenBits = $03d6
EnemyOffscrBitsMasked = $03d8
Cannon_Offset = $046a
Cannon_PageLoc = $046b
Cannon_X_Position = $0471
Cannon_Y_Position = $0477
Cannon_Timer = $047d
Whirlpool_Offset = $046a
Whirlpool_PageLoc = $046b
Whirlpool_LeftExtent = $0471
Whirlpool_Length = $0477
Whirlpool_Flag = $047d
VineFlagOffset = $0398
VineHeight = $0399
VineObjOffset = $039a
VineStart_Y_Position = $039d
Block_Orig_YPos = $03e4
Block_BBuf_Low = $03e6
Block_Metatile = $03e8
Block_PageLoc2 = $03ea
Block_RepFlag = $03ec
Block_ResidualCounter = $03f0
Block_Orig_XPos = $03f1
BoundingBox_UL_XPos = $04ac
BoundingBox_UL_YPos = $04ad
BoundingBox_DR_XPos = $04ae
BoundingBox_DR_YPos = $04af
BoundingBox_UL_Corner = $04ac
BoundingBox_LR_Corner = $04ae
EnemyBoundingBoxCoord = $04b0
PowerUpType = $39
FireballBouncingFlag = $3a
FireballCounter = $06ce
FireballThrowingTimer = $0711
HammerEnemyOffset = $06ae
JumpCoinMiscOffset = $06b7
Block_Buffer_1 = $0500
Block_Buffer_2 = $05d0
HammerThrowingTimer = $03a2
HammerBroJumpTimer = $3c
Misc_Collision_Flag = $06be
RedPTroopaOrigXPos = $0401
RedPTroopaCenterYPos = $58
XMovePrimaryCounter = $a0
XMoveSecondaryCounter = $58
CheepCheepMoveMFlag = $58
CheepCheepOrigYPos = $0434
BitMFilter = $06dd
LakituReappearTimer = $06d1
LakituMoveSpeed = $58
LakituMoveDirection = $a0
FirebarSpinState_Low = $58
FirebarSpinState_High = $a0
FirebarSpinSpeed = $0388
FirebarSpinDirection = $34
DuplicateObj_Offset = $06cf
NumberofGroupEnemies = $06d3
BlooperMoveCounter = $a0
BlooperMoveSpeed = $58
BowserBodyControls = $0363
BowserFeetCounter = $0364
BowserMovementSpeed = $0365
BowserOrigXPos = $0366
BowserFlameTimerCtrl = $0367
BowserFront_Offset = $0368
BridgeCollapseOffset = $0369
BowserGfxFlag = $036a
BowserHitPoints = $0483
MaxRangeFromOrigin = $06dc
BowserFlamePRandomOfs = $0417
PiranhaPlantUpYPos = $0417
PiranhaPlantDownYPos = $0434
PiranhaPlant_Y_Speed = $58
PiranhaPlant_MoveFlag = $a0
FireworksCounter = $06d7
ExplosionGfxCounter = $58
ExplosionTimerCounter = $a0
;sound related defines
Squ2_NoteLenBuffer = $07b3
Squ2_NoteLenCounter = $07b4
Squ2_EnvelopeDataCtrl = $07b5
Squ1_NoteLenCounter = $07b6
Squ1_EnvelopeDataCtrl = $07b7
Tri_NoteLenBuffer = $07b8
Tri_NoteLenCounter = $07b9
Noise_BeatLenCounter = $07ba
Squ1_SfxLenCounter = $07bb
Squ2_SfxLenCounter = $07bd
Sfx_SecondaryCounter = $07be
Noise_SfxLenCounter = $07bf
PauseSoundQueue = $fa
Square1SoundQueue = $ff
Square2SoundQueue = $fe
NoiseSoundQueue = $fd
AreaMusicQueue = $fb
EventMusicQueue = $fc
Square1SoundBuffer = $f1
Square2SoundBuffer = $f2
NoiseSoundBuffer = $f3
AreaMusicBuffer = $f4
EventMusicBuffer = $07b1
PauseSoundBuffer = $07b2
MusicData = $f5
MusicDataLow = $f5
MusicDataHigh = $f6
MusicOffset_Square2 = $f7
MusicOffset_Square1 = $f8
MusicOffset_Triangle = $f9
MusicOffset_Noise = $07b0
NoteLenLookupTblOfs = $f0
DAC_Counter = $07c0
NoiseDataLoopbackOfs = $07c1
NoteLengthTblAdder = $07c4
AreaMusicBuffer_Alt = $07c5
PauseModeFlag = $07c6
GroundMusicHeaderOfs = $07c7
AltRegContentFlag = $07ca
;-------------------------------------------------------------------------------------
;CONSTANTS
;sound effects constants
Sfx_SmallJump = %10000000
Sfx_Flagpole = %01000000
Sfx_Fireball = %00100000
Sfx_PipeDown_Injury = %00010000
Sfx_EnemySmack = %00001000
Sfx_EnemyStomp = %00000100
Sfx_Bump = %00000010
Sfx_BigJump = %00000001
Sfx_BowserFall = %10000000
Sfx_ExtraLife = %01000000
Sfx_PowerUpGrab = %00100000
Sfx_TimerTick = %00010000
Sfx_Blast = %00001000
Sfx_GrowVine = %00000100
Sfx_GrowPowerUp = %00000010
Sfx_CoinGrab = %00000001
Sfx_BowserFlame = %00000010
Sfx_BrickShatter = %00000001
;music constants
Silence = %10000000
StarPowerMusic = %01000000
PipeIntroMusic = %00100000
CloudMusic = %00010000
CastleMusic = %00001000
UndergroundMusic = %00000100
WaterMusic = %00000010
GroundMusic = %00000001
TimeRunningOutMusic = %01000000
EndOfLevelMusic = %00100000
AltGameOverMusic = %00010000
EndOfCastleMusic = %00001000
VictoryMusic = %00000100
GameOverMusic = %00000010
DeathMusic = %00000001
;enemy object constants
GreenKoopa = $00
BuzzyBeetle = $02
RedKoopa = $03
HammerBro = $05
Goomba = $06
Bloober = $07
BulletBill_FrenzyVar = $08
GreyCheepCheep = $0a
RedCheepCheep = $0b
Podoboo = $0c
PiranhaPlant = $0d
GreenParatroopaJump = $0e
RedParatroopa = $0f
GreenParatroopaFly = $10
Lakitu = $11
Spiny = $12
FlyCheepCheepFrenzy = $14
FlyingCheepCheep = $14
BowserFlame = $15
Fireworks = $16
BBill_CCheep_Frenzy = $17
Stop_Frenzy = $18
Bowser = $2d
PowerUpObject = $2e
VineObject = $2f
FlagpoleFlagObject = $30
StarFlagObject = $31
JumpspringObject = $32
BulletBill_CannonVar = $33
RetainerObject = $35
TallEnemy = $09
;other constants
World1 = 0
World2 = 1
World3 = 2
World4 = 3
World5 = 4
World6 = 5
World7 = 6
World8 = 7
Level1 = 0
Level2 = 1
Level3 = 2
Level4 = 3
WarmBootOffset = $d6
ColdBootOffset = $fe
TitleScreenDataOffset = $1EC0
SoundMemory = $07b0
SwimTileRepOffset = $EEB5 ;;PlayerGraphicsTable + $9e
MusicHeaderOffsetData = $F90C ;;MusicHeaderData - 1
MHD = $F90D ;;MusicHeaderData
A_Button = %10000000
B_Button = %01000000
Select_Button = %00100000
Start_Button = %00010000
Up_Dir = %00001000
Down_Dir = %00000100
Left_Dir = %00000010
Right_Dir = %00000001
TitleScreenModeValue = 0
GameModeValue = 1
VictoryModeValue = 2
GameOverModeValue = 3
;-------------------------------------------------------------------------------------
;DIRECTIVES
;.index 8
;.mem 8
.bank 0
.org $8000
;-------------------------------------------------------------------------------------
Start:
cld
lda #%00010000 ;init PPU control register 1
sta PPU_CTRL_REG1
ldx #$ff ;reset stack pointer
txs
VBlank1: lda PPU_STATUS ;wait two frames
bpl VBlank1
VBlank2: lda PPU_STATUS
bpl VBlank2
ldy #ColdBootOffset ;load default cold boot pointer
ldx #$05 ;this is where we check for a warm boot
WBootCheck: lda TopScoreDisplay,x ;check each score digit in the top score
cmp #10 ;to see if we have a valid digit
bcs ColdBoot ;if not, give up and proceed with cold boot
dex
bpl WBootCheck
lda WarmBootValidation ;second checkpoint, check to see if
cmp #$a5 ;another location has a specific value
bne ColdBoot
ldy #WarmBootOffset ;if passed both, load warm boot pointer
ColdBoot: jsr InitializeMemory ;clear memory using pointer in Y
sta SND_DELTA_REG+1 ;reset delta counter load register
sta OperMode ;reset primary mode of operation
lda #$a5 ;set warm boot flag
sta WarmBootValidation
sta PseudoRandomBitReg ;set seed for pseudorandom register
lda #%00001111
sta SND_MASTERCTRL_REG ;enable all sound channels except dmc
lda #%00000110
sta PPU_CTRL_REG2 ;turn off clipping for OAM and background
jsr MoveAllSpritesOffscreen
jsr InitializeNameTables ;initialize both name tables
inc DisableScreenFlag ;set flag to disable screen output
lda Mirror_PPU_CTRL_REG1
ora #%10000000 ;enable NMIs
jsr WritePPUReg1
EndlessLoop:
jmp EndlessLoop ;endless loop, need I say more?
;-------------------------------------------------------------------------------------
;$00 - vram buffer address table low, also used for pseudorandom bit
;$01 - vram buffer address table high
VRAM_AddrTable_Low:
.db LOW_VRAM_Buffer1, LOW_WaterPaletteData, LOW_GroundPaletteData,LOW_UndergroundPaletteData
.db LOW_CastlePaletteData, LOW_VRAM_Buffer1_Offset, LOW_VRAM_Buffer2, LOW_VRAM_Buffer2
.db LOW_BowserPaletteData,LOW_DaySnowPaletteData, LOW_NightSnowPaletteData
.db LOW_MushroomPaletteData,LOW_MarioThanksMessage, LOW_LuigiThanksMessage
.db LOW_MushroomRetainerSaved, LOW_PrincessSaved1, LOW_PrincessSaved2
.db LOW_WorldSelectMessage1, LOW_WorldSelectMessage2
VRAM_AddrTable_High:
.db HIGH_VRAM_Buffer1, HIGH_WaterPaletteData, HIGH_GroundPaletteData,HIGH_UndergroundPaletteData
.db HIGH_CastlePaletteData, HIGH_VRAM_Buffer1_Offset, HIGH_VRAM_Buffer2, HIGH_VRAM_Buffer2
.db HIGH_BowserPaletteData,HIGH_DaySnowPaletteData, HIGH_NightSnowPaletteData
.db HIGH_MushroomPaletteData,HIGH_MarioThanksMessage, HIGH_LuigiThanksMessage
.db HIGH_MushroomRetainerSaved, HIGH_PrincessSaved1, HIGH_PrincessSaved2
.db HIGH_WorldSelectMessage1, HIGH_WorldSelectMessage2
VRAM_Buffer_Offset:
.db LOW_VRAM_Buffer1_Offset, LOW_VRAM_Buffer2_Offset
;NESASM Version
; VRAM_AddrTable_Low:
; .db LOW(VRAM_Buffer1), LOW(WaterPaletteData), LOW(GroundPaletteData)
; .db LOW(UndergroundPaletteData), LOW(CastlePaletteData), LOW(VRAM_Buffer1_Offset)
; .db LOW(VRAM_Buffer2), LOW(VRAM_Buffer2), LOW(BowserPaletteData)
; .db LOW(DaySnowPaletteData), LOW(NightSnowPaletteData), LOW(MushroomPaletteData)
; .db LOW(MarioThanksMessage), LOW(LuigiThanksMessage), LOW(MushroomRetainerSaved)
; .db LOW(PrincessSaved1), LOW(PrincessSaved2), LOW(WorldSelectMessage1)
; .db LOW(WorldSelectMessage2)
; VRAM_AddrTable_High:
; .db HIGH(VRAM_Buffer1), HIGH(WaterPaletteData), HIGH(GroundPaletteData)
; .db HIGH(UndergroundPaletteData), HIGH(CastlePaletteData), HIGH(VRAM_Buffer1_Offset)
; .db HIGH(VRAM_Buffer2), HIGH(VRAM_Buffer2), HIGH(BowserPaletteData)
; .db HIGH(DaySnowPaletteData), HIGH(NightSnowPaletteData), HIGH(MushroomPaletteData)
; .db HIGH(MarioThanksMessage), HIGH(LuigiThanksMessage), HIGH(MushroomRetainerSaved)
; .db HIGH(PrincessSaved1), HIGH(PrincessSaved2), HIGH(WorldSelectMessage1)
; .db HIGH(WorldSelectMessage2)
; VRAM_Buffer_Offset:
; .db LOW(VRAM_Buffer1_Offset), LOW(VRAM_Buffer2_Offset)
NonMaskableInterrupt:
lda Mirror_PPU_CTRL_REG1 ;disable NMIs in mirror reg
and #%01111111 ;save all other bits
sta Mirror_PPU_CTRL_REG1
and #%01111110 ;alter name table address to be $2800
sta PPU_CTRL_REG1 ;(essentially $2000) but save other bits
lda Mirror_PPU_CTRL_REG2 ;disable OAM and background display by default
and #%11100110
ldy DisableScreenFlag ;get screen disable flag
bne ScreenOff ;if set, used bits as-is
lda Mirror_PPU_CTRL_REG2 ;otherwise reenable bits and save them
ora #%00011110
ScreenOff: sta Mirror_PPU_CTRL_REG2 ;save bits for later but not in register at the moment
and #%11100111 ;disable screen for now
sta PPU_CTRL_REG2
ldx PPU_STATUS ;reset flip-flop and reset scroll registers to zero
lda #$00
jsr InitScroll
sta PPU_SPR_ADDR ;reset spr-ram address register
lda #$02 ;perform spr-ram DMA access on $0200-$02ff
sta SPR_DMA
ldx VRAM_Buffer_AddrCtrl ;load control for pointer to buffer contents
lda VRAM_AddrTable_Low,x ;set indirect at $00 to pointer
sta <$00
lda VRAM_AddrTable_High,x
sta <$01
jsr UpdateScreen ;update screen with buffer contents
ldy #$00
ldx VRAM_Buffer_AddrCtrl ;check for usage of $0341
cpx #$06
bne InitBuffer
iny ;get offset based on usage
InitBuffer: ldx VRAM_Buffer_Offset,y
lda #$00 ;clear buffer header at last location
sta VRAM_Buffer1_Offset,x
sta VRAM_Buffer1,x
sta VRAM_Buffer_AddrCtrl ;reinit address control to $0301
lda Mirror_PPU_CTRL_REG2 ;copy mirror of $2001 to register
sta PPU_CTRL_REG2
;Disabled Sound Engine - will need updates to the compiler to get this working
; jsr SoundEngine ;play sound
jsr ReadJoypads ;read joypads
jsr PauseRoutine ;handle pause
jsr UpdateTopScore
lda GamePauseStatus ;check for pause status
lsr a
bcs PauseSkip
lda TimerControl ;if master timer control not set, decrement
beq DecTimers ;all frame and interval timers
dec TimerControl
bne NoDecTimers
DecTimers: ldx #$14 ;load end offset for end of frame timers
dec IntervalTimerControl ;decrement interval timer control,
bpl DecTimersLoop ;if not expired, only frame timers will decrement
lda #$14
sta IntervalTimerControl ;if control for interval timers expired,
ldx #$23 ;interval timers will decrement along with frame timers
DecTimersLoop: lda Timers,x ;check current timer
beq SkipExpTimer ;if current timer expired, branch to skip,
dec Timers,x ;otherwise decrement the current timer
SkipExpTimer: dex ;move onto next timer
bpl DecTimersLoop ;do this until all timers are dealt with
NoDecTimers: inc <FrameCounter ;increment frame counter
PauseSkip: ldx #$00
ldy #$07
lda PseudoRandomBitReg ;get first memory location of LSFR bytes
and #%00000010 ;mask out all but d1
sta <$00 ;save here
lda PseudoRandomBitReg+1 ;get second memory location
and #%00000010 ;mask out all but d1
eor <$00 ;perform exclusive-OR on d1 from first and second bytes
clc ;if neither or both are set, carry will be clear
beq RotPRandomBit
sec ;if one or the other is set, carry will be set
RotPRandomBit: ror PseudoRandomBitReg,x ;rotate carry into d7, and rotate last bit into carry
inx ;increment to next byte
dey ;decrement for loop
bne RotPRandomBit
lda Sprite0HitDetectFlag ;check for flag here
beq SkipSprite0
Sprite0Clr: lda PPU_STATUS ;wait for sprite 0 flag to clear, which will
and #%01000000 ;not happen until vblank has ended
bne Sprite0Clr
lda GamePauseStatus ;if in pause mode, do not bother with sprites at all
lsr a
bcs Sprite0Hit
jsr MoveSpritesOffscreen
jsr SpriteShuffler
Sprite0Hit: lda PPU_STATUS ;do sprite #0 hit detection
and #%01000000
beq Sprite0Hit
ldy #$14 ;small delay, to wait until we hit horizontal blank time
HBlankDelay: dey
bne HBlankDelay
SkipSprite0: lda HorizontalScroll ;set scroll registers from variables
sta PPU_SCROLL_REG
lda VerticalScroll
sta PPU_SCROLL_REG
lda Mirror_PPU_CTRL_REG1 ;load saved mirror of $2000
pha
sta PPU_CTRL_REG1
lda GamePauseStatus ;if in pause mode, do not perform operation mode stuff
lsr a
bcs SkipMainOper
jsr OperModeExecutionTree ;otherwise do one of many, many possible subroutines
SkipMainOper: lda PPU_STATUS ;reset flip-flop
pla
ora #%10000000 ;reactivate NMIs
sta PPU_CTRL_REG1
rti ;we are done until the next frame!
;-------------------------------------------------------------------------------------
PauseRoutine:
lda OperMode ;are we in victory mode?
cmp #VictoryModeValue ;if so, go ahead
beq ChkPauseTimer
cmp #GameModeValue ;are we in game mode?
bne ExitPause ;if not, leave
lda OperMode_Task ;if we are in game mode, are we running game engine?
cmp #$03
bne ExitPause ;if not, leave
ChkPauseTimer: lda GamePauseTimer ;check if pause timer is still counting down
beq ChkStart
dec GamePauseTimer ;if so, decrement and leave
rts
ChkStart: lda SavedJoypad1Bits ;check to see if start is pressed
and #Start_Button ;on controller 1
beq ClrPauseTimer
lda GamePauseStatus ;check to see if timer flag is set
and #%10000000 ;and if so, do not reset timer (residual,
bne ExitPause ;joypad reading routine makes this unnecessary)
lda #$2b ;set pause timer
sta GamePauseTimer
lda GamePauseStatus
tay
iny ;set pause sfx queue for next pause mode
sty <PauseSoundQueue
eor #%00000001 ;invert d0 and set d7
ora #%10000000
bne SetPause ;unconditional branch
ClrPauseTimer: lda GamePauseStatus ;clear timer flag if timer is at zero and start button
and #%01111111 ;is not pressed
SetPause: sta GamePauseStatus
ExitPause: rts
;-------------------------------------------------------------------------------------
;$00 - used for preset value
SpriteShuffler:
ldy AreaType ;load level type, likely residual code
lda #$28 ;load preset value which will put it at
sta <$00 ;sprite #10
ldx #$0e ;start at the end of OAM data offsets
ShuffleLoop: lda SprDataOffset,x ;check for offset value against
cmp <$00 ;the preset value
bcc NextSprOffset ;if less, skip this part
ldy SprShuffleAmtOffset ;get current offset to preset value we want to add
clc
adc SprShuffleAmt,y ;get shuffle amount, add to current sprite offset
bcc StrSprOffset ;if not exceeded $ff, skip second add
clc
adc <$00 ;otherwise add preset value $28 to offset
StrSprOffset: sta SprDataOffset,x ;store new offset here or old one if branched to here
NextSprOffset: dex ;move backwards to next one
bpl ShuffleLoop
ldx SprShuffleAmtOffset ;load offset
inx
cpx #$03 ;check if offset + 1 goes to 3
bne SetAmtOffset ;if offset + 1 not 3, store
ldx #$00 ;otherwise, init to 0
SetAmtOffset: stx SprShuffleAmtOffset
ldx #$08 ;load offsets for values and storage
ldy #$02
SetMiscOffset: lda SprDataOffset+5,y ;load one of three OAM data offsets
sta Misc_SprDataOffset-2,x ;store first one unmodified, but
clc ;add eight to the second and eight
adc #$08 ;more to the third one
sta Misc_SprDataOffset-1,x ;note that due to the way X is set up,
clc ;this code loads into the misc sprite offsets
adc #$08
sta Misc_SprDataOffset,x
dex
dex
dex
dey
bpl SetMiscOffset ;do this until all misc spr offsets are loaded
rts
;-------------------------------------------------------------------------------------
OperModeExecutionTree:
lda OperMode ;this is the heart of the entire program,
jsr JumpEngine ;most of what goes on starts here
.dw TitleScreenMode
.dw GameMode
.dw VictoryMode
.dw GameOverMode
;-------------------------------------------------------------------------------------
MoveAllSpritesOffscreen:
ldy #$00 ;this routine moves all sprites off the screen
.db $2c ;BIT instruction opcode
MoveSpritesOffscreen:
ldy #$04 ;this routine moves all but sprite 0
lda #$f8 ;off the screen
SprInitLoop: sta Sprite_Y_Position,y ;write 248 into OAM data's Y coordinate
iny ;which will move it off the screen
iny
iny
iny
bne SprInitLoop
rts
;-------------------------------------------------------------------------------------
TitleScreenMode:
SEI
lda OperMode_Task
jsr JumpEngine
.dw InitializeGame
.dw ScreenRoutines
.dw PrimaryGameSetup
.dw GameMenuRoutine
;-------------------------------------------------------------------------------------
WSelectBufferTemplate:
.db $04, $20, $73, $01, $00, $00
GameMenuRoutine:
ldy #$00
lda SavedJoypad1Bits ;check to see if either player pressed
ora SavedJoypad2Bits ;only the start button (either joypad)
cmp #Start_Button
beq StartGame
; cmp #A_Button+Start_Button ;check to see if A + start was pressed
cmp #144
bne ChkSelect ;if not, branch to check select button
StartGame: jmp ChkContinue ;if either start or A + start, execute here
ChkSelect: cmp #Select_Button ;check to see if the select button was pressed
beq SelectBLogic ;if so, branch reset demo timer
ldx DemoTimer ;otherwise check demo timer
bne ChkWorldSel ;if demo timer not expired, branch to check world selection
sta SelectTimer ;set controller bits here if running demo
jsr DemoEngine ;run through the demo actions
bcs ResetTitle ;if carry flag set, demo over, thus branch
jmp RunDemo ;otherwise, run game engine for demo
ChkWorldSel: ldx WorldSelectEnableFlag ;check to see if world selection has been enabled
beq NullJoypad
cmp #B_Button ;if so, check to see if the B button was pressed
bne NullJoypad
iny ;if so, increment Y and execute same code as select
SelectBLogic: lda DemoTimer ;if select or B pressed, check demo timer one last time
beq ResetTitle ;if demo timer expired, branch to reset title screen mode
lda #$18 ;otherwise reset demo timer
sta DemoTimer
lda SelectTimer ;check select/B button timer
bne NullJoypad ;if not expired, branch
lda #$10 ;otherwise reset select button timer
sta SelectTimer
cpy #$01 ;was the B button pressed earlier? if so, branch
beq IncWorldSel ;note this will not be run if world selection is disabled
lda NumberOfPlayers ;if no, must have been the select button, therefore
eor #%00000001 ;change number of players and draw icon accordingly
sta NumberOfPlayers
jsr DrawMushroomIcon
jmp NullJoypad
IncWorldSel: ldx WorldSelectNumber ;increment world select number
inx
txa
and #%00000111 ;mask out higher bits
sta WorldSelectNumber ;store as current world select number
jsr GoContinue
UpdateShroom: lda WSelectBufferTemplate,x ;write template for world select in vram buffer
sta VRAM_Buffer1-1,x ;do this until all bytes are written
inx
cpx #$06
bmi UpdateShroom
ldy WorldNumber ;get world number from variable and increment for
iny ;proper display, and put in blank byte before
sty VRAM_Buffer1+3 ;null terminator
NullJoypad: lda #$00 ;clear joypad bits for player 1
sta SavedJoypad1Bits
RunDemo: jsr GameCoreRoutine ;run game engine
lda <GameEngineSubroutine ;check to see if we're running lose life routine
cmp #$06
bne ExitMenu ;if not, do not do all the resetting below
ResetTitle: lda #$00 ;reset game modes, disable
sta OperMode ;sprite 0 check and disable
sta OperMode_Task ;screen output
sta Sprite0HitDetectFlag
inc DisableScreenFlag
rts
ChkContinue: ldy DemoTimer ;if timer for demo has expired, reset modes
beq ResetTitle
asl a ;check to see if A button was also pushed
bcc StartWorld1 ;if not, don't load continue function's world number
lda ContinueWorld ;load previously saved world number for secret
jsr GoContinue ;continue function when pressing A + start
StartWorld1: jsr LoadAreaPointer
inc Hidden1UpFlag ;set 1-up box flag for both players
inc OffScr_Hidden1UpFlag
inc FetchNewGameTimerFlag ;set fetch new game timer flag
inc OperMode ;set next game mode
lda WorldSelectEnableFlag ;if world select flag is on, then primary
sta PrimaryHardMode ;hard mode must be on as well
lda #$00
sta OperMode_Task ;set game mode here, and clear demo timer
sta DemoTimer
ldx #$17
lda #$00
InitScores: sta ScoreAndCoinDisplay,x ;clear player scores and coin displays
dex
bpl InitScores
ExitMenu: rts
GoContinue: sta WorldNumber ;start both players at the first area
sta OffScr_WorldNumber ;of the previously saved world number
ldx #$00 ;note that on power-up using this function
stx AreaNumber ;will make no difference
stx OffScr_AreaNumber
rts
;-------------------------------------------------------------------------------------
MushroomIconData:
.db $07, $22, $49, $83, $ce, $24, $24, $00
DrawMushroomIcon:
ldy #$07 ;read eight bytes to be read by transfer routine
IconDataRead: lda MushroomIconData,y ;note that the default position is set for a
sta VRAM_Buffer1-1,y ;1-player game
dey
bpl IconDataRead
lda NumberOfPlayers ;check number of players
beq ExitIcon ;if set to 1-player game, we're done
lda #$24 ;otherwise, load blank tile in 1-player position
sta VRAM_Buffer1+3
lda #$ce ;then load shroom icon tile in 2-player position
sta VRAM_Buffer1+5
ExitIcon: rts
;-------------------------------------------------------------------------------------
DemoActionData:
.db $01, $80, $02, $81, $41, $80, $01
.db $42, $c2, $02, $80, $41, $c1, $41, $c1
.db $01, $c1, $01, $02, $80, $00
DemoTimingData:
.db $9b, $10, $18, $05, $2c, $20, $24
.db $15, $5a, $10, $20, $28, $30, $20, $10
.db $80, $20, $30, $30, $01, $ff, $00
DemoEngine:
ldx DemoAction ;load current demo action
lda DemoActionTimer ;load current action timer
bne DoAction ;if timer still counting down, skip
inx
inc DemoAction ;if expired, increment action, X, and
sec ;set carry by default for demo over
lda DemoTimingData-1,x ;get next timer
sta DemoActionTimer ;store as current timer
beq DemoOver ;if timer already at zero, skip
DoAction: lda DemoActionData-1,x ;get and perform action (current or next)
sta SavedJoypad1Bits
dec DemoActionTimer ;decrement action timer
clc ;clear carry if demo still going
DemoOver: rts
;-------------------------------------------------------------------------------------
VictoryMode:
jsr VictoryModeSubroutines ;run victory mode subroutines
lda OperMode_Task ;get current task of victory mode
beq AutoPlayer ;if on bridge collapse, skip enemy processing
ldx #$00
stx <ObjectOffset ;otherwise reset enemy object offset
jsr EnemiesAndLoopsCore ;and run enemy code
AutoPlayer: jsr RelativePlayerPosition ;get player's relative coordinates
jmp PlayerGfxHandler ;draw the player, then leave
VictoryModeSubroutines:
lda OperMode_Task
jsr JumpEngine
.dw BridgeCollapse
.dw SetupVictoryMode
.dw PlayerVictoryWalk
.dw PrintVictoryMessages
.dw PlayerEndWorld
;-------------------------------------------------------------------------------------
SetupVictoryMode:
ldx ScreenRight_PageLoc ;get page location of right side of screen
inx ;increment to next page
stx <DestinationPageLoc ;store here
lda #EndOfCastleMusic
sta <EventMusicQueue ;play win castle music
jmp IncModeTask_B ;jump to set next major task in victory mode
;-------------------------------------------------------------------------------------
PlayerVictoryWalk:
ldy #$00 ;set value here to not walk player by default
sty <VictoryWalkControl
lda <Player_PageLoc ;get player's page location
cmp <DestinationPageLoc ;compare with destination page location
bne PerformWalk ;if page locations don't match, branch
lda <Player_X_Position ;otherwise get player's horizontal position
cmp #$60 ;compare with preset horizontal position
bcs DontWalk ;if still on other page, branch ahead
PerformWalk: inc <VictoryWalkControl ;otherwise increment value and Y
iny ;note Y will be used to walk the player
DontWalk: tya ;put contents of Y in A and
jsr AutoControlPlayer ;use A to move player to the right or not
lda ScreenLeft_PageLoc ;check page location of left side of screen
cmp <DestinationPageLoc ;against set value here
beq ExitVWalk ;branch if equal to change modes if necessary
lda ScrollFractional
clc ;do fixed point math on fractional part of scroll
adc #$80
sta ScrollFractional ;save fractional movement amount
lda #$01 ;set 1 pixel per frame
adc #$00 ;add carry from previous addition
tay ;use as scroll amount
jsr ScrollScreen ;do sub to scroll the screen
jsr UpdScrollVar ;do another sub to update screen and scroll variables
inc <VictoryWalkControl ;increment value to stay in this routine
ExitVWalk: lda <VictoryWalkControl ;load value set here
beq IncModeTask_A ;if zero, branch to change modes
rts ;otherwise leave
;-------------------------------------------------------------------------------------
PrintVictoryMessages:
lda SecondaryMsgCounter ;load secondary message counter
bne IncMsgCounter ;if set, branch to increment message counters
lda PrimaryMsgCounter ;otherwise load primary message counter
beq ThankPlayer ;if set to zero, branch to print first message
cmp #$09 ;if at 9 or above, branch elsewhere (this comparison
bcs IncMsgCounter ;is residual code, counter never reaches 9)
ldy WorldNumber ;check world number
cpy #World8
bne MRetainerMsg ;if not at world 8, skip to next part
cmp #$03 ;check primary message counter again
bcc IncMsgCounter ;if not at 3 yet (world 8 only), branch to increment
sbc #$01 ;otherwise subtract one
jmp ThankPlayer ;and skip to next part
MRetainerMsg: cmp #$02 ;check primary message counter
bcc IncMsgCounter ;if not at 2 yet (world 1-7 only), branch
ThankPlayer: tay ;put primary message counter into Y
bne SecondPartMsg ;if counter nonzero, skip this part, do not print first message
lda CurrentPlayer ;otherwise get player currently on the screen
beq EvalForMusic ;if mario, branch
iny ;otherwise increment Y once for luigi and
bne EvalForMusic ;do an unconditional branch to the same place
SecondPartMsg: iny ;increment Y to do world 8's message
lda WorldNumber
cmp #World8 ;check world number
beq EvalForMusic ;if at world 8, branch to next part
dey ;otherwise decrement Y for world 1-7's message
cpy #$04 ;if counter at 4 (world 1-7 only)
bcs SetEndTimer ;branch to set victory end timer
cpy #$03 ;if counter at 3 (world 1-7 only)
bcs IncMsgCounter ;branch to keep counting
EvalForMusic: cpy #$03 ;if counter not yet at 3 (world 8 only), branch
bne PrintMsg ;to print message only (note world 1-7 will only
lda #VictoryMusic ;reach this code if counter = 0, and will always branch)
sta <EventMusicQueue ;otherwise load victory music first (world 8 only)
PrintMsg: tya ;put primary message counter in A
clc ;add $0c or 12 to counter thus giving an appropriate value,
adc #$0c ;($0c-$0d = first), ($0e = world 1-7's), ($0f-$12 = world 8's)
sta VRAM_Buffer_AddrCtrl ;write message counter to vram address controller
IncMsgCounter: lda SecondaryMsgCounter
clc
adc #$04 ;add four to secondary message counter
sta SecondaryMsgCounter
lda PrimaryMsgCounter
adc #$00 ;add carry to primary message counter
sta PrimaryMsgCounter
cmp #$07 ;check primary counter one more time
SetEndTimer: bcc ExitMsgs ;if not reached value yet, branch to leave
lda #$06
sta WorldEndTimer ;otherwise set world end timer
IncModeTask_A: inc OperMode_Task ;move onto next task in mode
ExitMsgs: rts ;leave
;-------------------------------------------------------------------------------------
PlayerEndWorld:
lda WorldEndTimer ;check to see if world end timer expired
bne EndExitOne ;branch to leave if not
ldy WorldNumber ;check world number
cpy #World8 ;if on world 8, player is done with game,
bcs EndChkBButton ;thus branch to read controller
lda #$00
sta AreaNumber ;otherwise initialize area number used as offset
sta LevelNumber ;and level number control to start at area 1
sta OperMode_Task ;initialize secondary mode of operation
inc WorldNumber ;increment world number to move onto the next world
jsr LoadAreaPointer ;get area address offset for the next area
inc FetchNewGameTimerFlag ;set flag to load game timer from header
lda #GameModeValue
sta OperMode ;set mode of operation to game mode
EndExitOne: rts ;and leave
EndChkBButton: lda SavedJoypad1Bits
ora SavedJoypad2Bits ;check to see if B button was pressed on
and #B_Button ;either controller
beq EndExitTwo ;branch to leave if not
lda #$01 ;otherwise set world selection flag
sta WorldSelectEnableFlag
lda #$ff ;remove onscreen player's lives
sta NumberofLives
jsr TerminateGame ;do sub to continue other player or end game
EndExitTwo: rts ;leave
;-------------------------------------------------------------------------------------
;data is used as tiles for numbers
;that appear when you defeat enemies
FloateyNumTileData:
.db $ff, $ff ;dummy
.db $f6, $fb ; "100"
.db $f7, $fb ; "200"
.db $f8, $fb ; "400"
.db $f9, $fb ; "500"
.db $fa, $fb ; "800"
.db $f6, $50 ; "1000"
.db $f7, $50 ; "2000"
.db $f8, $50 ; "4000"
.db $f9, $50 ; "5000"
.db $fa, $50 ; "8000"
.db $fd, $fe ; "1-UP"
;high nybble is digit number, low nybble is number to
;add to the digit of the player's score
ScoreUpdateData:
.db $ff ;dummy
.db $41, $42, $44, $45, $48
.db $31, $32, $34, $35, $38, $00
;;;;;;;;;;;;;;;;;;;;;;$84C3
FloateyNumbersRoutine:
lda FloateyNum_Control,x ;load control for floatey number
beq EndExitOne ;if zero, branch to leave
cmp #$0b ;if less than $0b, branch
bcc ChkNumTimer
lda #$0b ;otherwise set to $0b, thus keeping
sta FloateyNum_Control,x ;it in range
ChkNumTimer: tay ;use as Y
lda FloateyNum_Timer,x ;check value here
bne DecNumTimer ;if nonzero, branch ahead
sta FloateyNum_Control,x ;initialize floatey number control and leave
rts
DecNumTimer: dec FloateyNum_Timer,x ;decrement value here
cmp #$2b ;if not reached a certain point, branch
bne ChkTallEnemy
cpy #$0b ;check offset for $0b
bne LoadNumTiles ;branch ahead if not found
inc NumberofLives ;give player one extra life (1-up)
lda #Sfx_ExtraLife
sta <Square2SoundQueue ;and play the 1-up sound
LoadNumTiles: lda ScoreUpdateData,y ;load point value here
lsr a ;move high nybble to low
lsr a
lsr a
lsr a
tax ;use as X offset, essentially the digit
lda ScoreUpdateData,y ;load again and this time
and #%00001111 ;mask out the high nybble
sta DigitModifier,x ;store as amount to add to the digit
jsr AddToScore ;update the score accordingly
ChkTallEnemy: ldy Enemy_SprDataOffset,x ;get OAM data offset for enemy object
lda <Enemy_ID,x ;get enemy object identifier
cmp #Spiny
beq FloateyPart ;branch if spiny
cmp #PiranhaPlant
beq FloateyPart ;branch if piranha plant
cmp #HammerBro
beq GetAltOffset ;branch elsewhere if hammer bro
cmp #GreyCheepCheep
beq FloateyPart ;branch if cheep-cheep of either color
cmp #RedCheepCheep
beq FloateyPart
cmp #TallEnemy
bcs GetAltOffset ;branch elsewhere if enemy object => $09
lda <Enemy_State,x
cmp #$02 ;if enemy state defeated or otherwise
bcs FloateyPart ;$02 or greater, branch beyond this part
GetAltOffset: ldx SprDataOffset_Ctrl ;load some kind of control bit
ldy Alt_SprDataOffset,x ;get alternate OAM data offset
ldx <ObjectOffset ;get enemy object offset again
FloateyPart: lda FloateyNum_Y_Pos,x ;get vertical coordinate for
cmp #$18 ;floatey number, if coordinate in the
bcc SetupNumSpr ;status bar, branch
sbc #$01
sta FloateyNum_Y_Pos,x ;otherwise subtract one and store as new
SetupNumSpr: lda FloateyNum_Y_Pos,x ;get vertical coordinate
sbc #$08 ;subtract eight and dump into the
jsr DumpTwoSpr ;left and right sprite's Y coordinates
lda FloateyNum_X_Pos,x ;get horizontal coordinate
sta Sprite_X_Position,y ;store into X coordinate of left sprite
clc
adc #$08 ;add eight pixels and store into X
sta Sprite_X_Position+4,y ;coordinate of right sprite
lda #$02
sta Sprite_Attributes,y ;set palette control in attribute bytes
sta Sprite_Attributes+4,y ;of left and right sprites
lda FloateyNum_Control,x
asl a ;multiply our floatey number control by 2
tax ;and use as offset for look-up table
lda FloateyNumTileData,x
sta Sprite_Tilenumber,y ;display first half of number of points
lda FloateyNumTileData+1,x
sta Sprite_Tilenumber+4,y ;display the second half
ldx <ObjectOffset ;get enemy object offset and leave
rts
;-------------------------------------------------------------------------------------
ScreenRoutines:
lda ScreenRoutineTask ;run one of the following subroutines
jsr JumpEngine
.dw InitScreen
.dw SetupIntermediate
.dw WriteTopStatusLine
.dw WriteBottomStatusLine
.dw DisplayTimeUp
.dw ResetSpritesAndScreenTimer
.dw DisplayIntermediate
.dw ResetSpritesAndScreenTimer
.dw AreaParserTaskControl
.dw GetAreaPalette
.dw GetBackgroundColor
.dw GetAlternatePalette1
.dw DrawTitleScreen
.dw ClearBuffersDrawIcon
.dw WriteTopScore
;-------------------------------------------------------------------------------------
InitScreen:
jsr MoveAllSpritesOffscreen ;initialize all sprites including sprite #0
jsr InitializeNameTables ;and erase both name and attribute tables
lda OperMode
beq NextSubtask ;if mode still 0, do not load
ldx #$03 ;into buffer pointer
jmp SetVRAMAddr_A
;-------------------------------------------------------------------------------------
SetupIntermediate:
lda BackgroundColorCtrl ;save current background color control
pha ;and player status to stack
lda PlayerStatus
pha
lda #$00 ;set background color to black
sta PlayerStatus ;and player status to not fiery
lda #$02 ;this is the ONLY time background color control
sta BackgroundColorCtrl ;is set to less than 4
jsr GetPlayerColors
pla ;we only execute this routine for
sta PlayerStatus ;the intermediate lives display
pla ;and once we're done, we return bg
sta BackgroundColorCtrl ;color ctrl and player status from stack
jmp IncSubtask ;then move onto the next task
;-------------------------------------------------------------------------------------
AreaPalette:
.db $01, $02, $03, $04
GetAreaPalette:
ldy AreaType ;select appropriate palette to load
ldx AreaPalette,y ;based on area type
SetVRAMAddr_A: stx VRAM_Buffer_AddrCtrl ;store offset into buffer control
NextSubtask: jmp IncSubtask ;move onto next task
;-------------------------------------------------------------------------------------
;$00 - used as temp counter in GetPlayerColors
BGColorCtrl_Addr:
.db $00, $09, $0a, $04
BackgroundColors:
.db $22, $22, $0f, $0f ;used by area type if bg color ctrl not set
.db $0f, $22, $0f, $0f ;used by background color control if set
PlayerColors:
.db $22, $16, $27, $18 ;mario's colors
.db $22, $30, $27, $19 ;luigi's colors
.db $22, $37, $27, $16 ;fiery (used by both)
GetBackgroundColor:
ldy BackgroundColorCtrl ;check background color control
beq NoBGColor ;if not set, increment task and fetch palette
lda BGColorCtrl_Addr-4,y ;put appropriate palette into vram
sta VRAM_Buffer_AddrCtrl ;note that if set to 5-7, $0301 will not be read
NoBGColor: inc ScreenRoutineTask ;increment to next subtask and plod on through
GetPlayerColors:
ldx VRAM_Buffer1_Offset ;get current buffer offset
ldy #$00
lda CurrentPlayer ;check which player is on the screen
beq ChkFiery
ldy #$04 ;load offset for luigi
ChkFiery: lda PlayerStatus ;check player status
cmp #$02
bne StartClrGet ;if fiery, load alternate offset for fiery player
ldy #$08
StartClrGet: lda #$03 ;do four colors
sta <$00
ClrGetLoop: lda PlayerColors,y ;fetch player colors and store them
sta VRAM_Buffer1+3,x ;in the buffer
iny
inx
dec <$00
bpl ClrGetLoop
ldx VRAM_Buffer1_Offset ;load original offset from before
ldy BackgroundColorCtrl ;if this value is four or greater, it will be set
bne SetBGColor ;therefore use it as offset to background color
ldy AreaType ;otherwise use area type bits from area offset as offset
SetBGColor: lda BackgroundColors,y ;to background color instead
sta VRAM_Buffer1+3,x
lda #$3f ;set for sprite palette address
sta VRAM_Buffer1,x ;save to buffer
lda #$10
sta VRAM_Buffer1+1,x
lda #$04 ;write length byte to buffer
sta VRAM_Buffer1+2,x
lda #$00 ;now the null terminator
sta VRAM_Buffer1+7,x
txa ;move the buffer pointer ahead 7 bytes
clc ;in case we want to write anything else later
adc #$07
SetVRAMOffset: sta VRAM_Buffer1_Offset ;store as new vram buffer offset
rts
;-------------------------------------------------------------------------------------
GetAlternatePalette1:
lda AreaStyle ;check for mushroom level style
cmp #$01
bne NoAltPal
lda #$0b ;if found, load appropriate palette
SetVRAMAddr_B: sta VRAM_Buffer_AddrCtrl
NoAltPal: jmp IncSubtask ;now onto the next task
;-------------------------------------------------------------------------------------
WriteTopStatusLine:
lda #$00 ;select main status bar
jsr WriteGameText ;output it
jmp IncSubtask ;onto the next task
;-------------------------------------------------------------------------------------
WriteBottomStatusLine:
jsr GetSBNybbles ;write player's score and coin tally to screen
ldx VRAM_Buffer1_Offset
lda #$20 ;write address for world-area number on screen
sta VRAM_Buffer1,x
lda #$73
sta VRAM_Buffer1+1,x
lda #$03 ;write length for it
sta VRAM_Buffer1+2,x
ldy WorldNumber ;first the world number
iny
tya
sta VRAM_Buffer1+3,x
lda #$28 ;next the dash
sta VRAM_Buffer1+4,x
ldy LevelNumber ;next the level number
iny ;increment for proper number display
tya
sta VRAM_Buffer1+5,x
lda #$00 ;put null terminator on
sta VRAM_Buffer1+6,x
txa ;move the buffer offset up by 6 bytes
clc
adc #$06
sta VRAM_Buffer1_Offset
jmp IncSubtask
;-------------------------------------------------------------------------------------
DisplayTimeUp:
lda GameTimerExpiredFlag ;if game timer not expired, increment task
beq NoTimeUp ;control 2 tasks forward, otherwise, stay here
lda #$00
sta GameTimerExpiredFlag ;reset timer expiration flag
lda #$02 ;output time-up screen to buffer
jmp OutputInter
NoTimeUp: inc ScreenRoutineTask ;increment control task 2 tasks forward
jmp IncSubtask
;-------------------------------------------------------------------------------------
DisplayIntermediate:
lda OperMode ;check primary mode of operation
beq NoInter ;if in title screen mode, skip this
cmp #GameOverModeValue ;are we in game over mode?
beq GameOverInter ;if so, proceed to display game over screen
lda AltEntranceControl ;otherwise check for mode of alternate entry
bne NoInter ;and branch if found
ldy AreaType ;check if we are on castle level
cpy #$03 ;and if so, branch (possibly residual)
beq PlayerInter
lda DisableIntermediate ;if this flag is set, skip intermediate lives display
bne NoInter ;and jump to specific task, otherwise
PlayerInter: jsr DrawPlayer_Intermediate ;put player in appropriate place for
lda #$01 ;lives display, then output lives display to buffer
OutputInter: jsr WriteGameText
jsr ResetScreenTimer
lda #$00
sta DisableScreenFlag ;reenable screen output
rts
GameOverInter: lda #$12 ;set screen timer
sta ScreenTimer
lda #$03 ;output game over screen to buffer
jsr WriteGameText
jmp IncModeTask_B
NoInter: lda #$08 ;set for specific task and leave
sta ScreenRoutineTask
rts
;-------------------------------------------------------------------------------------
AreaParserTaskControl:
inc DisableScreenFlag ;turn off screen
TaskLoop: jsr AreaParserTaskHandler ;render column set of current area
lda AreaParserTaskNum ;check number of tasks
bne TaskLoop ;if tasks still not all done, do another one
dec ColumnSets ;do we need to render more column sets?
bpl OutputCol
inc ScreenRoutineTask ;if not, move on to the next task
OutputCol: lda #$06 ;set vram buffer to output rendered column set
sta VRAM_Buffer_AddrCtrl ;on next NMI
rts
;-------------------------------------------------------------------------------------
;$00 - vram buffer address table low
;$01 - vram buffer address table high
DrawTitleScreen:
lda OperMode ;are we in title screen mode?
bne IncModeTask_B ;if not, exit
lda #HIGH(TitleScreenDataOffset) ;load address $1ec0 into ;;$1e
sta PPU_ADDRESS ;the vram address register
lda #LOW(TitleScreenDataOffset) ;;$c0
sta PPU_ADDRESS
lda #$03 ;put address $0300 into
sta <$01 ;the indirect at $00
ldy #$00
sty <$00 ;;check cpu dumps for $0300
lda PPU_DATA ;do one garbage read
OutputTScr: lda PPU_DATA ;get title screen from chr-rom
sta [$00],y ;store 256 bytes into buffer ;;91 00 STA ($00),Y = 300 @ 300 = 00
iny
bne ChkHiByte ;if not past 256 bytes, do not increment
inc <$01 ;otherwise increment high byte of indirect
ChkHiByte: lda <$01 ;check high byte?
cmp #$04 ;at $0400?
bne OutputTScr ;if not, loop back and do another
cpy #$3a ;check if offset points past end of data
bcc OutputTScr ;if not, loop back and do another
lda #$05 ;set buffer transfer control to $0300,
jmp SetVRAMAddr_B ;increment task and exit
;-------------------------------------------------------------------------------------
ClearBuffersDrawIcon:
lda OperMode ;check game mode
bne IncModeTask_B ;if not title screen mode, leave
ldx #$00 ;otherwise, clear buffer space
TScrClear: sta VRAM_Buffer1-1,x
STA VRAM_Buffer1+255,x
; STA VRAM_Buffer1-1+$100,x
dex
bne TScrClear
jsr DrawMushroomIcon ;draw player select icon
IncSubtask: inc ScreenRoutineTask ;move onto next task
rts
;-------------------------------------------------------------------------------------
WriteTopScore:
lda #$fa ;run display routine to display top score on title
jsr UpdateNumber
IncModeTask_B: inc OperMode_Task ;move onto next mode
rts
;-------------------------------------------------------------------------------------
GameText:
TopStatusBarLine:
.db $20, $43, $05
.db $16, $0a, $1b, $12, $18 ; "MARIO"
.db $20, $52, $0b, $20, $18, $1b, $15, $0d ; "WORLD TIME"
.db $24, $24, $1d, $12, $16, $0e
.db $20, $68, $05, $00, $24, $24, $2e, $29 ; score trailing digit and coin display
.db $23, $c0, $7f, $aa ; attribute table data, clears name table 0 to palette 2
.db $23, $c2, $01, $ea ; attribute table data, used for coin icon in status bar
.db $ff ; end of data block
WorldLivesDisplay:
.db $21, $cd, $07, $24, $24 ; cross with spaces used on
.db $29, $24, $24, $24, $24 ; lives display
.db $21, $4b, $09, $20, $18 ; "WORLD - " used on lives display
.db $1b, $15, $0d, $24, $24, $28, $24
.db $22, $0c, $47, $24 ; possibly used to clear time up
.db $23, $dc, $01, $ba ; attribute table data for crown if more than 9 lives
.db $ff
TwoPlayerTimeUp:
.db $21, $cd, $05, $16, $0a, $1b, $12, $18 ; "MARIO"
OnePlayerTimeUp:
.db $22, $0c, $07, $1d, $12, $16, $0e, $24, $1e, $19 ; "TIME UP"
.db $ff
TwoPlayerGameOver:
.db $21, $cd, $05, $16, $0a, $1b, $12, $18 ; "MARIO"
OnePlayerGameOver:
.db $22, $0b, $09, $10, $0a, $16, $0e, $24 ; "GAME OVER"
.db $18, $1f, $0e, $1b
.db $ff
WarpZoneWelcome:
.db $25, $84, $15, $20, $0e, $15, $0c, $18, $16 ; "WELCOME TO WARP ZONE!"
.db $0e, $24, $1d, $18, $24, $20, $0a, $1b, $19
.db $24, $23, $18, $17, $0e, $2b
.db $26, $25, $01, $24 ; placeholder for left pipe
.db $26, $2d, $01, $24 ; placeholder for middle pipe
.db $26, $35, $01, $24 ; placeholder for right pipe
.db $27, $d9, $46, $aa ; attribute data
.db $27, $e1, $45, $aa
.db $ff
LuigiName:
.db $15, $1e, $12, $10, $12 ; "LUIGI", no address or length
WarpZoneNumbers:
.db $04, $03, $02, $00 ; warp zone numbers, note spaces on middle
.db $24, $05, $24, $00 ; zone, partly responsible for
.db $08, $07, $06, $00 ; the minus world
GameTextOffsets:
.db $00,$00
.db $27,$27
.db $46,$4E
.db $59,$61
.db $6E,$6E
; .db TopStatusBarLine-GameText, TopStatusBarLine-GameText
; .db WorldLivesDisplay-GameText, WorldLivesDisplay-GameText
; .db TwoPlayerTimeUp-GameText, OnePlayerTimeUp-GameText
; .db TwoPlayerGameOver-GameText, OnePlayerGameOver-GameText
; .db WarpZoneWelcome-GameText, WarpZoneWelcome-GameText
WriteGameText:
pha ;save text number to stack
asl a
tay ;multiply by 2 and use as offset
cpy #$04 ;if set to do top status bar or world/lives display,
bcc LdGameText ;branch to use current offset as-is
cpy #$08 ;if set to do time-up or game over,
bcc Chk2Players ;branch to check players
ldy #$08 ;otherwise warp zone, therefore set offset
Chk2Players: lda NumberOfPlayers ;check for number of players
bne LdGameText ;if there are two, use current offset to also print name
iny ;otherwise increment offset by one to not print name
LdGameText: ldx GameTextOffsets,y ;get offset to message we want to print
ldy #$00
GameTextLoop: lda GameText,x ;load message data
cmp #$ff ;check for terminator
beq EndGameText ;branch to end text if found
sta VRAM_Buffer1,y ;otherwise write data to buffer
inx ;and increment increment
iny
bne GameTextLoop ;do this for 256 bytes if no terminator found
EndGameText: lda #$00 ;put null terminator at end
sta VRAM_Buffer1,y
pla ;pull original text number from stack
tax
cmp #$04 ;are we printing warp zone?
bcs PrintWarpZoneNumbers
dex ;are we printing the world/lives display?
bne CheckPlayerName ;if not, branch to check player's name
lda NumberofLives ;otherwise, check number of lives
clc ;and increment by one for display
adc #$01
cmp #10 ;more than 9 lives?
bcc PutLives
sbc #10 ;if so, subtract 10 and put a crown tile
ldy #$9f ;next to the difference...strange things happen if
sty VRAM_Buffer1+7 ;the number of lives exceeds 19
PutLives: sta VRAM_Buffer1+8
ldy WorldNumber ;write world and level numbers (incremented for display)
iny ;to the buffer in the spaces surrounding the dash
sty VRAM_Buffer1+19
ldy LevelNumber
iny
sty VRAM_Buffer1+21 ;we're done here
rts
CheckPlayerName:
lda NumberOfPlayers ;check number of players
beq ExitChkName ;if only 1 player, leave
lda CurrentPlayer ;load current player
dex ;check to see if current message number is for time up
bne ChkLuigi
ldy OperMode ;check for game over mode
cpy #GameOverModeValue
beq ChkLuigi
eor #%00000001 ;if not, must be time up, invert d0 to do other player
ChkLuigi: lsr a
bcc ExitChkName ;if mario is current player, do not change the name
ldy #$04
NameLoop: lda LuigiName,y ;otherwise, replace "MARIO" with "LUIGI"
sta VRAM_Buffer1+3,y
dey
bpl NameLoop ;do this until each letter is replaced
ExitChkName: rts
PrintWarpZoneNumbers:
sbc #$04 ;subtract 4 and then shift to the left
asl a ;twice to get proper warp zone number
asl a ;offset
tax
ldy #$00
WarpNumLoop: lda WarpZoneNumbers,x ;print warp zone numbers into the
sta VRAM_Buffer1+27,y ;placeholders from earlier
inx
iny ;put a number in every fourth space
iny
iny
iny
cpy #$0c
bcc WarpNumLoop
lda #$2c ;load new buffer pointer at end of message
jmp SetVRAMOffset
;-------------------------------------------------------------------------------------
ResetSpritesAndScreenTimer:
lda ScreenTimer ;check if screen timer has expired
bne NoReset ;if not, branch to leave
jsr MoveAllSpritesOffscreen ;otherwise reset sprites now
ResetScreenTimer:
lda #$07 ;reset timer again
sta ScreenTimer
inc ScreenRoutineTask ;move onto next task
NoReset: rts
;-------------------------------------------------------------------------------------
;$00 - temp vram buffer offset
;$01 - temp metatile buffer offset
;$02 - temp metatile graphics table offset
;$03 - used to store attribute bits
;$04 - used to determine attribute table row
;$05 - used to determine attribute table column
;$06 - metatile graphics table address low
;$07 - metatile graphics table address high
RenderAreaGraphics:
lda CurrentColumnPos ;store LSB of where we're at
and #$01
sta <$05
ldy VRAM_Buffer2_Offset ;store vram buffer offset
sty <$00
lda CurrentNTAddr_Low ;get current name table address we're supposed to render
sta VRAM_Buffer2+1,y
lda CurrentNTAddr_High
sta VRAM_Buffer2,y
lda #$9a ;store length byte of 26 here with d7 set
sta VRAM_Buffer2+2,y ;to increment by 32 (in columns)
lda #$00 ;init attribute row
sta <$04
tax
DrawMTLoop: stx <$01 ;store init value of 0 or incremented offset for buffer
lda MetatileBuffer,x ;get first metatile number, and mask out all but 2 MSB
and #%11000000
sta <$03 ;store attribute table bits here
asl a ;note that metatile format is:
rol a ;%xx000000 - attribute table bits,
rol a ;%00xxxxxx - metatile number
tay ;rotate bits to d1-d0 and use as offset here
lda MetatileGraphics_Low,y ;get address to graphics table from here
sta <$06
lda MetatileGraphics_High,y
sta <$07
lda MetatileBuffer,x ;get metatile number again
asl a ;multiply by 4 and use as tile offset
asl a
sta <$02
lda AreaParserTaskNum ;get current task number for level processing and
and #%00000001 ;mask out all but LSB, then invert LSB, multiply by 2
eor #%00000001 ;to get the correct column position in the metatile,
asl a ;then add to the tile offset so we can draw either side
adc <$02 ;of the metatiles
tay
ldx <$00 ;use vram buffer offset from before as X
lda [$06],y
sta VRAM_Buffer2+3,x ;get first tile number (top left or top right) and store
iny
lda [$06],y ;now get the second (bottom left or bottom right) and store
sta VRAM_Buffer2+4,x
ldy <$04 ;get current attribute row
lda <$05 ;get LSB of current column where we're at, and
bne RightCheck ;branch if set (clear = left attrib, set = right)
lda <$01 ;get current row we're rendering
lsr a ;branch if LSB set (clear = top left, set = bottom left)
bcs LLeft
UpperLeft: rol <$03 ;rotate attribute bits 3 to the left
rol <$03 ;thus in d1-d0, for upper left square
rol <$03
jmp SetAttrib
RightCheck: lda <$01 ;get LSB of current row we're rendering
lsr a ;branch if set (clear = top right, set = bottom right)
bcs NextMTRow
lsr <$03 ;shift attribute bits 4 to the right
lsr <$03 ;thus in d3-d2, for upper right square
lsr <$03
lsr <$03
jmp SetAttrib
LLeft: lsr <$03 ;shift attribute bits 2 to the right
lsr <$03 ;thus in d5-d4 for lower left square
NextMTRow: inc <$04 ;move onto next attribute row
SetAttrib: lda AttributeBuffer,y ;get previously saved bits from before
ora <$03 ;if any, and put new bits, if any, onto
sta AttributeBuffer,y ;the old, and store
inc <$00 ;increment vram buffer offset by 2
inc <$00
ldx <$01 ;get current gfx buffer row, and check for
inx ;the bottom of the screen
cpx #$0d
bcc DrawMTLoop ;if not there yet, loop back
ldy <$00 ;get current vram buffer offset, increment by 3
iny ;(for name table address and length bytes)
iny
iny
lda #$00
sta VRAM_Buffer2,y ;put null terminator at end of data for name table
sty VRAM_Buffer2_Offset ;store new buffer offset
inc CurrentNTAddr_Low ;increment name table address low
lda CurrentNTAddr_Low ;check current low byte
and #%00011111 ;if no wraparound, just skip this part
bne ExitDrawM
lda #$80 ;if wraparound occurs, make sure low byte stays
sta CurrentNTAddr_Low ;just under the status bar
lda CurrentNTAddr_High ;and then invert d2 of the name table address high
eor #%00000100 ;to move onto the next appropriate name table
sta CurrentNTAddr_High
ExitDrawM: jmp SetVRAMCtrl ;jump to set buffer to $0341 and leave
;-------------------------------------------------------------------------------------
;$00 - temp attribute table address high (big endian order this time!)
;$01 - temp attribute table address low
RenderAttributeTables:
lda CurrentNTAddr_Low ;get low byte of next name table address
and #%00011111 ;to be written to, mask out all but 5 LSB,
sec ;subtract four
sbc #$04
and #%00011111 ;mask out bits again and store
sta <$01
lda CurrentNTAddr_High ;get high byte and branch if borrow not set
bcs SetATHigh
eor #%00000100 ;otherwise invert d2
SetATHigh: and #%00000100 ;mask out all other bits
ora #$23 ;add $2300 to the high byte and store
sta <$00
lda <$01 ;get low byte - 4, divide by 4, add offset for
lsr a ;attribute table and store
lsr a
adc #$c0 ;we should now have the appropriate block of
sta <$01 ;attribute table in our temp address
ldx #$00
ldy VRAM_Buffer2_Offset ;get buffer offset
AttribLoop: lda <$00
sta VRAM_Buffer2,y ;store high byte of attribute table address
lda <$01
clc ;get low byte, add 8 because we want to start
adc #$08 ;below the status bar, and store
sta VRAM_Buffer2+1,y
sta <$01 ;also store in temp again
lda AttributeBuffer,x ;fetch current attribute table byte and store
sta VRAM_Buffer2+3,y ;in the buffer
lda #$01
sta VRAM_Buffer2+2,y ;store length of 1 in buffer
lsr a
sta AttributeBuffer,x ;clear current byte in attribute buffer
iny ;increment buffer offset by 4 bytes
iny
iny
iny
inx ;increment attribute offset and check to see
cpx #$07 ;if we're at the end yet
bcc AttribLoop
sta VRAM_Buffer2,y ;put null terminator at the end
sty VRAM_Buffer2_Offset ;store offset in case we want to do any more
SetVRAMCtrl: lda #$06
sta VRAM_Buffer_AddrCtrl ;set buffer to $0341 and leave
rts
;-------------------------------------------------------------------------------------
;$00 - used as temporary counter in ColorRotation
ColorRotatePalette:
.db $27, $27, $27, $17, $07, $17
BlankPalette:
.db $3f, $0c, $04, $ff, $ff, $ff, $ff, $00
;used based on area type
Palette3Data:
.db $0f, $07, $12, $0f
.db $0f, $07, $17, $0f
.db $0f, $07, $17, $1c
.db $0f, $07, $17, $00
ColorRotation:
lda <FrameCounter ;get frame counter
and #$07 ;mask out all but three LSB
bne ExitColorRot ;branch if not set to zero to do this every eighth frame
ldx VRAM_Buffer1_Offset ;check vram buffer offset
cpx #$31
bcs ExitColorRot ;if offset over 48 bytes, branch to leave
tay ;otherwise use frame counter's 3 LSB as offset here
GetBlankPal: lda BlankPalette,y ;get blank palette for palette 3
sta VRAM_Buffer1,x ;store it in the vram buffer
inx ;increment offsets
iny
cpy #$08
bcc GetBlankPal ;do this until all bytes are copied
ldx VRAM_Buffer1_Offset ;get current vram buffer offset
lda #$03
sta <$00 ;set counter here
lda AreaType ;get area type
asl a ;multiply by 4 to get proper offset
asl a
tay ;save as offset here
GetAreaPal: lda Palette3Data,y ;fetch palette to be written based on area type
sta VRAM_Buffer1+3,x ;store it to overwrite blank palette in vram buffer
iny
inx
dec <$00 ;decrement counter
bpl GetAreaPal ;do this until the palette is all copied
ldx VRAM_Buffer1_Offset ;get current vram buffer offset
ldy ColorRotateOffset ;get color cycling offset
lda ColorRotatePalette,y
sta VRAM_Buffer1+4,x ;get and store current color in second slot of palette
lda VRAM_Buffer1_Offset
clc ;add seven bytes to vram buffer offset
adc #$07
sta VRAM_Buffer1_Offset
inc ColorRotateOffset ;increment color cycling offset
lda ColorRotateOffset
cmp #$06 ;check to see if it's still in range
bcc ExitColorRot ;if so, branch to leave
lda #$00
sta ColorRotateOffset ;otherwise, init to keep it in range
ExitColorRot: rts ;leave
;-------------------------------------------------------------------------------------
;$00 - temp store for offset control bit
;$01 - temp vram buffer offset
;$02 - temp store for vertical high nybble in block buffer routine
;$03 - temp adder for high byte of name table address
;$04, $05 - name table address low/high
;$06, $07 - block buffer address low/high
BlockGfxData:
.db $45, $45, $47, $47
.db $47, $47, $47, $47
.db $57, $58, $59, $5a
.db $24, $24, $24, $24
.db $26, $26, $26, $26
RemoveCoin_Axe:
ldy #$41 ;set low byte so offset points to $0341
lda #$03 ;load offset for default blank metatile
ldx AreaType ;check area type
bne WriteBlankMT ;if not water type, use offset
lda #$04 ;otherwise load offset for blank metatile used in water
WriteBlankMT: jsr PutBlockMetatile ;do a sub to write blank metatile to vram buffer
lda #$06
sta VRAM_Buffer_AddrCtrl ;set vram address controller to $0341 and leave
rts
ReplaceBlockMetatile:
jsr WriteBlockMetatile ;write metatile to vram buffer to replace block object
inc Block_ResidualCounter ;increment unused counter (residual code)
dec Block_RepFlag,x ;decrement flag (residual code)
rts ;leave
DestroyBlockMetatile:
lda #$00 ;force blank metatile if branched/jumped to this point
WriteBlockMetatile:
ldy #$03 ;load offset for blank metatile
cmp #$00 ;check contents of A for blank metatile
beq UseBOffset ;branch if found (unconditional if branched from 8a6b)
ldy #$00 ;load offset for brick metatile w/ line
cmp #$58
beq UseBOffset ;use offset if metatile is brick with coins (w/ line)
cmp #$51
beq UseBOffset ;use offset if metatile is breakable brick w/ line
iny ;increment offset for brick metatile w/o line
cmp #$5d
beq UseBOffset ;use offset if metatile is brick with coins (w/o line)
cmp #$52
beq UseBOffset ;use offset if metatile is breakable brick w/o line
iny ;if any other metatile, increment offset for empty block
UseBOffset: tya ;put Y in A
ldy VRAM_Buffer1_Offset ;get vram buffer offset
iny ;move onto next byte
jsr PutBlockMetatile ;get appropriate block data and write to vram buffer
MoveVOffset: dey ;decrement vram buffer offset
tya ;add 10 bytes to it
clc
adc #10
jmp SetVRAMOffset ;branch to store as new vram buffer offset
PutBlockMetatile:
stx <$00 ;store control bit from SprDataOffset_Ctrl
sty <$01 ;store vram buffer offset for next byte
asl a
asl a ;multiply A by four and use as X
tax
ldy #$20 ;load high byte for name table 0
lda <$06 ;get low byte of block buffer pointer
cmp #$d0 ;check to see if we're on odd-page block buffer
bcc SaveHAdder ;if not, use current high byte
ldy #$24 ;otherwise load high byte for name table 1
SaveHAdder: sty <$03 ;save high byte here
and #$0f ;mask out high nybble of block buffer pointer
asl a ;multiply by 2 to get appropriate name table low byte
sta <$04 ;and then store it here
lda #$00
sta <$05 ;initialize temp high byte
lda <$02 ;get vertical high nybble offset used in block buffer routine
clc
adc #$20 ;add 32 pixels for the status bar
asl a
rol <$05 ;shift and rotate d7 onto d0 and d6 into carry
asl a
rol <$05 ;shift and rotate d6 onto d0 and d5 into carry
adc <$04 ;add low byte of name table and carry to vertical high nybble
sta <$04 ;and store here
lda <$05 ;get whatever was in d7 and d6 of vertical high nybble
adc #$00 ;add carry
clc
adc <$03 ;then add high byte of name table
sta <$05 ;store here
ldy <$01 ;get vram buffer offset to be used
RemBridge: lda BlockGfxData,x ;write top left and top right
sta VRAM_Buffer1+2,y ;tile numbers into first spot
lda BlockGfxData+1,x
sta VRAM_Buffer1+3,y
lda BlockGfxData+2,x ;write bottom left and bottom
sta VRAM_Buffer1+7,y ;right tiles numbers into
lda BlockGfxData+3,x ;second spot
sta VRAM_Buffer1+8,y
lda <$04
sta VRAM_Buffer1,y ;write low byte of name table
clc ;into first slot as read
adc #$20 ;add 32 bytes to value
sta VRAM_Buffer1+5,y ;write low byte of name table
lda <$05 ;plus 32 bytes into second slot
sta VRAM_Buffer1-1,y ;write high byte of name
sta VRAM_Buffer1+4,y ;table address to both slots
lda #$02
sta VRAM_Buffer1+1,y ;put length of 2 in
sta VRAM_Buffer1+6,y ;both slots
lda #$00
sta VRAM_Buffer1+9,y ;put null terminator at end
ldx <$00 ;get offset control bit here
rts ;and leave
;-------------------------------------------------------------------------------------
;METATILE GRAPHICS TABLE
MetatileGraphics_Low:
.db LOW_Palette0_MTiles, LOW_Palette1_MTiles, LOW_Palette2_MTiles, LOW_Palette3_MTiles
MetatileGraphics_High:
.db HIGH_Palette0_MTiles, HIGH_Palette1_MTiles, HIGH_Palette2_MTiles, HIGH_Palette3_MTiles
;NESASM VERSION
; MetatileGraphics_Low:
; .db LOW(Palette0_MTiles), LOW(Palette1_MTiles), LOW(Palette2_MTiles), LOW(Palette3_MTiles)
; MetatileGraphics_High:
; .db HIGH(Palette0_MTiles), HIGH(Palette1_MTiles), HIGH(Palette2_MTiles), HIGH(Palette3_MTiles)
Palette0_MTiles:
.db $24, $24, $24, $24 ;blank
.db $27, $27, $27, $27 ;black metatile
.db $24, $24, $24, $35 ;bush left
.db $36, $25, $37, $25 ;bush middle
.db $24, $38, $24, $24 ;bush right
.db $24, $30, $30, $26 ;mountain left
.db $26, $26, $34, $26 ;mountain left bottom/middle center
.db $24, $31, $24, $32 ;mountain middle top
.db $33, $26, $24, $33 ;mountain right
.db $34, $26, $26, $26 ;mountain right bottom
.db $26, $26, $26, $26 ;mountain middle bottom
.db $24, $c0, $24, $c0 ;bridge guardrail
.db $24, $7f, $7f, $24 ;chain
.db $b8, $ba, $b9, $bb ;tall tree top, top half
.db $b8, $bc, $b9, $bd ;short tree top
.db $ba, $bc, $bb, $bd ;tall tree top, bottom half
.db $60, $64, $61, $65 ;warp pipe end left, points up
.db $62, $66, $63, $67 ;warp pipe end right, points up
.db $60, $64, $61, $65 ;decoration pipe end left, points up
.db $62, $66, $63, $67 ;decoration pipe end right, points up
.db $68, $68, $69, $69 ;pipe shaft left
.db $26, $26, $6a, $6a ;pipe shaft right
.db $4b, $4c, $4d, $4e ;tree ledge left edge
.db $4d, $4f, $4d, $4f ;tree ledge middle
.db $4d, $4e, $50, $51 ;tree ledge right edge
.db $6b, $70, $2c, $2d ;mushroom left edge
.db $6c, $71, $6d, $72 ;mushroom middle
.db $6e, $73, $6f, $74 ;mushroom right edge
.db $86, $8a, $87, $8b ;sideways pipe end top
.db $88, $8c, $88, $8c ;sideways pipe shaft top
.db $89, $8d, $69, $69 ;sideways pipe joint top
.db $8e, $91, $8f, $92 ;sideways pipe end bottom
.db $26, $93, $26, $93 ;sideways pipe shaft bottom
.db $90, $94, $69, $69 ;sideways pipe joint bottom
.db $a4, $e9, $ea, $eb ;seaplant
.db $24, $24, $24, $24 ;blank, used on bricks or blocks that are hit
.db $24, $2f, $24, $3d ;flagpole ball
.db $a2, $a2, $a3, $a3 ;flagpole shaft
.db $24, $24, $24, $24 ;blank, used in conjunction with vines
Palette1_MTiles:
.db $a2, $a2, $a3, $a3 ;vertical rope
.db $99, $24, $99, $24 ;horizontal rope
.db $24, $a2, $3e, $3f ;left pulley
.db $5b, $5c, $24, $a3 ;right pulley
.db $24, $24, $24, $24 ;blank used for balance rope
.db $9d, $47, $9e, $47 ;castle top
.db $47, $47, $27, $27 ;castle window left
.db $47, $47, $47, $47 ;castle brick wall
.db $27, $27, $47, $47 ;castle window right
.db $a9, $47, $aa, $47 ;castle top w/ brick
.db $9b, $27, $9c, $27 ;entrance top
.db $27, $27, $27, $27 ;entrance bottom
.db $52, $52, $52, $52 ;green ledge stump
.db $80, $a0, $81, $a1 ;fence
.db $be, $be, $bf, $bf ;tree trunk
.db $75, $ba, $76, $bb ;mushroom stump top
.db $ba, $ba, $bb, $bb ;mushroom stump bottom
.db $45, $47, $45, $47 ;breakable brick w/ line
.db $47, $47, $47, $47 ;breakable brick
.db $45, $47, $45, $47 ;breakable brick (not used)
.db $b4, $b6, $b5, $b7 ;cracked rock terrain
.db $45, $47, $45, $47 ;brick with line (power-up)
.db $45, $47, $45, $47 ;brick with line (vine)
.db $45, $47, $45, $47 ;brick with line (star)
.db $45, $47, $45, $47 ;brick with line (coins)
.db $45, $47, $45, $47 ;brick with line (1-up)
.db $47, $47, $47, $47 ;brick (power-up)
.db $47, $47, $47, $47 ;brick (vine)
.db $47, $47, $47, $47 ;brick (star)
.db $47, $47, $47, $47 ;brick (coins)
.db $47, $47, $47, $47 ;brick (1-up)
.db $24, $24, $24, $24 ;hidden block (1 coin)
.db $24, $24, $24, $24 ;hidden block (1-up)
.db $ab, $ac, $ad, $ae ;solid block (3-d block)
.db $5d, $5e, $5d, $5e ;solid block (white wall)
.db $c1, $24, $c1, $24 ;bridge
.db $c6, $c8, $c7, $c9 ;bullet bill cannon barrel
.db $ca, $cc, $cb, $cd ;bullet bill cannon top
.db $2a, $2a, $40, $40 ;bullet bill cannon bottom
.db $24, $24, $24, $24 ;blank used for jumpspring
.db $24, $47, $24, $47 ;half brick used for jumpspring
.db $82, $83, $84, $85 ;solid block (water level, green rock)
.db $24, $47, $24, $47 ;half brick (???)
.db $86, $8a, $87, $8b ;water pipe top
.db $8e, $91, $8f, $92 ;water pipe bottom
.db $24, $2f, $24, $3d ;flag ball (residual object)
Palette2_MTiles:
.db $24, $24, $24, $35 ;cloud left
.db $36, $25, $37, $25 ;cloud middle
.db $24, $38, $24, $24 ;cloud right
.db $24, $24, $39, $24 ;cloud bottom left
.db $3a, $24, $3b, $24 ;cloud bottom middle
.db $3c, $24, $24, $24 ;cloud bottom right
.db $41, $26, $41, $26 ;water/lava top
.db $26, $26, $26, $26 ;water/lava
.db $b0, $b1, $b2, $b3 ;cloud level terrain
.db $77, $79, $77, $79 ;bowser's bridge
Palette3_MTiles:
.db $53, $55, $54, $56 ;question block (coin)
.db $53, $55, $54, $56 ;question block (power-up)
.db $a5, $a7, $a6, $a8 ;coin
.db $c2, $c4, $c3, $c5 ;underwater coin
.db $57, $59, $58, $5a ;empty block
.db $7b, $7d, $7c, $7e ;axe
;-------------------------------------------------------------------------------------
;VRAM BUFFER DATA FOR LOCATIONS IN PRG-ROM
WaterPaletteData:
.db $3f, $00, $20
.db $0f, $15, $12, $25
.db $0f, $3a, $1a, $0f
.db $0f, $30, $12, $0f
.db $0f, $27, $12, $0f
.db $22, $16, $27, $18
.db $0f, $10, $30, $27
.db $0f, $16, $30, $27
.db $0f, $0f, $30, $10
.db $00
GroundPaletteData:
.db $3f, $00, $20
.db $0f, $29, $1a, $0f
.db $0f, $36, $17, $0f
.db $0f, $30, $21, $0f
.db $0f, $27, $17, $0f
.db $0f, $16, $27, $18
.db $0f, $1a, $30, $27
.db $0f, $16, $30, $27
.db $0f, $0f, $36, $17
.db $00
UndergroundPaletteData:
.db $3f, $00, $20
.db $0f, $29, $1a, $09
.db $0f, $3c, $1c, $0f
.db $0f, $30, $21, $1c
.db $0f, $27, $17, $1c
.db $0f, $16, $27, $18
.db $0f, $1c, $36, $17
.db $0f, $16, $30, $27
.db $0f, $0c, $3c, $1c
.db $00
CastlePaletteData:
.db $3f, $00, $20
.db $0f, $30, $10, $00
.db $0f, $30, $10, $00
.db $0f, $30, $16, $00
.db $0f, $27, $17, $00
.db $0f, $16, $27, $18
.db $0f, $1c, $36, $17
.db $0f, $16, $30, $27
.db $0f, $00, $30, $10
.db $00
DaySnowPaletteData:
.db $3f, $00, $04
.db $22, $30, $00, $10
.db $00
NightSnowPaletteData:
.db $3f, $00, $04
.db $0f, $30, $00, $10
.db $00
MushroomPaletteData:
.db $3f, $00, $04
.db $22, $27, $16, $0f
.db $00
BowserPaletteData:
.db $3f, $14, $04
.db $0f, $1a, $30, $27
.db $00
MarioThanksMessage:
;"THANK YOU MARIO!"
.db $25, $48, $10
.db $1d, $11, $0a, $17, $14, $24
.db $22, $18, $1e, $24
.db $16, $0a, $1b, $12, $18, $2b
.db $00
LuigiThanksMessage:
;"THANK YOU LUIGI!"
.db $25, $48, $10
.db $1d, $11, $0a, $17, $14, $24
.db $22, $18, $1e, $24
.db $15, $1e, $12, $10, $12, $2b
.db $00
MushroomRetainerSaved:
;"BUT OUR PRINCESS IS IN"
.db $25, $c5, $16
.db $0b, $1e, $1d, $24, $18, $1e, $1b, $24
.db $19, $1b, $12, $17, $0c, $0e, $1c, $1c, $24
.db $12, $1c, $24, $12, $17
;"ANOTHER CASTLE!"
.db $26, $05, $0f
.db $0a, $17, $18, $1d, $11, $0e, $1b, $24
.db $0c, $0a, $1c, $1d, $15, $0e, $2b, $00
PrincessSaved1:
;"YOUR QUEST IS OVER."
.db $25, $a7, $13
.db $22, $18, $1e, $1b, $24
.db $1a, $1e, $0e, $1c, $1d, $24
.db $12, $1c, $24, $18, $1f, $0e, $1b, $af
.db $00
PrincessSaved2:
;"WE PRESENT YOU A NEW QUEST."
.db $25, $e3, $1b
.db $20, $0e, $24
.db $19, $1b, $0e, $1c, $0e, $17, $1d, $24
.db $22, $18, $1e, $24, $0a, $24, $17, $0e, $20, $24
.db $1a, $1e, $0e, $1c, $1d, $af
.db $00
WorldSelectMessage1:
;"PUSH BUTTON B"
.db $26, $4a, $0d
.db $19, $1e, $1c, $11, $24
.db $0b, $1e, $1d, $1d, $18, $17, $24, $0b
.db $00
WorldSelectMessage2:
;"TO SELECT A WORLD"
.db $26, $88, $11
.db $1d, $18, $24, $1c, $0e, $15, $0e, $0c, $1d, $24
.db $0a, $24, $20, $18, $1b, $15, $0d
.db $00
;-------------------------------------------------------------------------------------
;$04 - address low to jump address
;$05 - address high to jump address
;$06 - jump address low
;$07 - jump address high
JumpEngine:
asl a ;shift bit from contents of A
tay
pla ;pull saved return address from stack
sta <$04 ;save to indirect
pla
sta <$05
iny
lda [$04],y ;load pointer from indirect
sta <$06 ;note that if an RTS is performed in next routine
iny ;it will return to the execution before the sub
lda [$04],y ;that called this routine
sta <$07
; jmp [$06] ;jump to the address we loaded
LDY #0
JMP [$06],y
.db $0
;-------------------------------------------------------------------------------------
InitializeNameTables:
lda PPU_STATUS ;reset flip-flop
lda Mirror_PPU_CTRL_REG1 ;load mirror of ppu reg $2000
ora #%00010000 ;set sprites for first 4k and background for second 4k
and #%11110000 ;clear rest of lower nybble, leave higher alone
jsr WritePPUReg1
lda #$24 ;set vram address to start of name table 1
jsr WriteNTAddr
lda #$20 ;and then set it to name table 0
WriteNTAddr: sta PPU_ADDRESS
lda #$00
sta PPU_ADDRESS
ldx #$04 ;clear name table with blank tile #24
ldy #$c0
lda #$24
InitNTLoop: sta PPU_DATA ;count out exactly 768 tiles
dey
bne InitNTLoop
dex
bne InitNTLoop
ldy #64 ;now to clear the attribute table (with zero this time)
txa
sta VRAM_Buffer1_Offset ;init vram buffer 1 offset
sta VRAM_Buffer1 ;init vram buffer 1
InitATLoop: sta PPU_DATA
dey
bne InitATLoop
sta HorizontalScroll ;reset scroll variables
sta VerticalScroll
jmp InitScroll ;initialize scroll registers to zero
;-------------------------------------------------------------------------------------
;$00 - temp joypad bit
ReadJoypads:
lda #$01 ;reset and clear strobe of joypad ports
sta JOYPAD_PORT
lsr a
tax ;start with joypad 1's port
sta JOYPAD_PORT
jsr ReadPortBits
inx ;increment for joypad 2's port
ReadPortBits: ldy #$08
PortLoop: pha ;push previous bit onto stack
lda JOYPAD_PORT,x ;read current bit on joypad port
sta <$00 ;check d1 and d0 of port output
lsr a ;this is necessary on the old
ora <$00 ;famicom systems in japan
lsr a
pla ;read bits from stack
rol a ;rotate bit from carry flag
dey
bne PortLoop ;count down bits left
sta SavedJoypadBits,x ;save controller status here always
pha
and #%00110000 ;check for select or start
and JoypadBitMask,x ;if neither saved state nor current state
beq Save8Bits ;have any of these two set, branch
pla
and #%11001111 ;otherwise store without select
sta SavedJoypadBits,x ;or start bits and leave
rts
Save8Bits: pla
sta JoypadBitMask,x ;save with all bits in another place and leave
rts
;-------------------------------------------------------------------------------------
;$00 - vram buffer address table low
;$01 - vram buffer address table high
WriteBufferToScreen:
sta PPU_ADDRESS ;store high byte of vram address
iny
lda [$00],y ;load next byte (second)
sta PPU_ADDRESS ;store low byte of vram address
iny
lda [$00],y ;load next byte (third)
asl a ;shift to left and save in stack
pha
lda Mirror_PPU_CTRL_REG1 ;load mirror of $2000,
ora #%00000100 ;set ppu to increment by 32 by default
bcs SetupWrites ;if d7 of third byte was clear, ppu will
and #%11111011 ;only increment by 1
SetupWrites: jsr WritePPUReg1 ;write to register
pla ;pull from stack and shift to left again
asl a
bcc GetLength ;if d6 of third byte was clear, do not repeat byte
ora #%00000010 ;otherwise set d1 and increment Y
iny
GetLength: lsr a ;shift back to the right to get proper length
lsr a ;note that d1 will now be in carry
tax
OutputToVRAM: bcs RepeatByte ;if carry set, repeat loading the same byte
iny ;otherwise increment Y to load next byte
RepeatByte: lda [$00],y ;load more data from buffer and write to vram
sta PPU_DATA
dex ;done writing?
bne OutputToVRAM
sec
tya
adc <$00 ;add end length plus one to the indirect at $00
sta <$00 ;to allow this routine to read another set of updates
lda #$00
adc <$01
sta <$01
lda #$3f ;sets vram address to $3f00
sta PPU_ADDRESS
lda #$00
sta PPU_ADDRESS
sta PPU_ADDRESS ;then reinitializes it for some reason
sta PPU_ADDRESS
UpdateScreen: ldx PPU_STATUS ;reset flip-flop
ldy #$00 ;load first byte from indirect as a pointer
lda [$00],y
bne WriteBufferToScreen ;if byte is zero we have no further updates to make here
InitScroll: sta PPU_SCROLL_REG ;store contents of A into scroll registers
sta PPU_SCROLL_REG ;and end whatever subroutine led us here
rts
;-------------------------------------------------------------------------------------
WritePPUReg1:
sta PPU_CTRL_REG1 ;write contents of A to PPU register 1
sta Mirror_PPU_CTRL_REG1 ;and its mirror
rts
;-------------------------------------------------------------------------------------
;$00 - used to store status bar nybbles
;$02 - used as temp vram offset
;$03 - used to store length of status bar number
;status bar name table offset and length data
StatusBarData:
.db $f0, $06 ; top score display on title screen
.db $62, $06 ; player score
.db $62, $06
.db $6d, $02 ; coin tally
.db $6d, $02
.db $7a, $03 ; game timer
StatusBarOffset:
.db $06, $0c, $12, $18, $1e, $24
PrintStatusBarNumbers:
sta <$00 ;store player-specific offset
jsr OutputNumbers ;use first nybble to print the coin display
lda <$00 ;move high nybble to low
lsr a ;and print to score display
lsr a
lsr a
lsr a
OutputNumbers:
clc ;add 1 to low nybble
adc #$01
and #%00001111 ;mask out high nybble
cmp #$06
bcs ExitOutputN
pha ;save incremented value to stack for now and
asl a ;shift to left and use as offset
tay
ldx VRAM_Buffer1_Offset ;get current buffer pointer
lda #$20 ;put at top of screen by default
cpy #$00 ;are we writing top score on title screen?
bne SetupNums
lda #$22 ;if so, put further down on the screen
SetupNums: sta VRAM_Buffer1,x
lda StatusBarData,y ;write low vram address and length of thing
sta VRAM_Buffer1+1,x ;we're printing to the buffer
lda StatusBarData+1,y
sta VRAM_Buffer1+2,x
sta <$03 ;save length byte in counter
stx <$02 ;and buffer pointer elsewhere for now
pla ;pull original incremented value from stack
tax
lda StatusBarOffset,x ;load offset to value we want to write
sec
sbc StatusBarData+1,y ;subtract from length byte we read before
tay ;use value as offset to display digits
ldx <$02
DigitPLoop: lda DisplayDigits,y ;write digits to the buffer
sta VRAM_Buffer1+3,x
inx
iny
dec <$03 ;do this until all the digits are written
bne DigitPLoop
lda #$00 ;put null terminator at end
sta VRAM_Buffer1+3,x
inx ;increment buffer pointer by 3
inx
inx
stx VRAM_Buffer1_Offset ;store it in case we want to use it again
ExitOutputN: rts
;-------------------------------------------------------------------------------------
DigitsMathRoutine:
lda OperMode ;check mode of operation
cmp #TitleScreenModeValue
beq EraseDMods ;if in title screen mode, branch to lock score
ldx #$05
AddModLoop: lda DigitModifier,x ;load digit amount to increment
clc
adc DisplayDigits,y ;add to current digit
bmi BorrowOne ;if result is a negative number, branch to subtract
cmp #10
bcs CarryOne ;if digit greater than $09, branch to add
StoreNewD: sta DisplayDigits,y ;store as new score or game timer digit
dey ;move onto next digits in score or game timer
dex ;and digit amounts to increment
bpl AddModLoop ;loop back if we're not done yet
EraseDMods: lda #$00 ;store zero here
ldx #$06 ;start with the last digit
EraseMLoop: sta DigitModifier-1,x ;initialize the digit amounts to increment
dex
bpl EraseMLoop ;do this until they're all reset, then leave
rts
BorrowOne: dec DigitModifier-1,x ;decrement the previous digit, then put $09 in
lda #$09 ;the game timer digit we're currently on to "borrow
bne StoreNewD ;the one", then do an unconditional branch back
CarryOne: sec ;subtract ten from our digit to make it a
sbc #10 ;proper BCD number, then increment the digit
inc DigitModifier-1,x ;preceding current digit to "carry the one" properly
jmp StoreNewD ;go back to just after we branched here
;-------------------------------------------------------------------------------------
UpdateTopScore:
ldx #$05 ;start with mario's score
jsr TopScoreCheck
ldx #$0b ;now do luigi's score
TopScoreCheck:
ldy #$05 ;start with the lowest digit
sec
GetScoreDiff: lda PlayerScoreDisplay,x ;subtract each player digit from each high score digit
sbc TopScoreDisplay,y ;from lowest to highest, if any top score digit exceeds
dex ;any player digit, borrow will be set until a subsequent
dey ;subtraction clears it (player digit is higher than top)
bpl GetScoreDiff
bcc NoTopSc ;check to see if borrow is still set, if so, no new high score
inx ;increment X and Y once to the start of the score
iny
CopyScore: lda PlayerScoreDisplay,x ;store player's score digits into high score memory area
sta TopScoreDisplay,y
inx
iny
cpy #$06 ;do this until we have stored them all
bcc CopyScore
NoTopSc: rts
;-------------------------------------------------------------------------------------
DefaultSprOffsets:
.db $04, $30, $48, $60, $78, $90, $a8, $c0
.db $d8, $e8, $24, $f8, $fc, $28, $2c
Sprite0Data:
.db $18, $ff, $23, $58
;-------------------------------------------------------------------------------------
InitializeGame:
ldy #$6f ;clear all memory as in initialization procedure,
jsr InitializeMemory ;but this time, clear only as far as $076f
ldy #$1f
ClrSndLoop: sta SoundMemory,y ;clear out memory used
dey ;by the sound engines
bpl ClrSndLoop
lda #$18 ;set demo timer
sta DemoTimer
jsr LoadAreaPointer
InitializeArea:
ldy #$4b ;clear all memory again, only as far as $074b
jsr InitializeMemory ;this is only necessary if branching from
ldx #$21
lda #$00
ClrTimersLoop: sta Timers,x ;clear out memory between
dex ;$0780 and $07a1
bpl ClrTimersLoop
lda HalfwayPage
ldy AltEntranceControl ;if AltEntranceControl not set, use halfway page, if any found
beq StartPage
lda EntrancePage ;otherwise use saved entry page number here
StartPage: sta ScreenLeft_PageLoc ;set as value here
sta CurrentPageLoc ;also set as current page
sta BackloadingFlag ;set flag here if halfway page or saved entry page number found
jsr GetScreenPosition ;get pixel coordinates for screen borders
ldy #$20 ;if on odd numbered page, use $2480 as start of rendering
and #%00000001 ;otherwise use $2080, this address used later as name table
beq SetInitNTHigh ;address for rendering of game area
ldy #$24
SetInitNTHigh: sty CurrentNTAddr_High ;store name table address
ldy #$80
sty CurrentNTAddr_Low
asl a ;store LSB of page number in high nybble
asl a ;of block buffer column position
asl a
asl a
sta BlockBufferColumnPos
dec AreaObjectLength ;set area object lengths for all empty
dec AreaObjectLength+1
dec AreaObjectLength+2
lda #$0b ;set value for renderer to update 12 column sets
sta ColumnSets ;12 column sets = 24 metatile columns = 1 1/2 screens
jsr GetAreaDataAddrs ;get enemy and level addresses and load header
lda PrimaryHardMode ;check to see if primary hard mode has been activated
bne SetSecHard ;if so, activate the secondary no matter where we're at
lda WorldNumber ;otherwise check world number
cmp #World5 ;if less than 5, do not activate secondary
bcc CheckHalfway
bne SetSecHard ;if not equal to, then world > 5, thus activate
lda LevelNumber ;otherwise, world 5, so check level number
cmp #Level3 ;if 1 or 2, do not set secondary hard mode flag
bcc CheckHalfway
SetSecHard: inc SecondaryHardMode ;set secondary hard mode flag for areas 5-3 and beyond
CheckHalfway: lda HalfwayPage
beq DoneInitArea
lda #$02 ;if halfway page set, overwrite start position from header
sta PlayerEntranceCtrl
DoneInitArea: lda #Silence ;silence music
sta <AreaMusicQueue
lda #$01 ;disable screen output
sta DisableScreenFlag
inc OperMode_Task ;increment one of the modes
rts
;-------------------------------------------------------------------------------------
PrimaryGameSetup:
lda #$01
sta FetchNewGameTimerFlag ;set flag to load game timer from header
sta PlayerSize ;set player's size to small
lda #$02
sta NumberofLives ;give each player three lives
sta OffScr_NumberofLives
SecondaryGameSetup:
lda #$00
sta DisableScreenFlag ;enable screen output
tay
ClearVRLoop: sta VRAM_Buffer1-1,y ;clear buffer at $0300-$03ff
iny
bne ClearVRLoop
sta GameTimerExpiredFlag ;clear game timer exp flag
sta DisableIntermediate ;clear skip lives display flag
sta BackloadingFlag ;clear value here
lda #$ff
sta BalPlatformAlignment ;initialize balance platform assignment flag
lda ScreenLeft_PageLoc ;get left side page location
lsr Mirror_PPU_CTRL_REG1 ;shift LSB of ppu register #1 mirror out
and #$01 ;mask out all but LSB of page location
ror a ;rotate LSB of page location into carry then onto mirror
rol Mirror_PPU_CTRL_REG1 ;this is to set the proper PPU name table
jsr GetAreaMusic ;load proper music into queue
lda #$38 ;load sprite shuffle amounts to be used later
sta SprShuffleAmt+2
lda #$48
sta SprShuffleAmt+1
lda #$58
sta SprShuffleAmt
ldx #$0e ;load default OAM offsets into $06e4-$06f2
ShufAmtLoop: lda DefaultSprOffsets,x
sta SprDataOffset,x
dex ;do this until they're all set
bpl ShufAmtLoop
ldy #$03 ;set up sprite #0
ISpr0Loop: lda Sprite0Data,y
sta Sprite_Data,y
dey
bpl ISpr0Loop
jsr DoNothing2 ;these jsrs doesn't do anything useful
jsr DoNothing1
inc Sprite0HitDetectFlag ;set sprite #0 check flag
inc OperMode_Task ;increment to next task
rts
;-------------------------------------------------------------------------------------
;$06 - RAM address low
;$07 - RAM address high
InitializeMemory:
ldx #$07 ;set initial high byte to $0700-$07ff
lda #$00 ;set initial low byte to start of page (at $00 of page)
sta <$06
InitPageLoop: stx <$07
InitByteLoop: cpx #$01 ;check to see if we're on the stack ($0100-$01ff)
bne InitByte ;if not, go ahead anyway
cpy #$60 ;otherwise, check to see if we're at $0160-$01ff
bcs SkipByte ;if so, skip write
InitByte: sta [$06],y ;otherwise, initialize byte with current low byte in Y
SkipByte: dey
cpy #$ff ;do this until all bytes in page have been erased
bne InitByteLoop
dex ;go onto the next page
bpl InitPageLoop ;do this until all pages of memory have been erased
rts
;-------------------------------------------------------------------------------------
MusicSelectData:
.db WaterMusic, GroundMusic, UndergroundMusic, CastleMusic
.db CloudMusic, PipeIntroMusic
GetAreaMusic:
lda OperMode ;if in title screen mode, leave
beq ExitGetM
lda AltEntranceControl ;check for specific alternate mode of entry
cmp #$02 ;if found, branch without checking starting position
beq ChkAreaType ;from area object data header
ldy #$05 ;select music for pipe intro scene by default
lda PlayerEntranceCtrl ;check value from level header for certain values
cmp #$06
beq StoreMusic ;load music for pipe intro scene if header
cmp #$07 ;start position either value $06 or $07
beq StoreMusic
ChkAreaType: ldy AreaType ;load area type as offset for music bit
lda CloudTypeOverride
beq StoreMusic ;check for cloud type override
ldy #$04 ;select music for cloud type level if found
StoreMusic: lda MusicSelectData,y ;otherwise select appropriate music for level type
sta <AreaMusicQueue ;store in queue and leave
ExitGetM: rts
;-------------------------------------------------------------------------------------
PlayerStarting_X_Pos:
.db $28, $18
.db $38, $28
AltYPosOffset:
.db $08, $00
PlayerStarting_Y_Pos:
.db $00, $20, $b0, $50, $00, $00, $b0, $b0
.db $f0
PlayerBGPriorityData:
.db $00, $20, $00, $00, $00, $00, $00, $00
GameTimerData:
.db $20 ;dummy byte, used as part of bg priority data
.db $04, $03, $02
Entrance_GameTimerSetup:
lda ScreenLeft_PageLoc ;set current page for area objects
sta <Player_PageLoc ;as page location for player
lda #$28 ;store value here
sta VerticalForceDown ;for fractional movement downwards if necessary
lda #$01 ;set high byte of player position and
sta <PlayerFacingDir ;set facing direction so that player faces right
sta <Player_Y_HighPos
lda #$00 ;set player state to on the ground by default
sta <Player_State
dec Player_CollisionBits ;initialize player's collision bits
ldy #$00 ;initialize halfway page
sty HalfwayPage
lda AreaType ;check area type
bne ChkStPos ;if water type, set swimming flag, otherwise do not set
iny
ChkStPos: sty SwimmingFlag
ldx PlayerEntranceCtrl ;get starting position loaded from header
ldy AltEntranceControl ;check alternate mode of entry flag for 0 or 1
beq SetStPos
cpy #$01
beq SetStPos
ldx AltYPosOffset-2,y ;if not 0 or 1, override $0710 with new offset in X
SetStPos: lda PlayerStarting_X_Pos,y ;load appropriate horizontal position
sta <Player_X_Position ;and vertical positions for the player, using
lda PlayerStarting_Y_Pos,x ;AltEntranceControl as offset for horizontal and either $0710
sta <Player_Y_Position ;or value that overwrote $0710 as offset for vertical
lda PlayerBGPriorityData,x
sta Player_SprAttrib ;set player sprite attributes using offset in X
jsr GetPlayerColors ;get appropriate player palette
ldy GameTimerSetting ;get timer control value from header
beq ChkOverR ;if set to zero, branch (do not use dummy byte for this)
lda FetchNewGameTimerFlag ;do we need to set the game timer? if not, use
beq ChkOverR ;old game timer setting
lda GameTimerData,y ;if game timer is set and game timer flag is also set,
sta GameTimerDisplay ;use value of game timer control for first digit of game timer
lda #$01
sta GameTimerDisplay+2 ;set last digit of game timer to 1
lsr a
sta GameTimerDisplay+1 ;set second digit of game timer
sta FetchNewGameTimerFlag ;clear flag for game timer reset
sta StarInvincibleTimer ;clear star mario timer
ChkOverR: ldy JoypadOverride ;if controller bits not set, branch to skip this part
beq ChkSwimE
lda #$03 ;set player state to climbing
sta <Player_State
ldx #$00 ;set offset for first slot, for block object
jsr InitBlock_XY_Pos
lda #$f0 ;set vertical coordinate for block object
sta <Block_Y_Position
ldx #$05 ;set offset in X for last enemy object buffer slot
ldy #$00 ;set offset in Y for object coordinates used earlier
jsr Setup_Vine ;do a sub to grow vine
ChkSwimE: ldy AreaType ;if level not water-type,
bne SetPESub ;skip this subroutine
jsr SetupBubble ;otherwise, execute sub to set up air bubbles
SetPESub: lda #$07 ;set to run player entrance subroutine
sta <GameEngineSubroutine ;on the next frame of game engine
rts
;-------------------------------------------------------------------------------------
;page numbers are in order from -1 to -4
HalfwayPageNybbles:
.db $56, $40
.db $65, $70
.db $66, $40
.db $66, $40
.db $66, $40
.db $66, $60
.db $65, $70
.db $00, $00
PlayerLoseLife:
inc DisableScreenFlag ;disable screen and sprite 0 check
lda #$00
sta Sprite0HitDetectFlag
lda #Silence ;silence music
sta <EventMusicQueue
dec NumberofLives ;take one life from player
bpl StillInGame ;if player still has lives, branch
lda #$00
sta OperMode_Task ;initialize mode task,
lda #GameOverModeValue ;switch to game over mode
sta OperMode ;and leave
rts
StillInGame: lda WorldNumber ;multiply world number by 2 and use
asl a ;as offset
tax
lda LevelNumber ;if in area -3 or -4, increment
and #$02 ;offset by one byte, otherwise
beq GetHalfway ;leave offset alone
inx
GetHalfway: ldy HalfwayPageNybbles,x ;get halfway page number with offset
lda LevelNumber ;check area number's LSB
lsr a
tya ;if in area -2 or -4, use lower nybble
bcs MaskHPNyb
lsr a ;move higher nybble to lower if area
lsr a ;number is -1 or -3
lsr a
lsr a
MaskHPNyb: and #%00001111 ;mask out all but lower nybble
cmp ScreenLeft_PageLoc
beq SetHalfway ;left side of screen must be at the halfway page,
bcc SetHalfway ;otherwise player must start at the
lda #$00 ;beginning of the level
SetHalfway: sta HalfwayPage ;store as halfway page for player
jsr TransposePlayers ;switch players around if 2-player game
jmp ContinueGame ;continue the game
;-------------------------------------------------------------------------------------
GameOverMode:
lda OperMode_Task
jsr JumpEngine
.dw SetupGameOver
.dw ScreenRoutines
.dw RunGameOver
;-------------------------------------------------------------------------------------
SetupGameOver:
lda #$00 ;reset screen routine task control for title screen, game,
sta ScreenRoutineTask ;and game over modes
sta Sprite0HitDetectFlag ;disable sprite 0 check
lda #GameOverMusic
sta <EventMusicQueue ;put game over music in secondary queue
inc DisableScreenFlag ;disable screen output
inc OperMode_Task ;set secondary mode to 1
rts
;-------------------------------------------------------------------------------------
RunGameOver:
lda #$00 ;reenable screen
sta DisableScreenFlag
lda SavedJoypad1Bits ;check controller for start pressed
and #Start_Button
bne TerminateGame
lda ScreenTimer ;if not pressed, wait for
bne GameIsOn ;screen timer to expire
TerminateGame:
lda #Silence ;silence music
sta <EventMusicQueue
jsr TransposePlayers ;check if other player can keep
bcc ContinueGame ;going, and do so if possible
lda WorldNumber ;otherwise put world number of current
sta ContinueWorld ;player into secret continue function variable
lda #$00
asl a ;residual ASL instruction
sta OperMode_Task ;reset all modes to title screen and
sta ScreenTimer ;leave
sta OperMode
rts
ContinueGame:
jsr LoadAreaPointer ;update level pointer with
lda #$01 ;actual world and area numbers, then
sta PlayerSize ;reset player's size, status, and
inc FetchNewGameTimerFlag ;set game timer flag to reload
lda #$00 ;game timer from header
sta TimerControl ;also set flag for timers to count again
sta PlayerStatus
sta <GameEngineSubroutine ;reset task for game core
sta OperMode_Task ;set modes and leave
lda #$01 ;if in game over mode, switch back to
sta OperMode ;game mode, because game is still on
GameIsOn: rts
TransposePlayers:
sec ;set carry flag by default to end game
lda NumberOfPlayers ;if only a 1 player game, leave
beq ExTrans
lda OffScr_NumberofLives ;does offscreen player have any lives left?
bmi ExTrans ;branch if not
lda CurrentPlayer ;invert bit to update
eor #%00000001 ;which player is on the screen
sta CurrentPlayer
ldx #$06
TransLoop: lda OnscreenPlayerInfo,x ;transpose the information
pha ;of the onscreen player
lda OffscreenPlayerInfo,x ;with that of the offscreen player
sta OnscreenPlayerInfo,x
pla
sta OffscreenPlayerInfo,x
dex
bpl TransLoop
clc ;clear carry flag to get game going
ExTrans: rts
;-------------------------------------------------------------------------------------
DoNothing1:
lda #$ff ;this is residual code, this value is
sta $06c9 ;not used anywhere in the program
DoNothing2:
rts
;-------------------------------------------------------------------------------------
AreaParserTaskHandler:
ldy AreaParserTaskNum ;check number of tasks here
bne DoAPTasks ;if already set, go ahead
ldy #$08
sty AreaParserTaskNum ;otherwise, set eight by default
DoAPTasks: dey
tya
jsr AreaParserTasks
dec AreaParserTaskNum ;if all tasks not complete do not
bne SkipATRender ;render attribute table yet
jsr RenderAttributeTables
SkipATRender: rts
AreaParserTasks:
jsr JumpEngine
.dw IncrementColumnPos
.dw RenderAreaGraphics
.dw RenderAreaGraphics
.dw AreaParserCore
.dw IncrementColumnPos
.dw RenderAreaGraphics
.dw RenderAreaGraphics
.dw AreaParserCore
;-------------------------------------------------------------------------------------
IncrementColumnPos:
inc CurrentColumnPos ;increment column where we're at
lda CurrentColumnPos
and #%00001111 ;mask out higher nybble
bne NoColWrap
sta CurrentColumnPos ;if no bits left set, wrap back to zero (0-f)
inc CurrentPageLoc ;and increment page number where we're at
NoColWrap: inc BlockBufferColumnPos ;increment column offset where we're at
lda BlockBufferColumnPos
and #%00011111 ;mask out all but 5 LSB (0-1f)
sta BlockBufferColumnPos ;and save
rts
;-------------------------------------------------------------------------------------
;$00 - used as counter, store for low nybble for background, ceiling byte for terrain
;$01 - used to store floor byte for terrain
;$07 - used to store terrain metatile
;$06-$07 - used to store block buffer address
BSceneDataOffsets:
.db $00, $30, $60
BackSceneryData:
.db $93, $00, $00, $11, $12, $12, $13, $00 ;clouds
.db $00, $51, $52, $53, $00, $00, $00, $00
.db $00, $00, $01, $02, $02, $03, $00, $00
.db $00, $00, $00, $00, $91, $92, $93, $00
.db $00, $00, $00, $51, $52, $53, $41, $42
.db $43, $00, $00, $00, $00, $00, $91, $92
.db $97, $87, $88, $89, $99, $00, $00, $00 ;mountains and bushes
.db $11, $12, $13, $a4, $a5, $a5, $a5, $a6
.db $97, $98, $99, $01, $02, $03, $00, $a4
.db $a5, $a6, $00, $11, $12, $12, $12, $13
.db $00, $00, $00, $00, $01, $02, $02, $03
.db $00, $a4, $a5, $a5, $a6, $00, $00, $00
.db $11, $12, $12, $13, $00, $00, $00, $00 ;trees and fences
.db $00, $00, $00, $9c, $00, $8b, $aa, $aa
.db $aa, $aa, $11, $12, $13, $8b, $00, $9c
.db $9c, $00, $00, $01, $02, $03, $11, $12
.db $12, $13, $00, $00, $00, $00, $aa, $aa
.db $9c, $aa, $00, $8b, $00, $01, $02, $03
BackSceneryMetatiles:
.db $80, $83, $00 ;cloud left
.db $81, $84, $00 ;cloud middle
.db $82, $85, $00 ;cloud right
.db $02, $00, $00 ;bush left
.db $03, $00, $00 ;bush middle
.db $04, $00, $00 ;bush right
.db $00, $05, $06 ;mountain left
.db $07, $06, $0a ;mountain middle
.db $00, $08, $09 ;mountain right
.db $4d, $00, $00 ;fence
.db $0d, $0f, $4e ;tall tree
.db $0e, $4e, $4e ;short tree
FSceneDataOffsets:
.db $00, $0d, $1a
ForeSceneryData:
.db $86, $87, $87, $87, $87, $87, $87 ;in water
.db $87, $87, $87, $87, $69, $69
.db $00, $00, $00, $00, $00, $45, $47 ;wall
.db $47, $47, $47, $47, $00, $00
.db $00, $00, $00, $00, $00, $00, $00 ;over water
.db $00, $00, $00, $00, $86, $87
TerrainMetatiles:
.db $69, $54, $52, $62
TerrainRenderBits:
.db %00000000, %00000000 ;no ceiling or floor
.db %00000000, %00011000 ;no ceiling, floor 2
.db %00000001, %00011000 ;ceiling 1, floor 2
.db %00000111, %00011000 ;ceiling 3, floor 2
.db %00001111, %00011000 ;ceiling 4, floor 2
.db %11111111, %00011000 ;ceiling 8, floor 2
.db %00000001, %00011111 ;ceiling 1, floor 5
.db %00000111, %00011111 ;ceiling 3, floor 5
.db %00001111, %00011111 ;ceiling 4, floor 5
.db %10000001, %00011111 ;ceiling 1, floor 6
.db %00000001, %00000000 ;ceiling 1, no floor
.db %10001111, %00011111 ;ceiling 4, floor 6
.db %11110001, %00011111 ;ceiling 1, floor 9
.db %11111001, %00011000 ;ceiling 1, middle 5, floor 2
.db %11110001, %00011000 ;ceiling 1, middle 4, floor 2
.db %11111111, %00011111 ;completely solid top to bottom
AreaParserCore:
lda BackloadingFlag ;check to see if we are starting right of start
beq RenderSceneryTerrain ;if not, go ahead and render background, foreground and terrain
jsr ProcessAreaData ;otherwise skip ahead and load level data
RenderSceneryTerrain:
ldx #$0c
lda #$00
ClrMTBuf: sta MetatileBuffer,x ;clear out metatile buffer
dex
bpl ClrMTBuf
ldy BackgroundScenery ;do we need to render the background scenery?
beq RendFore ;if not, skip to check the foreground
lda CurrentPageLoc ;otherwise check for every third page
ThirdP: cmp #$03
bmi RendBack ;if less than three we're there
sec
sbc #$03 ;if 3 or more, subtract 3 and
bpl ThirdP ;do an unconditional branch
RendBack: asl a ;move results to higher nybble
asl a
asl a
asl a
adc BSceneDataOffsets-1,y ;add to it offset loaded from here
adc CurrentColumnPos ;add to the result our current column position
tax
lda BackSceneryData,x ;load data from sum of offsets
beq RendFore ;if zero, no scenery for that part
pha
and #$0f ;save to stack and clear high nybble
sec
sbc #$01 ;subtract one (because low nybble is $01-$0c)
sta <$00 ;save low nybble
asl a ;multiply by three (shift to left and add result to old one)
adc <$00 ;note that since d7 was nulled, the carry flag is always clear
tax ;save as offset for background scenery metatile data
pla ;get high nybble from stack, move low
lsr a
lsr a
lsr a
lsr a
tay ;use as second offset (used to determine height)
lda #$03 ;use previously saved memory location for counter
sta <$00
SceLoop1: lda BackSceneryMetatiles,x ;load metatile data from offset of (lsb - 1) * 3
sta MetatileBuffer,y ;store into buffer from offset of (msb / 16)
inx
iny
cpy #$0b ;if at this location, leave loop
beq RendFore
dec <$00 ;decrement until counter expires, barring exception
bne SceLoop1
RendFore: ldx ForegroundScenery ;check for foreground data needed or not
beq RendTerr ;if not, skip this part
ldy FSceneDataOffsets-1,x ;load offset from location offset by header value, then
ldx #$00 ;reinit X
SceLoop2: lda ForeSceneryData,y ;load data until counter expires
beq NoFore ;do not store if zero found
sta MetatileBuffer,x
NoFore: iny
inx
cpx #$0d ;store up to end of metatile buffer
bne SceLoop2
RendTerr: ldy AreaType ;check world type for water level
bne TerMTile ;if not water level, skip this part
lda WorldNumber ;check world number, if not world number eight
cmp #World8 ;then skip this part
bne TerMTile
lda #$62 ;if set as water level and world number eight,
jmp StoreMT ;use castle wall metatile as terrain type
TerMTile: lda TerrainMetatiles,y ;otherwise get appropriate metatile for area type
ldy CloudTypeOverride ;check for cloud type override
beq StoreMT ;if not set, keep value otherwise
lda #$88 ;use cloud block terrain
StoreMT: sta <$07 ;store value here
ldx #$00 ;initialize X, use as metatile buffer offset
lda TerrainControl ;use yet another value from the header
asl a ;multiply by 2 and use as yet another offset
tay
TerrLoop: lda TerrainRenderBits,y ;get one of the terrain rendering bit data
sta <$00
iny ;increment Y and use as offset next time around
sty <$01
lda CloudTypeOverride ;skip if value here is zero
beq NoCloud2
cpx #$00 ;otherwise, check if we're doing the ceiling byte
beq NoCloud2
lda <$00 ;if not, mask out all but d3
and #%00001000
sta <$00
NoCloud2: ldy #$00 ;start at beginning of bitmasks
TerrBChk: lda Bitmasks,y ;load bitmask, then perform AND on contents of first byte
bit <$00
beq NextTBit ;if not set, skip this part (do not write terrain to buffer)
lda <$07
sta MetatileBuffer,x ;load terrain type metatile number and store into buffer here
NextTBit: inx ;continue until end of buffer
cpx #$0d
beq RendBBuf ;if we're at the end, break out of this loop
lda AreaType ;check world type for underground area
cmp #$02
bne EndUChk ;if not underground, skip this part
cpx #$0b
bne EndUChk ;if we're at the bottom of the screen, override
lda #$54 ;old terrain type with ground level terrain type
sta <$07
EndUChk: iny ;increment bitmasks offset in Y
cpy #$08
bne TerrBChk ;if not all bits checked, loop back
ldy <$01
bne TerrLoop ;unconditional branch, use Y to load next byte
RendBBuf: jsr ProcessAreaData ;do the area data loading routine now
lda BlockBufferColumnPos
jsr GetBlockBufferAddr ;get block buffer address from where we're at
ldx #$00
ldy #$00 ;init index regs and start at beginning of smaller buffer
ChkMTLow: sty <$00
lda MetatileBuffer,x ;load stored metatile number
and #%11000000 ;mask out all but 2 MSB
asl a
rol a ;make %xx000000 into %000000xx
rol a
tay ;use as offset in Y
lda MetatileBuffer,x ;reload original unmasked value here
cmp BlockBuffLowBounds,y ;check for certain values depending on bits set
bcs StrBlock ;if equal or greater, branch
lda #$00 ;if less, init value before storing
StrBlock: ldy <$00 ;get offset for block buffer
sta [$06],y ;store value into block buffer
tya
clc ;add 16 (move down one row) to offset
adc #$10
tay
inx ;increment column value
cpx #$0d
bcc ChkMTLow ;continue until we pass last row, then leave
rts
;numbers lower than these with the same attribute bits
;will not be stored in the block buffer
BlockBuffLowBounds:
.db $10, $51, $88, $c0
;-------------------------------------------------------------------------------------
;$00 - used to store area object identifier
;$07 - used as adder to find proper area object code
ProcessAreaData:
ldx #$02 ;start at the end of area object buffer
ProcADLoop: stx <ObjectOffset
lda #$00 ;reset flag
sta BehindAreaParserFlag
ldy AreaDataOffset ;get offset of area data pointer
lda [AreaData],y ;get first byte of area object
cmp #$fd ;if end-of-area, skip all this crap
beq RdyDecode
lda AreaObjectLength,x ;check area object buffer flag
bpl RdyDecode ;if buffer not negative, branch, otherwise
iny
lda [AreaData],y ;get second byte of area object
asl a ;check for page select bit (d7), branch if not set
bcc Chk1Row13
lda AreaObjectPageSel ;check page select
bne Chk1Row13
inc AreaObjectPageSel ;if not already set, set it now
inc AreaObjectPageLoc ;and increment page location
Chk1Row13: dey
lda [AreaData],y ;reread first byte of level object
and #$0f ;mask out high nybble
cmp #$0d ;row 13?
bne Chk1Row14
iny ;if so, reread second byte of level object
lda [AreaData],y
dey ;decrement to get ready to read first byte
and #%01000000 ;check for d6 set (if not, object is page control)
bne CheckRear
lda AreaObjectPageSel ;if page select is set, do not reread
bne CheckRear
iny ;if d6 not set, reread second byte
lda [AreaData],y
and #%00011111 ;mask out all but 5 LSB and store in page control
sta AreaObjectPageLoc
inc AreaObjectPageSel ;increment page select
jmp NextAObj
Chk1Row14: cmp #$0e ;row 14?
bne CheckRear
lda BackloadingFlag ;check flag for saved page number and branch if set
bne RdyDecode ;to render the object (otherwise bg might not look right)
CheckRear: lda AreaObjectPageLoc ;check to see if current page of level object is
cmp CurrentPageLoc ;behind current page of renderer
bcc SetBehind ;if so branch
RdyDecode: jsr DecodeAreaData ;do sub and do not turn on flag
jmp ChkLength
SetBehind: inc BehindAreaParserFlag ;turn on flag if object is behind renderer
NextAObj: jsr IncAreaObjOffset ;increment buffer offset and move on
ChkLength: ldx <ObjectOffset ;get buffer offset
lda AreaObjectLength,x ;check object length for anything stored here
bmi ProcLoopb ;if not, branch to handle loopback
dec AreaObjectLength,x ;otherwise decrement length or get rid of it
ProcLoopb: dex ;decrement buffer offset
bpl ProcADLoop ;and loopback unless exceeded buffer
lda BehindAreaParserFlag ;check for flag set if objects were behind renderer
bne ProcessAreaData ;branch if true to load more level data, otherwise
lda BackloadingFlag ;check for flag set if starting right of page $00
bne ProcessAreaData ;branch if true to load more level data, otherwise leave
EndAParse: rts
IncAreaObjOffset:
inc AreaDataOffset ;increment offset of level pointer
inc AreaDataOffset
lda #$00 ;reset page select
sta AreaObjectPageSel
rts
DecodeAreaData:
lda AreaObjectLength,x ;check current buffer flag
bmi Chk1stB
ldy AreaObjOffsetBuffer,x ;if not, get offset from buffer
Chk1stB: ldx #$10 ;load offset of 16 for special row 15
lda [AreaData],y ;get first byte of level object again
cmp #$fd
beq EndAParse ;if end of level, leave this routine
and #$0f ;otherwise, mask out low nybble
cmp #$0f ;row 15?
beq ChkRow14 ;if so, keep the offset of 16
ldx #$08 ;otherwise load offset of 8 for special row 12
cmp #$0c ;row 12?
beq ChkRow14 ;if so, keep the offset value of 8
ldx #$00 ;otherwise nullify value by default
ChkRow14: stx <$07 ;store whatever value we just loaded here
ldx <ObjectOffset ;get object offset again
cmp #$0e ;row 14?
bne ChkRow13
lda #$00 ;if so, load offset with $00
sta <$07
lda #$2e ;and load A with another value
bne NormObj ;unconditional branch
ChkRow13: cmp #$0d ;row 13?
bne ChkSRows
lda #$22 ;if so, load offset with 34
sta <$07
iny ;get next byte
lda [AreaData],y
and #%01000000 ;mask out all but d6 (page control obj bit)
beq LeavePar ;if d6 clear, branch to leave (we handled this earlier)
lda [AreaData],y ;otherwise, get byte again
and #%01111111 ;mask out d7
cmp #$4b ;check for loop command in low nybble
bne Mask2MSB ;(plus d6 set for object other than page control)
inc LoopCommand ;if loop command, set loop command flag
Mask2MSB: and #%00111111 ;mask out d7 and d6
jmp NormObj ;and jump
ChkSRows: cmp #$0c ;row 12-15?
bcs SpecObj
iny ;if not, get second byte of level object
lda [AreaData],y
and #%01110000 ;mask out all but d6-d4
bne LrgObj ;if any bits set, branch to handle large object
lda #$16
sta <$07 ;otherwise set offset of 24 for small object
lda [AreaData],y ;reload second byte of level object
and #%00001111 ;mask out higher nybble and jump
jmp NormObj
LrgObj: sta <$00 ;store value here (branch for large objects)
cmp #$70 ;check for vertical pipe object
bne NotWPipe
lda [AreaData],y ;if not, reload second byte
and #%00001000 ;mask out all but d3 (usage control bit)
beq NotWPipe ;if d3 clear, branch to get original value
lda #$00 ;otherwise, nullify value for warp pipe
sta <$00
NotWPipe: lda <$00 ;get value and jump ahead
jmp MoveAOId
SpecObj: iny ;branch here for rows 12-15
lda [AreaData],y
and #%01110000 ;get next byte and mask out all but d6-d4
MoveAOId: lsr a ;move d6-d4 to lower nybble
lsr a
lsr a
lsr a
NormObj: sta <$00 ;store value here (branch for small objects and rows 13 and 14)
lda AreaObjectLength,x ;is there something stored here already?
bpl RunAObj ;if so, branch to do its particular sub
lda AreaObjectPageLoc ;otherwise check to see if the object we've loaded is on the
cmp CurrentPageLoc ;same page as the renderer, and if so, branch
beq InitRear
ldy AreaDataOffset ;if not, get old offset of level pointer
lda [AreaData],y ;and reload first byte
and #%00001111
cmp #$0e ;row 14?
bne LeavePar
lda BackloadingFlag ;if so, check backloading flag
bne StrAObj ;if set, branch to render object, else leave
LeavePar: rts
InitRear: lda BackloadingFlag ;check backloading flag to see if it's been initialized
beq BackColC ;branch to column-wise check
lda #$00 ;if not, initialize both backloading and
sta BackloadingFlag ;behind-renderer flags and leave
sta BehindAreaParserFlag
sta <ObjectOffset
LoopCmdE: rts
BackColC: ldy AreaDataOffset ;get first byte again
lda [AreaData],y
and #%11110000 ;mask out low nybble and move high to low
lsr a
lsr a
lsr a
lsr a
cmp CurrentColumnPos ;is this where we're at?
bne LeavePar ;if not, branch to leave
StrAObj: lda AreaDataOffset ;if so, load area obj offset and store in buffer
sta AreaObjOffsetBuffer,x
jsr IncAreaObjOffset ;do sub to increment to next object data
RunAObj: lda <$00 ;get stored value and add offset to it
clc ;then use the jump engine with current contents of A
adc <$07
jsr JumpEngine
;large objects (rows $00-$0b or 00-11, d6-d4 set)
.dw VerticalPipe ;used by warp pipes
.dw AreaStyleObject
.dw RowOfBricks
.dw RowOfSolidBlocks
.dw RowOfCoins
.dw ColumnOfBricks
.dw ColumnOfSolidBlocks
.dw VerticalPipe ;used by decoration pipes
;objects for special row $0c or 12
.dw Hole_Empty
.dw PulleyRopeObject
.dw Bridge_High
.dw Bridge_Middle
.dw Bridge_Low
.dw Hole_Water
.dw QuestionBlockRow_High
.dw QuestionBlockRow_Low
;objects for special row $0f or 15
.dw EndlessRope
.dw BalancePlatRope
.dw CastleObject
.dw StaircaseObject
.dw ExitPipe
.dw FlagBalls_Residual
;small objects (rows $00-$0b or 00-11, d6-d4 all clear)
.dw QuestionBlock ;power-up
.dw QuestionBlock ;coin
.dw QuestionBlock ;hidden, coin
.dw Hidden1UpBlock ;hidden, 1-up
.dw BrickWithItem ;brick, power-up
.dw BrickWithItem ;brick, vine
.dw BrickWithItem ;brick, star
.dw BrickWithCoins ;brick, coins
.dw BrickWithItem ;brick, 1-up
.dw WaterPipe
.dw EmptyBlock
.dw Jumpspring
;objects for special row $0d or 13 (d6 set)
.dw IntroPipe
.dw FlagpoleObject
.dw AxeObj
.dw ChainObj
.dw CastleBridgeObj
.dw ScrollLockObject_Warp
.dw ScrollLockObject
.dw ScrollLockObject
.dw AreaFrenzy ;flying cheep-cheeps
.dw AreaFrenzy ;bullet bills or swimming cheep-cheeps
.dw AreaFrenzy ;stop frenzy
.dw LoopCmdE
;object for special row $0e or 14
.dw AlterAreaAttributes
;-------------------------------------------------------------------------------------
;(these apply to all area object subroutines in this section unless otherwise stated)
;$00 - used to store offset used to find object code
;$07 - starts with adder from area parser, used to store row offset
AlterAreaAttributes:
ldy AreaObjOffsetBuffer,x ;load offset for level object data saved in buffer
iny ;load second byte
lda [AreaData],y
pha ;save in stack for now
and #%01000000
bne Alter2 ;branch if d6 is set
pla
pha ;pull and push offset to copy to A
and #%00001111 ;mask out high nybble and store as
sta TerrainControl ;new terrain height type bits
pla
and #%00110000 ;pull and mask out all but d5 and d4
lsr a ;move bits to lower nybble and store
lsr a ;as new background scenery bits
lsr a
lsr a
sta BackgroundScenery ;then leave
rts
Alter2: pla
and #%00000111 ;mask out all but 3 LSB
cmp #$04 ;if four or greater, set color control bits
bcc SetFore ;and nullify foreground scenery bits
sta BackgroundColorCtrl
lda #$00
SetFore: sta ForegroundScenery ;otherwise set new foreground scenery bits
rts
;--------------------------------
ScrollLockObject_Warp:
ldx #$04 ;load value of 4 for game text routine as default
lda WorldNumber ;warp zone (4-3-2), then check world number
beq WarpNum
inx ;if world number > 1, increment for next warp zone (5)
ldy AreaType ;check area type
dey
bne WarpNum ;if ground area type, increment for last warp zone
inx ;(8-7-6) and move on
WarpNum: txa
sta WarpZoneControl ;store number here to be used by warp zone routine
jsr WriteGameText ;print text and warp zone numbers
lda #PiranhaPlant
jsr KillEnemies ;load identifier for piranha plants and do sub
ScrollLockObject:
lda ScrollLock ;invert scroll lock to turn it on
eor #%00000001
sta ScrollLock
rts
;--------------------------------
;$00 - used to store enemy identifier in KillEnemies
KillEnemies:
sta <$00 ;store identifier here
lda #$00
ldx #$04 ;check for identifier in enemy object buffer
KillELoop: ldy <Enemy_ID,x
cpy <$00 ;if not found, branch
bne NoKillE
sta <Enemy_Flag,x ;if found, deactivate enemy object flag
NoKillE: dex ;do this until all slots are checked
bpl KillELoop
rts
;--------------------------------
FrenzyIDData:
.db FlyCheepCheepFrenzy, BBill_CCheep_Frenzy, Stop_Frenzy
AreaFrenzy: ldx <$00 ;use area object identifier bit as offset
lda FrenzyIDData-8,x ;note that it starts at 8, thus weird address here
ldy #$05
FreCompLoop: dey ;check regular slots of enemy object buffer
bmi ExitAFrenzy ;if all slots checked and enemy object not found, branch to store
CMP Enemy_ID,y ;check for enemy object in buffer versus frenzy object
bne FreCompLoop
lda #$00 ;if enemy object already present, nullify queue and leave
ExitAFrenzy: sta EnemyFrenzyQueue ;store enemy into frenzy queue
rts
;--------------------------------
;$06 - used by MushroomLedge to store length
AreaStyleObject:
lda AreaStyle ;load level object style and jump to the right sub
jsr JumpEngine
.dw TreeLedge ;also used for cloud type levels
.dw MushroomLedge
.dw BulletBillCannon
TreeLedge:
jsr GetLrgObjAttrib ;get row and length of green ledge
lda AreaObjectLength,x ;check length counter for expiration
beq EndTreeL
bpl MidTreeL
tya
sta AreaObjectLength,x ;store lower nybble into buffer flag as length of ledge
lda CurrentPageLoc
ora CurrentColumnPos ;are we at the start of the level?
beq MidTreeL
lda #$16 ;render start of tree ledge
jmp NoUnder
MidTreeL: ldx <$07
lda #$17 ;render middle of tree ledge
sta MetatileBuffer,x ;note that this is also used if ledge position is
lda #$4c ;at the start of level for continuous effect
jmp AllUnder ;now render the part underneath
EndTreeL: lda #$18 ;render end of tree ledge
jmp NoUnder
MushroomLedge:
jsr ChkLrgObjLength ;get shroom dimensions
sty <$06 ;store length here for now
bcc EndMushL
lda AreaObjectLength,x ;divide length by 2 and store elsewhere
lsr a
sta MushroomLedgeHalfLen,x
lda #$19 ;render start of mushroom
jmp NoUnder
EndMushL: lda #$1b ;if at the end, render end of mushroom
ldy AreaObjectLength,x
beq NoUnder
lda MushroomLedgeHalfLen,x ;get divided length and store where length
sta <$06 ;was stored originally
ldx <$07
lda #$1a
sta MetatileBuffer,x ;render middle of mushroom
cpy <$06 ;are we smack dab in the center?
bne MushLExit ;if not, branch to leave
inx
lda #$4f
sta MetatileBuffer,x ;render stem top of mushroom underneath the middle
lda #$50
AllUnder: inx
ldy #$0f ;set $0f to render all way down
jmp RenderUnderPart ;now render the stem of mushroom
NoUnder: ldx <$07 ;load row of ledge
ldy #$00 ;set 0 for no bottom on this part
jmp RenderUnderPart
;--------------------------------
;tiles used by pulleys and rope object
PulleyRopeMetatiles:
.db $42, $41, $43
PulleyRopeObject:
jsr ChkLrgObjLength ;get length of pulley/rope object
ldy #$00 ;initialize metatile offset
bcs RenderPul ;if starting, render left pulley
iny
lda AreaObjectLength,x ;if not at the end, render rope
bne RenderPul
iny ;otherwise render right pulley
RenderPul: lda PulleyRopeMetatiles,y
sta MetatileBuffer ;render at the top of the screen
MushLExit: rts ;and leave
;--------------------------------
;$06 - used to store upper limit of rows for CastleObject
CastleMetatiles:
.db $00, $45, $45, $45, $00
.db $00, $48, $47, $46, $00
.db $45, $49, $49, $49, $45
.db $47, $47, $4a, $47, $47
.db $47, $47, $4b, $47, $47
.db $49, $49, $49, $49, $49
.db $47, $4a, $47, $4a, $47
.db $47, $4b, $47, $4b, $47
.db $47, $47, $47, $47, $47
.db $4a, $47, $4a, $47, $4a
.db $4b, $47, $4b, $47, $4b
CastleObject:
jsr GetLrgObjAttrib ;save lower nybble as starting row
sty <$07 ;if starting row is above $0a, game will crash!!!
ldy #$04
jsr ChkLrgObjFixedLength ;load length of castle if not already loaded
txa
pha ;save obj buffer offset to stack
ldy AreaObjectLength,x ;use current length as offset for castle data
ldx <$07 ;begin at starting row
lda #$0b
sta <$06 ;load upper limit of number of rows to print
CRendLoop: lda CastleMetatiles,y ;load current byte using offset
sta MetatileBuffer,x
inx ;store in buffer and increment buffer offset
lda <$06
beq ChkCFloor ;have we reached upper limit yet?
iny ;if not, increment column-wise
iny ;to byte in next row
iny
iny
iny
dec <$06 ;move closer to upper limit
ChkCFloor: cpx #$0b ;have we reached the row just before floor?
bne CRendLoop ;if not, go back and do another row
pla
tax ;get obj buffer offset from before
lda CurrentPageLoc
beq ExitCastle ;if we're at page 0, we do not need to do anything else
lda AreaObjectLength,x ;check length
cmp #$01 ;if length almost about to expire, put brick at floor
beq PlayerStop
ldy <$07 ;check starting row for tall castle ($00)
bne NotTall
cmp #$03 ;if found, then check to see if we're at the second column
beq PlayerStop
NotTall: cmp #$02 ;if not tall castle, check to see if we're at the third column
bne ExitCastle ;if we aren't and the castle is tall, don't create flag yet
jsr GetAreaObjXPosition ;otherwise, obtain and save horizontal pixel coordinate
pha
jsr FindEmptyEnemySlot ;find an empty place on the enemy object buffer
pla
sta <Enemy_X_Position,x ;then write horizontal coordinate for star flag
lda CurrentPageLoc
sta <Enemy_PageLoc,x ;set page location for star flag
lda #$01
sta <Enemy_Y_HighPos,x ;set vertical high byte
sta <Enemy_Flag,x ;set flag for buffer
lda #$90
sta <Enemy_Y_Position,x ;set vertical coordinate
lda #StarFlagObject ;set star flag value in buffer itself
sta <Enemy_ID,x
rts
PlayerStop: ldy #$52 ;put brick at floor to stop player at end of level
sty MetatileBuffer+10 ;this is only done if we're on the second column
ExitCastle: rts
;--------------------------------
WaterPipe:
jsr GetLrgObjAttrib ;get row and lower nybble
ldy AreaObjectLength,x ;get length (residual code, water pipe is 1 col thick)
ldx <$07 ;get row
lda #$6b
sta MetatileBuffer,x ;draw something here and below it
lda #$6c
sta MetatileBuffer+1,x
rts
;--------------------------------
;$05 - used to store length of vertical shaft in RenderSidewaysPipe
;$06 - used to store leftover horizontal length in RenderSidewaysPipe
; and vertical length in VerticalPipe and GetPipeHeight
IntroPipe:
ldy #$03 ;check if length set, if not set, set it
jsr ChkLrgObjFixedLength
ldy #$0a ;set fixed value and render the sideways part
jsr RenderSidewaysPipe
bcs NoBlankP ;if carry flag set, not time to draw vertical pipe part
ldx #$06 ;blank everything above the vertical pipe part
VPipeSectLoop: lda #$00 ;all the way to the top of the screen
sta MetatileBuffer,x ;because otherwise it will look like exit pipe
dex
bpl VPipeSectLoop
lda VerticalPipeData,y ;draw the end of the vertical pipe part
sta MetatileBuffer+7
NoBlankP: rts
SidePipeShaftData:
.db $15, $14 ;used to control whether or not vertical pipe shaft
.db $00, $00 ;is drawn, and if so, controls the metatile number
SidePipeTopPart:
.db $15, $1e ;top part of sideways part of pipe
.db $1d, $1c
SidePipeBottomPart:
.db $15, $21 ;bottom part of sideways part of pipe
.db $20, $1f
ExitPipe:
ldy #$03 ;check if length set, if not set, set it
jsr ChkLrgObjFixedLength
jsr GetLrgObjAttrib ;get vertical length, then plow on through RenderSidewaysPipe
RenderSidewaysPipe:
dey ;decrement twice to make room for shaft at bottom
dey ;and store here for now as vertical length
sty <$05
ldy AreaObjectLength,x ;get length left over and store here
sty <$06
ldx <$05 ;get vertical length plus one, use as buffer offset
inx
lda SidePipeShaftData,y ;check for value $00 based on horizontal offset
cmp #$00
beq DrawSidePart ;if found, do not draw the vertical pipe shaft
ldx #$00
ldy <$05 ;init buffer offset and get vertical length
jsr RenderUnderPart ;and render vertical shaft using tile number in A
clc ;clear carry flag to be used by IntroPipe
DrawSidePart: ldy <$06 ;render side pipe part at the bottom
lda SidePipeTopPart,y
sta MetatileBuffer,x ;note that the pipe parts are stored
lda SidePipeBottomPart,y ;backwards horizontally
sta MetatileBuffer+1,x
rts
VerticalPipeData:
.db $11, $10 ;used by pipes that lead somewhere
.db $15, $14
.db $13, $12 ;used by decoration pipes
.db $15, $14
VerticalPipe:
jsr GetPipeHeight
lda <$00 ;check to see if value was nullified earlier
beq WarpPipe ;(if d3, the usage control bit of second byte, was set)
iny
iny
iny
iny ;add four if usage control bit was not set
WarpPipe: tya ;save value in stack
pha
lda AreaNumber
ora WorldNumber ;if at world 1-1, do not add piranha plant ever
beq DrawPipe
ldy AreaObjectLength,x ;if on second column of pipe, branch
beq DrawPipe ;(because we only need to do this once)
jsr FindEmptyEnemySlot ;check for an empty moving data buffer space
bcs DrawPipe ;if not found, too many enemies, thus skip
jsr GetAreaObjXPosition ;get horizontal pixel coordinate
clc
adc #$08 ;add eight to put the piranha plant in the center
sta <Enemy_X_Position,x ;store as enemy's horizontal coordinate
lda CurrentPageLoc ;add carry to current page number
adc #$00
sta <Enemy_PageLoc,x ;store as enemy's page coordinate
lda #$01
sta <Enemy_Y_HighPos,x
sta <Enemy_Flag,x ;activate enemy flag
jsr GetAreaObjYPosition ;get piranha plant's vertical coordinate and store here
sta <Enemy_Y_Position,x
lda #PiranhaPlant ;write piranha plant's value into buffer
sta <Enemy_ID,x
jsr InitPiranhaPlant
DrawPipe: pla ;get value saved earlier and use as Y
tay
ldx <$07 ;get buffer offset
lda VerticalPipeData,y ;draw the appropriate pipe with the Y we loaded earlier
sta MetatileBuffer,x ;render the top of the pipe
inx
lda VerticalPipeData+2,y ;render the rest of the pipe
ldy <$06 ;subtract one from length and render the part underneath
dey
jmp RenderUnderPart
GetPipeHeight:
ldy #$01 ;check for length loaded, if not, load
jsr ChkLrgObjFixedLength ;pipe length of 2 (horizontal)
jsr GetLrgObjAttrib
tya ;get saved lower nybble as height
and #$07 ;save only the three lower bits as
sta <$06 ;vertical length, then load Y with
ldy AreaObjectLength,x ;length left over
rts
FindEmptyEnemySlot:
ldx #$00 ;start at first enemy slot
EmptyChkLoop: clc ;clear carry flag by default
lda <Enemy_Flag,x ;check enemy buffer for nonzero
beq ExitEmptyChk ;if zero, leave
inx
cpx #$05 ;if nonzero, check next value
bne EmptyChkLoop
ExitEmptyChk: rts ;if all values nonzero, carry flag is set
;--------------------------------
Hole_Water:
jsr ChkLrgObjLength ;get low nybble and save as length
lda #$86 ;render waves
sta MetatileBuffer+10
ldx #$0b
ldy #$01 ;now render the water underneath
lda #$87
jmp RenderUnderPart
;--------------------------------
QuestionBlockRow_High:
lda #$03 ;start on the fourth row
.db $2c ;BIT instruction opcode
QuestionBlockRow_Low:
lda #$07 ;start on the eighth row
pha ;save whatever row to the stack for now
jsr ChkLrgObjLength ;get low nybble and save as length
pla
tax ;render question boxes with coins
lda #$c0
sta MetatileBuffer,x
rts
;--------------------------------
Bridge_High:
lda #$06 ;start on the seventh row from top of screen
.db $2c ;BIT instruction opcode
Bridge_Middle:
lda #$07 ;start on the eighth row
.db $2c ;BIT instruction opcode
Bridge_Low:
lda #$09 ;start on the tenth row
pha ;save whatever row to the stack for now
jsr ChkLrgObjLength ;get low nybble and save as length
pla
tax ;render bridge railing
lda #$0b
sta MetatileBuffer,x
inx
ldy #$00 ;now render the bridge itself
lda #$63
jmp RenderUnderPart
;--------------------------------
FlagBalls_Residual:
jsr GetLrgObjAttrib ;get low nybble from object byte
ldx #$02 ;render flag balls on third row from top
lda #$6d ;of screen downwards based on low nybble
jmp RenderUnderPart
;--------------------------------
FlagpoleObject:
lda #$24 ;render flagpole ball on top
sta MetatileBuffer
ldx #$01 ;now render the flagpole shaft
ldy #$08
lda #$25
jsr RenderUnderPart
lda #$61 ;render solid block at the bottom
sta MetatileBuffer+10
jsr GetAreaObjXPosition
sec ;get pixel coordinate of where the flagpole is,
sbc #$08 ;subtract eight pixels and use as horizontal
sta <Enemy_X_Position+5 ;coordinate for the flag
lda CurrentPageLoc
sbc #$00 ;subtract borrow from page location and use as
sta <Enemy_PageLoc+5 ;page location for the flag
lda #$30
sta <Enemy_Y_Position+5 ;set vertical coordinate for flag
lda #$b0
sta FlagpoleFNum_Y_Pos ;set initial vertical coordinate for flagpole's floatey number
lda #FlagpoleFlagObject
sta <Enemy_ID+5 ;set flag identifier, note that identifier and coordinates
inc <Enemy_Flag+5 ;use last space in enemy object buffer
rts
;--------------------------------
EndlessRope:
ldx #$00 ;render rope from the top to the bottom of screen
ldy #$0f
jmp DrawRope
BalancePlatRope:
txa ;save object buffer offset for now
pha
ldx #$01 ;blank out all from second row to the bottom
ldy #$0f ;with blank used for balance platform rope
lda #$44
jsr RenderUnderPart
pla ;get back object buffer offset
tax
jsr GetLrgObjAttrib ;get vertical length from lower nybble
ldx #$01
DrawRope: lda #$40 ;render the actual rope
jmp RenderUnderPart
;--------------------------------
CoinMetatileData:
.db $c3, $c2, $c2, $c2
RowOfCoins:
ldy AreaType ;get area type
lda CoinMetatileData,y ;load appropriate coin metatile
jmp GetRow
;--------------------------------
C_ObjectRow:
.db $06, $07, $08
C_ObjectMetatile:
.db $c5, $0c, $89
CastleBridgeObj:
ldy #$0c ;load length of 13 columns
jsr ChkLrgObjFixedLength
jmp ChainObj
AxeObj:
lda #$08 ;load bowser's palette into sprite portion of palette
sta VRAM_Buffer_AddrCtrl
ChainObj:
ldy <$00 ;get value loaded earlier from decoder
ldx C_ObjectRow-2,y ;get appropriate row and metatile for object
lda C_ObjectMetatile-2,y
jmp ColObj
EmptyBlock:
jsr GetLrgObjAttrib ;get row location
ldx <$07
lda #$c4
ColObj: ldy #$00 ;column length of 1
jmp RenderUnderPart
;--------------------------------
SolidBlockMetatiles:
.db $69, $61, $61, $62
BrickMetatiles:
.db $22, $51, $52, $52
.db $88 ;used only by row of bricks object
RowOfBricks:
ldy AreaType ;load area type obtained from area offset pointer
lda CloudTypeOverride ;check for cloud type override
beq DrawBricks
ldy #$04 ;if cloud type, override area type
DrawBricks: lda BrickMetatiles,y ;get appropriate metatile
jmp GetRow ;and go render it
RowOfSolidBlocks:
ldy AreaType ;load area type obtained from area offset pointer
lda SolidBlockMetatiles,y ;get metatile
GetRow: pha ;store metatile here
jsr ChkLrgObjLength ;get row number, load length
DrawRow: ldx <$07
ldy #$00 ;set vertical height of 1
pla
jmp RenderUnderPart ;render object
ColumnOfBricks:
ldy AreaType ;load area type obtained from area offset
lda BrickMetatiles,y ;get metatile (no cloud override as for row)
jmp GetRow2
ColumnOfSolidBlocks:
ldy AreaType ;load area type obtained from area offset
lda SolidBlockMetatiles,y ;get metatile
GetRow2: pha ;save metatile to stack for now
jsr GetLrgObjAttrib ;get length and row
pla ;restore metatile
ldx <$07 ;get starting row
jmp RenderUnderPart ;now render the column
;--------------------------------
BulletBillCannon:
jsr GetLrgObjAttrib ;get row and length of bullet bill cannon
ldx <$07 ;start at first row
lda #$64 ;render bullet bill cannon
sta MetatileBuffer,x
inx
dey ;done yet?
bmi SetupCannon
lda #$65 ;if not, render middle part
sta MetatileBuffer,x
inx
dey ;done yet?
bmi SetupCannon
lda #$66 ;if not, render bottom until length expires
jsr RenderUnderPart
SetupCannon: ldx Cannon_Offset ;get offset for data used by cannons and whirlpools
jsr GetAreaObjYPosition ;get proper vertical coordinate for cannon
sta Cannon_Y_Position,x ;and store it here
lda CurrentPageLoc
sta Cannon_PageLoc,x ;store page number for cannon here
jsr GetAreaObjXPosition ;get proper horizontal coordinate for cannon
sta Cannon_X_Position,x ;and store it here
inx
cpx #$06 ;increment and check offset
bcc StrCOffset ;if not yet reached sixth cannon, branch to save offset
ldx #$00 ;otherwise initialize it
StrCOffset: stx Cannon_Offset ;save new offset and leave
rts
;--------------------------------
StaircaseHeightData:
.db $07, $07, $06, $05, $04, $03, $02, $01, $00
StaircaseRowData:
.db $03, $03, $04, $05, $06, $07, $08, $09, $0a
StaircaseObject:
jsr ChkLrgObjLength ;check and load length
bcc NextStair ;if length already loaded, skip init part
lda #$09 ;start past the end for the bottom
sta StaircaseControl ;of the staircase
NextStair: dec StaircaseControl ;move onto next step (or first if starting)
ldy StaircaseControl
ldx StaircaseRowData,y ;get starting row and height to render
lda StaircaseHeightData,y
tay
lda #$61 ;now render solid block staircase
jmp RenderUnderPart
;--------------------------------
Jumpspring:
jsr GetLrgObjAttrib
jsr FindEmptyEnemySlot ;find empty space in enemy object buffer
jsr GetAreaObjXPosition ;get horizontal coordinate for jumpspring
sta <Enemy_X_Position,x ;and store
lda CurrentPageLoc ;store page location of jumpspring
sta <Enemy_PageLoc,x
jsr GetAreaObjYPosition ;get vertical coordinate for jumpspring
sta <Enemy_Y_Position,x ;and store
sta <Jumpspring_FixedYPos,x ;store as permanent coordinate here
lda #JumpspringObject
sta <Enemy_ID,x ;write jumpspring object to enemy object buffer
ldy #$01
sty <Enemy_Y_HighPos,x ;store vertical high byte
inc <Enemy_Flag,x ;set flag for enemy object buffer
ldx <$07
lda #$67 ;draw metatiles in two rows where jumpspring is
sta MetatileBuffer,x
lda #$68
sta MetatileBuffer+1,x
rts
;--------------------------------
;$07 - used to save ID of brick object
Hidden1UpBlock:
lda Hidden1UpFlag ;if flag not set, do not render object
beq ExitDecBlock
lda #$00 ;if set, init for the next one
sta Hidden1UpFlag
jmp BrickWithItem ;jump to code shared with unbreakable bricks
QuestionBlock:
jsr GetAreaObjectID ;get value from level decoder routine
jmp DrawQBlk ;go to render it
BrickWithCoins:
lda #$00 ;initialize multi-coin timer flag
sta BrickCoinTimerFlag
BrickWithItem:
jsr GetAreaObjectID ;save area object ID
sty <$07
lda #$00 ;load default adder for bricks with lines
ldy AreaType ;check level type for ground level
dey
beq BWithL ;if ground type, do not start with 5
lda #$05 ;otherwise use adder for bricks without lines
BWithL: clc ;add object ID to adder
adc <$07
tay ;use as offset for metatile
DrawQBlk: lda BrickQBlockMetatiles,y ;get appropriate metatile for brick (question block
pha ;if branched to here from question block routine)
jsr GetLrgObjAttrib ;get row from location byte
jmp DrawRow ;now render the object
GetAreaObjectID:
lda <$00 ;get value saved from area parser routine
sec
sbc #$00 ;possibly residual code
tay ;save to Y
ExitDecBlock: rts
;--------------------------------
HoleMetatiles:
.db $87, $00, $00, $00
Hole_Empty:
jsr ChkLrgObjLength ;get lower nybble and save as length
bcc NoWhirlP ;skip this part if length already loaded
lda AreaType ;check for water type level
bne NoWhirlP ;if not water type, skip this part
ldx Whirlpool_Offset ;get offset for data used by cannons and whirlpools
jsr GetAreaObjXPosition ;get proper vertical coordinate of where we're at
sec
sbc #$10 ;subtract 16 pixels
sta Whirlpool_LeftExtent,x ;store as left extent of whirlpool
lda CurrentPageLoc ;get page location of where we're at
sbc #$00 ;subtract borrow
sta Whirlpool_PageLoc,x ;save as page location of whirlpool
iny
iny ;increment length by 2
tya
asl a ;multiply by 16 to get size of whirlpool
asl a ;note that whirlpool will always be
asl a ;two blocks bigger than actual size of hole
asl a ;and extend one block beyond each edge
sta Whirlpool_Length,x ;save size of whirlpool here
inx
cpx #$05 ;increment and check offset
bcc StrWOffset ;if not yet reached fifth whirlpool, branch to save offset
ldx #$00 ;otherwise initialize it
StrWOffset: stx Whirlpool_Offset ;save new offset here
NoWhirlP: ldx AreaType ;get appropriate metatile, then
lda HoleMetatiles,x ;render the hole proper
ldx #$08
ldy #$0f ;start at ninth row and go to bottom, run RenderUnderPart
;--------------------------------
RenderUnderPart:
sty AreaObjectHeight ;store vertical length to render
ldy MetatileBuffer,x ;check current spot to see if there's something
beq DrawThisRow ;we need to keep, if nothing, go ahead
cpy #$17
beq WaitOneRow ;if middle part (tree ledge), wait until next row
cpy #$1a
beq WaitOneRow ;if middle part (mushroom ledge), wait until next row
cpy #$c0
beq DrawThisRow ;if question block w/ coin, overwrite
cpy #$c0
bcs WaitOneRow ;if any other metatile with palette 3, wait until next row
cpy #$54
bne DrawThisRow ;if cracked rock terrain, overwrite
cmp #$50
beq WaitOneRow ;if stem top of mushroom, wait until next row
DrawThisRow: sta MetatileBuffer,x ;render contents of A from routine that called this
WaitOneRow: inx
cpx #$0d ;stop rendering if we're at the bottom of the screen
bcs ExitUPartR
ldy AreaObjectHeight ;decrement, and stop rendering if there is no more length
dey
bpl RenderUnderPart
ExitUPartR: rts
;--------------------------------
ChkLrgObjLength:
jsr GetLrgObjAttrib ;get row location and size (length if branched to from here)
ChkLrgObjFixedLength:
lda AreaObjectLength,x ;check for set length counter
clc ;clear carry flag for not just starting
bpl LenSet ;if counter not set, load it, otherwise leave alone
tya ;save length into length counter
sta AreaObjectLength,x
sec ;set carry flag if just starting
LenSet: rts
GetLrgObjAttrib:
ldy AreaObjOffsetBuffer,x ;get offset saved from area obj decoding routine
lda [AreaData],y ;get first byte of level object
and #%00001111
sta <$07 ;save row location
iny
lda [AreaData],y ;get next byte, save lower nybble (length or height)
and #%00001111 ;as Y, then leave
tay
rts
;--------------------------------
GetAreaObjXPosition:
lda CurrentColumnPos ;multiply current offset where we're at by 16
asl a ;to obtain horizontal pixel coordinate
asl a
asl a
asl a
rts
;--------------------------------
GetAreaObjYPosition:
lda <$07 ;multiply value by 16
asl a
asl a ;this will give us the proper vertical pixel coordinate
asl a
asl a
clc
adc #32 ;add 32 pixels for the status bar
rts
;-------------------------------------------------------------------------------------
;$06-$07 - used to store block buffer address used as indirect
BlockBufferAddr:
.db LOW_Block_Buffer_1, LOW_Block_Buffer_2
.db HIGH_Block_Buffer_1, HIGH_Block_Buffer_2
;NESASM VERSION
; .db LOW(Block_Buffer_1), LOW(Block_Buffer_2)
; .db HIGH(Block_Buffer_1), HIGH(Block_Buffer_2)
GetBlockBufferAddr:
pha ;take value of A, save
lsr a ;move high nybble to low
lsr a
lsr a
lsr a
tay ;use nybble as pointer to high byte
lda BlockBufferAddr+2,y ;of indirect here
sta <$07
pla
and #%00001111 ;pull from stack, mask out high nybble
clc
adc BlockBufferAddr,y ;add to low byte
sta <$06 ;store here and leave
rts
;-------------------------------------------------------------------------------------
;unused space
.db $ff, $ff
;-------------------------------------------------------------------------------------
AreaDataOfsLoopback:
.db $12, $36, $0e, $0e, $0e, $32, $32, $32, $0a, $26, $40
;-------------------------------------------------------------------------------------
LoadAreaPointer:
jsr FindAreaPointer ;find it and store it here
sta AreaPointer
GetAreaType: and #%01100000 ;mask out all but d6 and d5
asl a
rol a
rol a
rol a ;make %0xx00000 into %000000xx
sta AreaType ;save 2 MSB as area type
rts
FindAreaPointer:
ldy WorldNumber ;load offset from world variable
lda WorldAddrOffsets,y
clc ;add area number used to find data
adc AreaNumber
tay
lda AreaAddrOffsets,y ;from there we have our area pointer
rts
GetAreaDataAddrs:
lda AreaPointer ;use 2 MSB for Y
jsr GetAreaType
tay
lda AreaPointer ;mask out all but 5 LSB
and #%00011111
sta AreaAddrsLOffset ;save as low offset
lda EnemyAddrHOffsets,y ;load base value with 2 altered MSB,
clc ;then add base value to 5 LSB, result
adc AreaAddrsLOffset ;becomes offset for level data
tay
lda EnemyDataAddrLow,y ;use offset to load pointer
sta <EnemyDataLow
lda EnemyDataAddrHigh,y
sta <EnemyDataHigh
ldy AreaType ;use area type as offset
lda AreaDataHOffsets,y ;do the same thing but with different base value
clc
adc AreaAddrsLOffset
tay
lda AreaDataAddrLow,y ;use this offset to load another pointer
sta <AreaDataLow
lda AreaDataAddrHigh,y
sta <AreaDataHigh
ldy #$00 ;load first byte of header
lda [AreaData],y
pha ;save it to the stack for now
and #%00000111 ;save 3 LSB for foreground scenery or bg color control
cmp #$04
bcc StoreFore
sta BackgroundColorCtrl ;if 4 or greater, save value here as bg color control
lda #$00
StoreFore: sta ForegroundScenery ;if less, save value here as foreground scenery
pla ;pull byte from stack and push it back
pha
and #%00111000 ;save player entrance control bits
lsr a ;shift bits over to LSBs
lsr a
lsr a
sta PlayerEntranceCtrl ;save value here as player entrance control
pla ;pull byte again but do not push it back
and #%11000000 ;save 2 MSB for game timer setting
clc
rol a ;rotate bits over to LSBs
rol a
rol a
sta GameTimerSetting ;save value here as game timer setting
iny
lda [AreaData],y ;load second byte of header
pha ;save to stack
and #%00001111 ;mask out all but lower nybble
sta TerrainControl
pla ;pull and push byte to copy it to A
pha
and #%00110000 ;save 2 MSB for background scenery type
lsr a
lsr a ;shift bits to LSBs
lsr a
lsr a
sta BackgroundScenery ;save as background scenery
pla
and #%11000000
clc
rol a ;rotate bits over to LSBs
rol a
rol a
cmp #%00000011 ;if set to 3, store here
bne StoreStyle ;and nullify other value
sta CloudTypeOverride ;otherwise store value in other place
lda #$00
StoreStyle: sta AreaStyle
lda <AreaDataLow ;increment area data address by 2 bytes
clc
adc #$02
sta <AreaDataLow
lda <AreaDataHigh
adc #$00
sta <AreaDataHigh
rts
;-------------------------------------------------------------------------------------
;GAME LEVELS DATA
WorldAddrOffsets:
.db $00,$05,$0A,$0E,$13,$17,$1B,$20
;this controls the starting level
; .db World1Areas-AreaAddrOffsets, World2Areas-AreaAddrOffsets
; .db World3Areas-AreaAddrOffsets, World4Areas-AreaAddrOffsets
; .db World5Areas-AreaAddrOffsets, World6Areas-AreaAddrOffsets
; .db World7Areas-AreaAddrOffsets, World8Areas-AreaAddrOffsets
AreaAddrOffsets:
World1Areas: .db $25, $29, $c0, $26, $60
World2Areas: .db $28, $29, $01, $27, $62
World3Areas: .db $24, $35, $20, $63
World4Areas: .db $22, $29, $41, $2c, $61
World5Areas: .db $2a, $31, $26, $62
World6Areas: .db $2e, $23, $2d, $60
World7Areas: .db $33, $29, $01, $27, $64
World8Areas: .db $30, $32, $21, $65
;bonus area data offsets, included here for comparison purposes
;underground bonus area - c2
;cloud area 1 (day) - 2b
;cloud area 2 (night) - 34
;water area (5-2/6-2) - 00
;water area (8-4) - 02
;warp zone area (4-2) - 2f
EnemyAddrHOffsets:
.db $1f, $06, $1c, $00
;Had to splice the ends of some of these rows on the following tables due to NESASM3 compiling line max oddity.
EnemyDataAddrLow:
.db LOW_E_CastleArea1, LOW_E_CastleArea2, LOW_E_CastleArea3, LOW_E_CastleArea4, LOW_E_CastleArea5, LOW_E_CastleArea6
.db LOW_E_GroundArea1, LOW_E_GroundArea2, LOW_E_GroundArea3, LOW_E_GroundArea4, LOW_E_GroundArea5, LOW_E_GroundArea6
.db LOW_E_GroundArea7, LOW_E_GroundArea8, LOW_E_GroundArea9, LOW_E_GroundArea10, LOW_E_GroundArea11, LOW_E_GroundArea12
.db LOW_E_GroundArea13, LOW_E_GroundArea14, LOW_E_GroundArea15, LOW_E_GroundArea16, LOW_E_GroundArea17,LOW_E_GroundArea18
.db LOW_E_GroundArea19, LOW_E_GroundArea20, LOW_E_GroundArea21, LOW_E_GroundArea22, LOW_E_UndergroundArea1
.db LOW_E_UndergroundArea2, LOW_E_UndergroundArea3, LOW_E_WaterArea1, LOW_E_WaterArea2, LOW_E_WaterArea3
EnemyDataAddrHigh:
.db HIGH_E_CastleArea1, HIGH_E_CastleArea2, HIGH_E_CastleArea3, HIGH_E_CastleArea4, HIGH_E_CastleArea5, HIGH_E_CastleArea6
.db HIGH_E_GroundArea1, HIGH_E_GroundArea2, HIGH_E_GroundArea3, HIGH_E_GroundArea4, HIGH_E_GroundArea5, HIGH_E_GroundArea6
.db HIGH_E_GroundArea7, HIGH_E_GroundArea8, HIGH_E_GroundArea9, HIGH_E_GroundArea10, HIGH_E_GroundArea11, HIGH_E_GroundArea12
.db HIGH_E_GroundArea13, HIGH_E_GroundArea14, HIGH_E_GroundArea15, HIGH_E_GroundArea16, HIGH_E_GroundArea17, HIGH_E_GroundArea18
.db HIGH_E_GroundArea19, HIGH_E_GroundArea20, HIGH_E_GroundArea21, HIGH_E_GroundArea22, HIGH_E_UndergroundArea1
.db HIGH_E_UndergroundArea2, HIGH_E_UndergroundArea3, HIGH_E_WaterArea1, HIGH_E_WaterArea2, HIGH_E_WaterArea3
;NESASM VERSION
; EnemyDataAddrLow:
; .db LOW(E_CastleArea1), LOW(E_CastleArea2), LOW(E_CastleArea3), LOW(E_CastleArea4), LOW(E_CastleArea5), LOW(E_CastleArea6)
; .db LOW(E_GroundArea1), LOW(E_GroundArea2), LOW(E_GroundArea3), LOW(E_GroundArea4), LOW(E_GroundArea5), LOW(E_GroundArea6)
; .db LOW(E_GroundArea7), LOW(E_GroundArea8), LOW(E_GroundArea9), LOW(E_GroundArea10), LOW(E_GroundArea11), LOW(E_GroundArea12)
; .db LOW(E_GroundArea13), LOW(E_GroundArea14), LOW(E_GroundArea15), LOW(E_GroundArea16), LOW(E_GroundArea17)
; .db LOW(E_GroundArea18)
; .db LOW(E_GroundArea19), LOW(E_GroundArea20), LOW(E_GroundArea21), LOW(E_GroundArea22), LOW(E_UndergroundArea1)
; .db LOW(E_UndergroundArea2), LOW(E_UndergroundArea3), LOW(E_WaterArea1), LOW(E_WaterArea2), LOW(E_WaterArea3)
; EnemyDataAddrHigh:
; .db HIGH(E_CastleArea1), HIGH(E_CastleArea2), HIGH(E_CastleArea3), HIGH(E_CastleArea4), HIGH(E_CastleArea5)
; .db HIGH(E_CastleArea6)
; .db HIGH(E_GroundArea1), HIGH(E_GroundArea2), HIGH(E_GroundArea3), HIGH(E_GroundArea4), HIGH(E_GroundArea5)
; .db HIGH(E_GroundArea6)
; .db HIGH(E_GroundArea7), HIGH(E_GroundArea8), HIGH(E_GroundArea9), HIGH(E_GroundArea10), HIGH(E_GroundArea11)
; .db HIGH(E_GroundArea12)
; .db HIGH(E_GroundArea13), HIGH(E_GroundArea14), HIGH(E_GroundArea15), HIGH(E_GroundArea16)
; .db HIGH(E_GroundArea17), HIGH(E_GroundArea18)
; .db HIGH(E_GroundArea19), HIGH(E_GroundArea20), HIGH(E_GroundArea21), HIGH(E_GroundArea22)
; .db HIGH(E_UndergroundArea1)
; .db HIGH(E_UndergroundArea2), HIGH(E_UndergroundArea3), HIGH(E_WaterArea1), HIGH(E_WaterArea2)
; .db HIGH(E_WaterArea3)
AreaDataHOffsets:
.db $00, $03, $19, $1c
AreaDataAddrLow:
.db LOW_L_WaterArea1, LOW_L_WaterArea2, LOW_L_WaterArea3, LOW_L_GroundArea1, LOW_L_GroundArea2, LOW_L_GroundArea3
.db LOW_L_GroundArea4, LOW_L_GroundArea5, LOW_L_GroundArea6, LOW_L_GroundArea7, LOW_L_GroundArea8, LOW_L_GroundArea9
.db LOW_L_GroundArea10, LOW_L_GroundArea11, LOW_L_GroundArea12, LOW_L_GroundArea13, LOW_L_GroundArea14, LOW_L_GroundArea15
.db LOW_L_GroundArea16, LOW_L_GroundArea17, LOW_L_GroundArea18, LOW_L_GroundArea19, LOW_L_GroundArea20, LOW_L_GroundArea21
.db LOW_L_GroundArea22, LOW_L_UndergroundArea1, LOW_L_UndergroundArea2, LOW_L_UndergroundArea3, LOW_L_CastleArea1
.db LOW_L_CastleArea2, LOW_L_CastleArea3, LOW_L_CastleArea4, LOW_L_CastleArea5, LOW_L_CastleArea6
AreaDataAddrHigh:
.db HIGH_L_WaterArea1, HIGH_L_WaterArea2, HIGH_L_WaterArea3, HIGH_L_GroundArea1, HIGH_L_GroundArea2, HIGH_L_GroundArea3
.db HIGH_L_GroundArea4, HIGH_L_GroundArea5, HIGH_L_GroundArea6, HIGH_L_GroundArea7, HIGH_L_GroundArea8, HIGH_L_GroundArea9
.db HIGH_L_GroundArea10, HIGH_L_GroundArea11, HIGH_L_GroundArea12, HIGH_L_GroundArea13, HIGH_L_GroundArea14, HIGH_L_GroundArea15
.db HIGH_L_GroundArea16, HIGH_L_GroundArea17, HIGH_L_GroundArea18, HIGH_L_GroundArea19, HIGH_L_GroundArea20, HIGH_L_GroundArea21
.db HIGH_L_GroundArea22, HIGH_L_UndergroundArea1, HIGH_L_UndergroundArea2, HIGH_L_UndergroundArea3, HIGH_L_CastleArea1
.db HIGH_L_CastleArea2, HIGH_L_CastleArea3, HIGH_L_CastleArea4, HIGH_L_CastleArea5, HIGH_L_CastleArea6
;NESASM VERSION
; AreaDataAddrLow:
; .db LOW(L_WaterArea1), LOW(L_WaterArea2), LOW(L_WaterArea3), LOW(L_GroundArea1), LOW(L_GroundArea2)
; .db LOW(L_GroundArea3)
; .db LOW(L_GroundArea4), LOW(L_GroundArea5), LOW(L_GroundArea6), LOW(L_GroundArea7), LOW(L_GroundArea8)
; .db LOW(L_GroundArea9)
; .db LOW(L_GroundArea10), LOW(L_GroundArea11), LOW(L_GroundArea12), LOW(L_GroundArea13), LOW(L_GroundArea14)
; .db LOW(L_GroundArea15)
; .db LOW(L_GroundArea16), LOW(L_GroundArea17), LOW(L_GroundArea18), LOW(L_GroundArea19), LOW(L_GroundArea20)
; .db LOW(L_GroundArea21)
; .db LOW(L_GroundArea22), LOW(L_UndergroundArea1), LOW(L_UndergroundArea2), LOW(L_UndergroundArea3)
; .db LOW(L_CastleArea1)
; .db LOW(L_CastleArea2), LOW(L_CastleArea3), LOW(L_CastleArea4), LOW(L_CastleArea5), LOW(L_CastleArea6)
; AreaDataAddrHigh:
; .db HIGH(L_WaterArea1), HIGH(L_WaterArea2), HIGH(L_WaterArea3), HIGH(L_GroundArea1)
; .db HIGH(L_GroundArea2), HIGH(L_GroundArea3)
; .db HIGH(L_GroundArea4), HIGH(L_GroundArea5), HIGH(L_GroundArea6), HIGH(L_GroundArea7)
; .db HIGH(L_GroundArea8), HIGH(L_GroundArea9)
; .db HIGH(L_GroundArea10), HIGH(L_GroundArea11), HIGH(L_GroundArea12), HIGH(L_GroundArea13)
; .db HIGH(L_GroundArea14), HIGH(L_GroundArea15)
; .db HIGH(L_GroundArea16), HIGH(L_GroundArea17), HIGH(L_GroundArea18), HIGH(L_GroundArea19)
; .db HIGH(L_GroundArea20), HIGH(L_GroundArea21)
; .db HIGH(L_GroundArea22), HIGH(L_UndergroundArea1), HIGH(L_UndergroundArea2)
; .db HIGH(L_UndergroundArea3), HIGH(L_CastleArea1)
; .db HIGH(L_CastleArea2), HIGH(L_CastleArea3), HIGH(L_CastleArea4)
; .db HIGH(L_CastleArea5), HIGH(L_CastleArea6)
;ENEMY OBJECT DATA
;level 1-4/6-4
E_CastleArea1:
.db $76, $dd, $bb, $4c, $ea, $1d, $1b, $cc, $56, $5d
.db $16, $9d, $c6, $1d, $36, $9d, $c9, $1d, $04, $db
.db $49, $1d, $84, $1b, $c9, $5d, $88, $95, $0f, $08
.db $30, $4c, $78, $2d, $a6, $28, $90, $b5
.db $ff
;level 4-4
E_CastleArea2:
.db $0f, $03, $56, $1b, $c9, $1b, $0f, $07, $36, $1b
.db $aa, $1b, $48, $95, $0f, $0a, $2a, $1b, $5b, $0c
.db $78, $2d, $90, $b5
.db $ff
;level 2-4/5-4
E_CastleArea3:
.db $0b, $8c, $4b, $4c, $77, $5f, $eb, $0c, $bd, $db
.db $19, $9d, $75, $1d, $7d, $5b, $d9, $1d, $3d, $dd
.db $99, $1d, $26, $9d, $5a, $2b, $8a, $2c, $ca, $1b
.db $20, $95, $7b, $5c, $db, $4c, $1b, $cc, $3b, $cc
.db $78, $2d, $a6, $28, $90, $b5
.db $ff
;level 3-4
E_CastleArea4:
.db $0b, $8c, $3b, $1d, $8b, $1d, $ab, $0c, $db, $1d
.db $0f, $03, $65, $1d, $6b, $1b, $05, $9d, $0b, $1b
.db $05, $9b, $0b, $1d, $8b, $0c, $1b, $8c, $70, $15
.db $7b, $0c, $db, $0c, $0f, $08, $78, $2d, $a6, $28
.db $90, $b5
.db $ff
;level 7-4
E_CastleArea5:
.db $27, $a9, $4b, $0c, $68, $29, $0f, $06, $77, $1b
.db $0f, $0b, $60, $15, $4b, $8c, $78, $2d, $90, $b5
.db $ff
;level 8-4
E_CastleArea6:
.db $0f, $03, $8e, $65, $e1, $bb, $38, $6d, $a8, $3e, $e5, $e7
.db $0f, $08, $0b, $02, $2b, $02, $5e, $65, $e1, $bb, $0e
.db $db, $0e, $bb, $8e, $db, $0e, $fe, $65, $ec, $0f, $0d
.db $4e, $65, $e1, $0f, $0e, $4e, $02, $e0, $0f, $10, $fe, $e5, $e1
.db $1b, $85, $7b, $0c, $5b, $95, $78, $2d, $90, $b5
.db $ff
;level 3-3
E_GroundArea1:
.db $a5, $86, $e4, $28, $18, $a8, $45, $83, $69, $03
.db $c6, $29, $9b, $83, $16, $a4, $88, $24, $e9, $28
.db $05, $a8, $7b, $28, $24, $8f, $c8, $03, $e8, $03
.db $46, $a8, $85, $24, $c8, $24
.db $ff
;level 8-3
E_GroundArea2:
.db $eb, $8e, $0f, $03, $fb, $05, $17, $85, $db, $8e
.db $0f, $07, $57, $05, $7b, $05, $9b, $80, $2b, $85
.db $fb, $05, $0f, $0b, $1b, $05, $9b, $05
.db $ff
;level 4-1
E_GroundArea3:
.db $2e, $c2, $66, $e2, $11, $0f, $07, $02, $11, $0f, $0c
.db $12, $11
.db $ff
;level 6-2
E_GroundArea4:
.db $0e, $c2, $a8, $ab, $00, $bb, $8e, $6b, $82, $de, $00, $a0
.db $33, $86, $43, $06, $3e, $b4, $a0, $cb, $02, $0f, $07
.db $7e, $42, $a6, $83, $02, $0f, $0a, $3b, $02, $cb, $37
.db $0f, $0c, $e3, $0e
.db $ff
;level 3-1
E_GroundArea5:
.db $9b, $8e, $ca, $0e, $ee, $42, $44, $5b, $86, $80, $b8
.db $1b, $80, $50, $ba, $10, $b7, $5b, $00, $17, $85
.db $4b, $05, $fe, $34, $40, $b7, $86, $c6, $06, $5b, $80
.db $83, $00, $d0, $38, $5b, $8e, $8a, $0e, $a6, $00
.db $bb, $0e, $c5, $80, $f3, $00
.db $ff
;level 1-1
E_GroundArea6:
.db $1e, $c2, $00, $6b, $06, $8b, $86, $63, $b7, $0f, $05
.db $03, $06, $23, $06, $4b, $b7, $bb, $00, $5b, $b7
.db $fb, $37, $3b, $b7, $0f, $0b, $1b, $37
.db $ff
;level 1-3/5-3
E_GroundArea7:
.db $2b, $d7, $e3, $03, $c2, $86, $e2, $06, $76, $a5
.db $a3, $8f, $03, $86, $2b, $57, $68, $28, $e9, $28
.db $e5, $83, $24, $8f, $36, $a8, $5b, $03
.db $ff
;level 2-3/7-3
E_GroundArea8:
.db $0f, $02, $78, $40, $48, $ce, $f8, $c3, $f8, $c3
.db $0f, $07, $7b, $43, $c6, $d0, $0f, $8a, $c8, $50
.db $ff
;level 2-1
E_GroundArea9:
.db $85, $86, $0b, $80, $1b, $00, $db, $37, $77, $80
.db $eb, $37, $fe, $2b, $20, $2b, $80, $7b, $38, $ab, $b8
.db $77, $86, $fe, $42, $20, $49, $86, $8b, $06, $9b, $80
.db $7b, $8e, $5b, $b7, $9b, $0e, $bb, $0e, $9b, $80
;end of data terminator here is also used by pipe intro area
E_GroundArea10:
.db $ff
;level 5-1
E_GroundArea11:
.db $0b, $80, $60, $38, $10, $b8, $c0, $3b, $db, $8e
.db $40, $b8, $f0, $38, $7b, $8e, $a0, $b8, $c0, $b8
.db $fb, $00, $a0, $b8, $30, $bb, $ee, $42, $88, $0f, $0b
.db $2b, $0e, $67, $0e
.db $ff
;cloud level used in levels 2-1 and 5-2
E_GroundArea12:
.db $0a, $aa, $0e, $28, $2a, $0e, $31, $88
.db $ff
;level 4-3
E_GroundArea13:
.db $c7, $83, $d7, $03, $42, $8f, $7a, $03, $05, $a4
.db $78, $24, $a6, $25, $e4, $25, $4b, $83, $e3, $03
.db $05, $a4, $89, $24, $b5, $24, $09, $a4, $65, $24
.db $c9, $24, $0f, $08, $85, $25
.db $ff
;level 6-3
E_GroundArea14:
.db $cd, $a5, $b5, $a8, $07, $a8, $76, $28, $cc, $25
.db $65, $a4, $a9, $24, $e5, $24, $19, $a4, $0f, $07
.db $95, $28, $e6, $24, $19, $a4, $d7, $29, $16, $a9
.db $58, $29, $97, $29
.db $ff
;level 6-1
E_GroundArea15:
.db $0f, $02, $02, $11, $0f, $07, $02, $11
.db $ff
;warp zone area used in level 4-2
E_GroundArea16:
.db $ff
;level 8-1
E_GroundArea17:
.db $2b, $82, $ab, $38, $de
;;;;;;;;;;;;;;;;;;;;;;
;;
.bank 1
.org $A000
;level 8-1 - con't
.db $42, $e2, $1b, $b8, $eb
.db $3b, $db, $80, $8b, $b8, $1b, $82, $fb, $b8, $7b
.db $80, $fb, $3c, $5b, $bc, $7b, $b8, $1b, $8e, $cb
.db $0e, $1b, $8e, $0f, $0d, $2b, $3b, $bb, $b8, $eb, $82
.db $4b, $b8, $bb, $38, $3b, $b7, $bb, $02, $0f, $13
.db $1b, $00, $cb, $80, $6b, $bc
.db $ff
;level 5-2
E_GroundArea18:
.db $7b, $80, $ae, $00, $80, $8b, $8e, $e8, $05, $f9, $86
.db $17, $86, $16, $85, $4e, $2b, $80, $ab, $8e, $87, $85
.db $c3, $05, $8b, $82, $9b, $02, $ab, $02, $bb, $86
.db $cb, $06, $d3, $03, $3b, $8e, $6b, $0e, $a7, $8e
.db $ff
;level 8-2
E_GroundArea19:
.db $29, $8e, $52, $11, $83, $0e, $0f, $03, $9b, $0e
.db $2b, $8e, $5b, $0e, $cb, $8e, $fb, $0e, $fb, $82
.db $9b, $82, $bb, $02, $fe, $42, $e8, $bb, $8e, $0f, $0a
.db $ab, $0e, $cb, $0e, $f9, $0e, $88, $86, $a6, $06
.db $db, $02, $b6, $8e
.db $ff
;level 7-1
E_GroundArea20:
.db $ab, $ce, $de, $42, $c0, $cb, $ce, $5b, $8e, $1b, $ce
.db $4b, $85, $67, $45, $0f, $07, $2b, $00, $7b, $85
.db $97, $05, $0f, $0a, $92, $02
.db $ff
;cloud level used in levels 3-1 and 6-2
E_GroundArea21:
.db $0a, $aa, $0e, $24, $4a, $1e, $23, $aa
.db $ff
;level 3-2
E_GroundArea22:
.db $1b, $80, $bb, $38, $4b, $bc, $eb, $3b, $0f, $04
.db $2b, $00, $ab, $38, $eb, $00, $cb, $8e, $fb, $80
.db $ab, $b8, $6b, $80, $fb, $3c, $9b, $bb, $5b, $bc
.db $fb, $00, $6b, $b8, $fb, $38
.db $ff
;level 1-2
E_UndergroundArea1:
.db $0b, $86, $1a, $06, $db, $06, $de, $c2, $02, $f0, $3b
.db $bb, $80, $eb, $06, $0b, $86, $93, $06, $f0, $39
.db $0f, $06, $60, $b8, $1b, $86, $a0, $b9, $b7, $27
.db $bd, $27, $2b, $83, $a1, $26, $a9, $26, $ee, $25, $0b
.db $27, $b4
.db $ff
;level 4-2
E_UndergroundArea2:
.db $0f, $02, $1e, $2f, $60, $e0, $3a, $a5, $a7, $db, $80
.db $3b, $82, $8b, $02, $fe, $42, $68, $70, $bb, $25, $a7
.db $2c, $27, $b2, $26, $b9, $26, $9b, $80, $a8, $82
.db $b5, $27, $bc, $27, $b0, $bb, $3b, $82, $87, $34
.db $ee, $25, $6b
.db $ff
;underground bonus rooms area used in many levels
E_UndergroundArea3:
.db $1e, $a5, $0a, $2e, $28, $27, $2e, $33, $c7, $0f, $03, $1e, $40, $07
.db $2e, $30, $e7, $0f, $05, $1e, $24, $44, $0f, $07, $1e, $22, $6a
.db $2e, $23, $ab, $0f, $09, $1e, $41, $68, $1e, $2a, $8a, $2e, $23, $a2
.db $2e, $32, $ea
.db $ff
;water area used in levels 5-2 and 6-2
E_WaterArea1:
.db $3b, $87, $66, $27, $cc, $27, $ee, $31, $87, $ee, $23, $a7
.db $3b, $87, $db, $07
.db $ff
;level 2-2/7-2
E_WaterArea2:
.db $0f, $01, $2e, $25, $2b, $2e, $25, $4b, $4e, $25, $cb, $6b, $07
.db $97, $47, $e9, $87, $47, $c7, $7a, $07, $d6, $c7
.db $78, $07, $38, $87, $ab, $47, $e3, $07, $9b, $87
.db $0f, $09, $68, $47, $db, $c7, $3b, $c7
.db $ff
;water area used in level 8-4
E_WaterArea3:
.db $47, $9b, $cb, $07, $fa, $1d, $86, $9b, $3a, $87
.db $56, $07, $88, $1b, $07, $9d, $2e, $65, $f0
.db $ff
;AREA OBJECT DATA
;level 1-4/6-4
L_CastleArea1:
.db $9b, $07
.db $05, $32, $06, $33, $07, $34, $ce, $03, $dc, $51
.db $ee, $07, $73, $e0, $74, $0a, $7e, $06, $9e, $0a
.db $ce, $06, $e4, $00, $e8, $0a, $fe, $0a, $2e, $89
.db $4e, $0b, $54, $0a, $14, $8a, $c4, $0a, $34, $8a
.db $7e, $06, $c7, $0a, $01, $e0, $02, $0a, $47, $0a
.db $81, $60, $82, $0a, $c7, $0a, $0e, $87, $7e, $02
.db $a7, $02, $b3, $02, $d7, $02, $e3, $02, $07, $82
.db $13, $02, $3e, $06, $7e, $02, $ae, $07, $fe, $0a
.db $0d, $c4, $cd, $43, $ce, $09, $de, $0b, $dd, $42
.db $fe, $02, $5d, $c7
.db $fd
;level 4-4
L_CastleArea2:
.db $5b, $07
.db $05, $32, $06, $33, $07, $34, $5e, $0a, $68, $64
.db $98, $64, $a8, $64, $ce, $06, $fe, $02, $0d, $01
.db $1e, $0e, $7e, $02, $94, $63, $b4, $63, $d4, $63
.db $f4, $63, $14, $e3, $2e, $0e, $5e, $02, $64, $35
.db $88, $72, $be, $0e, $0d, $04, $ae, $02, $ce, $08
.db $cd, $4b, $fe, $02, $0d, $05, $68, $31, $7e, $0a
.db $96, $31, $a9, $63, $a8, $33, $d5, $30, $ee, $02
.db $e6, $62, $f4, $61, $04, $b1, $08, $3f, $44, $33
.db $94, $63, $a4, $31, $e4, $31, $04, $bf, $08, $3f
.db $04, $bf, $08, $3f, $cd, $4b, $03, $e4, $0e, $03
.db $2e, $01, $7e, $06, $be, $02, $de, $06, $fe, $0a
.db $0d, $c4, $cd, $43, $ce, $09, $de, $0b, $dd, $42
.db $fe, $02, $5d, $c7
.db $fd
;level 2-4/5-4
L_CastleArea3:
.db $9b, $07
.db $05, $32, $06, $33, $07, $34, $fe, $00, $27, $b1
.db $65, $32, $75, $0a, $71, $00, $b7, $31, $08, $e4
.db $18, $64, $1e, $04, $57, $3b, $bb, $0a, $17, $8a
.db $27, $3a, $73, $0a, $7b, $0a, $d7, $0a, $e7, $3a
.db $3b, $8a, $97, $0a, $fe, $08, $24, $8a, $2e, $00
.db $3e, $40, $38, $64, $6f, $00, $9f, $00, $be, $43
.db $c8, $0a, $c9, $63, $ce, $07, $fe, $07, $2e, $81
.db $66, $42, $6a, $42, $79, $0a, $be, $00, $c8, $64
.db $f8, $64, $08, $e4, $2e, $07, $7e, $03, $9e, $07
.db $be, $03, $de, $07, $fe, $0a, $03, $a5, $0d, $44
.db $cd, $43, $ce, $09, $dd, $42, $de, $0b, $fe, $02
.db $5d, $c7
.db $fd
;level 3-4
L_CastleArea4:
.db $9b, $07
.db $05, $32, $06, $33, $07, $34, $fe, $06, $0c, $81
.db $39, $0a, $5c, $01, $89, $0a, $ac, $01, $d9, $0a
.db $fc, $01, $2e, $83, $a7, $01, $b7, $00, $c7, $01
.db $de, $0a, $fe, $02, $4e, $83, $5a, $32, $63, $0a
.db $69, $0a, $7e, $02, $ee, $03, $fa, $32, $03, $8a
.db $09, $0a, $1e, $02, $ee, $03, $fa, $32, $03, $8a
.db $09, $0a, $14, $42, $1e, $02, $7e, $0a, $9e, $07
.db $fe, $0a, $2e, $86, $5e, $0a, $8e, $06, $be, $0a
.db $ee, $07, $3e, $83, $5e, $07, $fe, $0a, $0d, $c4
.db $41, $52, $51, $52, $cd, $43, $ce, $09, $de, $0b
.db $dd, $42, $fe, $02, $5d, $c7
.db $fd
;level 7-4
L_CastleArea5:
.db $5b, $07
.db $05, $32, $06, $33, $07, $34, $fe, $0a, $ae, $86
.db $be, $07, $fe, $02, $0d, $02, $27, $32, $46, $61
.db $55, $62, $5e, $0e, $1e, $82, $68, $3c, $74, $3a
.db $7d, $4b, $5e, $8e, $7d, $4b, $7e, $82, $84, $62
.db $94, $61, $a4, $31, $bd, $4b, $ce, $06, $fe, $02
.db $0d, $06, $34, $31, $3e, $0a, $64, $32, $75, $0a
.db $7b, $61, $a4, $33, $ae, $02, $de, $0e, $3e, $82
.db $64, $32, $78, $32, $b4, $36, $c8, $36, $dd, $4b
.db $44, $b2, $58, $32, $94, $63, $a4, $3e, $ba, $30
.db $c9, $61, $ce, $06, $dd, $4b, $ce, $86, $dd, $4b
.db $fe, $02, $2e, $86, $5e, $02, $7e, $06, $fe, $02
.db $1e, $86, $3e, $02, $5e, $06, $7e, $02, $9e, $06
.db $fe, $0a, $0d, $c4, $cd, $43, $ce, $09, $de, $0b
.db $dd, $42, $fe, $02, $5d, $c7
.db $fd
;level 8-4
L_CastleArea6:
.db $5b, $06
.db $05, $32, $06, $33, $07, $34, $5e, $0a, $ae, $02
.db $0d, $01, $39, $73, $0d, $03, $39, $7b, $4d, $4b
.db $de, $06, $1e, $8a, $ae, $06, $c4, $33, $16, $fe
.db $a5, $77, $fe, $02, $fe, $82, $0d, $07, $39, $73
.db $a8, $74, $ed, $4b, $49, $fb, $e8, $74, $fe, $0a
.db $2e, $82, $67, $02, $84, $7a, $87, $31, $0d, $0b
.db $fe, $02, $0d, $0c, $39, $73, $5e, $06, $c6, $76
.db $45, $ff, $be, $0a, $dd, $48, $fe, $06, $3d, $cb
.db $46, $7e, $ad, $4a, $fe, $82, $39, $f3, $a9, $7b
.db $4e, $8a, $9e, $07, $fe, $0a, $0d, $c4, $cd, $43
.db $ce, $09, $de, $0b, $dd, $42, $fe, $02, $5d, $c7
.db $fd
;level 3-3
L_GroundArea1:
.db $94, $11
.db $0f, $26, $fe, $10, $28, $94, $65, $15, $eb, $12
.db $fa, $41, $4a, $96, $54, $40, $a4, $42, $b7, $13
.db $e9, $19, $f5, $15, $11, $80, $47, $42, $71, $13
.db $80, $41, $15, $92, $1b, $1f, $24, $40, $55, $12
.db $64, $40, $95, $12, $a4, $40, $d2, $12, $e1, $40
.db $13, $c0, $2c, $17, $2f, $12, $49, $13, $83, $40
.db $9f, $14, $a3, $40, $17, $92, $83, $13, $92, $41
.db $b9, $14, $c5, $12, $c8, $40, $d4, $40, $4b, $92
.db $78, $1b, $9c, $94, $9f, $11, $df, $14, $fe, $11
.db $7d, $c1, $9e, $42, $cf, $20
.db $fd
;level 8-3
L_GroundArea2:
.db $90, $b1
.db $0f, $26, $29, $91, $7e, $42, $fe, $40, $28, $92
.db $4e, $42, $2e, $c0, $57, $73, $c3, $25, $c7, $27
.db $23, $84, $33, $20, $5c, $01, $77, $63, $88, $62
.db $99, $61, $aa, $60, $bc, $01, $ee, $42, $4e, $c0
.db $69, $11, $7e, $42, $de, $40, $f8, $62, $0e, $c2
.db $ae, $40, $d7, $63, $e7, $63, $33, $a7, $37, $27
.db $43, $04, $cc, $01, $e7, $73, $0c, $81, $3e, $42
.db $0d, $0a, $5e, $40, $88, $72, $be, $42, $e7, $87
.db $fe, $40, $39, $e1, $4e, $00, $69, $60, $87, $60
.db $a5, $60, $c3, $31, $fe, $31, $6d, $c1, $be, $42
.db $ef, $20
.db $fd
;level 4-1
L_GroundArea3:
.db $52, $21
.db $0f, $20, $6e, $40, $58, $f2, $93, $01, $97, $00
.db $0c, $81, $97, $40, $a6, $41, $c7, $40, $0d, $04
.db $03, $01, $07, $01, $23, $01, $27, $01, $ec, $03
.db $ac, $f3, $c3, $03, $78, $e2, $94, $43, $47, $f3
.db $74, $43, $47, $fb, $74, $43, $2c, $f1, $4c, $63
.db $47, $00, $57, $21, $5c, $01, $7c, $72, $39, $f1
.db $ec, $02, $4c, $81, $d8, $62, $ec, $01, $0d, $0d
.db $0f, $38, $c7, $07, $ed, $4a, $1d, $c1, $5f, $26
.db $fd
;level 6-2
L_GroundArea4:
.db $54, $21
.db $0f, $26, $a7, $22, $37, $fb, $73, $20, $83, $07
.db $87, $02, $93, $20, $c7, $73, $04, $f1, $06, $31
.db $39, $71, $59, $71, $e7, $73, $37, $a0, $47, $04
.db $86, $7c, $e5, $71, $e7, $31, $33, $a4, $39, $71
.db $a9, $71, $d3, $23, $08, $f2, $13, $05, $27, $02
.db $49, $71, $75, $75, $e8, $72, $67, $f3, $99, $71
.db $e7, $20, $f4, $72, $f7, $31, $17, $a0, $33, $20
.db $39, $71, $73, $28, $bc, $05, $39, $f1, $79, $71
.db $a6, $21, $c3, $06, $d3, $20, $dc, $00, $fc, $00
.db $07, $a2, $13, $21, $5f, $32, $8c, $00, $98, $7a
.db $c7, $63, $d9, $61, $03, $a2, $07, $22, $74, $72
.db $77, $31, $e7, $73, $39, $f1, $58, $72, $77, $73
.db $d8, $72, $7f, $b1, $97, $73, $b6, $64, $c5, $65
.db $d4, $66, $e3, $67, $f3, $67, $8d, $c1, $cf, $26
.db $fd
;level 3-1
L_GroundArea5:
.db $52, $31
.db $0f, $20, $6e, $66, $07, $81, $36, $01, $66, $00
.db $a7, $22, $08, $f2, $67, $7b, $dc, $02, $98, $f2
.db $d7, $20, $39, $f1, $9f, $33, $dc, $27, $dc, $57
.db $23, $83, $57, $63, $6c, $51, $87, $63, $99, $61
.db $a3, $06, $b3, $21, $77, $f3, $f3, $21, $f7, $2a
.db $13, $81, $23, $22, $53, $00, $63, $22, $e9, $0b
.db $0c, $83, $13, $21, $16, $22, $33, $05, $8f, $35
.db $ec, $01, $63, $a0, $67, $20, $73, $01, $77, $01
.db $83, $20, $87, $20, $b3, $20, $b7, $20, $c3, $01
.db $c7, $00, $d3, $20, $d7, $20, $67, $a0, $77, $07
.db $87, $22, $e8, $62, $f5, $65, $1c, $82, $7f, $38
.db $8d, $c1, $cf, $26
.db $fd
;level 1-1
L_GroundArea6:
.db $50, $21
.db $07, $81, $47, $24, $57, $00, $63, $01, $77, $01
.db $c9, $71, $68, $f2, $e7, $73, $97, $fb, $06, $83
.db $5c, $01, $d7, $22, $e7, $00, $03, $a7, $6c, $02
.db $b3, $22, $e3, $01, $e7, $07, $47, $a0, $57, $06
.db $a7, $01, $d3, $00, $d7, $01, $07, $81, $67, $20
.db $93, $22, $03, $a3, $1c, $61, $17, $21, $6f, $33
.db $c7, $63, $d8, $62, $e9, $61, $fa, $60, $4f, $b3
.db $87, $63, $9c, $01, $b7, $63, $c8, $62, $d9, $61
.db $ea, $60, $39, $f1, $87, $21, $a7, $01, $b7, $20
.db $39, $f1, $5f, $38, $6d, $c1, $af, $26
.db $fd
;level 1-3/5-3
L_GroundArea7:
.db $90, $11
.db $0f, $26, $fe, $10, $2a, $93, $87, $17, $a3, $14
.db $b2, $42, $0a, $92, $19, $40, $36, $14, $50, $41
.db $82, $16, $2b, $93, $24, $41, $bb, $14, $b8, $00
.db $c2, $43, $c3, $13, $1b, $94, $67, $12, $c4, $15
.db $53, $c1, $d2, $41, $12, $c1, $29, $13, $85, $17
.db $1b, $92, $1a, $42, $47, $13, $83, $41, $a7, $13
.db $0e, $91, $a7, $63, $b7, $63, $c5, $65, $d5, $65
.db $dd, $4a, $e3, $67, $f3, $67, $8d, $c1, $ae, $42
.db $df, $20
.db $fd
;level 2-3/7-3
L_GroundArea8:
.db $90, $11
.db $0f, $26, $6e, $10, $8b, $17, $af, $32, $d8, $62
.db $e8, $62, $fc, $3f, $ad, $c8, $f8, $64, $0c, $be
.db $43, $43, $f8, $64, $0c, $bf, $73, $40, $84, $40
.db $93, $40, $a4, $40, $b3, $40, $f8, $64, $48, $e4
.db $5c, $39, $83, $40, $92, $41, $b3, $40, $f8, $64
.db $48, $e4, $5c, $39, $f8, $64, $13, $c2, $37, $65
.db $4c, $24, $63, $00, $97, $65, $c3, $42, $0b, $97
.db $ac, $32, $f8, $64, $0c, $be, $53, $45, $9d, $48
.db $f8, $64, $2a, $e2, $3c, $47, $56, $43, $ba, $62
.db $f8, $64, $0c, $b7, $88, $64, $bc, $31, $d4, $45
.db $fc, $31, $3c, $b1, $78, $64, $8c, $38, $0b, $9c
.db $1a, $33, $18, $61, $28, $61, $39, $60, $5d, $4a
.db $ee, $11, $0f, $b8, $1d, $c1, $3e, $42, $6f, $20
.db $fd
;level 2-1
L_GroundArea9:
.db $52, $31
.db $0f, $20, $6e, $40, $f7, $20, $07, $84, $17, $20
.db $4f, $34, $c3, $03, $c7, $02, $d3, $22, $27, $e3
.db $39, $61, $e7, $73, $5c, $e4, $57, $00, $6c, $73
.db $47, $a0, $53, $06, $63, $22, $a7, $73, $fc, $73
.db $13, $a1, $33, $05, $43, $21, $5c, $72, $c3, $23
.db $cc, $03, $77, $fb, $ac, $02, $39, $f1, $a7, $73
.db $d3, $04, $e8, $72, $e3, $22, $26, $f4, $bc, $02
.db $8c, $81, $a8, $62, $17, $87, $43, $24, $a7, $01
.db $c3, $04, $08, $f2, $97, $21, $a3, $02, $c9, $0b
.db $e1, $69, $f1, $69, $8d, $c1, $cf, $26
.db $fd
;pipe intro area
L_GroundArea10:
.db $38, $11
.db $0f, $26, $ad, $40, $3d, $c7
.db $fd
;level 5-1
L_GroundArea11:
.db $95, $b1
.db $0f, $26, $0d, $02, $c8, $72, $1c, $81, $38, $72
.db $0d, $05, $97, $34, $98, $62, $a3, $20, $b3, $06
.db $c3, $20, $cc, $03, $f9, $91, $2c, $81, $48, $62
.db $0d, $09, $37, $63, $47, $03, $57, $21, $8c, $02
.db $c5, $79, $c7, $31, $f9, $11, $39, $f1, $a9, $11
.db $6f, $b4, $d3, $65, $e3, $65, $7d, $c1, $bf, $26
.db $fd
;cloud level used in levels 2-1 and 5-2
L_GroundArea12:
.db $00, $c1
.db $4c, $00, $f4, $4f, $0d, $02, $02, $42, $43, $4f
.db $52, $c2, $de, $00, $5a, $c2, $4d, $c7
.db $fd
;level 4-3
L_GroundArea13:
.db $90, $51
.db $0f, $26, $ee, $10, $0b, $94, $33, $14, $42, $42
.db $77, $16, $86, $44, $02, $92, $4a, $16, $69, $42
.db $73, $14, $b0, $00, $c7, $12, $05, $c0, $1c, $17
.db $1f, $11, $36, $12, $8f, $14, $91, $40, $1b, $94
.db $35, $12, $34, $42, $60, $42, $61, $12, $87, $12
.db $96, $40, $a3, $14, $1c, $98, $1f, $11, $47, $12
.db $9f, $15, $cc, $15, $cf, $11, $05, $c0, $1f, $15
.db $39, $12, $7c, $16, $7f, $11, $82, $40, $98, $12
.db $df, $15, $16, $c4, $17, $14, $54, $12, $9b, $16
.db $28, $94, $ce, $01, $3d, $c1, $5e, $42, $8f, $20
.db $fd
;level 6-3
L_GroundArea14:
.db $97, $11
.db $0f, $26, $fe, $10, $2b, $92, $57, $12, $8b, $12
.db $c0, $41, $f7, $13, $5b, $92, $69, $0b, $bb, $12
.db $b2, $46, $19, $93, $71, $00, $17, $94, $7c, $14
.db $7f, $11, $93, $41, $bf, $15, $fc, $13, $ff, $11
.db $2f, $95, $50, $42, $51, $12, $58, $14, $a6, $12
.db $db, $12, $1b, $93, $46, $43, $7b, $12, $8d, $49
.db $b7, $14, $1b, $94, $49, $0b, $bb, $12, $fc, $13
.db $ff, $12, $03, $c1, $2f, $15, $43, $12, $4b, $13
.db $77, $13, $9d, $4a, $15, $c1, $a1, $41, $c3, $12
.db $fe, $01, $7d, $c1, $9e, $42, $cf, $20
.db $fd
;level 6-1
L_GroundArea15:
.db $52, $21
.db $0f, $20, $6e, $44, $0c, $f1, $4c, $01, $aa, $35
.db $d9, $34, $ee, $20, $08, $b3, $37, $32, $43, $04
.db $4e, $21, $53, $20, $7c, $01, $97, $21, $b7, $07
.db $9c, $81, $e7, $42, $5f, $b3, $97, $63, $ac, $02
.db $c5, $41, $49, $e0, $58, $61, $76, $64, $85, $65
.db $94, $66, $a4, $22, $a6, $03, $c8, $22, $dc, $02
.db $68, $f2, $96, $42, $13, $82, $17, $02, $af, $34
.db $f6, $21, $fc, $06, $26, $80, $2a, $24, $36, $01
.db $8c, $00, $ff, $35, $4e, $a0, $55, $21, $77, $20
.db $87, $07, $89, $22, $ae, $21, $4c, $82, $9f, $34
.db $ec, $01, $03, $e7, $13, $67, $8d, $4a, $ad, $41
.db $0f, $a6
.db $fd
;warp zone area used in level 4-2
L_GroundArea16:
.db $10, $51
.db $4c, $00, $c7, $12, $c6, $42, $03, $92, $02, $42
.db $29, $12, $63, $12, $62, $42, $69, $14, $a5, $12
.db $a4, $42, $e2, $14, $e1, $44, $f8, $16, $37, $c1
.db $8f, $38, $02, $bb, $28, $7a, $68, $7a, $a8, $7a
.db $e0, $6a, $f0, $6a, $6d, $c5
.db $fd
;level 8-1
L_GroundArea17:
.db $92, $31
.db $0f, $20, $6e, $40, $0d, $02, $37, $73, $ec, $00
.db $0c, $80, $3c, $00, $6c, $00, $9c, $00, $06, $c0
.db $c7, $73, $06, $83, $28, $72, $96, $40, $e7, $73
.db $26, $c0, $87, $7b, $d2, $41, $39, $f1, $c8, $f2
.db $97, $e3, $a3, $23, $e7, $02, $e3, $07, $f3, $22
.db $37, $e3, $9c, $00, $bc, $00, $ec, $00, $0c, $80
.db $3c, $00, $86, $21, $a6, $06, $b6, $24, $5c, $80
.db $7c, $00, $9c, $00, $29, $e1, $dc, $05, $f6, $41
.db $dc, $80, $e8, $72, $0c, $81, $27, $73, $4c, $01
.db $66, $74, $0d, $11, $3f, $35, $b6, $41, $2c, $82
.db $36, $40, $7c, $02, $86, $40, $f9, $61, $39, $e1
.db $ac, $04, $c6, $41, $0c, $83, $16, $41, $88, $f2
.db $39, $f1, $7c, $00, $89, $61, $9c, $00, $a7, $63
.db $bc, $00, $c5, $65, $dc, $00, $e3, $67, $f3, $67
.db $8d, $c1, $cf, $26
.db $fd
;level 5-2
L_GroundArea18:
.db $55, $b1
.db $0f, $26, $cf, $33, $07, $b2, $15, $11, $52, $42
.db $99, $0b, $ac, $02, $d3, $24, $d6, $42, $d7, $25
.db $23, $84, $cf, $33, $07, $e3, $19, $61, $78, $7a
.db $ef, $33, $2c, $81, $46, $64, $55, $65, $65, $65
.db $ec, $74, $47, $82, $53, $05, $63, $21, $62, $41
.db $96, $22, $9a, $41, $cc, $03, $b9, $91, $39, $f1
.db $63, $26, $67, $27, $d3, $06, $fc, $01, $18, $e2
.db $d9, $07, $e9, $04, $0c, $86, $37, $22, $93, $24
.db $87, $84, $ac, $02, $c2, $41, $c3, $23, $d9, $71
.db $fc, $01, $7f, $b1, $9c, $00, $a7, $63, $b6, $64
.db $cc, $00, $d4, $66, $e3, $67, $f3, $67, $8d, $c1
.db $cf, $26
.db $fd
;level 8-2
L_GroundArea19:
.db $50, $b1
.db $0f, $26, $fc, $00, $1f, $b3, $5c, $00, $65, $65
.db $74, $66, $83, $67, $93, $67, $dc, $73, $4c, $80
.db $b3, $20, $c9, $0b, $c3, $08, $d3, $2f, $dc, $00
.db $2c, $80, $4c, $00, $8c, $00, $d3, $2e, $ed, $4a
.db $fc, $00, $d7, $a1, $ec, $01, $4c, $80, $59, $11
.db $d8, $11, $da, $10, $37, $a0, $47, $04, $99, $11
.db $e7, $21, $3a, $90, $67, $20, $76, $10, $77, $60
.db $87, $07, $d8, $12, $39, $f1, $ac, $00, $e9, $71
.db $0c, $80, $2c, $00, $4c, $05, $c7, $7b, $39, $f1
.db $ec, $00, $f9, $11, $0c, $82, $6f, $34, $f8, $11
.db $fa, $10, $7f, $b2, $ac, $00, $b6, $64, $cc, $01
.db $e3, $67, $f3, $67, $8d, $c1, $cf, $26
.db $fd
;level 7-1
L_GroundArea20:
.db $52, $b1
.db $0f, $20, $6e, $45, $39, $91, $b3, $04, $c3, $21
.db $c8, $11, $ca, $10, $49, $91, $7c, $73, $e8, $12
.db $88, $91, $8a, $10, $e7, $21, $05, $91, $07, $30
.db $17, $07, $27, $20, $49, $11, $9c, $01, $c8, $72
.db $23, $a6, $27, $26, $d3, $03, $d8, $7a, $89, $91
.db $d8, $72, $39, $f1, $a9, $11, $09, $f1, $63, $24
.db $67, $24, $d8, $62, $28, $91, $2a, $10, $56, $21
.db $70, $04, $79, $0b, $8c, $00, $94, $21, $9f, $35
.db $2f, $b8, $3d, $c1, $7f, $26
.db $fd
;cloud level used in levels 3-1 and 6-2
L_GroundArea21:
.db $06, $c1
.db $4c, $00, $f4, $4f, $0d, $02, $06, $20, $24, $4f
.db $35, $a0, $36, $20, $53, $46, $d5, $20, $d6, $20
.db $34, $a1, $73, $49, $74, $20, $94, $20, $b4, $20
.db $d4, $20, $f4, $20, $2e, $80, $59, $42, $4d, $c7
.db $fd
;level 3-2
L_GroundArea22:
.db $96, $31
.db $0f, $26, $0d, $03, $1a, $60, $77, $42, $c4, $00
.db $c8, $62, $b9, $e1, $d3, $06, $d7, $07, $f9, $61
.db $0c, $81, $4e, $b1, $8e, $b1, $bc, $01, $e4, $50
.db $e9, $61, $0c, $81, $0d, $0a, $84, $43, $98, $72
.db $0d, $0c, $0f, $38, $1d, $c1, $5f, $26
.db $fd
;level 1-2
L_UndergroundArea1:
.db $48, $0f
.db $0e, $01, $5e, $02, $a7, $00, $bc, $73, $1a, $e0
.db $39, $61, $58, $62, $77, $63, $97, $63, $b8, $62
.db $d6, $07, $f8, $62, $19, $e1, $75, $52, $86, $40
.db $87, $50, $95, $52, $93, $43, $a5, $21, $c5, $52
.db $d6, $40, $d7, $20, $e5, $06, $e6, $51, $3e, $8d
.db $5e, $03, $67, $52, $77, $52, $7e, $02, $9e, $03
.db $a6, $43, $a7, $23, $de, $05, $fe, $02, $1e, $83
.db $33, $54, $46, $40, $47, $21, $56, $04, $5e, $02
.db $83, $54, $93, $52, $96, $07, $97, $50, $be, $03
.db $c7, $23, $fe, $02, $0c, $82, $43, $45, $45, $24
.db $46, $24, $90, $08, $95, $51, $78, $fa, $d7, $73
.db $39, $f1, $8c, $01, $a8, $52, $b8, $52, $cc, $01
.db $5f, $b3, $97, $63, $9e, $00, $0e, $81, $16, $24
.db $66, $04, $8e, $00, $fe, $01, $08, $d2, $0e, $06
.db $6f, $47, $9e, $0f, $0e, $82, $2d, $47, $28, $7a
.db $68, $7a, $a8, $7a, $ae, $01, $de, $0f, $6d, $c5
.db $fd
;level 4-2
L_UndergroundArea2:
.db $48, $0f
.db $0e, $01, $5e, $02, $bc, $01, $fc, $01, $2c, $82
.db $41, $52, $4e, $04, $67, $25, $68, $24, $69, $24
.db $ba, $42, $c7, $04, $de, $0b, $b2, $87, $fe, $02
.db $2c, $e1, $2c, $71, $67, $01, $77, $00, $87, $01
.db $8e, $00, $ee, $01, $f6, $02, $03, $85, $05, $02
.db $13, $21, $16, $02, $27, $02, $2e, $02, $88, $72
.db $c7, $20, $d7, $07, $e4, $76, $07, $a0, $17, $06
.db $48, $7a, $76, $20, $98, $72, $79, $e1, $88, $62
.db $9c, $01, $b7, $73, $dc, $01, $f8, $62, $fe, $01
.db $08, $e2, $0e, $00, $6e, $02, $73, $20, $77, $23
.db $83, $04, $93, $20, $ae, $00, $fe, $0a, $0e, $82
.db $39, $71, $a8, $72, $e7, $73, $0c, $81, $8f, $32
.db $ae, $00, $fe, $04, $04, $d1, $17, $04, $26, $49
.db $27, $29, $df, $33, $fe, $02, $44, $f6, $7c, $01
.db $8e, $06, $bf, $47, $ee, $0f, $4d, $c7, $0e, $82
.db $68, $7a, $ae, $01, $de, $0f, $6d, $c5
.db $fd
;underground bonus rooms area used in many levels
L_UndergroundArea3:
.db $48, $01
.db $0e, $01, $00, $5a, $3e, $06, $45, $46, $47, $46
.db $53, $44, $ae, $01, $df, $4a, $4d, $c7, $0e, $81
.db $00, $5a, $2e, $04, $37, $28, $3a, $48, $46, $47
.db $c7, $07, $ce, $0f, $df, $4a, $4d, $c7, $0e, $81
.db $00, $5a, $33, $53, $43, $51, $46, $40, $47, $50
.db $53, $04, $55, $40, $56, $50, $62, $43, $64, $40
.db $65, $50, $71, $41, $73, $51, $83, $51, $94, $40
.db $95, $50, $a3, $50, $a5, $40, $a6, $50, $b3, $51
.db $b6, $40, $b7, $50, $c3, $53, $df, $4a, $4d, $c7
.db $0e, $81, $00, $5a, $2e, $02, $36, $47, $37, $52
.db $3a, $49, $47, $25, $a7, $52, $d7, $04, $df, $4a
.db $4d, $c7, $0e, $81, $00, $5a, $3e, $02, $44, $51
.db $53, $44, $54, $44, $55, $24, $a1, $54, $ae, $01
.db $b4, $21, $df, $4a, $e5, $07, $4d, $c7
.db $fd
;water area used in levels 5-2 and 6-2
L_WaterArea1:
.db $41, $01
.db $b4, $34, $c8, $52, $f2, $51, $47, $d3, $6c, $03
.db $65, $49, $9e, $07, $be, $01, $cc, $03, $fe, $07
.db $0d, $c9, $1e, $01, $6c, $01, $62, $35, $63, $53
.db $8a, $41, $ac, $01, $b3, $53, $e9, $51, $26, $c3
.db $27, $33, $63, $43, $64, $33, $ba, $60, $c9, $61
.db $ce, $0b, $e5, $09, $ee, $0f, $7d, $ca, $7d, $47
.db $fd
;level 2-2/7-2
L_WaterArea2:
.db $41, $01
.db $b8, $52, $ea, $41, $27, $b2, $b3, $42, $16, $d4
.db $4a, $42, $a5, $51, $a7, $31, $27, $d3, $08, $e2
.db $16, $64, $2c, $04, $38, $42, $76, $64, $88, $62
.db $de, $07, $fe, $01, $0d, $c9, $23, $32, $31, $51
.db $98, $52, $0d, $c9, $59, $42, $63, $53, $67, $31
.db $14, $c2, $36, $31, $87, $53, $17, $e3, $29, $61
.db $30, $62, $3c, $08, $42, $37, $59, $40, $6a, $42
.db $99, $40, $c9, $61, $d7, $63, $39, $d1, $58, $52
.db $c3, $67, $d3, $31, $dc, $06, $f7, $42, $fa, $42
.db $23, $b1, $43, $67, $c3, $34, $c7, $34, $d1, $51
.db $43, $b3, $47, $33, $9a, $30, $a9, $61, $b8, $62
.db $be, $0b, $d5, $09, $de, $0f, $0d, $ca, $7d, $47
.db $fd
;water area used in level 8-4
L_WaterArea3:
.db $49, $0f
.db $1e, $01, $39, $73, $5e, $07, $ae, $0b, $1e, $82
.db $6e, $88, $9e, $02, $0d, $04, $2e, $0b, $45, $09
.db $4e, $0f, $ed, $47
.db $fd
;-------------------------------------------------------------------------------------
;unused space
.db $ff
;-------------------------------------------------------------------------------------
;indirect jump routine called when
;$0770 is set to 1
GameMode:
lda OperMode_Task
jsr JumpEngine
.dw InitializeArea
.dw ScreenRoutines
.dw SecondaryGameSetup
.dw GameCoreRoutine
;-------------------------------------------------------------------------------------
GameCoreRoutine:
ldx CurrentPlayer ;get which player is on the screen
lda SavedJoypadBits,x ;use appropriate player's controller bits
sta SavedJoypadBits ;as the master controller bits
jsr GameRoutines ;execute one of many possible subs
lda OperMode_Task ;check major task of operating mode
cmp #$03 ;if we are supposed to be here,
bcs GameEngine ;branch to the game engine itself
rts
GameEngine:
jsr ProcFireball_Bubble ;process fireballs and air bubbles
ldx #$00
ProcELoop: stx <ObjectOffset ;put incremented offset in X as enemy object offset
jsr EnemiesAndLoopsCore ;process enemy objects
jsr FloateyNumbersRoutine ;process floatey numbers
inx
cpx #$06 ;do these two subroutines until the whole buffer is done
bne ProcELoop
jsr GetPlayerOffscreenBits ;get offscreen bits for player object
jsr RelativePlayerPosition ;get relative coordinates for player object
jsr PlayerGfxHandler ;draw the player
jsr BlockObjMT_Updater ;replace block objects with metatiles if necessary
ldx #$01
stx <ObjectOffset ;set offset for second
jsr BlockObjectsCore ;process second block object
dex
stx <ObjectOffset ;set offset for first
jsr BlockObjectsCore ;process first block object
jsr MiscObjectsCore ;process misc objects (hammer, jumping coins)
jsr ProcessCannons ;process bullet bill cannons
jsr ProcessWhirlpools ;process whirlpools
jsr FlagpoleRoutine ;process the flagpole
jsr RunGameTimer ;count down the game timer
jsr ColorRotation ;cycle one of the background colors
lda <Player_Y_HighPos
cmp #$02 ;if player is below the screen, don't bother with the music
bpl NoChgMus
lda StarInvincibleTimer ;if star mario invincibility timer at zero,
beq ClrPlrPal ;skip this part
cmp #$04
bne NoChgMus ;if not yet at a certain point, continue
lda IntervalTimerControl ;if interval timer not yet expired,
bne NoChgMus ;branch ahead, don't bother with the music
jsr GetAreaMusic ;to re-attain appropriate level music
NoChgMus: ldy StarInvincibleTimer ;get invincibility timer
lda <FrameCounter ;get frame counter
cpy #$08 ;if timer still above certain point,
bcs CycleTwo ;branch to cycle player's palette quickly
lsr a ;otherwise, divide by 8 to cycle every eighth frame
lsr a
CycleTwo: lsr a ;if branched here, divide by 2 to cycle every other frame
jsr CyclePlayerPalette ;do sub to cycle the palette (note: shares fire flower code)
jmp SaveAB ;then skip this sub to finish up the game engine
ClrPlrPal: jsr ResetPalStar ;do sub to clear player's palette bits in attributes
SaveAB: lda <A_B_Buttons ;save current A and B button
sta <PreviousA_B_Buttons ;into temp variable to be used on next frame
lda #$00
sta <Left_Right_Buttons ;nullify left and right buttons temp variable
UpdScrollVar: lda VRAM_Buffer_AddrCtrl
cmp #$06 ;if vram address controller set to 6 (one of two $0341s)
beq ExitEng ;then branch to leave
lda AreaParserTaskNum ;otherwise check number of tasks
bne RunParser
lda ScrollThirtyTwo ;get horizontal scroll in 0-31 or $00-$20 range
cmp #$20 ;check to see if exceeded $21
bmi ExitEng ;branch to leave if not
lda ScrollThirtyTwo
sbc #$20 ;otherwise subtract $20 to set appropriately
sta ScrollThirtyTwo ;and store
lda #$00 ;reset vram buffer offset used in conjunction with
sta VRAM_Buffer2_Offset ;level graphics buffer at $0341-$035f
RunParser: jsr AreaParserTaskHandler ;update the name table with more level graphics
ExitEng: rts ;and after all that, we're finally done!
;-------------------------------------------------------------------------------------
ScrollHandler:
lda Player_X_Scroll ;load value saved here
clc
adc Platform_X_Scroll ;add value used by left/right platforms
sta Player_X_Scroll ;save as new value here to impose force on scroll
lda ScrollLock ;check scroll lock flag
bne InitScrlAmt ;skip a bunch of code here if set
lda Player_Pos_ForScroll
cmp #$50 ;check player's horizontal screen position
bcc InitScrlAmt ;if less than 80 pixels to the right, branch
lda SideCollisionTimer ;if timer related to player's side collision
bne InitScrlAmt ;not expired, branch
ldy Player_X_Scroll ;get value and decrement by one
dey ;if value originally set to zero or otherwise
bmi InitScrlAmt ;negative for left movement, branch
iny
cpy #$02 ;if value $01, branch and do not decrement
bcc ChkNearMid
dey ;otherwise decrement by one
ChkNearMid: lda Player_Pos_ForScroll
cmp #$70 ;check player's horizontal screen position
bcc ScrollScreen ;if less than 112 pixels to the right, branch
ldy Player_X_Scroll ;otherwise get original value undecremented
ScrollScreen:
tya
sta ScrollAmount ;save value here
clc
adc ScrollThirtyTwo ;add to value already set here
sta ScrollThirtyTwo ;save as new value here
tya
clc
adc ScreenLeft_X_Pos ;add to left side coordinate
sta ScreenLeft_X_Pos ;save as new left side coordinate
sta HorizontalScroll ;save here also
lda ScreenLeft_PageLoc
adc #$00 ;add carry to page location for left
sta ScreenLeft_PageLoc ;side of the screen
and #$01 ;get LSB of page location
sta <$00 ;save as temp variable for PPU register 1 mirror
lda Mirror_PPU_CTRL_REG1 ;get PPU register 1 mirror
and #%11111110 ;save all bits except d0
ora <$00 ;get saved bit here and save in PPU register 1
sta Mirror_PPU_CTRL_REG1 ;mirror to be used to set name table later
jsr GetScreenPosition ;figure out where the right side is
lda #$08
sta ScrollIntervalTimer ;set scroll timer (residual, not used elsewhere)
jmp ChkPOffscr ;skip this part
InitScrlAmt: lda #$00
sta ScrollAmount ;initialize value here
ChkPOffscr: ldx #$00 ;set X for player offset
jsr GetXOffscreenBits ;get horizontal offscreen bits for player
sta <$00 ;save them here
ldy #$00 ;load default offset (left side)
asl a ;if d7 of offscreen bits are set,
bcs KeepOnscr ;branch with default offset
iny ;otherwise use different offset (right side)
lda <$00
and #%00100000 ;check offscreen bits for d5 set
beq InitPlatScrl ;if not set, branch ahead of this part
KeepOnscr: lda ScreenEdge_X_Pos,y ;get left or right side coordinate based on offset
sec
sbc X_SubtracterData,y ;subtract amount based on offset
sta <Player_X_Position ;store as player position to prevent movement further
lda ScreenEdge_PageLoc,y ;get left or right page location based on offset
sbc #$00 ;subtract borrow
sta <Player_PageLoc ;save as player's page location
lda <Left_Right_Buttons ;check saved controller bits
cmp OffscrJoypadBitsData,y ;against bits based on offset
beq InitPlatScrl ;if not equal, branch
lda #$00
sta <Player_X_Speed ;otherwise nullify horizontal speed of player
InitPlatScrl: lda #$00 ;nullify platform force imposed on scroll
sta Platform_X_Scroll
rts
X_SubtracterData:
.db $00, $10
OffscrJoypadBitsData:
.db $01, $02
;-------------------------------------------------------------------------------------
GetScreenPosition:
lda ScreenLeft_X_Pos ;get coordinate of screen's left boundary
clc
adc #$ff ;add 255 pixels
sta ScreenRight_X_Pos ;store as coordinate of screen's right boundary
lda ScreenLeft_PageLoc ;get page number where left boundary is
adc #$00 ;add carry from before
sta ScreenRight_PageLoc ;store as page number where right boundary is
rts
;-------------------------------------------------------------------------------------
GameRoutines:
lda <GameEngineSubroutine ;run routine based on number (a few of these routines are
jsr JumpEngine ;merely placeholders as conditions for other routines)
.dw Entrance_GameTimerSetup
.dw Vine_AutoClimb
.dw SideExitPipeEntry
.dw VerticalPipeEntry
.dw FlagpoleSlide
.dw PlayerEndLevel
.dw PlayerLoseLife
.dw PlayerEntrance
.dw PlayerCtrlRoutine
.dw PlayerChangeSize
.dw PlayerInjuryBlink
.dw PlayerDeath
.dw PlayerFireFlower
;-------------------------------------------------------------------------------------
PlayerEntrance:
lda AltEntranceControl ;check for mode of alternate entry
cmp #$02
beq EntrMode2 ;if found, branch to enter from pipe or with vine
lda #$00
ldy <Player_Y_Position ;if vertical position above a certain
cpy #$30 ;point, nullify controller bits and continue
bcc AutoControlPlayer ;with player movement code, do not return
lda PlayerEntranceCtrl ;check player entry bits from header
cmp #$06
beq ChkBehPipe ;if set to 6 or 7, execute pipe intro code
cmp #$07 ;otherwise branch to normal entry
bne PlayerRdy
ChkBehPipe: lda Player_SprAttrib ;check for sprite attributes
bne IntroEntr ;branch if found
lda #$01
jmp AutoControlPlayer ;force player to walk to the right
IntroEntr: jsr EnterSidePipe ;execute sub to move player to the right
dec ChangeAreaTimer ;decrement timer for change of area
bne ExitEntr ;branch to exit if not yet expired
inc DisableIntermediate ;set flag to skip world and lives display
jmp NextArea ;jump to increment to next area and set modes
EntrMode2: lda JoypadOverride ;if controller override bits set here,
bne VineEntr ;branch to enter with vine
lda #$ff ;otherwise, set value here then execute sub
jsr MovePlayerYAxis ;to move player upwards (note $ff = -1)
lda <Player_Y_Position ;check to see if player is at a specific coordinate
cmp #$91 ;if player risen to a certain point (this requires pipes
bcc PlayerRdy ;to be at specific height to look/function right) branch
rts ;to the last part, otherwise leave
VineEntr: lda VineHeight
cmp #$60 ;check vine height
bne ExitEntr ;if vine not yet reached maximum height, branch to leave
lda <Player_Y_Position ;get player's vertical coordinate
cmp #$99 ;check player's vertical coordinate against preset value
ldy #$00 ;load default values to be written to
lda #$01 ;this value moves player to the right off the vine
bcc OffVine ;if vertical coordinate < preset value, use defaults
lda #$03
sta <Player_State ;otherwise set player state to climbing
iny ;increment value in Y
lda #$08 ;set block in block buffer to cover hole, then
STA Block_Buffer_1+180
; sta Block_Buffer_1+$b4 ;use same value to force player to climb
OffVine: sty DisableCollisionDet ;set collision detection disable flag
jsr AutoControlPlayer ;use contents of A to move player up or right, execute sub
lda <Player_X_Position
cmp #$48 ;check player's horizontal position
bcc ExitEntr ;if not far enough to the right, branch to leave
PlayerRdy: lda #$08 ;set routine to be executed by game engine next frame
sta <GameEngineSubroutine
lda #$01 ;set to face player to the right
sta <PlayerFacingDir
lsr a ;init A
sta AltEntranceControl ;init mode of entry
sta DisableCollisionDet ;init collision detection disable flag
sta JoypadOverride ;nullify controller override bits
ExitEntr: rts ;leave!
;-------------------------------------------------------------------------------------
;$07 - used to hold upper limit of high byte when player falls down hole
AutoControlPlayer:
sta SavedJoypadBits ;override controller bits with contents of A if executing here
PlayerCtrlRoutine:
lda <GameEngineSubroutine ;check task here
cmp #$0b ;if certain value is set, branch to skip controller bit loading
beq SizeChk
lda AreaType ;are we in a water type area?
bne SaveJoyp ;if not, branch
ldy <Player_Y_HighPos
dey ;if not in vertical area between
bne DisJoyp ;status bar and bottom, branch
lda <Player_Y_Position
cmp #$d0 ;if nearing the bottom of the screen or
bcc SaveJoyp ;not in the vertical area between status bar or bottom,
DisJoyp: lda #$00 ;disable controller bits
sta SavedJoypadBits
SaveJoyp: lda SavedJoypadBits ;otherwise store A and B buttons in $0a
and #%11000000
sta <A_B_Buttons
lda SavedJoypadBits ;store left and right buttons in $0c
and #%00000011
sta <Left_Right_Buttons
lda SavedJoypadBits ;store up and down buttons in $0b
and #%00001100
sta <Up_Down_Buttons
and #%00000100 ;check for pressing down
beq SizeChk ;if not, branch
lda <Player_State ;check player's state
bne SizeChk ;if not on the ground, branch
ldy <Left_Right_Buttons ;check left and right
beq SizeChk ;if neither pressed, branch
lda #$00
sta <Left_Right_Buttons ;if pressing down while on the ground,
sta <Up_Down_Buttons ;nullify directional bits
SizeChk: jsr PlayerMovementSubs ;run movement subroutines
ldy #$01 ;is player small?
lda PlayerSize
bne ChkMoveDir
ldy #$00 ;check for if crouching
lda CrouchingFlag
beq ChkMoveDir ;if not, branch ahead
ldy #$02 ;if big and crouching, load y with 2
ChkMoveDir: sty Player_BoundBoxCtrl ;set contents of Y as player's bounding box size control
lda #$01 ;set moving direction to right by default
ldy <Player_X_Speed ;check player's horizontal speed
beq PlayerSubs ;if not moving at all horizontally, skip this part
bpl SetMoveDir ;if moving to the right, use default moving direction
asl a ;otherwise change to move to the left
SetMoveDir: sta <Player_MovingDir ;set moving direction
PlayerSubs: jsr ScrollHandler ;move the screen if necessary
jsr GetPlayerOffscreenBits ;get player's offscreen bits
jsr RelativePlayerPosition ;get coordinates relative to the screen
ldx #$00 ;set offset for player object
jsr BoundingBoxCore ;get player's bounding box coordinates
jsr PlayerBGCollision ;do collision detection and process
lda <Player_Y_Position
cmp #$40 ;check to see if player is higher than 64th pixel
bcc PlayerHole ;if so, branch ahead
lda <GameEngineSubroutine
cmp #$05 ;if running end-of-level routine, branch ahead
beq PlayerHole
cmp #$07 ;if running player entrance routine, branch ahead
beq PlayerHole
cmp #$04 ;if running routines $00-$03, branch ahead
bcc PlayerHole
lda Player_SprAttrib
and #%11011111 ;otherwise nullify player's
sta Player_SprAttrib ;background priority flag
PlayerHole: lda <Player_Y_HighPos ;check player's vertical high byte
cmp #$02 ;for below the screen
bmi ExitCtrl ;branch to leave if not that far down
ldx #$01
stx ScrollLock ;set scroll lock
ldy #$04
sty <$07 ;set value here
ldx #$00 ;use X as flag, and clear for cloud level
ldy GameTimerExpiredFlag ;check game timer expiration flag
bne HoleDie ;if set, branch
ldy CloudTypeOverride ;check for cloud type override
bne ChkHoleX ;skip to last part if found
HoleDie: inx ;set flag in X for player death
ldy <GameEngineSubroutine
cpy #$0b ;check for some other routine running
beq ChkHoleX ;if so, branch ahead
ldy DeathMusicLoaded ;check value here
bne HoleBottom ;if already set, branch to next part
iny
sty <EventMusicQueue ;otherwise play death music
sty DeathMusicLoaded ;and set value here
HoleBottom: ldy #$06
sty <$07 ;change value here
ChkHoleX: cmp <$07 ;compare vertical high byte with value set here
bmi ExitCtrl ;if less, branch to leave
dex ;otherwise decrement flag in X
bmi CloudExit ;if flag was clear, branch to set modes and other values
ldy EventMusicBuffer ;check to see if music is still playing
bne ExitCtrl ;branch to leave if so
lda #$06 ;otherwise set to run lose life routine
sta <GameEngineSubroutine ;on next frame
ExitCtrl: rts ;leave
CloudExit:
lda #$00
sta JoypadOverride ;clear controller override bits if any are set
jsr SetEntr ;do sub to set secondary mode
inc AltEntranceControl ;set mode of entry to 3
rts
;-------------------------------------------------------------------------------------
Vine_AutoClimb:
lda <Player_Y_HighPos ;check to see whether player reached position
bne AutoClimb ;above the status bar yet and if so, set modes
lda <Player_Y_Position
cmp #$e4
bcc SetEntr
AutoClimb: lda #%00001000 ;set controller bits override to up
sta JoypadOverride
ldy #$03 ;set player state to climbing
sty <Player_State
jmp AutoControlPlayer
SetEntr: lda #$02 ;set starting position to override
sta AltEntranceControl
jmp ChgAreaMode ;set modes
;-------------------------------------------------------------------------------------
VerticalPipeEntry:
lda #$01 ;set 1 as movement amount
jsr MovePlayerYAxis ;do sub to move player downwards
jsr ScrollHandler ;do sub to scroll screen with saved force if necessary
ldy #$00 ;load default mode of entry
lda WarpZoneControl ;check warp zone control variable/flag
bne ChgAreaPipe ;if set, branch to use mode 0
iny
lda AreaType ;check for castle level type
cmp #$03
bne ChgAreaPipe ;if not castle type level, use mode 1
iny
jmp ChgAreaPipe ;otherwise use mode 2
MovePlayerYAxis:
clc
adc <Player_Y_Position ;add contents of A to player position
sta <Player_Y_Position
rts
;-------------------------------------------------------------------------------------
SideExitPipeEntry:
jsr EnterSidePipe ;execute sub to move player to the right
ldy #$02
ChgAreaPipe: dec ChangeAreaTimer ;decrement timer for change of area
bne ExitCAPipe
sty AltEntranceControl ;when timer expires set mode of alternate entry
ChgAreaMode: inc DisableScreenFlag ;set flag to disable screen output
lda #$00
sta OperMode_Task ;set secondary mode of operation
sta Sprite0HitDetectFlag ;disable sprite 0 check
ExitCAPipe: rts ;leave
EnterSidePipe:
lda #$08 ;set player's horizontal speed
sta <Player_X_Speed
ldy #$01 ;set controller right button by default
lda <Player_X_Position ;mask out higher nybble of player's
and #%00001111 ;horizontal position
bne RightPipe
sta <Player_X_Speed ;if lower nybble = 0, set as horizontal speed
tay ;and nullify controller bit override here
RightPipe: tya ;use contents of Y to
jsr AutoControlPlayer ;execute player control routine with ctrl bits nulled
rts
;-------------------------------------------------------------------------------------
PlayerChangeSize:
lda TimerControl ;check master timer control
cmp #$f8 ;for specific moment in time
bne EndChgSize ;branch if before or after that point
jmp InitChangeSize ;otherwise run code to get growing/shrinking going
EndChgSize: cmp #$c4 ;check again for another specific moment
bne ExitChgSize ;and branch to leave if before or after that point
jsr DonePlayerTask ;otherwise do sub to init timer control and set routine
ExitChgSize: rts ;and then leave
;-------------------------------------------------------------------------------------
PlayerInjuryBlink:
lda TimerControl ;check master timer control
cmp #$f0 ;for specific moment in time
bcs ExitBlink ;branch if before that point
cmp #$c8 ;check again for another specific point
beq DonePlayerTask ;branch if at that point, and not before or after
jmp PlayerCtrlRoutine ;otherwise run player control routine
ExitBlink: bne ExitBoth ;do unconditional branch to leave
InitChangeSize:
ldy PlayerChangeSizeFlag ;if growing/shrinking flag already set
bne ExitBoth ;then branch to leave
sty PlayerAnimCtrl ;otherwise initialize player's animation frame control
inc PlayerChangeSizeFlag ;set growing/shrinking flag
lda PlayerSize
eor #$01 ;invert player's size
sta PlayerSize
ExitBoth: rts ;leave
;-------------------------------------------------------------------------------------
;$00 - used in CyclePlayerPalette to store current palette to cycle
PlayerDeath:
lda TimerControl ;check master timer control
cmp #$f0 ;for specific moment in time
bcs ExitDeath ;branch to leave if before that point
jmp PlayerCtrlRoutine ;otherwise run player control routine
DonePlayerTask:
lda #$00
sta TimerControl ;initialize master timer control to continue timers
lda #$08
sta <GameEngineSubroutine ;set player control routine to run next frame
rts ;leave
PlayerFireFlower:
lda TimerControl ;check master timer control
cmp #$c0 ;for specific moment in time
beq ResetPalFireFlower ;branch if at moment, not before or after
lda <FrameCounter ;get frame counter
lsr a
lsr a ;divide by four to change every four frames
CyclePlayerPalette:
and #$03 ;mask out all but d1-d0 (previously d3-d2)
sta <$00 ;store result here to use as palette bits
lda Player_SprAttrib ;get player attributes
and #%11111100 ;save any other bits but palette bits
ora <$00 ;add palette bits
sta Player_SprAttrib ;store as new player attributes
rts ;and leave
ResetPalFireFlower:
jsr DonePlayerTask ;do sub to init timer control and run player control routine
ResetPalStar:
lda Player_SprAttrib ;get player attributes
and #%11111100 ;mask out palette bits to force palette 0
sta Player_SprAttrib ;store as new player attributes
rts ;and leave
ExitDeath:
rts ;leave from death routine
;-------------------------------------------------------------------------------------
FlagpoleSlide:
lda <Enemy_ID+5 ;check special use enemy slot
cmp #FlagpoleFlagObject ;for flagpole flag object
bne NoFPObj ;if not found, branch to something residual
lda FlagpoleSoundQueue ;load flagpole sound
sta <Square1SoundQueue ;into square 1's sfx queue
lda #$00
sta FlagpoleSoundQueue ;init flagpole sound queue
ldy <Player_Y_Position
cpy #$9e ;check to see if player has slid down
bcs SlidePlayer ;far enough, and if so, branch with no controller bits set
lda #$04 ;otherwise force player to climb down (to slide)
SlidePlayer: jmp AutoControlPlayer ;jump to player control routine
NoFPObj: inc <GameEngineSubroutine ;increment to next routine (this may
rts ;be residual code)
;-------------------------------------------------------------------------------------
Hidden1UpCoinAmts:
.db $15, $23, $16, $1b, $17, $18, $23, $63
PlayerEndLevel:
lda #$01 ;force player to walk to the right
jsr AutoControlPlayer
lda <Player_Y_Position ;check player's vertical position
cmp #$ae
bcc ChkStop ;if player is not yet off the flagpole, skip this part
lda ScrollLock ;if scroll lock not set, branch ahead to next part
beq ChkStop ;because we only need to do this part once
lda #EndOfLevelMusic
sta <EventMusicQueue ;load win level music in event music queue
lda #$00
sta ScrollLock ;turn off scroll lock to skip this part later
ChkStop: lda Player_CollisionBits ;get player collision bits
lsr a ;check for d0 set
bcs RdyNextA ;if d0 set, skip to next part
lda StarFlagTaskControl ;if star flag task control already set,
bne InCastle ;go ahead with the rest of the code
inc StarFlagTaskControl ;otherwise set task control now (this gets ball rolling!)
InCastle: lda #%00100000 ;set player's background priority bit to
sta Player_SprAttrib ;give illusion of being inside the castle
RdyNextA: lda StarFlagTaskControl
cmp #$05 ;if star flag task control not yet set
bne ExitNA ;beyond last valid task number, branch to leave
inc LevelNumber ;increment level number used for game logic
lda LevelNumber
cmp #$03 ;check to see if we have yet reached level -4
bne NextArea ;and skip this last part here if not
ldy WorldNumber ;get world number as offset
lda CoinTallyFor1Ups ;check third area coin tally for bonus 1-ups
cmp Hidden1UpCoinAmts,y ;against minimum value, if player has not collected
bcc NextArea ;at least this number of coins, leave flag clear
inc Hidden1UpFlag ;otherwise set hidden 1-up box control flag
NextArea: inc AreaNumber ;increment area number used for address loader
jsr LoadAreaPointer ;get new level pointer
inc FetchNewGameTimerFlag ;set flag to load new game timer
jsr ChgAreaMode ;do sub to set secondary mode, disable screen and sprite 0
sta HalfwayPage ;reset halfway page to 0 (beginning)
lda #Silence
sta <EventMusicQueue ;silence music and leave
ExitNA: rts
;-------------------------------------------------------------------------------------
PlayerMovementSubs:
lda #$00 ;set A to init crouch flag by default
ldy PlayerSize ;is player small?
bne SetCrouch ;if so, branch
lda <Player_State ;check state of player
bne ProcMove ;if not on the ground, branch
lda <Up_Down_Buttons ;load controller bits for up and down
and #%00000100 ;single out bit for down button
SetCrouch: sta CrouchingFlag ;store value in crouch flag
ProcMove: jsr PlayerPhysicsSub ;run sub related to jumping and swimming
lda PlayerChangeSizeFlag ;if growing/shrinking flag set,
bne NoMoveSub ;branch to leave
lda <Player_State
cmp #$03 ;get player state
beq MoveSubs ;if climbing, branch ahead, leave timer unset
ldy #$18
sty ClimbSideTimer ;otherwise reset timer now
MoveSubs: jsr JumpEngine
.dw OnGroundStateSub
.dw JumpSwimSub
.dw FallingSub
.dw ClimbingSub
NoMoveSub: rts
;-------------------------------------------------------------------------------------
;$00 - used by ClimbingSub to store high vertical adder
OnGroundStateSub:
jsr GetPlayerAnimSpeed ;do a sub to set animation frame timing
lda <Left_Right_Buttons
beq GndMove ;if left/right controller bits not set, skip instruction
sta <PlayerFacingDir ;otherwise set new facing direction
GndMove: jsr ImposeFriction ;do a sub to impose friction on player's walk/run
jsr MovePlayerHorizontally ;do another sub to move player horizontally
sta Player_X_Scroll ;set returned value as player's movement speed for scroll
rts
;--------------------------------
FallingSub:
lda VerticalForceDown
sta VerticalForce ;dump vertical movement force for falling into main one
jmp LRAir ;movement force, then skip ahead to process left/right movement
;--------------------------------
JumpSwimSub:
ldy <Player_Y_Speed ;if player's vertical speed zero
bpl DumpFall ;or moving downwards, branch to falling
lda <A_B_Buttons
and #A_Button ;check to see if A button is being pressed
and <PreviousA_B_Buttons ;and was pressed in previous frame
bne ProcSwim ;if so, branch elsewhere
lda JumpOrigin_Y_Position ;get vertical position player jumped from
sec
sbc <Player_Y_Position ;subtract current from original vertical coordinate
cmp DiffToHaltJump ;compare to value set here to see if player is in mid-jump
bcc ProcSwim ;or just starting to jump, if just starting, skip ahead
DumpFall: lda VerticalForceDown ;otherwise dump falling into main fractional
sta VerticalForce
ProcSwim: lda SwimmingFlag ;if swimming flag not set,
beq LRAir ;branch ahead to last part
jsr GetPlayerAnimSpeed ;do a sub to get animation frame timing
lda <Player_Y_Position
cmp #$14 ;check vertical position against preset value
bcs LRWater ;if not yet reached a certain position, branch ahead
lda #$18
sta VerticalForce ;otherwise set fractional
LRWater: lda <Left_Right_Buttons ;check left/right controller bits (check for swimming)
beq LRAir ;if not pressing any, skip
sta <PlayerFacingDir ;otherwise set facing direction accordingly
LRAir: lda <Left_Right_Buttons ;check left/right controller bits (check for jumping/falling)
beq JSMove ;if not pressing any, skip
jsr ImposeFriction ;otherwise process horizontal movement
JSMove: jsr MovePlayerHorizontally ;do a sub to move player horizontally
sta Player_X_Scroll ;set player's speed here, to be used for scroll later
lda <GameEngineSubroutine
cmp #$0b ;check for specific routine selected
bne ExitMov1 ;branch if not set to run
lda #$28
sta VerticalForce ;otherwise set fractional
ExitMov1: jmp MovePlayerVertically ;jump to move player vertically, then leave
;--------------------------------
ClimbAdderLow:
.db $0e, $04, $fc, $f2
ClimbAdderHigh:
.db $00, $00, $ff, $ff
ClimbingSub:
lda Player_YMF_Dummy
clc ;add movement force to dummy variable
adc Player_Y_MoveForce ;save with carry
sta Player_YMF_Dummy
ldy #$00 ;set default adder here
lda <Player_Y_Speed ;get player's vertical speed
bpl MoveOnVine ;if not moving upwards, branch
dey ;otherwise set adder to $ff
MoveOnVine: sty <$00 ;store adder here
adc <Player_Y_Position ;add carry to player's vertical position
sta <Player_Y_Position ;and store to move player up or down
lda <Player_Y_HighPos
adc <$00 ;add carry to player's page location
sta <Player_Y_HighPos ;and store
lda <Left_Right_Buttons ;compare left/right controller bits
and Player_CollisionBits ;to collision flag
beq InitCSTimer ;if not set, skip to end
ldy ClimbSideTimer ;otherwise check timer
bne ExitCSub ;if timer not expired, branch to leave
ldy #$18
sty ClimbSideTimer ;otherwise set timer now
ldx #$00 ;set default offset here
ldy <PlayerFacingDir ;get facing direction
lsr a ;move right button controller bit to carry
bcs ClimbFD ;if controller right pressed, branch ahead
inx
inx ;otherwise increment offset by 2 bytes
ClimbFD: dey ;check to see if facing right
beq CSetFDir ;if so, branch, do not increment
inx ;otherwise increment by 1 byte
CSetFDir: lda <Player_X_Position
clc ;add or subtract from player's horizontal position
adc ClimbAdderLow,x ;using value here as adder and X as offset
sta <Player_X_Position
lda <Player_PageLoc ;add or subtract carry or borrow using value here
adc ClimbAdderHigh,x ;from the player's page location
sta <Player_PageLoc
lda <Left_Right_Buttons ;get left/right controller bits again
eor #%00000011 ;invert them and store them while player
sta <PlayerFacingDir ;is on vine to face player in opposite direction
ExitCSub: rts ;then leave
InitCSTimer: sta ClimbSideTimer ;initialize timer here
rts
;-------------------------------------------------------------------------------------
;$00 - used to store offset to friction data
JumpMForceData:
.db $20, $20, $1e, $28, $28, $0d, $04
FallMForceData:
.db $70, $70, $60, $90, $90, $0a, $09
PlayerYSpdData:
.db $fc, $fc, $fc, $fb, $fb, $fe, $ff
InitMForceData:
.db $00, $00, $00, $00, $00, $80, $00
MaxLeftXSpdData:
.db $d8, $e8, $f0
MaxRightXSpdData:
.db $28, $18, $10
.db $0c ;used for pipe intros
FrictionData:
.db $e4, $98, $d0
Climb_Y_SpeedData:
.db $00, $ff, $01
Climb_Y_MForceData:
.db $00, $20, $ff
PlayerPhysicsSub:
lda <Player_State ;check player state
cmp #$03
bne CheckForJumping ;if not climbing, branch
ldy #$00
lda <Up_Down_Buttons ;get controller bits for up/down
and Player_CollisionBits ;check against player's collision detection bits
beq ProcClimb ;if not pressing up or down, branch
iny
and #%00001000 ;check for pressing up
bne ProcClimb
iny
ProcClimb: ldx Climb_Y_MForceData,y ;load value here
stx Player_Y_MoveForce ;store as vertical movement force
lda #$08 ;load default animation timing
ldx Climb_Y_SpeedData,y ;load some other value here
stx <Player_Y_Speed ;store as vertical speed
bmi SetCAnim ;if climbing down, use default animation timing value
lsr a ;otherwise divide timer setting by 2
SetCAnim: sta PlayerAnimTimerSet ;store animation timer setting and leave
rts
CheckForJumping:
lda JumpspringAnimCtrl ;if jumpspring animating,
bne NoJump ;skip ahead to something else
lda <A_B_Buttons ;check for A button press
and #A_Button
beq NoJump ;if not, branch to something else
and <PreviousA_B_Buttons ;if button not pressed in previous frame, branch
beq ProcJumping
NoJump: jmp X_Physics ;otherwise, jump to something else
ProcJumping:
lda <Player_State ;check player state
beq InitJS ;if on the ground, branch
lda SwimmingFlag ;if swimming flag not set, jump to do something else
beq NoJump ;to prevent midair jumping, otherwise continue
lda JumpSwimTimer ;if jump/swim timer nonzero, branch
bne InitJS
lda <Player_Y_Speed ;check player's vertical speed
bpl InitJS ;if player's vertical speed motionless or down, branch
jmp X_Physics ;if timer at zero and player still rising, do not swim
InitJS: lda #$20 ;set jump/swim timer
sta JumpSwimTimer
ldy #$00 ;initialize vertical force and dummy variable
sty Player_YMF_Dummy
sty Player_Y_MoveForce
lda <Player_Y_HighPos ;get vertical high and low bytes of jump origin
sta JumpOrigin_Y_HighPos ;and store them next to each other here
lda <Player_Y_Position
sta JumpOrigin_Y_Position
lda #$01 ;set player state to jumping/swimming
sta <Player_State
lda Player_XSpeedAbsolute ;check value related to walking/running speed
cmp #$09
bcc ChkWtr ;branch if below certain values, increment Y
iny ;for each amount equal or exceeded
cmp #$10
bcc ChkWtr
iny
cmp #$19
bcc ChkWtr
iny
cmp #$1c
bcc ChkWtr ;note that for jumping, range is 0-4 for Y
iny
ChkWtr: lda #$01 ;set value here (apparently always set to 1)
sta DiffToHaltJump
lda SwimmingFlag ;if swimming flag disabled, branch
beq GetYPhy
ldy #$05 ;otherwise set Y to 5, range is 5-6
lda Whirlpool_Flag ;if whirlpool flag not set, branch
beq GetYPhy
iny ;otherwise increment to 6
GetYPhy: lda JumpMForceData,y ;store appropriate jump/swim
sta VerticalForce ;data here
lda FallMForceData,y
sta VerticalForceDown
lda InitMForceData,y
sta Player_Y_MoveForce
lda PlayerYSpdData,y
sta <Player_Y_Speed
lda SwimmingFlag ;if swimming flag disabled, branch
beq PJumpSnd
lda #Sfx_EnemyStomp ;load swim/goomba stomp sound into
sta <Square1SoundQueue ;square 1's sfx queue
lda <Player_Y_Position
cmp #$14 ;check vertical low byte of player position
bcs X_Physics ;if below a certain point, branch
lda #$00 ;otherwise reset player's vertical speed
sta <Player_Y_Speed ;and jump to something else to keep player
jmp X_Physics ;from swimming above water level
PJumpSnd: lda #Sfx_BigJump ;load big mario's jump sound by default
ldy PlayerSize ;is mario big?
beq SJumpSnd
lda #Sfx_SmallJump ;if not, load small mario's jump sound
SJumpSnd: sta <Square1SoundQueue ;store appropriate jump sound in square 1 sfx queue
X_Physics: ldy #$00
sty <$00 ;init value here
lda <Player_State ;if mario is on the ground, branch
beq ProcPRun
lda Player_XSpeedAbsolute ;check something that seems to be related
cmp #$19 ;to mario's speed
bcs GetXPhy ;if =>$19 branch here
bcc ChkRFast ;if not branch elsewhere
ProcPRun: iny ;if mario on the ground, increment Y
lda AreaType ;check area type
beq ChkRFast ;if water type, branch
dey ;decrement Y by default for non-water type area
lda <Left_Right_Buttons ;get left/right controller bits
cmp <Player_MovingDir ;check against moving direction
bne ChkRFast ;if controller bits <> moving direction, skip this part
lda <A_B_Buttons ;check for b button pressed
and #B_Button
bne SetRTmr ;if pressed, skip ahead to set timer
lda RunningTimer ;check for running timer set
bne GetXPhy ;if set, branch
ChkRFast: iny ;if running timer not set or level type is water,
inc <$00 ;increment Y again and temp variable in memory
lda RunningSpeed
bne FastXSp ;if running speed set here, branch
lda Player_XSpeedAbsolute
cmp #$21 ;otherwise check player's walking/running speed
bcc GetXPhy ;if less than a certain amount, branch ahead
FastXSp: inc <$00 ;if running speed set or speed => $21 increment $00
jmp GetXPhy ;and jump ahead
SetRTmr: lda #$0a ;if b button pressed, set running timer
sta RunningTimer
GetXPhy: lda MaxLeftXSpdData,y ;get maximum speed to the left
sta MaximumLeftSpeed
lda <GameEngineSubroutine ;check for specific routine running
cmp #$07 ;(player entrance)
bne GetXPhy2 ;if not running, skip and use old value of Y
ldy #$03 ;otherwise set Y to 3
GetXPhy2: lda MaxRightXSpdData,y ;get maximum speed to the right
sta MaximumRightSpeed
ldy <$00 ;get other value in memory
lda FrictionData,y ;get value using value in memory as offset
sta FrictionAdderLow
lda #$00
sta FrictionAdderHigh ;init something here
lda <PlayerFacingDir
cmp <Player_MovingDir ;check facing direction against moving direction
beq ExitPhy ;if the same, branch to leave
asl FrictionAdderLow ;otherwise shift d7 of friction adder low into carry
rol FrictionAdderHigh ;then rotate carry onto d0 of friction adder high
ExitPhy: rts ;and then leave
;-------------------------------------------------------------------------------------
PlayerAnimTmrData:
.db $02, $04, $07
GetPlayerAnimSpeed:
ldy #$00 ;initialize offset in Y
lda Player_XSpeedAbsolute ;check player's walking/running speed
cmp #$1c ;against preset amount
bcs SetRunSpd ;if greater than a certain amount, branch ahead
iny ;otherwise increment Y
cmp #$0e ;compare against lower amount
bcs ChkSkid ;if greater than this but not greater than first, skip increment
iny ;otherwise increment Y again
ChkSkid: lda SavedJoypadBits ;get controller bits
and #%01111111 ;mask out A button
beq SetAnimSpd ;if no other buttons pressed, branch ahead of all this
and #$03 ;mask out all others except left and right
cmp <Player_MovingDir ;check against moving direction
bne ProcSkid ;if left/right controller bits <> moving direction, branch
lda #$00 ;otherwise set zero value here
SetRunSpd: sta RunningSpeed ;store zero or running speed here
jmp SetAnimSpd
ProcSkid: lda Player_XSpeedAbsolute ;check player's walking/running speed
cmp #$0b ;against one last amount
bcs SetAnimSpd ;if greater than this amount, branch
lda <PlayerFacingDir
sta <Player_MovingDir ;otherwise use facing direction to set moving direction
lda #$00
sta <Player_X_Speed ;nullify player's horizontal speed
sta Player_X_MoveForce ;and dummy variable for player
SetAnimSpd: lda PlayerAnimTmrData,y ;get animation timer setting using Y as offset
sta PlayerAnimTimerSet
rts
;-------------------------------------------------------------------------------------
ImposeFriction:
and Player_CollisionBits ;perform AND between left/right controller bits and collision flag
cmp #$00 ;then compare to zero (this instruction is redundant)
bne JoypFrict ;if any bits set, branch to next part
lda <Player_X_Speed
beq SetAbsSpd ;if player has no horizontal speed, branch ahead to last part
bpl RghtFrict ;if player moving to the right, branch to slow
bmi LeftFrict ;otherwise logic dictates player moving left, branch to slow
JoypFrict: lsr a ;put right controller bit into carry
bcc RghtFrict ;if left button pressed, carry = 0, thus branch
LeftFrict: lda Player_X_MoveForce ;load value set here
clc
adc FrictionAdderLow ;add to it another value set here
sta Player_X_MoveForce ;store here
lda <Player_X_Speed
adc FrictionAdderHigh ;add value plus carry to horizontal speed
sta <Player_X_Speed ;set as new horizontal speed
cmp MaximumRightSpeed ;compare against maximum value for right movement
bmi XSpdSign ;if horizontal speed greater negatively, branch
lda MaximumRightSpeed ;otherwise set preset value as horizontal speed
sta <Player_X_Speed ;thus slowing the player's left movement down
jmp SetAbsSpd ;skip to the end
RghtFrict: lda Player_X_MoveForce ;load value set here
sec
sbc FrictionAdderLow ;subtract from it another value set here
sta Player_X_MoveForce ;store here
lda <Player_X_Speed
sbc FrictionAdderHigh ;subtract value plus borrow from horizontal speed
sta <Player_X_Speed ;set as new horizontal speed
cmp MaximumLeftSpeed ;compare against maximum value for left movement
bpl XSpdSign ;if horizontal speed greater positively, branch
lda MaximumLeftSpeed ;otherwise set preset value as horizontal speed
sta <Player_X_Speed ;thus slowing the player's right movement down
XSpdSign: cmp #$00 ;if player not moving or moving to the right,
bpl SetAbsSpd ;branch and leave horizontal speed value unmodified
eor #$ff
clc ;otherwise get two's compliment to get absolute
adc #$01 ;unsigned walking/running speed
SetAbsSpd: sta Player_XSpeedAbsolute ;store walking/running speed here and leave
rts
;-------------------------------------------------------------------------------------
;$00 - used to store downward movement force in FireballObjCore
;$02 - used to store maximum vertical speed in FireballObjCore
;$07 - used to store pseudorandom bit in BubbleCheck
ProcFireball_Bubble:
lda PlayerStatus ;check player's status
cmp #$02
bcc ProcAirBubbles ;if not fiery, branch
lda <A_B_Buttons
and #B_Button ;check for b button pressed
beq ProcFireballs ;branch if not pressed
and <PreviousA_B_Buttons
bne ProcFireballs ;if button pressed in previous frame, branch
lda FireballCounter ;load fireball counter
and #%00000001 ;get LSB and use as offset for buffer
tax
lda <Fireball_State,x ;load fireball state
bne ProcFireballs ;if not inactive, branch
ldy <Player_Y_HighPos ;if player too high or too low, branch
dey
bne ProcFireballs
lda CrouchingFlag ;if player crouching, branch
bne ProcFireballs
lda <Player_State ;if player's state = climbing, branch
cmp #$03
beq ProcFireballs
lda #Sfx_Fireball ;play fireball sound effect
sta <Square1SoundQueue
lda #$02 ;load state
sta <Fireball_State,x
ldy PlayerAnimTimerSet ;copy animation frame timer setting
sty FireballThrowingTimer ;into fireball throwing timer
dey
sty PlayerAnimTimer ;decrement and store in player's animation timer
inc FireballCounter ;increment fireball counter
ProcFireballs:
ldx #$00
jsr FireballObjCore ;process first fireball object
ldx #$01
jsr FireballObjCore ;process second fireball object, then do air bubbles
ProcAirBubbles:
lda AreaType ;if not water type level, skip the rest of this
bne BublExit
ldx #$02 ;otherwise load counter and use as offset
BublLoop: stx <ObjectOffset ;store offset
jsr BubbleCheck ;check timers and coordinates, create air bubble
jsr RelativeBubblePosition ;get relative coordinates
jsr GetBubbleOffscreenBits ;get offscreen information
jsr DrawBubble ;draw the air bubble
dex
bpl BublLoop ;do this until all three are handled
BublExit: rts ;then leave
FireballXSpdData:
.db $40, $c0
FireballObjCore:
stx <ObjectOffset ;store offset as current object
lda <Fireball_State,x ;check for d7 = 1
asl a
bcs FireballExplosion ;if so, branch to get relative coordinates and draw explosion
ldy <Fireball_State,x ;if fireball inactive, branch to leave
beq NoFBall
dey ;if fireball state set to 1, skip this part and just run it
beq RunFB
lda <Player_X_Position ;get player's horizontal position
adc #$04 ;add four pixels and store as fireball's horizontal position
sta <Fireball_X_Position,x
lda <Player_PageLoc ;get player's page location
adc #$00 ;add carry and store as fireball's page location
sta <Fireball_PageLoc,x
lda <Player_Y_Position ;get player's vertical position and store
sta <Fireball_Y_Position,x
lda #$01 ;set high byte of vertical position
sta <Fireball_Y_HighPos,x
ldy <PlayerFacingDir ;get player's facing direction
dey ;decrement to use as offset here
lda FireballXSpdData,y ;set horizontal speed of fireball accordingly
sta <Fireball_X_Speed,x
lda #$04 ;set vertical speed of fireball
sta <Fireball_Y_Speed,x
lda #$07
sta Fireball_BoundBoxCtrl,x ;set bounding box size control for fireball
dec <Fireball_State,x ;decrement state to 1 to skip this part from now on
RunFB: txa ;add 7 to offset to use
clc ;as fireball offset for next routines
adc #$07
tax
lda #$50 ;set downward movement force here
sta <$00
lda #$03 ;set maximum speed here
sta <$02
lda #$00
jsr ImposeGravity ;do sub here to impose gravity on fireball and move vertically
jsr MoveObjectHorizontally ;do another sub to move it horizontally
ldx <ObjectOffset ;return fireball offset to X
jsr RelativeFireballPosition ;get relative coordinates
jsr GetFireballOffscreenBits ;get offscreen information
jsr GetFireballBoundBox ;get bounding box coordinates
jsr FireballBGCollision ;do fireball to background collision detection
lda FBall_OffscreenBits ;get fireball offscreen bits
and #%11001100 ;mask out certain bits
bne EraseFB ;if any bits still set, branch to kill fireball
jsr FireballEnemyCollision ;do fireball to enemy collision detection and deal with collisions
jmp DrawFireball ;draw fireball appropriately and leave
EraseFB: lda #$00 ;erase fireball state
sta <Fireball_State,x
NoFBall: rts ;leave
FireballExplosion:
jsr RelativeFireballPosition
jmp DrawExplosion_Fireball
BubbleCheck:
lda PseudoRandomBitReg+1,x ;get part of LSFR
and #$01
sta <$07 ;store pseudorandom bit here
lda <Bubble_Y_Position,x ;get vertical coordinate for air bubble
cmp #$f8 ;if offscreen coordinate not set,
bne MoveBubl ;branch to move air bubble
lda AirBubbleTimer ;if air bubble timer not expired,
bne ExitBubl ;branch to leave, otherwise create new air bubble
SetupBubble:
ldy #$00 ;load default value here
lda <PlayerFacingDir ;get player's facing direction
lsr a ;move d0 to carry
bcc PosBubl ;branch to use default value if facing left
ldy #$08 ;otherwise load alternate value here
PosBubl: tya ;use value loaded as adder
adc <Player_X_Position ;add to player's horizontal position
sta <Bubble_X_Position,x ;save as horizontal position for airbubble
lda <Player_PageLoc
adc #$00 ;add carry to player's page location
sta <Bubble_PageLoc,x ;save as page location for airbubble
lda <Player_Y_Position
clc ;add eight pixels to player's vertical position
adc #$08
sta <Bubble_Y_Position,x ;save as vertical position for air bubble
lda #$01
sta <Bubble_Y_HighPos,x ;set vertical high byte for air bubble
ldy <$07 ;get pseudorandom bit, use as offset
lda BubbleTimerData,y ;get data for air bubble timer
sta AirBubbleTimer ;set air bubble timer
MoveBubl: ldy <$07 ;get pseudorandom bit again, use as offset
lda Bubble_YMF_Dummy,x
sec ;subtract pseudorandom amount from dummy variable
sbc Bubble_MForceData,y
sta Bubble_YMF_Dummy,x ;save dummy variable
lda <Bubble_Y_Position,x
sbc #$00 ;subtract borrow from airbubble's vertical coordinate
cmp #$20 ;if below the status bar,
bcs Y_Bubl ;branch to go ahead and use to move air bubble upwards
lda #$f8 ;otherwise set offscreen coordinate
Y_Bubl: sta <Bubble_Y_Position,x ;store as new vertical coordinate for air bubble
ExitBubl: rts ;leave
Bubble_MForceData:
.db $ff, $50
BubbleTimerData:
.db $40, $20
;-------------------------------------------------------------------------------------
RunGameTimer:
lda OperMode ;get primary mode of operation
beq ExGTimer ;branch to leave if in title screen mode
lda <GameEngineSubroutine
cmp #$08 ;if routine number less than eight running,
bcc ExGTimer ;branch to leave
cmp #$0b ;if running death routine,
beq ExGTimer ;branch to leave
lda <Player_Y_HighPos
cmp #$02 ;if player below the screen,
bcs ExGTimer ;branch to leave regardless of level type
lda GameTimerCtrlTimer ;if game timer control not yet expired,
bne ExGTimer ;branch to leave
lda GameTimerDisplay
ora GameTimerDisplay+1 ;otherwise check game timer digits
ora GameTimerDisplay+2
beq TimeUpOn ;if game timer digits at 000, branch to time-up code
ldy GameTimerDisplay ;otherwise check first digit
dey ;if first digit not on 1,
bne ResGTCtrl ;branch to reset game timer control
lda GameTimerDisplay+1 ;otherwise check second and third digits
ora GameTimerDisplay+2
bne ResGTCtrl ;if timer not at 100, branch to reset game timer control
lda #TimeRunningOutMusic
sta <EventMusicQueue ;otherwise load time running out music
ResGTCtrl: lda #$18 ;reset game timer control
sta GameTimerCtrlTimer
ldy #$23 ;set offset for last digit
lda #$ff ;set value to decrement game timer digit
sta DigitModifier+5
jsr DigitsMathRoutine ;do sub to decrement game timer slowly
lda #$a4 ;set status nybbles to update game timer display
jmp PrintStatusBarNumbers ;do sub to update the display
TimeUpOn: sta PlayerStatus ;init player status (note A will always be zero here)
jsr ForceInjury ;do sub to kill the player (note player is small here)
inc GameTimerExpiredFlag ;set game timer expiration flag
ExGTimer: rts ;leave
;-------------------------------------------------------------------------------------
WarpZoneObject:
lda ScrollLock ;check for scroll lock flag
beq ExGTimer ;branch if not set to leave
lda <Player_Y_Position ;check to see if player's vertical coordinate has
and <Player_Y_HighPos ;same bits set as in vertical high byte (why?)
bne ExGTimer ;if so, branch to leave
sta ScrollLock ;otherwise nullify scroll lock flag
inc WarpZoneControl ;increment warp zone flag to make warp pipes for warp zone
jmp EraseEnemyObject ;kill this object
;-------------------------------------------------------------------------------------
;$00 - used in WhirlpoolActivate to store whirlpool length / 2, page location of center of whirlpool
;and also to store movement force exerted on player
;$01 - used in ProcessWhirlpools to store page location of right extent of whirlpool
;and in WhirlpoolActivate to store center of whirlpool
;$02 - used in ProcessWhirlpools to store right extent of whirlpool and in
;WhirlpoolActivate to store maximum vertical speed
ProcessWhirlpools:
lda AreaType ;check for water type level
bne ExitWh ;branch to leave if not found
sta Whirlpool_Flag ;otherwise initialize whirlpool flag
lda TimerControl ;if master timer control set,
bne ExitWh ;branch to leave
ldy #$04 ;otherwise start with last whirlpool data
WhLoop: lda Whirlpool_LeftExtent,y ;get left extent of whirlpool
clc
adc Whirlpool_Length,y ;add length of whirlpool
sta <$02 ;store result as right extent here
lda Whirlpool_PageLoc,y ;get page location
beq NextWh ;if none or page 0, branch to get next data
adc #$00 ;add carry
sta <$01 ;store result as page location of right extent here
lda <Player_X_Position ;get player's horizontal position
sec
sbc Whirlpool_LeftExtent,y ;subtract left extent
lda <Player_PageLoc ;get player's page location
sbc Whirlpool_PageLoc,y ;subtract borrow
bmi NextWh ;if player too far left, branch to get next data
lda <$02 ;otherwise get right extent
sec
sbc <Player_X_Position ;subtract player's horizontal coordinate
lda <$01 ;get right extent's page location
sbc <Player_PageLoc ;subtract borrow
bpl WhirlpoolActivate ;if player within right extent, branch to whirlpool code
NextWh: dey ;move onto next whirlpool data
bpl WhLoop ;do this until all whirlpools are checked
ExitWh: rts ;leave
WhirlpoolActivate:
lda Whirlpool_Length,y ;get length of whirlpool
lsr a ;divide by 2
sta <$00 ;save here
lda Whirlpool_LeftExtent,y ;get left extent of whirlpool
clc
adc <$00 ;add length divided by 2
sta <$01 ;save as center of whirlpool
lda Whirlpool_PageLoc,y ;get page location
adc #$00 ;add carry
sta <$00 ;save as page location of whirlpool center
lda <FrameCounter ;get frame counter
lsr a ;shift d0 into carry (to run on every other frame)
bcc WhPull ;if d0 not set, branch to last part of code
lda <$01 ;get center
sec
sbc <Player_X_Position ;subtract player's horizontal coordinate
lda <$00 ;get page location of center
sbc <Player_PageLoc ;subtract borrow
bpl LeftWh ;if player to the left of center, branch
lda <Player_X_Position ;otherwise slowly pull player left, towards the center
sec
sbc #$01 ;subtract one pixel
sta <Player_X_Position ;set player's new horizontal coordinate
lda <Player_PageLoc
sbc #$00 ;subtract borrow
jmp SetPWh ;jump to set player's new page location
LeftWh: lda Player_CollisionBits ;get player's collision bits
lsr a ;shift d0 into carry
bcc WhPull ;if d0 not set, branch
lda <Player_X_Position ;otherwise slowly pull player right, towards the center
clc
adc #$01 ;add one pixel
sta <Player_X_Position ;set player's new horizontal coordinate
lda <Player_PageLoc
adc #$00 ;add carry
SetPWh: sta <Player_PageLoc ;set player's new page location
WhPull: lda #$10
sta <$00 ;set vertical movement force
lda #$01
sta Whirlpool_Flag ;set whirlpool flag to be used later
sta <$02 ;also set maximum vertical speed
lsr a
tax ;set X for player offset
jmp ImposeGravity ;jump to put whirlpool effect on player vertically, do not return
;-------------------------------------------------------------------------------------
FlagpoleScoreMods:
.db $05, $02, $08, $04, $01
FlagpoleScoreDigits:
.db $03, $03, $04, $04, $04
FlagpoleRoutine:
ldx #$05 ;set enemy object offset
stx <ObjectOffset ;to special use slot
lda <Enemy_ID,x
cmp #FlagpoleFlagObject ;if flagpole flag not found,
bne ExitFlagP ;branch to leave
lda <GameEngineSubroutine
cmp #$04 ;if flagpole slide routine not running,
bne SkipScore ;branch to near the end of code
lda <Player_State
cmp #$03 ;if player state not climbing,
bne SkipScore ;branch to near the end of code
lda <Enemy_Y_Position,x ;check flagpole flag's vertical coordinate
cmp #$aa ;if flagpole flag down to a certain point,
bcs GiveFPScr ;branch to end the level
lda <Player_Y_Position ;check player's vertical coordinate
cmp #$a2 ;if player down to a certain point,
bcs GiveFPScr ;branch to end the level
lda Enemy_YMF_Dummy,x
adc #$ff ;add movement amount to dummy variable
sta Enemy_YMF_Dummy,x ;save dummy variable
lda <Enemy_Y_Position,x ;get flag's vertical coordinate
adc #$01 ;add 1 plus carry to move flag, and
sta <Enemy_Y_Position,x ;store vertical coordinate
lda FlagpoleFNum_YMFDummy
sec ;subtract movement amount from dummy variable
sbc #$ff
sta FlagpoleFNum_YMFDummy ;save dummy variable
lda FlagpoleFNum_Y_Pos
sbc #$01 ;subtract one plus borrow to move floatey number,
sta FlagpoleFNum_Y_Pos ;and store vertical coordinate here
SkipScore: jmp FPGfx ;jump to skip ahead and draw flag and floatey number
GiveFPScr: ldy FlagpoleScore ;get score offset from earlier (when player touched flagpole)
lda FlagpoleScoreMods,y ;get amount to award player points
ldx FlagpoleScoreDigits,y ;get digit with which to award points
sta DigitModifier,x ;store in digit modifier
jsr AddToScore ;do sub to award player points depending on height of collision
lda #$05
sta <GameEngineSubroutine ;set to run end-of-level subroutine on next frame
FPGfx: jsr GetEnemyOffscreenBits ;get offscreen information
jsr RelativeEnemyPosition ;get relative coordinates
jsr FlagpoleGfxHandler ;draw flagpole flag and floatey number
ExitFlagP: rts
;-------------------------------------------------------------------------------------
Jumpspring_Y_PosData:
.db $08, $10, $08, $00
JumpspringHandler:
jsr GetEnemyOffscreenBits ;get offscreen information
lda TimerControl ;check master timer control
bne DrawJSpr ;branch to last section if set
lda JumpspringAnimCtrl ;check jumpspring frame control
beq DrawJSpr ;branch to last section if not set
tay
dey ;subtract one from frame control,
tya ;the only way a poor nmos 6502 can
and #%00000010 ;mask out all but d1, original value still in Y
bne DownJSpr ;if set, branch to move player up
inc <Player_Y_Position
inc <Player_Y_Position ;move player's vertical position down two pixels
jmp PosJSpr ;skip to next part
DownJSpr: dec <Player_Y_Position ;move player's vertical position up two pixels
dec <Player_Y_Position
PosJSpr: lda <Jumpspring_FixedYPos,x ;get permanent vertical position
clc
adc Jumpspring_Y_PosData,y ;add value using frame control as offset
sta <Enemy_Y_Position,x ;store as new vertical position
cpy #$01 ;check frame control offset (second frame is $00)
bcc BounceJS ;if offset not yet at third frame ($01), skip to next part
lda <A_B_Buttons
and #A_Button ;check saved controller bits for A button press
beq BounceJS ;skip to next part if A not pressed
and <PreviousA_B_Buttons ;check for A button pressed in previous frame
bne BounceJS ;skip to next part if so
lda #$f4
sta JumpspringForce ;otherwise write new jumpspring force here
BounceJS: cpy #$03 ;check frame control offset again
bne DrawJSpr ;skip to last part if not yet at fifth frame ($03)
lda JumpspringForce
sta <Player_Y_Speed ;store jumpspring force as player's new vertical speed
lda #$00
sta JumpspringAnimCtrl ;initialize jumpspring frame control
DrawJSpr: jsr RelativeEnemyPosition ;get jumpspring's relative coordinates
jsr EnemyGfxHandler ;draw jumpspring
jsr OffscreenBoundsCheck ;check to see if we need to kill it
lda JumpspringAnimCtrl ;if frame control at zero, don't bother
beq ExJSpring ;trying to animate it, just leave
lda JumpspringTimer
bne ExJSpring ;if jumpspring timer not expired yet, leave
lda #$04
sta JumpspringTimer ;otherwise initialize jumpspring timer
inc JumpspringAnimCtrl ;increment frame control to animate jumpspring
ExJSpring: rts ;leave
;-------------------------------------------------------------------------------------
Setup_Vine:
lda #VineObject ;load identifier for vine object
sta <Enemy_ID,x ;store in buffer
lda #$01
sta <Enemy_Flag,x ;set flag for enemy object buffer
LDA Block_PageLoc,y
sta <Enemy_PageLoc,x ;copy page location from previous object
LDA Block_X_Position,y
sta <Enemy_X_Position,x ;copy horizontal coordinate from previous object
LDA Block_Y_Position,y
sta <Enemy_Y_Position,x ;copy vertical coordinate from previous object
ldy VineFlagOffset ;load vine flag/offset to next available vine slot
bne NextVO ;if set at all, don't bother to store vertical
sta VineStart_Y_Position ;otherwise store vertical coordinate here
NextVO: txa ;store object offset to next available vine slot
sta VineObjOffset,y ;using vine flag as offset
inc VineFlagOffset ;increment vine flag offset
lda #Sfx_GrowVine
sta <Square2SoundQueue ;load vine grow sound
rts
;-------------------------------------------------------------------------------------
;$06-$07 - used as address to block buffer data
;$02 - used as vertical high nybble of block buffer offset
VineHeightData:
.db $30, $60
VineObjectHandler:
cpx #$05 ;check enemy offset for special use slot
bne ExitVH ;if not in last slot, branch to leave
ldy VineFlagOffset
dey ;decrement vine flag in Y, use as offset
lda VineHeight
cmp VineHeightData,y ;if vine has reached certain height,
beq RunVSubs ;branch ahead to skip this part
lda <FrameCounter ;get frame counter
lsr a ;shift d1 into carry
lsr a
bcc RunVSubs ;if d1 not set (2 frames every 4) skip this part
lda <Enemy_Y_Position+5
sbc #$01 ;subtract vertical position of vine
sta <Enemy_Y_Position+5 ;one pixel every frame it's time
inc VineHeight ;increment vine height
RunVSubs: lda VineHeight ;if vine still very small,
cmp #$08 ;branch to leave
bcc ExitVH
jsr RelativeEnemyPosition ;get relative coordinates of vine,
jsr GetEnemyOffscreenBits ;and any offscreen bits
ldy #$00 ;initialize offset used in draw vine sub
VDrawLoop: jsr DrawVine ;draw vine
iny ;increment offset
cpy VineFlagOffset ;if offset in Y and offset here
bne VDrawLoop ;do not yet match, loop back to draw more vine
lda Enemy_OffscreenBits
and #%00001100 ;mask offscreen bits
beq WrCMTile ;if none of the saved offscreen bits set, skip ahead
dey ;otherwise decrement Y to get proper offset again
KillVine: ldx VineObjOffset,y ;get enemy object offset for this vine object
jsr EraseEnemyObject ;kill this vine object
dey ;decrement Y
bpl KillVine ;if any vine objects left, loop back to kill it
sta VineFlagOffset ;initialize vine flag/offset
sta VineHeight ;initialize vine height
WrCMTile: lda VineHeight ;check vine height
cmp #$20 ;if vine small (less than 32 pixels tall)
bcc ExitVH ;then branch ahead to leave
ldx #$06 ;set offset in X to last enemy slot
lda #$01 ;set A to obtain horizontal in $04, but we don't care
ldy #$1b ;set Y to offset to get block at ($04, $10) of coordinates
jsr BlockBufferCollision ;do a sub to get block buffer address set, return contents
ldy <$02
cpy #$d0 ;if vertical high nybble offset beyond extent of
bcs ExitVH ;current block buffer, branch to leave, do not write
lda [$06],y ;otherwise check contents of block buffer at
bne ExitVH ;current offset, if not empty, branch to leave
lda #$26
sta [$06],y ;otherwise, write climbing metatile to block buffer
ExitVH: ldx <ObjectOffset ;get enemy object offset and leave
rts
;-------------------------------------------------------------------------------------
CannonBitmasks:
.db %00001111, %00000111
ProcessCannons:
lda AreaType ;get area type
beq ExCannon ;if water type area, branch to leave
ldx #$02
ThreeSChk: stx <ObjectOffset ;start at third enemy slot
lda <Enemy_Flag,x ;check enemy buffer flag
bne Chk_BB ;if set, branch to check enemy
lda PseudoRandomBitReg+1,x ;otherwise get part of LSFR
ldy SecondaryHardMode ;get secondary hard mode flag, use as offset
and CannonBitmasks,y ;mask out bits of LSFR as decided by flag
cmp #$06 ;check to see if lower nybble is above certain value
bcs Chk_BB ;if so, branch to check enemy
tay ;transfer masked contents of LSFR to Y as pseudorandom offset
lda Cannon_PageLoc,y ;get page location
beq Chk_BB ;if not set or on page 0, branch to check enemy
lda Cannon_Timer,y ;get cannon timer
beq FireCannon ;if expired, branch to fire cannon
sbc #$00 ;otherwise subtract borrow (note carry will always be clear here)
sta Cannon_Timer,y ;to count timer down
jmp Chk_BB ;then jump ahead to check enemy
FireCannon:
lda TimerControl ;if master timer control set,
bne Chk_BB ;branch to check enemy
lda #$0e ;otherwise we start creating one
sta Cannon_Timer,y ;first, reset cannon timer
lda Cannon_PageLoc,y ;get page location of cannon
sta <Enemy_PageLoc,x ;save as page location of bullet bill
lda Cannon_X_Position,y ;get horizontal coordinate of cannon
sta <Enemy_X_Position,x ;save as horizontal coordinate of bullet bill
lda Cannon_Y_Position,y ;get vertical coordinate of cannon
sec
sbc #$08 ;subtract eight pixels (because enemies are 24 pixels tall)
sta <Enemy_Y_Position,x ;save as vertical coordinate of bullet bill
lda #$01
sta <Enemy_Y_HighPos,x ;set vertical high byte of bullet bill
sta <Enemy_Flag,x ;set buffer flag
lsr a ;shift right once to init A
sta <Enemy_State,x ;then initialize enemy's state
lda #$09
sta Enemy_BoundBoxCtrl,x ;set bounding box size control for bullet bill
lda #BulletBill_CannonVar
sta <Enemy_ID,x ;load identifier for bullet bill (cannon variant)
jmp Next3Slt ;move onto next slot
Chk_BB: lda <Enemy_ID,x ;check enemy identifier for bullet bill (cannon variant)
cmp #BulletBill_CannonVar
bne Next3Slt ;if not found, branch to get next slot
jsr OffscreenBoundsCheck ;otherwise, check to see if it went offscreen
lda <Enemy_Flag,x ;check enemy buffer flag
beq Next3Slt ;if not set, branch to get next slot
jsr GetEnemyOffscreenBits ;otherwise, get offscreen information
jsr BulletBillHandler ;then do sub to handle bullet bill
Next3Slt: dex ;move onto next slot
bpl ThreeSChk ;do this until first three slots are checked
ExCannon: rts ;then leave
;--------------------------------
BulletBillXSpdData:
.db $18, $e8
BulletBillHandler:
lda TimerControl ;if master timer control set,
bne RunBBSubs ;branch to run subroutines except movement sub
lda <Enemy_State,x
bne ChkDSte ;if bullet bill's state set, branch to check defeated state
lda Enemy_OffscreenBits ;otherwise load offscreen bits
and #%00001100 ;mask out bits
cmp #%00001100 ;check to see if all bits are set
beq KillBB ;if so, branch to kill this object
ldy #$01 ;set to move right by default
jsr PlayerEnemyDiff ;get horizontal difference between player and bullet bill
bmi SetupBB ;if enemy to the left of player, branch
iny ;otherwise increment to move left
SetupBB: sty <Enemy_MovingDir,x ;set bullet bill's moving direction
dey ;decrement to use as offset
lda BulletBillXSpdData,y ;get horizontal speed based on moving direction
sta <Enemy_X_Speed,x ;and store it
lda <$00 ;get horizontal difference
adc #$28 ;add 40 pixels
cmp #$50 ;if less than a certain amount, player is too close
bcc KillBB ;to cannon either on left or right side, thus branch
lda #$01
sta <Enemy_State,x ;otherwise set bullet bill's state
lda #$0a
sta EnemyFrameTimer,x ;set enemy frame timer
lda #Sfx_Blast
sta <Square2SoundQueue ;play fireworks/gunfire sound
ChkDSte: lda <Enemy_State,x ;check enemy state for d5 set
and #%00100000
beq BBFly ;if not set, skip to move horizontally
jsr MoveD_EnemyVertically ;otherwise do sub to move bullet bill vertically
BBFly: jsr MoveEnemyHorizontally ;do sub to move bullet bill horizontally
RunBBSubs: jsr GetEnemyOffscreenBits ;get offscreen information
jsr RelativeEnemyPosition ;get relative coordinates
jsr GetEnemyBoundBox ;get bounding box coordinates
jsr PlayerEnemyCollision ;handle player to enemy collisions
jmp EnemyGfxHandler ;draw the bullet bill and leave
KillBB: jsr EraseEnemyObject ;kill bullet bill and leave
rts
;-------------------------------------------------------------------------------------
HammerEnemyOfsData:
.db $04, $04, $04, $05, $05, $05
.db $06, $06, $06
HammerXSpdData:
.db $10, $f0
SpawnHammerObj:
lda PseudoRandomBitReg+1 ;get pseudorandom bits from
and #%00000111 ;second part of LSFR
bne SetMOfs ;if any bits are set, branch and use as offset
lda PseudoRandomBitReg+1
and #%00001000 ;get d3 from same part of LSFR
SetMOfs: tay ;use either d3 or d2-d0 for offset here
LDA Misc_State,y ;if any values loaded in
bne NoHammer ;$2a-$32 where offset is then leave with carry clear
ldx HammerEnemyOfsData,y ;get offset of enemy slot to check using Y as offset
lda <Enemy_Flag,x ;check enemy buffer flag at offset
bne NoHammer ;if buffer flag set, branch to leave with carry clear
ldx <ObjectOffset ;get original enemy object offset
txa
sta HammerEnemyOffset,y ;save here
lda #$90
STA Misc_State,y ;save hammer's state here
lda #$07
sta Misc_BoundBoxCtrl,y ;set something else entirely, here
sec ;return with carry set
rts
NoHammer: ldx <ObjectOffset ;get original enemy object offset
clc ;return with carry clear
rts
;--------------------------------
;$00 - used to set downward force
;$01 - used to set upward force (residual)
;$02 - used to set maximum speed
ProcHammerObj:
lda TimerControl ;if master timer control set
bne RunHSubs ;skip all of this code and go to last subs at the end
lda <Misc_State,x ;otherwise get hammer's state
and #%01111111 ;mask out d7
ldy HammerEnemyOffset,x ;get enemy object offset that spawned this hammer
cmp #$02 ;check hammer's state
beq SetHSpd ;if currently at 2, branch
bcs SetHPos ;if greater than 2, branch elsewhere
txa
clc ;add 13 bytes to use
adc #$0d ;proper misc object
tax ;return offset to X
lda #$10
sta <$00 ;set downward movement force
lda #$0f
sta <$01 ;set upward movement force (not used)
lda #$04
sta <$02 ;set maximum vertical speed
lda #$00 ;set A to impose gravity on hammer
jsr ImposeGravity ;do sub to impose gravity on hammer and move vertically
jsr MoveObjectHorizontally ;do sub to move it horizontally
ldx <ObjectOffset ;get original misc object offset
jmp RunAllH ;branch to essential subroutines
SetHSpd: lda #$fe
sta <Misc_Y_Speed,x ;set hammer's vertical speed
LDA Enemy_State,y ;get enemy object state
and #%11110111 ;mask out d3
STA Enemy_State,y ;store new state
ldx <Enemy_MovingDir,y ;get enemy's moving direction
dex ;decrement to use as offset
lda HammerXSpdData,x ;get proper speed to use based on moving direction
ldx <ObjectOffset ;reobtain hammer's buffer offset
sta <Misc_X_Speed,x ;set hammer's horizontal speed
SetHPos: dec <Misc_State,x ;decrement hammer's state
LDA Enemy_X_Position,y ;get enemy's horizontal position
clc
adc #$02 ;set position 2 pixels to the right
sta <Misc_X_Position,x ;store as hammer's horizontal position
LDA Enemy_PageLoc,y ;get enemy's page location
adc #$00 ;add carry
sta <Misc_PageLoc,x ;store as hammer's page location
LDA Enemy_Y_Position,y ;get enemy's vertical position
sec
sbc #$0a ;move position 10 pixels upward
sta <Misc_Y_Position,x ;store as hammer's vertical position
lda #$01
sta <Misc_Y_HighPos,x ;set hammer's vertical high byte
bne RunHSubs ;unconditional branch to skip first routine
RunAllH: jsr PlayerHammerCollision ;handle collisions
RunHSubs: jsr GetMiscOffscreenBits ;get offscreen information
jsr RelativeMiscPosition ;get relative coordinates
jsr GetMiscBoundBox ;get bounding box coordinates
jsr DrawHammer ;draw the hammer
rts ;and we are done here
;-------------------------------------------------------------------------------------
;$02 - used to store vertical high nybble offset from block buffer routine
;$06 - used to store low byte of block buffer address
CoinBlock:
jsr FindEmptyMiscSlot ;set offset for empty or last misc object buffer slot
lda <Block_PageLoc,x ;get page location of block object
STA Misc_PageLoc,y ;store as page location of misc object
lda <Block_X_Position,x ;get horizontal coordinate of block object
ora #$05 ;add 5 pixels
STA Misc_X_Position,y ;store as horizontal coordinate of misc object
lda <Block_Y_Position,x ;get vertical coordinate of block object
sbc #$10 ;subtract 16 pixels
STA Misc_Y_Position,y ;store as vertical coordinate of misc object
jmp JCoinC ;jump to rest of code as applies to this misc object
SetupJumpCoin:
jsr FindEmptyMiscSlot ;set offset for empty or last misc object buffer slot
lda Block_PageLoc2,x ;get page location saved earlier
STA Misc_PageLoc,y ;and save as page location for misc object
lda <$06 ;get low byte of block buffer offset
asl a
asl a ;multiply by 16 to use lower nybble
asl a
asl a
ora #$05 ;add five pixels
STA Misc_X_Position,y ;save as horizontal coordinate for misc object
lda <$02 ;get vertical high nybble offset from earlier
adc #$20 ;add 32 pixels for the status bar
STA Misc_Y_Position,y ;store as vertical coordinate
JCoinC: lda #$fb
STA Misc_Y_Speed,y ;set vertical speed
lda #$01
STA Misc_Y_HighPos,y ;set vertical high byte
STA Misc_State,y ;set state for misc object
sta <Square2SoundQueue ;load coin grab sound
stx <ObjectOffset ;store current control bit as misc object offset
jsr GiveOneCoin ;update coin tally on the screen and coin amount variable
inc CoinTallyFor1Ups ;increment coin tally used to activate 1-up block flag
rts
FindEmptyMiscSlot:
ldy #$08 ;start at end of misc objects buffer
FMiscLoop: LDA Misc_State,y ;get misc object state
beq UseMiscS ;branch if none found to use current offset
dey ;decrement offset
cpy #$05 ;do this for three slots
bne FMiscLoop ;do this until all slots are checked
ldy #$08 ;if no empty slots found, use last slot
UseMiscS: sty JumpCoinMiscOffset ;store offset of misc object buffer here (residual)
rts
;-------------------------------------------------------------------------------------
MiscObjectsCore:
ldx #$08 ;set at end of misc object buffer
MiscLoop: stx <ObjectOffset ;store misc object offset here
lda <Misc_State,x ;check misc object state
beq MiscLoopBack ;branch to check next slot
asl a ;otherwise shift d7 into carry
bcc ProcJumpCoin ;if d7 not set, jumping coin, thus skip to rest of code here
jsr ProcHammerObj ;otherwise go to process hammer,
jmp MiscLoopBack ;then check next slot
;--------------------------------
;$00 - used to set downward force
;$01 - used to set upward force (residual)
;$02 - used to set maximum speed
ProcJumpCoin:
ldy <Misc_State,x ;check misc object state
dey ;decrement to see if it's set to 1
beq JCoinRun ;if so, branch to handle jumping coin
inc <Misc_State,x ;otherwise increment state to either start off or as timer
lda <Misc_X_Position,x ;get horizontal coordinate for misc object
clc ;whether its jumping coin (state 0 only) or floatey number
adc ScrollAmount ;add current scroll speed
sta <Misc_X_Position,x ;store as new horizontal coordinate
lda <Misc_PageLoc,x ;get page location
adc #$00 ;add carry
sta <Misc_PageLoc,x ;store as new page location
lda <Misc_State,x
cmp #$30 ;check state of object for preset value
bne RunJCSubs ;if not yet reached, branch to subroutines
lda #$00
sta <Misc_State,x ;otherwise nullify object state
jmp MiscLoopBack ;and move onto next slot
JCoinRun: txa
clc ;add 13 bytes to offset for next subroutine
adc #$0d
tax
lda #$50 ;set downward movement amount
sta <$00
lda #$06 ;set maximum vertical speed
sta <$02
lsr a ;divide by 2 and set
sta <$01 ;as upward movement amount (apparently residual)
lda #$00 ;set A to impose gravity on jumping coin
jsr ImposeGravity ;do sub to move coin vertically and impose gravity on it
ldx <ObjectOffset ;get original misc object offset
lda <Misc_Y_Speed,x ;check vertical speed
cmp #$05
bne RunJCSubs ;if not moving downward fast enough, keep state as-is
inc <Misc_State,x ;otherwise increment state to change to floatey number
RunJCSubs: jsr RelativeMiscPosition ;get relative coordinates
jsr GetMiscOffscreenBits ;get offscreen information
jsr GetMiscBoundBox ;get bounding box coordinates (why?)
jsr JCoinGfxHandler ;draw the coin or floatey number
MiscLoopBack:
dex ;decrement misc object offset
bpl MiscLoop ;loop back until all misc objects handled
rts ;then leave
;-------------------------------------------------------------------------------------
CoinTallyOffsets:
.db $17, $1d
ScoreOffsets:
.db $0b, $11
StatusBarNybbles:
.db $02, $13
GiveOneCoin:
lda #$01 ;set digit modifier to add 1 coin
sta DigitModifier+5 ;to the current player's coin tally
ldx CurrentPlayer ;get current player on the screen
ldy CoinTallyOffsets,x ;get offset for player's coin tally
jsr DigitsMathRoutine ;update the coin tally
inc CoinTally ;increment onscreen player's coin amount
lda CoinTally
cmp #100 ;does player have 100 coins yet?
bne CoinPoints ;if not, skip all of this
lda #$00
sta CoinTally ;otherwise, reinitialize coin amount
inc NumberofLives ;give the player an extra life
lda #Sfx_ExtraLife
sta <Square2SoundQueue ;play 1-up sound
CoinPoints:
lda #$02 ;set digit modifier to award
sta DigitModifier+4 ;200 points to the player
AddToScore:
ldx CurrentPlayer ;get current player
ldy ScoreOffsets,x ;get offset for player's score
jsr DigitsMathRoutine ;update the score internally with value in digit modifier
GetSBNybbles:
ldy CurrentPlayer ;get current player
lda StatusBarNybbles,y ;get nybbles based on player, use to update score and coins
UpdateNumber:
jsr PrintStatusBarNumbers ;print status bar numbers based on nybbles, whatever they be
ldy VRAM_Buffer1_Offset
lda VRAM_Buffer1-6,y ;check highest digit of score
bne NoZSup ;if zero, overwrite with space tile for zero suppression
lda #$24
sta VRAM_Buffer1-6,y
NoZSup: ldx <ObjectOffset ;get enemy object buffer offset
rts
;-------------------------------------------------------------------------------------
SetupPowerUp:
lda #PowerUpObject ;load power-up identifier into
sta <Enemy_ID+5 ;special use slot of enemy object buffer
lda <Block_PageLoc,x ;store page location of block object
sta <Enemy_PageLoc+5 ;as page location of power-up object
lda <Block_X_Position,x ;store horizontal coordinate of block object
sta <Enemy_X_Position+5 ;as horizontal coordinate of power-up object
lda #$01
sta <Enemy_Y_HighPos+5 ;set vertical high byte of power-up object
lda <Block_Y_Position,x ;get vertical coordinate of block object
sec
sbc #$08 ;subtract 8 pixels
sta <Enemy_Y_Position+5 ;and use as vertical coordinate of power-up object
PwrUpJmp: lda #$01 ;this is a residual jump point in enemy object jump table
sta <Enemy_State+5 ;set power-up object's state
sta <Enemy_Flag+5 ;set buffer flag
lda #$03
sta Enemy_BoundBoxCtrl+5 ;set bounding box size control for power-up object
lda <PowerUpType
cmp #$02 ;check currently loaded power-up type
bcs PutBehind ;if star or 1-up, branch ahead
lda PlayerStatus ;otherwise check player's current status
cmp #$02
bcc StrType ;if player not fiery, use status as power-up type
lsr a ;otherwise shift right to force fire flower type
StrType: sta <PowerUpType ;store type here
PutBehind: lda #%00100000
sta Enemy_SprAttrib+5 ;set background priority bit
lda #Sfx_GrowPowerUp
sta <Square2SoundQueue ;load power-up reveal sound and leave
rts
;-------------------------------------------------------------------------------------
PowerUpObjHandler:
ldx #$05 ;set object offset for last slot in enemy object buffer
stx <ObjectOffset
lda <Enemy_State+5 ;check power-up object's state
beq ExitPUp ;if not set, branch to leave
asl a ;shift to check if d7 was set in object state
bcc GrowThePowerUp ;if not set, branch ahead to skip this part
lda TimerControl ;if master timer control set,
bne RunPUSubs ;branch ahead to enemy object routines
lda <PowerUpType ;check power-up type
beq ShroomM ;if normal mushroom, branch ahead to move it
cmp #$03
beq ShroomM ;if 1-up mushroom, branch ahead to move it
cmp #$02
bne RunPUSubs ;if not star, branch elsewhere to skip movement
jsr MoveJumpingEnemy ;otherwise impose gravity on star power-up and make it jump
jsr EnemyJump ;note that green paratroopa shares the same code here
jmp RunPUSubs ;then jump to other power-up subroutines
ShroomM: jsr MoveNormalEnemy ;do sub to make mushrooms move
jsr EnemyToBGCollisionDet ;deal with collisions
jmp RunPUSubs ;run the other subroutines
GrowThePowerUp:
lda <FrameCounter ;get frame counter
and #$03 ;mask out all but 2 LSB
bne ChkPUSte ;if any bits set here, branch
dec <Enemy_Y_Position+5 ;otherwise decrement vertical coordinate slowly
lda <Enemy_State+5 ;load power-up object state
inc <Enemy_State+5 ;increment state for next frame (to make power-up rise)
cmp #$11 ;if power-up object state not yet past 16th pixel,
bcc ChkPUSte ;branch ahead to last part here
lda #$10
sta <Enemy_X_Speed,x ;otherwise set horizontal speed
lda #%10000000
sta <Enemy_State+5 ;and then set d7 in power-up object's state
asl a ;shift once to init A
sta Enemy_SprAttrib+5 ;initialize background priority bit set here
rol a ;rotate A to set right moving direction
sta <Enemy_MovingDir,x ;set moving direction
ChkPUSte: lda <Enemy_State+5 ;check power-up object's state
cmp #$06 ;for if power-up has risen enough
bcc ExitPUp ;if not, don't even bother running these routines
RunPUSubs: jsr RelativeEnemyPosition ;get coordinates relative to screen
jsr GetEnemyOffscreenBits ;get offscreen bits
jsr GetEnemyBoundBox ;get bounding box coordinates
jsr DrawPowerUp ;draw the power-up object
jsr PlayerEnemyCollision ;check for collision with player
jsr OffscreenBoundsCheck ;check to see if it went offscreen
ExitPUp: rts ;and we're done
;-------------------------------------------------------------------------------------
;These apply to all routines in this section unless otherwise noted:
;$00 - used to store metatile from block buffer routine
;$02 - used to store vertical high nybble offset from block buffer routine
;$05 - used to store metatile stored in A at beginning of PlayerHeadCollision
;$06-$07 - used as block buffer address indirect
BlockYPosAdderData:
.db $04, $12
PlayerHeadCollision:
pha ;store metatile number to stack
lda #$11 ;load unbreakable block object state by default
ldx SprDataOffset_Ctrl ;load offset control bit here
ldy PlayerSize ;check player's size
bne DBlockSte ;if small, branch
lda #$12 ;otherwise load breakable block object state
DBlockSte: sta <Block_State,x ;store into block object buffer
jsr DestroyBlockMetatile ;store blank metatile in vram buffer to write to name table
ldx SprDataOffset_Ctrl ;load offset control bit
lda <$02 ;get vertical high nybble offset used in block buffer routine
sta Block_Orig_YPos,x ;set as vertical coordinate for block object
tay
lda <$06 ;get low byte of block buffer address used in same routine
sta Block_BBuf_Low,x ;save as offset here to be used later
lda [$06],y ;get contents of block buffer at old address at $06, $07
jsr BlockBumpedChk ;do a sub to check which block player bumped head on
sta <$00 ;store metatile here
ldy PlayerSize ;check player's size
bne ChkBrick ;if small, use metatile itself as contents of A
tya ;otherwise init A (note: big = 0)
ChkBrick: bcc PutMTileB ;if no match was found in previous sub, skip ahead
ldy #$11 ;otherwise load unbreakable state into block object buffer
sty <Block_State,x ;note this applies to both player sizes
lda #$c4 ;load empty block metatile into A for now
ldy <$00 ;get metatile from before
cpy #$58 ;is it brick with coins (with line)?
beq StartBTmr ;if so, branch
cpy #$5d ;is it brick with coins (without line)?
bne PutMTileB ;if not, branch ahead to store empty block metatile
StartBTmr: lda BrickCoinTimerFlag ;check brick coin timer flag
bne ContBTmr ;if set, timer expired or counting down, thus branch
lda #$0b
sta BrickCoinTimer ;if not set, set brick coin timer
inc BrickCoinTimerFlag ;and set flag linked to it
ContBTmr: lda BrickCoinTimer ;check brick coin timer
bne PutOldMT ;if not yet expired, branch to use current metatile
ldy #$c4 ;otherwise use empty block metatile
PutOldMT: tya ;put metatile into A
PutMTileB: sta Block_Metatile,x ;store whatever metatile be appropriate here
jsr InitBlock_XY_Pos ;get block object horizontal coordinates saved
ldy <$02 ;get vertical high nybble offset
lda #$23
sta [$06],y ;write blank metatile $23 to block buffer
lda #$10
sta BlockBounceTimer ;set block bounce timer
pla ;pull original metatile from stack
sta <$05 ;and save here
ldy #$00 ;set default offset
lda CrouchingFlag ;is player crouching?
bne SmallBP ;if so, branch to increment offset
lda PlayerSize ;is player big?
beq BigBP ;if so, branch to use default offset
SmallBP: iny ;increment for small or big and crouching
BigBP: lda <Player_Y_Position ;get player's vertical coordinate
clc
adc BlockYPosAdderData,y ;add value determined by size
and #$f0 ;mask out low nybble to get 16-pixel correspondence
sta <Block_Y_Position,x ;save as vertical coordinate for block object
ldy <Block_State,x ;get block object state
cpy #$11
beq Unbreak ;if set to value loaded for unbreakable, branch
jsr BrickShatter ;execute code for breakable brick
jmp InvOBit ;skip subroutine to do last part of code here
Unbreak: jsr BumpBlock ;execute code for unbreakable brick or question block
InvOBit: lda SprDataOffset_Ctrl ;invert control bit used by block objects
eor #$01 ;and floatey numbers
sta SprDataOffset_Ctrl
rts ;leave!
;--------------------------------
InitBlock_XY_Pos:
lda <Player_X_Position ;get player's horizontal coordinate
clc
adc #$08 ;add eight pixels
and #$f0 ;mask out low nybble to give 16-pixel correspondence
sta <Block_X_Position,x ;save as horizontal coordinate for block object
lda <Player_PageLoc
adc #$00 ;add carry to page location of player
sta <Block_PageLoc,x ;save as page location of block object
sta Block_PageLoc2,x ;save elsewhere to be used later
lda <Player_Y_HighPos
sta <Block_Y_HighPos,x ;save vertical high byte of player into
rts ;vertical high byte of block object and leave
;--------------------------------
BumpBlock:
jsr CheckTopOfBlock ;check to see if there's a coin directly above this block
lda #Sfx_Bump
sta <Square1SoundQueue ;play bump sound
lda #$00
sta <Block_X_Speed,x ;initialize horizontal speed for block object
sta Block_Y_MoveForce,x ;init fractional movement force
sta <Player_Y_Speed ;init player's vertical speed
lda #$fe
sta <Block_Y_Speed,x ;set vertical speed for block object
lda <$05 ;get original metatile from stack
jsr BlockBumpedChk ;do a sub to check which block player bumped head on
bcc ExitBlockChk ;if no match was found, branch to leave
tya ;move block number to A
cmp #$09 ;if block number was within 0-8 range,
bcc BlockCode ;branch to use current number
sbc #$05 ;otherwise subtract 5 for second set to get proper number
BlockCode: jsr JumpEngine ;run appropriate subroutine depending on block number
.dw MushFlowerBlock
.dw CoinBlock
.dw CoinBlock
.dw ExtraLifeMushBlock
.dw MushFlowerBlock
.dw VineBlock
.dw StarBlock
.dw CoinBlock
.dw ExtraLifeMushBlock
;--------------------------------
MushFlowerBlock:
lda #$00 ;load mushroom/fire flower into power-up type
.db $2c ;BIT instruction opcode
StarBlock:
lda #$02 ;load star into power-up type
.db $2c ;BIT instruction opcode
ExtraLifeMushBlock:
lda #$03 ;load 1-up mushroom into power-up type
sta <$39 ;store correct power-up type
jmp SetupPowerUp
VineBlock:
ldx #$05 ;load last slot for enemy object buffer
ldy SprDataOffset_Ctrl ;get control bit
jsr Setup_Vine ;set up vine object
ExitBlockChk:
rts ;leave
;--------------------------------
BrickQBlockMetatiles:
.db $c1, $c0, $5f, $60 ;used by question blocks
;these two sets are functionally identical, but look different
.db $55, $56, $57, $58, $59 ;used by ground level types
.db $5a, $5b, $5c, $5d, $5e ;used by other level types
BlockBumpedChk:
ldy #$0d ;start at end of metatile data
BumpChkLoop: cmp BrickQBlockMetatiles,y ;check to see if current metatile matches
beq MatchBump ;metatile found in block buffer, branch if so
dey ;otherwise move onto next metatile
bpl BumpChkLoop ;do this until all metatiles are checked
clc ;if none match, return with carry clear
MatchBump: rts ;note carry is set if found match
;--------------------------------
BrickShatter:
jsr CheckTopOfBlock ;check to see if there's a coin directly above this block
lda #Sfx_BrickShatter
sta Block_RepFlag,x ;set flag for block object to immediately replace metatile
sta <NoiseSoundQueue ;load brick shatter sound
jsr SpawnBrickChunks ;create brick chunk objects
lda #$fe
sta <Player_Y_Speed ;set vertical speed for player
lda #$05
sta DigitModifier+5 ;set digit modifier to give player 50 points
jsr AddToScore ;do sub to update the score
ldx SprDataOffset_Ctrl ;load control bit and leave
rts
;--------------------------------
CheckTopOfBlock:
ldx SprDataOffset_Ctrl ;load control bit
ldy <$02 ;get vertical high nybble offset used in block buffer
beq TopEx ;branch to leave if set to zero, because we're at the top
tya ;otherwise set to A
sec
sbc #$10 ;subtract $10 to move up one row in the block buffer
sta <$02 ;store as new vertical high nybble offset
tay
lda [$06],y ;get contents of block buffer in same column, one row up
cmp #$c2 ;is it a coin? (not underwater)
bne TopEx ;if not, branch to leave
lda #$00
sta [$06],y ;otherwise put blank metatile where coin was
jsr RemoveCoin_Axe ;write blank metatile to vram buffer
ldx SprDataOffset_Ctrl ;get control bit
jsr SetupJumpCoin ;create jumping coin object and update coin variables
TopEx: rts ;leave!
;--------------------------------
SpawnBrickChunks:
lda <Block_X_Position,x ;set horizontal coordinate of block object
sta Block_Orig_XPos,x ;as original horizontal coordinate here
lda #$f0
sta <Block_X_Speed,x ;set horizontal speed for brick chunk objects
sta <Block_X_Speed+2,x
lda #$fa
sta <Block_Y_Speed,x ;set vertical speed for one
lda #$fc
sta <Block_Y_Speed+2,x ;set lower vertical speed for the other
lda #$00
sta Block_Y_MoveForce,x ;init fractional movement force for both
sta Block_Y_MoveForce+2,x
lda <Block_PageLoc,x
sta <Block_PageLoc+2,x ;copy page location
lda <Block_X_Position,x
sta <Block_X_Position+2,x ;copy horizontal coordinate
lda <Block_Y_Position,x
clc ;add 8 pixels to vertical coordinate
adc #$08 ;and save as vertical coordinate for one of them
sta <Block_Y_Position+2,x
lda #$fa
sta <Block_Y_Speed,x ;set vertical speed...again??? (redundant)
rts
;-------------------------------------------------------------------------------------
BlockObjectsCore:
lda <Block_State,x ;get state of block object
beq UpdSte ;if not set, branch to leave
and #$0f ;mask out high nybble
pha ;push to stack
tay ;put in Y for now
txa
clc
adc #$09 ;add 9 bytes to offset (note two block objects are created
tax ;when using brick chunks, but only one offset for both)
dey ;decrement Y to check for solid block state
beq BouncingBlockHandler ;branch if found, otherwise continue for brick chunks
jsr ImposeGravityBlock ;do sub to impose gravity on one block object object
jsr MoveObjectHorizontally ;do another sub to move horizontally
txa
clc ;move onto next block object
adc #$02
tax
jsr ImposeGravityBlock ;do sub to impose gravity on other block object
jsr MoveObjectHorizontally ;do another sub to move horizontally
ldx <ObjectOffset ;get block object offset used for both
jsr RelativeBlockPosition ;get relative coordinates
jsr GetBlockOffscreenBits ;get offscreen information
jsr DrawBrickChunks ;draw the brick chunks
pla ;get lower nybble of saved state
ldy <Block_Y_HighPos,x ;check vertical high byte of block object
beq UpdSte ;if above the screen, branch to kill it
pha ;otherwise save state back into stack
lda #$f0
cmp <Block_Y_Position+2,x ;check to see if bottom block object went
bcs ChkTop ;to the bottom of the screen, and branch if not
sta <Block_Y_Position+2,x ;otherwise set offscreen coordinate
ChkTop: lda <Block_Y_Position,x ;get top block object's vertical coordinate
cmp #$f0 ;see if it went to the bottom of the screen
pla ;pull block object state from stack
bcc UpdSte ;if not, branch to save state
bcs KillBlock ;otherwise do unconditional branch to kill it
BouncingBlockHandler:
jsr ImposeGravityBlock ;do sub to impose gravity on block object
ldx <ObjectOffset ;get block object offset
jsr RelativeBlockPosition ;get relative coordinates
jsr GetBlockOffscreenBits ;get offscreen information
jsr DrawBlock ;draw the block
lda <Block_Y_Position,x ;get vertical coordinate
and #$0f ;mask out high nybble
cmp #$05 ;check to see if low nybble wrapped around
pla ;pull state from stack
bcs UpdSte ;if still above amount, not time to kill block yet, thus branch
lda #$01
sta Block_RepFlag,x ;otherwise set flag to replace metatile
KillBlock: lda #$00 ;if branched here, nullify object state
UpdSte: sta <Block_State,x ;store contents of A in block object state
rts
;-------------------------------------------------------------------------------------
;$02 - used to store offset to block buffer
;$06-$07 - used to store block buffer address
BlockObjMT_Updater:
ldx #$01 ;set offset to start with second block object
UpdateLoop: stx <ObjectOffset ;set offset here
lda VRAM_Buffer1 ;if vram buffer already being used here,
bne NextBUpd ;branch to move onto next block object
lda Block_RepFlag,x ;if flag for block object already clear,
beq NextBUpd ;branch to move onto next block object
lda Block_BBuf_Low,x ;get low byte of block buffer
sta <$06 ;store into block buffer address
lda #$05
sta <$07 ;set high byte of block buffer address
lda Block_Orig_YPos,x ;get original vertical coordinate of block object
sta <$02 ;store here and use as offset to block buffer
tay
lda Block_Metatile,x ;get metatile to be written
sta [$06],y ;write it to the block buffer
jsr ReplaceBlockMetatile ;do sub to replace metatile where block object is
lda #$00
sta Block_RepFlag,x ;clear block object flag
NextBUpd: dex ;decrement block object offset
bpl UpdateLoop ;do this until both block objects are dealt with
rts ;then leave
;-------------------------------------------------------------------------------------
;$00 - used to store high nybble of horizontal speed as adder
;$01 - used to store low nybble of horizontal speed
;$02 - used to store adder to page location
MoveEnemyHorizontally:
inx ;increment offset for enemy offset
jsr MoveObjectHorizontally ;position object horizontally according to
ldx <ObjectOffset ;counters, return with saved value in A,
rts ;put enemy offset back in X and leave
MovePlayerHorizontally:
lda JumpspringAnimCtrl ;if jumpspring currently animating,
bne ExXMove ;branch to leave
tax ;otherwise set zero for offset to use player's stuff
MoveObjectHorizontally:
lda <SprObject_X_Speed,x ;get currently saved value (horizontal
asl a ;speed, secondary counter, whatever)
asl a ;and move low nybble to high
asl a
asl a
sta <$01 ;store result here
lda <SprObject_X_Speed,x ;get saved value again
lsr a ;move high nybble to low
lsr a
lsr a
lsr a
cmp #$08 ;if < 8, branch, do not change
bcc SaveXSpd
ora #%11110000 ;otherwise alter high nybble
SaveXSpd: sta <$00 ;save result here
ldy #$00 ;load default Y value here
cmp #$00 ;if result positive, leave Y alone
bpl UseAdder
dey ;otherwise decrement Y
UseAdder: sty <$02 ;save Y here
lda SprObject_X_MoveForce,x ;get whatever number's here
clc
adc <$01 ;add low nybble moved to high
sta SprObject_X_MoveForce,x ;store result here
lda #$00 ;init A
rol a ;rotate carry into d0
pha ;push onto stack
ror a ;rotate d0 back onto carry
lda <SprObject_X_Position,x
adc <$00 ;add carry plus saved value (high nybble moved to low
sta <SprObject_X_Position,x ;plus $f0 if necessary) to object's horizontal position
lda <SprObject_PageLoc,x
adc <$02 ;add carry plus other saved value to the
sta <SprObject_PageLoc,x ;object's page location and save
pla
clc ;pull old carry from stack and add
adc <$00 ;to high nybble moved to low
ExXMove: rts ;and leave
;-------------------------------------------------------------------------------------
;$00 - used for downward force
;$01 - used for upward force
;$02 - used for maximum vertical speed
MovePlayerVertically:
ldx #$00 ;set X for player offset
lda TimerControl
bne NoJSChk ;if master timer control set, branch ahead
lda JumpspringAnimCtrl ;otherwise check to see if jumpspring is animating
bne ExXMove ;branch to leave if so
NoJSChk: lda VerticalForce ;dump vertical force
sta <$00
lda #$04 ;set maximum vertical speed here
jmp ImposeGravitySprObj ;then jump to move player vertically
;--------------------------------
MoveD_EnemyVertically:
ldy #$3d ;set quick movement amount downwards
lda <Enemy_State,x ;then check enemy state
cmp #$05 ;if not set to unique state for spiny's egg, go ahead
bne ContVMove ;and use, otherwise set different movement amount, continue on
MoveFallingPlatform:
ldy #$20 ;set movement amount
ContVMove: jmp SetHiMax ;jump to skip the rest of this
;--------------------------------
MoveRedPTroopaDown:
ldy #$00 ;set Y to move downwards
jmp MoveRedPTroopa ;skip to movement routine
MoveRedPTroopaUp:
ldy #$01 ;set Y to move upwards
MoveRedPTroopa:
inx ;increment X for enemy offset
lda #$03
sta <$00 ;set downward movement amount here
lda #$06
sta <$01 ;set upward movement amount here
lda #$02
sta <$02 ;set maximum speed here
tya ;set movement direction in A, and
jmp RedPTroopaGrav ;jump to move this thing
;--------------------------------
MoveDropPlatform:
ldy #$7f ;set movement amount for drop platform
bne SetMdMax ;skip ahead of other value set here
MoveEnemySlowVert:
ldy #$0f ;set movement amount for bowser/other objects
SetMdMax: lda #$02 ;set maximum speed in A
bne SetXMoveAmt ;unconditional branch
;--------------------------------
MoveJ_EnemyVertically:
ldy #$1c ;set movement amount for podoboo/other objects
SetHiMax: lda #$03 ;set maximum speed in A
SetXMoveAmt: sty <$00 ;set movement amount here
inx ;increment X for enemy offset
jsr ImposeGravitySprObj ;do a sub to move enemy object downwards
ldx <ObjectOffset ;get enemy object buffer offset and leave
rts
;--------------------------------
MaxSpdBlockData:
.db $06, $08
ResidualGravityCode:
ldy #$00 ;this part appears to be residual,
.db $2c ;no code branches or jumps to it...
ImposeGravityBlock:
ldy #$01 ;set offset for maximum speed
lda #$50 ;set movement amount here
sta <$00
lda MaxSpdBlockData,y ;get maximum speed
ImposeGravitySprObj:
sta <$02 ;set maximum speed here
lda #$00 ;set value to move downwards
jmp ImposeGravity ;jump to the code that actually moves it
;--------------------------------
MovePlatformDown:
lda #$00 ;save value to stack (if branching here, execute next
.db $2c ;part as BIT instruction)
MovePlatformUp:
lda #$01 ;save value to stack
pha
ldy <Enemy_ID,x ;get enemy object identifier
inx ;increment offset for enemy object
lda #$05 ;load default value here
cpy #$29 ;residual comparison, object #29 never executes
bne SetDplSpd ;this code, thus unconditional branch here
lda #$09 ;residual code
SetDplSpd: sta <$00 ;save downward movement amount here
lda #$0a ;save upward movement amount here
sta <$01
lda #$03 ;save maximum vertical speed here
sta <$02
pla ;get value from stack
tay ;use as Y, then move onto code shared by red koopa
RedPTroopaGrav:
jsr ImposeGravity ;do a sub to move object gradually
ldx <ObjectOffset ;get enemy object offset and leave
rts
;-------------------------------------------------------------------------------------
;$00 - used for downward force
;$01 - used for upward force
;$07 - used as adder for vertical position
ImposeGravity:
pha ;push value to stack
lda SprObject_YMF_Dummy,x
clc ;add value in movement force to contents of dummy variable
adc SprObject_Y_MoveForce,x
sta SprObject_YMF_Dummy,x
ldy #$00 ;set Y to zero by default
lda <SprObject_Y_Speed,x ;get current vertical speed
bpl AlterYP ;if currently moving downwards, do not decrement Y
dey ;otherwise decrement Y
AlterYP: sty <$07 ;store Y here
adc <SprObject_Y_Position,x ;add vertical position to vertical speed plus carry
sta <SprObject_Y_Position,x ;store as new vertical position
lda <SprObject_Y_HighPos,x
adc <$07 ;add carry plus contents of $07 to vertical high byte
sta <SprObject_Y_HighPos,x ;store as new vertical high byte
lda SprObject_Y_MoveForce,x
clc
adc <$00 ;add downward movement amount to contents of $0433
sta SprObject_Y_MoveForce,x
lda <SprObject_Y_Speed,x ;add carry to vertical speed and store
;;;;;;;;;;;;;;;;;;;;;;
;;
.bank 2
.org $C000
adc #$00
sta <SprObject_Y_Speed,x
cmp <$02 ;compare to maximum speed
bmi ChkUpM ;if less than preset value, skip this part
lda SprObject_Y_MoveForce,x
cmp #$80 ;if less positively than preset maximum, skip this part
bcc ChkUpM
lda <$02
sta <SprObject_Y_Speed,x ;keep vertical speed within maximum value
lda #$00
sta SprObject_Y_MoveForce,x ;clear fractional
ChkUpM: pla ;get value from stack
beq ExVMove ;if set to zero, branch to leave
lda <$02
eor #%11111111 ;otherwise get two's compliment of maximum speed
tay
iny
sty <$07 ;store two's compliment here
lda SprObject_Y_MoveForce,x
sec ;subtract upward movement amount from contents
sbc <$01 ;of movement force, note that $01 is twice as large as $00,
sta SprObject_Y_MoveForce,x ;thus it effectively undoes add we did earlier
lda <SprObject_Y_Speed,x
sbc #$00 ;subtract borrow from vertical speed and store
sta <SprObject_Y_Speed,x
cmp <$07 ;compare vertical speed to two's compliment
bpl ExVMove ;if less negatively than preset maximum, skip this part
lda SprObject_Y_MoveForce,x
cmp #$80 ;check if fractional part is above certain amount,
bcs ExVMove ;and if so, branch to leave
lda <$07
sta <SprObject_Y_Speed,x ;keep vertical speed within maximum value
lda #$ff
sta SprObject_Y_MoveForce,x ;clear fractional
ExVMove: rts ;leave!
;-------------------------------------------------------------------------------------
;;;;;;;;;;;;;;;;;;;;;;;;;;$C047
EnemiesAndLoopsCore:
lda <Enemy_Flag,x ;check data here for MSB set
pha ;save in stack
asl a
bcs ChkBowserF ;if MSB set in enemy flag, branch ahead of jumps
pla ;get from stack
beq ChkAreaTsk ;if data zero, branch
jmp RunEnemyObjectsCore ;otherwise, jump to run enemy subroutines
ChkAreaTsk: lda AreaParserTaskNum ;check number of tasks to perform
and #$07
cmp #$07 ;if at a specific task, jump and leave
beq ExitELCore
jmp ProcLoopCommand ;otherwise, jump to process loop command/load enemies
ChkBowserF: pla ;get data from stack
and #%00001111 ;mask out high nybble
tay
LDA Enemy_Flag,y ;use as pointer and load same place with different offset
bne ExitELCore
sta <Enemy_Flag,x ;if second enemy flag not set, also clear first one
ExitELCore: rts
;--------------------------------
;loop command data
LoopCmdWorldNumber:
.db $03, $03, $06, $06, $06, $06, $06, $06, $07, $07, $07
LoopCmdPageNumber:
.db $05, $09, $04, $05, $06, $08, $09, $0a, $06, $0b, $10
LoopCmdYPosition:
.db $40, $b0, $b0, $80, $40, $40, $80, $40, $f0, $f0, $f0
ExecGameLoopback:
lda <Player_PageLoc ;send player back four pages
sec
sbc #$04
sta <Player_PageLoc
lda CurrentPageLoc ;send current page back four pages
sec
sbc #$04
sta CurrentPageLoc
lda ScreenLeft_PageLoc ;subtract four from page location
sec ;of screen's left border
sbc #$04
sta ScreenLeft_PageLoc
lda ScreenRight_PageLoc ;do the same for the page location
sec ;of screen's right border
sbc #$04
sta ScreenRight_PageLoc
lda AreaObjectPageLoc ;subtract four from page control
sec ;for area objects
sbc #$04
sta AreaObjectPageLoc
lda #$00 ;initialize page select for both
sta EnemyObjectPageSel ;area and enemy objects
sta AreaObjectPageSel
sta EnemyDataOffset ;initialize enemy object data offset
sta EnemyObjectPageLoc ;and enemy object page control
lda AreaDataOfsLoopback,y ;adjust area object offset based on
sta AreaDataOffset ;which loop command we encountered
rts
ProcLoopCommand:
lda LoopCommand ;check if loop command was found
beq ChkEnemyFrenzy
lda CurrentColumnPos ;check to see if we're still on the first page
bne ChkEnemyFrenzy ;if not, do not loop yet
ldy #$0b ;start at the end of each set of loop data
FindLoop: dey
bmi ChkEnemyFrenzy ;if all data is checked and not match, do not loop
lda WorldNumber ;check to see if one of the world numbers
cmp LoopCmdWorldNumber,y ;matches our current world number
bne FindLoop
lda CurrentPageLoc ;check to see if one of the page numbers
cmp LoopCmdPageNumber,y ;matches the page we're currently on
bne FindLoop
lda <Player_Y_Position ;check to see if the player is at the correct position
cmp LoopCmdYPosition,y ;if not, branch to check for world 7
bne WrongChk
lda <Player_State ;check to see if the player is
cmp #$00 ;on solid ground (i.e. not jumping or falling)
bne WrongChk ;if not, player fails to pass loop, and loopback
lda WorldNumber ;are we in world 7? (check performed on correct
cmp #World7 ;vertical position and on solid ground)
bne InitMLp ;if not, initialize flags used there, otherwise
inc MultiLoopCorrectCntr ;increment counter for correct progression
IncMLoop: inc MultiLoopPassCntr ;increment master multi-part counter
lda MultiLoopPassCntr ;have we done all three parts?
cmp #$03
bne InitLCmd ;if not, skip this part
lda MultiLoopCorrectCntr ;if so, have we done them all correctly?
cmp #$03
beq InitMLp ;if so, branch past unnecessary check here
bne DoLpBack ;unconditional branch if previous branch fails
WrongChk: lda WorldNumber ;are we in world 7? (check performed on
cmp #World7 ;incorrect vertical position or not on solid ground)
beq IncMLoop
DoLpBack: jsr ExecGameLoopback ;if player is not in right place, loop back
jsr KillAllEnemies
InitMLp: lda #$00 ;initialize counters used for multi-part loop commands
sta MultiLoopPassCntr
sta MultiLoopCorrectCntr
InitLCmd: lda #$00 ;initialize loop command flag
sta LoopCommand
;--------------------------------
ChkEnemyFrenzy:
lda EnemyFrenzyQueue ;check for enemy object in frenzy queue
beq ProcessEnemyData ;if not, skip this part
sta <Enemy_ID,x ;store as enemy object identifier here
lda #$01
sta <Enemy_Flag,x ;activate enemy object flag
lda #$00
sta <Enemy_State,x ;initialize state and frenzy queue
sta EnemyFrenzyQueue
jmp InitEnemyObject ;and then jump to deal with this enemy
;--------------------------------
;$06 - used to hold page location of extended right boundary
;$07 - used to hold high nybble of position of extended right boundary
;;;;;;;;;;;;;;;;;;;;;;;;;;;$C144
ProcessEnemyData:
ldy EnemyDataOffset ;get offset of enemy object data
lda [EnemyData],y ;load first byte
cmp #$ff ;check for EOD terminator
bne CheckEndofBuffer
jmp CheckFrenzyBuffer ;if found, jump to check frenzy buffer, otherwise
CheckEndofBuffer:
and #%00001111 ;check for special row $0e
cmp #$0e
beq CheckRightBounds ;if found, branch, otherwise
cpx #$05 ;check for end of buffer
bcc CheckRightBounds ;if not at end of buffer, branch
iny
lda [EnemyData],y ;check for specific value here
and #%00111111 ;not sure what this was intended for, exactly
cmp #$2e ;this part is quite possibly residual code
beq CheckRightBounds ;but it has the effect of keeping enemies out of
rts ;the sixth slot
CheckRightBounds:
lda ScreenRight_X_Pos ;add 48 to pixel coordinate of right boundary
clc
adc #$30
and #%11110000 ;store high nybble
sta <$07
lda ScreenRight_PageLoc ;add carry to page location of right boundary
adc #$00
sta <$06 ;store page location + carry
ldy EnemyDataOffset
iny
lda [EnemyData],y ;if MSB of enemy object is clear, branch to check for row $0f
asl a
bcc CheckPageCtrlRow
lda EnemyObjectPageSel ;if page select already set, do not set again
bne CheckPageCtrlRow
inc EnemyObjectPageSel ;otherwise, if MSB is set, set page select
inc EnemyObjectPageLoc ;and increment page control
CheckPageCtrlRow:
dey
lda [EnemyData],y ;reread first byte
and #$0f
cmp #$0f ;check for special row $0f
bne PositionEnemyObj ;if not found, branch to position enemy object
lda EnemyObjectPageSel ;if page select set,
bne PositionEnemyObj ;branch without reading second byte
iny
lda [EnemyData],y ;otherwise, get second byte, mask out 2 MSB
and #%00111111
sta EnemyObjectPageLoc ;store as page control for enemy object data
inc EnemyDataOffset ;increment enemy object data offset 2 bytes
inc EnemyDataOffset
inc EnemyObjectPageSel ;set page select for enemy object data and
jmp ProcLoopCommand ;jump back to process loop commands again
PositionEnemyObj:
lda EnemyObjectPageLoc ;store page control as page location
sta <Enemy_PageLoc,x ;for enemy object
lda [EnemyData],y ;get first byte of enemy object
and #%11110000
sta <Enemy_X_Position,x ;store column position
cmp ScreenRight_X_Pos ;check column position against right boundary
lda <Enemy_PageLoc,x ;without subtracting, then subtract borrow
sbc ScreenRight_PageLoc ;from page location
bcs CheckRightExtBounds ;if enemy object beyond or at boundary, branch
lda [EnemyData],y
and #%00001111 ;check for special row $0e
cmp #$0e ;if found, jump elsewhere
beq ParseRow0e
jmp CheckThreeBytes ;if not found, unconditional jump
CheckRightExtBounds:
lda <$07 ;check right boundary + 48 against
cmp <Enemy_X_Position,x ;column position without subtracting,
lda <$06 ;then subtract borrow from page control temp
sbc <Enemy_PageLoc,x ;plus carry
bcc CheckFrenzyBuffer ;if enemy object beyond extended boundary, branch
lda #$01 ;store value in vertical high byte
sta <Enemy_Y_HighPos,x
lda [EnemyData],y ;get first byte again
asl a ;multiply by four to get the vertical
asl a ;coordinate
asl a
asl a
sta <Enemy_Y_Position,x
cmp #$e0 ;do one last check for special row $0e
beq ParseRow0e ;(necessary if branched to $c1cb)
iny
lda [EnemyData],y ;get second byte of object
and #%01000000 ;check to see if hard mode bit is set
beq CheckForEnemyGroup ;if not, branch to check for group enemy objects
lda SecondaryHardMode ;if set, check to see if secondary hard mode flag
beq Inc2B ;is on, and if not, branch to skip this object completely
;;;;;;;;;;;;;;;;;;;;;;;$C1F1
CheckForEnemyGroup:
lda [EnemyData],y ;get second byte and mask out 2 MSB
and #%00111111
cmp #$37 ;check for value below $37
bcc BuzzyBeetleMutate
cmp #$3f ;if $37 or greater, check for value
bcc DoGroup ;below $3f, branch if below $3f
BuzzyBeetleMutate:
cmp #Goomba ;if below $37, check for goomba
bne StrID ;value ($3f or more always fails)
ldy PrimaryHardMode ;check if primary hard mode flag is set
beq StrID ;and if so, change goomba to buzzy beetle
lda #BuzzyBeetle
StrID: sta <Enemy_ID,x ;store enemy object number into buffer
lda #$01
sta <Enemy_Flag,x ;set flag for enemy in buffer
jsr InitEnemyObject
lda <Enemy_Flag,x ;check to see if flag is set
bne Inc2B ;if not, leave, otherwise branch
rts
;;;;;;;;;;;;;;;;;;;;;;$C216
CheckFrenzyBuffer:
lda EnemyFrenzyBuffer ;if enemy object stored in frenzy buffer
bne StrFre ;then branch ahead to store in enemy object buffer
lda VineFlagOffset ;otherwise check vine flag offset
cmp #$01
bne ExEPar ;if other value <> 1, leave
lda #VineObject ;otherwise put vine in enemy identifier
StrFre: sta <Enemy_ID,x ;store contents of frenzy buffer into enemy identifier value
InitEnemyObject:
lda #$00 ;initialize enemy state
sta <Enemy_State,x
jsr CheckpointEnemyID ;jump ahead to run jump engine and subroutines
ExEPar: rts ;then leave
DoGroup:
jmp HandleGroupEnemies ;handle enemy group objects
ParseRow0e:
iny ;increment Y to load third byte of object
iny
lda [EnemyData],y
lsr a ;move 3 MSB to the bottom, effectively
lsr a ;making %xxx00000 into %00000xxx
lsr a
lsr a
lsr a
cmp WorldNumber ;is it the same world number as we're on?
bne NotUse ;if not, do not use (this allows multiple uses
dey ;of the same area, like the underground bonus areas)
lda [EnemyData],y ;otherwise, get second byte and use as offset
sta AreaPointer ;to addresses for level and enemy object data
iny
lda [EnemyData],y ;get third byte again, and this time mask out
and #%00011111 ;the 3 MSB from before, save as page number to be
sta EntrancePage ;used upon entry to area, if area is entered
NotUse: jmp Inc3B
CheckThreeBytes:
ldy EnemyDataOffset ;load current offset for enemy object data
lda [EnemyData],y ;get first byte
and #%00001111 ;check for special row $0e
cmp #$0e
bne Inc2B
Inc3B: inc EnemyDataOffset ;if row = $0e, increment three bytes
Inc2B: inc EnemyDataOffset ;otherwise increment two bytes
inc EnemyDataOffset
lda #$00 ;init page select for enemy objects
sta EnemyObjectPageSel
ldx <ObjectOffset ;reload current offset in enemy buffers
rts ;and leave
;;;;;;;;;;;;;;;;;;;;;;;$2C6C
CheckpointEnemyID:
lda <Enemy_ID,x
cmp #$15 ;check enemy object identifier for $15 or greater
bcs InitEnemyRoutines ;and branch straight to the jump engine if found
tay ;save identifier in Y register for now
lda <Enemy_Y_Position,x
adc #$08 ;add eight pixels to what will eventually be the
sta <Enemy_Y_Position,x ;enemy object's vertical coordinate ($00-$14 only)
lda #$01
sta EnemyOffscrBitsMasked,x ;set offscreen masked bit
tya ;get identifier back and use as offset for jump engine
InitEnemyRoutines:
jsr JumpEngine
;jump engine table for newly loaded enemy objects
.dw InitNormalEnemy ;for objects $00-$0f
.dw InitNormalEnemy
.dw InitNormalEnemy
.dw InitRedKoopa
.dw NoInitCode
.dw InitHammerBro
.dw InitGoomba
.dw InitBloober
.dw InitBulletBill
.dw NoInitCode
.dw InitCheepCheep
.dw InitCheepCheep
.dw InitPodoboo
.dw InitPiranhaPlant
.dw InitJumpGPTroopa
.dw InitRedPTroopa
.dw InitHorizFlySwimEnemy ;for objects $10-$1f
.dw InitLakitu
.dw InitEnemyFrenzy
.dw NoInitCode
.dw InitEnemyFrenzy
.dw InitEnemyFrenzy
.dw InitEnemyFrenzy
.dw InitEnemyFrenzy
.dw EndFrenzy
.dw NoInitCode
.dw NoInitCode
.dw InitShortFirebar
.dw InitShortFirebar
.dw InitShortFirebar
.dw InitShortFirebar
.dw InitLongFirebar
.dw NoInitCode ;for objects $20-$2f
.dw NoInitCode
.dw NoInitCode
.dw NoInitCode
.dw InitBalPlatform
.dw InitVertPlatform
.dw LargeLiftUp
.dw LargeLiftDown
.dw InitHoriPlatform
.dw InitDropPlatform
.dw InitHoriPlatform
.dw PlatLiftUp
.dw PlatLiftDown
.dw InitBowser
.dw PwrUpJmp ;possibly dummy value
.dw Setup_Vine
.dw NoInitCode ;for objects $30-$36
.dw NoInitCode
.dw NoInitCode
.dw NoInitCode
.dw NoInitCode
.dw InitRetainerObj
.dw EndOfEnemyInitCode
;-------------------------------------------------------------------------------------
NoInitCode:
rts ;this executed when enemy object has no init code
;--------------------------------
InitGoomba:
jsr InitNormalEnemy ;set appropriate horizontal speed
jmp SmallBBox ;set $09 as bounding box control, set other values
;--------------------------------
InitPodoboo:
lda #$02 ;set enemy position to below
sta <Enemy_Y_HighPos,x ;the bottom of the screen
sta <Enemy_Y_Position,x
lsr a
sta EnemyIntervalTimer,x ;set timer for enemy
lsr a
sta <Enemy_State,x ;initialize enemy state, then jump to use
jmp SmallBBox ;$09 as bounding box size and set other things
;--------------------------------
InitRetainerObj:
lda #$b8 ;set fixed vertical position for
sta <Enemy_Y_Position,x ;princess/mushroom retainer object
rts
;--------------------------------
NormalXSpdData:
.db $f8, $f4
;;;;;;;;;;;;;;;;;;;;;;$C30E
InitNormalEnemy:
ldy #$01 ;load offset of 1 by default
lda PrimaryHardMode ;check for primary hard mode flag set
bne GetESpd
dey ;if not set, decrement offset
GetESpd: lda NormalXSpdData,y ;get appropriate horizontal speed
SetESpd: sta <Enemy_X_Speed,x ;store as speed for enemy object
jmp TallBBox ;branch to set bounding box control and other data
;--------------------------------
InitRedKoopa:
jsr InitNormalEnemy ;load appropriate horizontal speed
lda #$01 ;set enemy state for red koopa troopa $03
sta <Enemy_State,x
rts
;--------------------------------
HBroWalkingTimerData:
.db $80, $50
InitHammerBro:
lda #$00 ;init horizontal speed and timer used by hammer bro
sta HammerThrowingTimer,x ;apparently to time hammer throwing
sta <Enemy_X_Speed,x
ldy SecondaryHardMode ;get secondary hard mode flag
lda HBroWalkingTimerData,y
sta EnemyIntervalTimer,x ;set value as delay for hammer bro to walk left
lda #$0b ;set specific value for bounding box size control
jmp SetBBox
;--------------------------------
InitHorizFlySwimEnemy:
lda #$00 ;initialize horizontal speed
jmp SetESpd
;--------------------------------
InitBloober:
lda #$00 ;initialize horizontal speed
sta <BlooperMoveSpeed,x
SmallBBox: lda #$09 ;set specific bounding box size control
bne SetBBox ;unconditional branch
;--------------------------------
InitRedPTroopa:
ldy #$30 ;load central position adder for 48 pixels down
lda <Enemy_Y_Position,x ;set vertical coordinate into location to
sta RedPTroopaOrigXPos,x ;be used as original vertical coordinate
bpl GetCent ;if vertical coordinate < $80
ldy #$e0 ;if => $80, load position adder for 32 pixels up
GetCent: tya ;send central position adder to A
adc <Enemy_Y_Position,x ;add to current vertical coordinate
sta <RedPTroopaCenterYPos,x ;store as central vertical coordinate
TallBBox: lda #$03 ;set specific bounding box size control
SetBBox: sta Enemy_BoundBoxCtrl,x ;set bounding box control here
lda #$02 ;set moving direction for left
sta <Enemy_MovingDir,x
InitVStf: lda #$00 ;initialize vertical speed
sta <Enemy_Y_Speed,x ;and movement force
sta Enemy_Y_MoveForce,x
rts
;--------------------------------
InitBulletBill:
lda #$02 ;set moving direction for left
sta <Enemy_MovingDir,x
lda #$09 ;set bounding box control for $09
sta Enemy_BoundBoxCtrl,x
rts
;--------------------------------
InitCheepCheep:
jsr SmallBBox ;set vertical bounding box, speed, init others
lda PseudoRandomBitReg,x ;check one portion of LSFR
and #%00010000 ;get d4 from it
sta <CheepCheepMoveMFlag,x ;save as movement flag of some sort
lda <Enemy_Y_Position,x
sta CheepCheepOrigYPos,x ;save original vertical coordinate here
rts
;--------------------------------
InitLakitu:
lda EnemyFrenzyBuffer ;check to see if an enemy is already in
bne KillLakitu ;the frenzy buffer, and branch to kill lakitu if so
SetupLakitu:
lda #$00 ;erase counter for lakitu's reappearance
sta LakituReappearTimer
jsr InitHorizFlySwimEnemy ;set $03 as bounding box, set other attributes
jmp TallBBox2 ;set $03 as bounding box again (not necessary) and leave
KillLakitu:
jmp EraseEnemyObject
;--------------------------------
;$01-$03 - used to hold pseudorandom difference adjusters
PRDiffAdjustData:
.db $26, $2c, $32, $38
.db $20, $22, $24, $26
.db $13, $14, $15, $16
LakituAndSpinyHandler:
lda FrenzyEnemyTimer ;if timer here not expired, leave
bne ExLSHand
cpx #$05 ;if we are on the special use slot, leave
bcs ExLSHand
lda #$80 ;set timer
sta FrenzyEnemyTimer
ldy #$04 ;start with the last enemy slot
ChkLak: LDA Enemy_ID,y ;check all enemy slots to see
cmp #Lakitu ;if lakitu is on one of them
beq CreateSpiny ;if so, branch out of this loop
dey ;otherwise check another slot
bpl ChkLak ;loop until all slots are checked
inc LakituReappearTimer ;increment reappearance timer
lda LakituReappearTimer
cmp #$07 ;check to see if we're up to a certain value yet
bcc ExLSHand ;if not, leave
ldx #$04 ;start with the last enemy slot again
ChkNoEn: lda <Enemy_Flag,x ;check enemy buffer flag for non-active enemy slot
beq CreateL ;branch out of loop if found
dex ;otherwise check next slot
bpl ChkNoEn ;branch until all slots are checked
bmi RetEOfs ;if no empty slots were found, branch to leave
CreateL: lda #$00 ;initialize enemy state
sta <Enemy_State,x
lda #Lakitu ;create lakitu enemy object
sta <Enemy_ID,x
jsr SetupLakitu ;do a sub to set up lakitu
lda #$20
jsr PutAtRightExtent ;finish setting up lakitu
RetEOfs: ldx <ObjectOffset ;get enemy object buffer offset again and leave
ExLSHand: rts
;--------------------------------
CreateSpiny:
lda <Player_Y_Position ;if player above a certain point, branch to leave
cmp #$2c
bcc ExLSHand
LDA Enemy_State,y ;if lakitu is not in normal state, branch to leave
bne ExLSHand
LDA Enemy_PageLoc,y ;store horizontal coordinates (high and low) of lakitu
sta <Enemy_PageLoc,x ;into the coordinates of the spiny we're going to create
LDA Enemy_X_Position,y
sta <Enemy_X_Position,x
lda #$01 ;put spiny within vertical screen unit
sta <Enemy_Y_HighPos,x
LDA Enemy_Y_Position,y ;put spiny eight pixels above where lakitu is
sec
sbc #$08
sta <Enemy_Y_Position,x
lda PseudoRandomBitReg,x ;get 2 LSB of LSFR and save to Y
and #%00000011
tay
ldx #$02
DifLoop: lda PRDiffAdjustData,y ;get three values and save them
sta <$01,x ;to $01-$03
iny
iny ;increment Y four bytes for each value
iny
iny
dex ;decrement X for each one
bpl DifLoop ;loop until all three are written
ldx <ObjectOffset ;get enemy object buffer offset
jsr PlayerLakituDiff ;move enemy, change direction, get value - difference
ldy <Player_X_Speed ;check player's horizontal speed
cpy #$08
bcs SetSpSpd ;if moving faster than a certain amount, branch elsewhere
tay ;otherwise save value in A to Y for now
lda PseudoRandomBitReg+1,x
and #%00000011 ;get one of the LSFR parts and save the 2 LSB
beq UsePosv ;branch if neither bits are set
tya
eor #%11111111 ;otherwise get two's compliment of Y
tay
iny
UsePosv: tya ;put value from A in Y back to A (they will be lost anyway)
SetSpSpd: jsr SmallBBox ;set bounding box control, init attributes, lose contents of A
ldy #$02
sta <Enemy_X_Speed,x ;set horizontal speed to zero because previous contents
cmp #$00 ;of A were lost...branch here will never be taken for
bmi SpinyRte ;the same reason
dey
SpinyRte: sty <Enemy_MovingDir,x ;set moving direction to the right
lda #$fd
sta <Enemy_Y_Speed,x ;set vertical speed to move upwards
lda #$01
sta <Enemy_Flag,x ;enable enemy object by setting flag
lda #$05
sta <Enemy_State,x ;put spiny in egg state and leave
ChpChpEx: rts
;--------------------------------
FirebarSpinSpdData:
.db $28, $38, $28, $38, $28
FirebarSpinDirData:
.db $00, $00, $10, $10, $00
InitLongFirebar:
jsr DuplicateEnemyObj ;create enemy object for long firebar
InitShortFirebar:
lda #$00 ;initialize low byte of spin state
sta <FirebarSpinState_Low,x
lda <Enemy_ID,x ;subtract $1b from enemy identifier
sec ;to get proper offset for firebar data
sbc #$1b
tay
lda FirebarSpinSpdData,y ;get spinning speed of firebar
sta FirebarSpinSpeed,x
lda FirebarSpinDirData,y ;get spinning direction of firebar
sta <FirebarSpinDirection,x
lda <Enemy_Y_Position,x
clc ;add four pixels to vertical coordinate
adc #$04
sta <Enemy_Y_Position,x
lda <Enemy_X_Position,x
clc ;add four pixels to horizontal coordinate
adc #$04
sta <Enemy_X_Position,x
lda <Enemy_PageLoc,x
adc #$00 ;add carry to page location
sta <Enemy_PageLoc,x
jmp TallBBox2 ;set bounding box control (not used) and leave
;--------------------------------
;$00-$01 - used to hold pseudorandom bits
FlyCCXPositionData:
.db $80, $30, $40, $80
.db $30, $50, $50, $70
.db $20, $40, $80, $a0
.db $70, $40, $90, $68
FlyCCXSpeedData:
.db $0e, $05, $06, $0e
.db $1c, $20, $10, $0c
.db $1e, $22, $18, $14
FlyCCTimerData:
.db $10, $60, $20, $48
InitFlyingCheepCheep:
lda FrenzyEnemyTimer ;if timer here not expired yet, branch to leave
bne ChpChpEx
jsr SmallBBox ;jump to set bounding box size $09 and init other values
lda PseudoRandomBitReg+1,x
and #%00000011 ;set pseudorandom offset here
tay
lda FlyCCTimerData,y ;load timer with pseudorandom offset
sta FrenzyEnemyTimer
ldy #$03 ;load Y with default value
lda SecondaryHardMode
beq MaxCC ;if secondary hard mode flag not set, do not increment Y
iny ;otherwise, increment Y to allow as many as four onscreen
MaxCC: sty <$00 ;store whatever pseudorandom bits are in Y
cpx <$00 ;compare enemy object buffer offset with Y
bcs ChpChpEx ;if X => Y, branch to leave
lda PseudoRandomBitReg,x
and #%00000011 ;get last two bits of LSFR, first part
sta <$00 ;and store in two places
sta <$01
lda #$fb ;set vertical speed for cheep-cheep
sta <Enemy_Y_Speed,x
lda #$00 ;load default value
ldy <Player_X_Speed ;check player's horizontal speed
beq GSeed ;if player not moving left or right, skip this part
lda #$04
cpy #$19 ;if moving to the right but not very quickly,
bcc GSeed ;do not change A
asl a ;otherwise, multiply A by 2
GSeed: pha ;save to stack
clc
adc <$00 ;add to last two bits of LSFR we saved earlier
sta <$00 ;save it there
lda PseudoRandomBitReg+1,x
and #%00000011 ;if neither of the last two bits of second LSFR set,
beq RSeed ;skip this part and save contents of $00
lda PseudoRandomBitReg+2,x
and #%00001111 ;otherwise overwrite with lower nybble of
sta <$00 ;third LSFR part
RSeed: pla ;get value from stack we saved earlier
clc
adc <$01 ;add to last two bits of LSFR we saved in other place
tay ;use as pseudorandom offset here
lda FlyCCXSpeedData,y ;get horizontal speed using pseudorandom offset
sta <Enemy_X_Speed,x
lda #$01 ;set to move towards the right
sta <Enemy_MovingDir,x
lda <Player_X_Speed ;if player moving left or right, branch ahead of this part
bne DD2XPos1
ldy <$00 ;get first LSFR or third LSFR lower nybble
tya ;and check for d1 set
and #%00000010
beq DD2XPos1 ;if d1 not set, branch
lda <Enemy_X_Speed,x
eor #$ff ;if d1 set, change horizontal speed
clc ;into two's compliment, thus moving in the opposite
adc #$01 ;direction
sta <Enemy_X_Speed,x
inc <Enemy_MovingDir,x ;increment to move towards the left
DD2XPos1: tya ;get first LSFR or third LSFR lower nybble again
and #%00000010
beq DD2XPos2 ;check for d1 set again, branch again if not set
lda <Player_X_Position ;get player's horizontal position
clc
adc FlyCCXPositionData,y ;if d1 set, add value obtained from pseudorandom offset
sta <Enemy_X_Position,x ;and save as enemy's horizontal position
lda <Player_PageLoc ;get player's page location
adc #$00 ;add carry and jump past this part
jmp FinCCSt
DD2XPos2: lda <Player_X_Position ;get player's horizontal position
sec
sbc FlyCCXPositionData,y ;if d1 not set, subtract value obtained from pseudorandom
sta <Enemy_X_Position,x ;offset and save as enemy's horizontal position
lda <Player_PageLoc ;get player's page location
sbc #$00 ;subtract borrow
FinCCSt: sta <Enemy_PageLoc,x ;save as enemy's page location
lda #$01
sta <Enemy_Flag,x ;set enemy's buffer flag
sta <Enemy_Y_HighPos,x ;set enemy's high vertical byte
lda #$f8
sta <Enemy_Y_Position,x ;put enemy below the screen, and we are done
rts
;--------------------------------
InitBowser:
jsr DuplicateEnemyObj ;jump to create another bowser object
stx BowserFront_Offset ;save offset of first here
lda #$00
sta BowserBodyControls ;initialize bowser's body controls
sta BridgeCollapseOffset ;and bridge collapse offset
lda <Enemy_X_Position,x
sta BowserOrigXPos ;store original horizontal position here
lda #$df
sta BowserFireBreathTimer ;store something here
sta <Enemy_MovingDir,x ;and in moving direction
lda #$20
sta BowserFeetCounter ;set bowser's feet timer and in enemy timer
sta EnemyFrameTimer,x
lda #$05
sta BowserHitPoints ;give bowser 5 hit points
lsr a
sta BowserMovementSpeed ;set default movement speed here
rts
;--------------------------------
DuplicateEnemyObj:
ldy #$ff ;start at beginning of enemy slots
FSLoop: iny ;increment one slot
LDA Enemy_Flag,y ;check enemy buffer flag for empty slot
bne FSLoop ;if set, branch and keep checking
sty DuplicateObj_Offset ;otherwise set offset here
txa ;transfer original enemy buffer offset
ora #%10000000 ;store with d7 set as flag in new enemy
STA Enemy_Flag,y ;slot as well as enemy offset
lda <Enemy_PageLoc,x
STA Enemy_PageLoc,y ;copy page location and horizontal coordinates
lda <Enemy_X_Position,x ;from original enemy to new enemy
STA Enemy_X_Position,y
lda #$01
sta <Enemy_Flag,x ;set flag as normal for original enemy
STA Enemy_Y_HighPos,y ;set high vertical byte for new enemy
lda <Enemy_Y_Position,x
STA Enemy_Y_Position,y ;copy vertical coordinate from original to new
FlmEx: rts ;and then leave
;--------------------------------
FlameYPosData:
.db $90, $80, $70, $90
FlameYMFAdderData:
.db $ff, $01
InitBowserFlame:
lda FrenzyEnemyTimer ;if timer not expired yet, branch to leave
bne FlmEx
sta Enemy_Y_MoveForce,x ;reset something here
lda <NoiseSoundQueue
ora #Sfx_BowserFlame ;load bowser's flame sound into queue
sta <NoiseSoundQueue
ldy BowserFront_Offset ;get bowser's buffer offset
LDA Enemy_ID,y ;check for bowser
cmp #Bowser
beq SpawnFromMouth ;branch if found
jsr SetFlameTimer ;get timer data based on flame counter
clc
adc #$20 ;add 32 frames by default
ldy SecondaryHardMode
beq SetFrT ;if secondary mode flag not set, use as timer setting
sec
sbc #$10 ;otherwise subtract 16 frames for secondary hard mode
SetFrT: sta FrenzyEnemyTimer ;set timer accordingly
lda PseudoRandomBitReg,x
and #%00000011 ;get 2 LSB from first part of LSFR
sta BowserFlamePRandomOfs,x ;set here
tay ;use as offset
lda FlameYPosData,y ;load vertical position based on pseudorandom offset
PutAtRightExtent:
sta <Enemy_Y_Position,x ;set vertical position
lda ScreenRight_X_Pos
clc
adc #$20 ;place enemy 32 pixels beyond right side of screen
sta <Enemy_X_Position,x
lda ScreenRight_PageLoc
adc #$00 ;add carry
sta <Enemy_PageLoc,x
jmp FinishFlame ;skip this part to finish setting values
SpawnFromMouth:
LDA Enemy_X_Position,y ;get bowser's horizontal position
sec
sbc #$0e ;subtract 14 pixels
sta <Enemy_X_Position,x ;save as flame's horizontal position
LDA Enemy_PageLoc,y
sta <Enemy_PageLoc,x ;copy page location from bowser to flame
LDA Enemy_Y_Position,y
clc ;add 8 pixels to bowser's vertical position
adc #$08
sta <Enemy_Y_Position,x ;save as flame's vertical position
lda PseudoRandomBitReg,x
and #%00000011 ;get 2 LSB from first part of LSFR
sta Enemy_YMF_Dummy,x ;save here
tay ;use as offset
lda FlameYPosData,y ;get value here using bits as offset
ldy #$00 ;load default offset
cmp <Enemy_Y_Position,x ;compare value to flame's current vertical position
bcc SetMF ;if less, do not increment offset
iny ;otherwise increment now
SetMF: lda FlameYMFAdderData,y ;get value here and save
sta Enemy_Y_MoveForce,x ;to vertical movement force
lda #$00
sta EnemyFrenzyBuffer ;clear enemy frenzy buffer
FinishFlame:
lda #$08 ;set $08 for bounding box control
sta Enemy_BoundBoxCtrl,x
lda #$01 ;set high byte of vertical and
sta <Enemy_Y_HighPos,x ;enemy buffer flag
sta <Enemy_Flag,x
lsr a
sta Enemy_X_MoveForce,x ;initialize horizontal movement force, and
sta <Enemy_State,x ;enemy state
rts
;--------------------------------
FireworksXPosData:
.db $00, $30, $60, $60, $00, $20
FireworksYPosData:
.db $60, $40, $70, $40, $60, $30
InitFireworks:
lda FrenzyEnemyTimer ;if timer not expired yet, branch to leave
bne ExitFWk
lda #$20 ;otherwise reset timer
sta FrenzyEnemyTimer
dec FireworksCounter ;decrement for each explosion
ldy #$06 ;start at last slot
StarFChk: dey
LDA Enemy_ID,y ;check for presence of star flag object
cmp #StarFlagObject ;if there isn't a star flag object,
bne StarFChk ;routine goes into infinite loop = crash
LDA Enemy_X_Position,y
sec ;get horizontal coordinate of star flag object, then
sbc #$30 ;subtract 48 pixels from it and save to
pha ;the stack
LDA Enemy_PageLoc,y
sbc #$00 ;subtract the carry from the page location
sta <$00 ;of the star flag object
lda FireworksCounter ;get fireworks counter
clc
ADC Enemy_State,y ;add state of star flag object (possibly not necessary)
tay ;use as offset
pla ;get saved horizontal coordinate of star flag - 48 pixels
clc
adc FireworksXPosData,y ;add number based on offset of fireworks counter
sta <Enemy_X_Position,x ;store as the fireworks object horizontal coordinate
lda <$00
adc #$00 ;add carry and store as page location for
sta <Enemy_PageLoc,x ;the fireworks object
lda FireworksYPosData,y ;get vertical position using same offset
sta <Enemy_Y_Position,x ;and store as vertical coordinate for fireworks object
lda #$01
sta <Enemy_Y_HighPos,x ;store in vertical high byte
sta <Enemy_Flag,x ;and activate enemy buffer flag
lsr a
sta <ExplosionGfxCounter,x ;initialize explosion counter
lda #$08
sta <ExplosionTimerCounter,x ;set explosion timing counter
ExitFWk: rts
;--------------------------------
Bitmasks:
.db %00000001, %00000010, %00000100, %00001000, %00010000, %00100000, %01000000, %10000000
Enemy17YPosData:
.db $40, $30, $90, $50, $20, $60, $a0, $70
SwimCC_IDData:
.db $0a, $0b
BulletBillCheepCheep:
lda FrenzyEnemyTimer ;if timer not expired yet, branch to leave
bne ExF17
lda AreaType ;are we in a water-type level?
bne DoBulletBills ;if not, branch elsewhere
cpx #$03 ;are we past third enemy slot?
bcs ExF17 ;if so, branch to leave
ldy #$00 ;load default offset
lda PseudoRandomBitReg,x
cmp #$aa ;check first part of LSFR against preset value
bcc ChkW2 ;if less than preset, do not increment offset
iny ;otherwise increment
ChkW2: lda WorldNumber ;check world number
cmp #World2
beq Get17ID ;if we're on world 2, do not increment offset
iny ;otherwise increment
Get17ID: tya
and #%00000001 ;mask out all but last bit of offset
tay
lda SwimCC_IDData,y ;load identifier for cheep-cheeps
Set17ID: sta <Enemy_ID,x ;store whatever's in A as enemy identifier
lda BitMFilter
cmp #$ff ;if not all bits set, skip init part and compare bits
bne GetRBit
lda #$00 ;initialize vertical position filter
sta BitMFilter
GetRBit: lda PseudoRandomBitReg,x ;get first part of LSFR
and #%00000111 ;mask out all but 3 LSB
ChkRBit: tay ;use as offset
lda Bitmasks,y ;load bitmask
bit BitMFilter ;perform AND on filter without changing it
beq AddFBit
iny ;increment offset
tya
and #%00000111 ;mask out all but 3 LSB thus keeping it 0-7
jmp ChkRBit ;do another check
AddFBit: ora BitMFilter ;add bit to already set bits in filter
sta BitMFilter ;and store
lda Enemy17YPosData,y ;load vertical position using offset
jsr PutAtRightExtent ;set vertical position and other values
sta Enemy_YMF_Dummy,x ;initialize dummy variable
lda #$20 ;set timer
sta FrenzyEnemyTimer
jmp CheckpointEnemyID ;process our new enemy object
DoBulletBills:
ldy #$ff ;start at beginning of enemy slots
BB_SLoop: iny ;move onto the next slot
cpy #$05 ;branch to play sound if we've done all slots
bcs FireBulletBill
LDA Enemy_Flag,y ;if enemy buffer flag not set,
beq BB_SLoop ;loop back and check another slot
LDA Enemy_ID,y
cmp #BulletBill_FrenzyVar ;check enemy identifier for
bne BB_SLoop ;bullet bill object (frenzy variant)
ExF17: rts ;if found, leave
FireBulletBill:
lda <Square2SoundQueue
ora #Sfx_Blast ;play fireworks/gunfire sound
sta <Square2SoundQueue
lda #BulletBill_FrenzyVar ;load identifier for bullet bill object
bne Set17ID ;unconditional branch
;--------------------------------
;$00 - used to store Y position of group enemies
;$01 - used to store enemy ID
;$02 - used to store page location of right side of screen
;$03 - used to store X position of right side of screen
;;;;;;;;;;;;;;;;;;;;;;$C71B
HandleGroupEnemies:
ldy #$00 ;load value for green koopa troopa
sec
sbc #$37 ;subtract $37 from second byte read
pha ;save result in stack for now
cmp #$04 ;was byte in $3b-$3e range?
bcs SnglID ;if so, branch
pha ;save another copy to stack
ldy #Goomba ;load value for goomba enemy
lda PrimaryHardMode ;if primary hard mode flag not set,
beq PullID ;branch, otherwise change to value
ldy #BuzzyBeetle ;for buzzy beetle
PullID: pla ;get second copy from stack
SnglID: sty <$01 ;save enemy id here
ldy #$b0 ;load default y coordinate
and #$02 ;check to see if d1 was set
beq SetYGp ;if so, move y coordinate up,
ldy #$70 ;otherwise branch and use default
SetYGp: sty <$00 ;save y coordinate here
lda ScreenRight_PageLoc ;get page number of right edge of screen
sta <$02 ;save here
lda ScreenRight_X_Pos ;get pixel coordinate of right edge
sta <$03 ;save here
ldy #$02 ;load two enemies by default
pla ;get first copy from stack
lsr a ;check to see if d0 was set
bcc CntGrp ;if not, use default value
iny ;otherwise increment to three enemies
CntGrp: sty NumberofGroupEnemies ;save number of enemies here
GrLoop: ldx #$ff ;start at beginning of enemy buffers
GSltLp: inx ;increment and branch if past
cpx #$05 ;end of buffers
bcs NextED
lda <Enemy_Flag,x ;check to see if enemy is already
bne GSltLp ;stored in buffer, and branch if so
lda <$01
sta <Enemy_ID,x ;store enemy object identifier
lda <$02
sta <Enemy_PageLoc,x ;store page location for enemy object
lda <$03
sta <Enemy_X_Position,x ;store x coordinate for enemy object
clc
adc #$18 ;add 24 pixels for next enemy
sta <$03
lda <$02 ;add carry to page location for
adc #$00 ;next enemy
sta <$02
lda <$00 ;store y coordinate for enemy object
sta <Enemy_Y_Position,x
lda #$01 ;activate flag for buffer, and
sta <Enemy_Y_HighPos,x ;put enemy within the screen vertically
sta <Enemy_Flag,x
jsr CheckpointEnemyID ;process each enemy object separately
dec NumberofGroupEnemies ;do this until we run out of enemy objects
bne GrLoop
NextED: jmp Inc2B ;jump to increment data offset and leave
;--------------------------------
InitPiranhaPlant:
lda #$01 ;set initial speed
sta <PiranhaPlant_Y_Speed,x
lsr a
sta <Enemy_State,x ;initialize enemy state and what would normally
sta <PiranhaPlant_MoveFlag,x ;be used as vertical speed, but not in this case
lda <Enemy_Y_Position,x
sta PiranhaPlantDownYPos,x ;save original vertical coordinate here
sec
sbc #$18
sta PiranhaPlantUpYPos,x ;save original vertical coordinate - 24 pixels here
lda #$09
jmp SetBBox2 ;set specific value for bounding box control
;--------------------------------
InitEnemyFrenzy:
lda <Enemy_ID,x ;load enemy identifier
sta EnemyFrenzyBuffer ;save in enemy frenzy buffer
sec
sbc #$12 ;subtract 12 and use as offset for jump engine
jsr JumpEngine
;frenzy object jump table
.dw LakituAndSpinyHandler
.dw NoFrenzyCode
.dw InitFlyingCheepCheep
.dw InitBowserFlame
.dw InitFireworks
.dw BulletBillCheepCheep
;--------------------------------
NoFrenzyCode:
rts
;--------------------------------
EndFrenzy:
ldy #$05 ;start at last slot
LakituChk: LDA Enemy_ID,y ;check enemy identifiers
cmp #Lakitu ;for lakitu
bne NextFSlot
lda #$01 ;if found, set state
STA Enemy_State,y
NextFSlot: dey ;move onto the next slot
bpl LakituChk ;do this until all slots are checked
lda #$00
sta EnemyFrenzyBuffer ;empty enemy frenzy buffer
sta <Enemy_Flag,x ;disable enemy buffer flag for this object
rts
;--------------------------------
InitJumpGPTroopa:
lda #$02 ;set for movement to the left
sta <Enemy_MovingDir,x
lda #$f8 ;set horizontal speed
sta <Enemy_X_Speed,x
TallBBox2: lda #$03 ;set specific value for bounding box control
SetBBox2: sta Enemy_BoundBoxCtrl,x ;set bounding box control then leave
rts
;--------------------------------
InitBalPlatform:
dec <Enemy_Y_Position,x ;raise vertical position by two pixels
dec <Enemy_Y_Position,x
ldy SecondaryHardMode ;if secondary hard mode flag not set,
bne AlignP ;branch ahead
ldy #$02 ;otherwise set value here
jsr PosPlatform ;do a sub to add or subtract pixels
AlignP: ldy #$ff ;set default value here for now
lda BalPlatformAlignment ;get current balance platform alignment
sta <Enemy_State,x ;set platform alignment to object state here
bpl SetBPA ;if old alignment $ff, put $ff as alignment for negative
txa ;if old contents already $ff, put
tay ;object offset as alignment to make next positive
SetBPA: sty BalPlatformAlignment ;store whatever value's in Y here
lda #$00
sta <Enemy_MovingDir,x ;init moving direction
tay ;init Y
jsr PosPlatform ;do a sub to add 8 pixels, then run shared code here
;--------------------------------
InitDropPlatform:
lda #$ff
sta PlatformCollisionFlag,x ;set some value here
jmp CommonPlatCode ;then jump ahead to execute more code
;--------------------------------
InitHoriPlatform:
lda #$00
sta <XMoveSecondaryCounter,x ;init one of the moving counters
jmp CommonPlatCode ;jump ahead to execute more code
;--------------------------------
InitVertPlatform:
ldy #$40 ;set default value here
lda <Enemy_Y_Position,x ;check vertical position
bpl SetYO ;if above a certain point, skip this part
eor #$ff
clc ;otherwise get two's compliment
adc #$01
ldy #$c0 ;get alternate value to add to vertical position
SetYO: sta YPlatformTopYPos,x ;save as top vertical position
tya
clc ;load value from earlier, add number of pixels
adc <Enemy_Y_Position,x ;to vertical position
sta <YPlatformCenterYPos,x ;save result as central vertical position
;--------------------------------
CommonPlatCode:
jsr InitVStf ;do a sub to init certain other values
SPBBox: lda #$05 ;set default bounding box size control
ldy AreaType
cpy #$03 ;check for castle-type level
beq CasPBB ;use default value if found
ldy SecondaryHardMode ;otherwise check for secondary hard mode flag
bne CasPBB ;if set, use default value
lda #$06 ;use alternate value if not castle or secondary not set
CasPBB: sta Enemy_BoundBoxCtrl,x ;set bounding box size control here and leave
rts
;--------------------------------
LargeLiftUp:
jsr PlatLiftUp ;execute code for platforms going up
jmp LargeLiftBBox ;overwrite bounding box for large platforms
LargeLiftDown:
jsr PlatLiftDown ;execute code for platforms going down
LargeLiftBBox:
jmp SPBBox ;jump to overwrite bounding box size control
;--------------------------------
PlatLiftUp:
lda #$10 ;set movement amount here
sta Enemy_Y_MoveForce,x
lda #$ff ;set moving speed for platforms going up
sta <Enemy_Y_Speed,x
jmp CommonSmallLift ;skip ahead to part we should be executing
;--------------------------------
PlatLiftDown:
lda #$f0 ;set movement amount here
sta Enemy_Y_MoveForce,x
lda #$00 ;set moving speed for platforms going down
sta <Enemy_Y_Speed,x
;--------------------------------
CommonSmallLift:
ldy #$01
jsr PosPlatform ;do a sub to add 12 pixels due to preset value
lda #$04
sta Enemy_BoundBoxCtrl,x ;set bounding box control for small platforms
rts
;--------------------------------
PlatPosDataLow:
.db $08,$0c,$f8
PlatPosDataHigh:
.db $00,$00,$ff
PosPlatform:
lda <Enemy_X_Position,x ;get horizontal coordinate
clc
adc PlatPosDataLow,y ;add or subtract pixels depending on offset
sta <Enemy_X_Position,x ;store as new horizontal coordinate
lda <Enemy_PageLoc,x
adc PlatPosDataHigh,y ;add or subtract page location depending on offset
sta <Enemy_PageLoc,x ;store as new page location
rts ;and go back
;--------------------------------
EndOfEnemyInitCode:
rts
;-------------------------------------------------------------------------------------
RunEnemyObjectsCore:
ldx <ObjectOffset ;get offset for enemy object buffer
lda #$00 ;load value 0 for jump engine by default
ldy <Enemy_ID,x
cpy #$15 ;if enemy object < $15, use default value
bcc JmpEO
tya ;otherwise subtract $14 from the value and use
sbc #$14 ;as value for jump engine
JmpEO: jsr JumpEngine
.dw RunNormalEnemies ;for objects $00-$14
.dw RunBowserFlame ;for objects $15-$1f
.dw RunFireworks
.dw NoRunCode
.dw NoRunCode
.dw NoRunCode
.dw NoRunCode
.dw RunFirebarObj
.dw RunFirebarObj
.dw RunFirebarObj
.dw RunFirebarObj
.dw RunFirebarObj
.dw RunFirebarObj ;for objects $20-$2f
.dw RunFirebarObj
.dw RunFirebarObj
.dw NoRunCode
.dw RunLargePlatform
.dw RunLargePlatform
.dw RunLargePlatform
.dw RunLargePlatform
.dw RunLargePlatform
.dw RunLargePlatform
.dw RunLargePlatform
.dw RunSmallPlatform
.dw RunSmallPlatform
.dw RunBowser
.dw PowerUpObjHandler
.dw VineObjectHandler
.dw NoRunCode ;for objects $30-$35
.dw RunStarFlagObj
.dw JumpspringHandler
.dw NoRunCode
.dw WarpZoneObject
.dw RunRetainerObj
;--------------------------------
NoRunCode:
rts
;--------------------------------
RunRetainerObj:
jsr GetEnemyOffscreenBits
jsr RelativeEnemyPosition
jmp EnemyGfxHandler
;--------------------------------
RunNormalEnemies:
lda #$00 ;init sprite attributes
sta Enemy_SprAttrib,x
jsr GetEnemyOffscreenBits
jsr RelativeEnemyPosition
jsr EnemyGfxHandler
jsr GetEnemyBoundBox
jsr EnemyToBGCollisionDet
jsr EnemiesCollision
jsr PlayerEnemyCollision
ldy TimerControl ;if master timer control set, skip to last routine
bne SkipMove
jsr EnemyMovementSubs
SkipMove: jmp OffscreenBoundsCheck
EnemyMovementSubs:
lda <Enemy_ID,x
jsr JumpEngine
.dw MoveNormalEnemy ;only objects $00-$14 use this table
.dw MoveNormalEnemy
.dw MoveNormalEnemy
.dw MoveNormalEnemy
.dw MoveNormalEnemy
.dw ProcHammerBro
.dw MoveNormalEnemy
.dw MoveBloober
.dw MoveBulletBill
.dw NoMoveCode
.dw MoveSwimmingCheepCheep
.dw MoveSwimmingCheepCheep
.dw MovePodoboo
.dw MovePiranhaPlant
.dw MoveJumpingEnemy
.dw ProcMoveRedPTroopa
.dw MoveFlyGreenPTroopa
.dw MoveLakitu
.dw MoveNormalEnemy
.dw NoMoveCode ;dummy
.dw MoveFlyingCheepCheep
;--------------------------------
NoMoveCode:
rts
;--------------------------------
RunBowserFlame:
jsr ProcBowserFlame
jsr GetEnemyOffscreenBits
jsr RelativeEnemyPosition
jsr GetEnemyBoundBox
jsr PlayerEnemyCollision
jmp OffscreenBoundsCheck
;--------------------------------
RunFirebarObj:
jsr ProcFirebar
jmp OffscreenBoundsCheck
;--------------------------------
RunSmallPlatform:
jsr GetEnemyOffscreenBits
jsr RelativeEnemyPosition
jsr SmallPlatformBoundBox
jsr SmallPlatformCollision
jsr RelativeEnemyPosition
jsr DrawSmallPlatform
jsr MoveSmallPlatform
jmp OffscreenBoundsCheck
;--------------------------------
RunLargePlatform:
jsr GetEnemyOffscreenBits
jsr RelativeEnemyPosition
jsr LargePlatformBoundBox
jsr LargePlatformCollision
lda TimerControl ;if master timer control set,
bne SkipPT ;skip subroutine tree
jsr LargePlatformSubroutines
SkipPT: jsr RelativeEnemyPosition
jsr DrawLargePlatform
jmp OffscreenBoundsCheck
;--------------------------------
LargePlatformSubroutines:
lda <Enemy_ID,x ;subtract $24 to get proper offset for jump table
sec
sbc #$24
jsr JumpEngine
.dw BalancePlatform ;table used by objects $24-$2a
.dw YMovingPlatform
.dw MoveLargeLiftPlat
.dw MoveLargeLiftPlat
.dw XMovingPlatform
.dw DropPlatform
.dw RightPlatform
;-------------------------------------------------------------------------------------
EraseEnemyObject:
lda #$00 ;clear all enemy object variables
sta <Enemy_Flag,x
sta <Enemy_ID,x
sta <Enemy_State,x
sta FloateyNum_Control,x
sta EnemyIntervalTimer,x
sta ShellChainCounter,x
sta Enemy_SprAttrib,x
sta EnemyFrameTimer,x
rts
;-------------------------------------------------------------------------------------
MovePodoboo:
lda EnemyIntervalTimer,x ;check enemy timer
bne PdbM ;branch to move enemy if not expired
jsr InitPodoboo ;otherwise set up podoboo again
lda PseudoRandomBitReg+1,x ;get part of LSFR
ora #%10000000 ;set d7
sta Enemy_Y_MoveForce,x ;store as movement force
and #%00001111 ;mask out high nybble
ora #$06 ;set for at least six intervals
sta EnemyIntervalTimer,x ;store as new enemy timer
lda #$f9
sta <Enemy_Y_Speed,x ;set vertical speed to move podoboo upwards
PdbM: jmp MoveJ_EnemyVertically ;branch to impose gravity on podoboo
;--------------------------------
;$00 - used in HammerBroJumpCode as bitmask
HammerThrowTmrData:
.db $30, $1c
XSpeedAdderData:
.db $00, $e8, $00, $18
RevivedXSpeed:
.db $08, $f8, $0c, $f4
ProcHammerBro:
lda <Enemy_State,x ;check hammer bro's enemy state for d5 set
and #%00100000
beq ChkJH ;if not set, go ahead with code
jmp MoveDefeatedEnemy ;otherwise jump to something else
ChkJH: lda <HammerBroJumpTimer,x ;check jump timer
beq HammerBroJumpCode ;if expired, branch to jump
dec <HammerBroJumpTimer,x ;otherwise decrement jump timer
lda Enemy_OffscreenBits
and #%00001100 ;check offscreen bits
bne MoveHammerBroXDir ;if hammer bro a little offscreen, skip to movement code
lda HammerThrowingTimer,x ;check hammer throwing timer
bne DecHT ;if not expired, skip ahead, do not throw hammer
ldy SecondaryHardMode ;otherwise get secondary hard mode flag
lda HammerThrowTmrData,y ;get timer data using flag as offset
sta HammerThrowingTimer,x ;set as new timer
jsr SpawnHammerObj ;do a sub here to spawn hammer object
bcc DecHT ;if carry clear, hammer not spawned, skip to decrement timer
lda <Enemy_State,x
ora #%00001000 ;set d3 in enemy state for hammer throw
sta <Enemy_State,x
jmp MoveHammerBroXDir ;jump to move hammer bro
DecHT: dec HammerThrowingTimer,x ;decrement timer
jmp MoveHammerBroXDir ;jump to move hammer bro
HammerBroJumpLData:
.db $20, $37
HammerBroJumpCode:
lda <Enemy_State,x ;get hammer bro's enemy state
and #%00000111 ;mask out all but 3 LSB
cmp #$01 ;check for d0 set (for jumping)
beq MoveHammerBroXDir ;if set, branch ahead to moving code
lda #$00 ;load default value here
sta <$00 ;save into temp variable for now
ldy #$fa ;set default vertical speed
lda <Enemy_Y_Position,x ;check hammer bro's vertical coordinate
bmi SetHJ ;if on the bottom half of the screen, use current speed
ldy #$fd ;otherwise set alternate vertical speed
cmp #$70 ;check to see if hammer bro is above the middle of screen
inc <$00 ;increment preset value to $01
bcc SetHJ ;if above the middle of the screen, use current speed and $01
dec <$00 ;otherwise return value to $00
lda PseudoRandomBitReg+1,x ;get part of LSFR, mask out all but LSB
and #$01
bne SetHJ ;if d0 of LSFR set, branch and use current speed and $00
ldy #$fa ;otherwise reset to default vertical speed
SetHJ: sty <Enemy_Y_Speed,x ;set vertical speed for jumping
lda <Enemy_State,x ;set d0 in enemy state for jumping
ora #$01
sta <Enemy_State,x
lda <$00 ;load preset value here to use as bitmask
and PseudoRandomBitReg+2,x ;and do bit-wise comparison with part of LSFR
tay ;then use as offset
lda SecondaryHardMode ;check secondary hard mode flag
bne HJump
tay ;if secondary hard mode flag clear, set offset to 0
HJump: lda HammerBroJumpLData,y ;get jump length timer data using offset from before
sta EnemyFrameTimer,x ;save in enemy timer
lda PseudoRandomBitReg+1,x
ora #%11000000 ;get contents of part of LSFR, set d7 and d6, then
sta <HammerBroJumpTimer,x ;store in jump timer
MoveHammerBroXDir:
ldy #$fc ;move hammer bro a little to the left
lda <FrameCounter
and #%01000000 ;change hammer bro's direction every 64 frames
bne Shimmy
ldy #$04 ;if d6 set in counter, move him a little to the right
Shimmy: sty <Enemy_X_Speed,x ;store horizontal speed
ldy #$01 ;set to face right by default
jsr PlayerEnemyDiff ;get horizontal difference between player and hammer bro
bmi SetShim ;if enemy to the left of player, skip this part
iny ;set to face left
lda EnemyIntervalTimer,x ;check walking timer
bne SetShim ;if not yet expired, skip to set moving direction
lda #$f8
sta <Enemy_X_Speed,x ;otherwise, make the hammer bro walk left towards player
SetShim: sty <Enemy_MovingDir,x ;set moving direction
MoveNormalEnemy:
ldy #$00 ;init Y to leave horizontal movement as-is
lda <Enemy_State,x
and #%01000000 ;check enemy state for d6 set, if set skip
bne FallE ;to move enemy vertically, then horizontally if necessary
lda <Enemy_State,x
asl a ;check enemy state for d7 set
bcs SteadM ;if set, branch to move enemy horizontally
lda <Enemy_State,x
and #%00100000 ;check enemy state for d5 set
bne MoveDefeatedEnemy ;if set, branch to move defeated enemy object
lda <Enemy_State,x
and #%00000111 ;check d2-d0 of enemy state for any set bits
beq SteadM ;if enemy in normal state, branch to move enemy horizontally
cmp #$05
beq FallE ;if enemy in state used by spiny's egg, go ahead here
cmp #$03
bcs ReviveStunned ;if enemy in states $03 or $04, skip ahead to yet another part
FallE: jsr MoveD_EnemyVertically ;do a sub here to move enemy downwards
ldy #$00
lda <Enemy_State,x ;check for enemy state $02
cmp #$02
beq MEHor ;if found, branch to move enemy horizontally
and #%01000000 ;check for d6 set
beq SteadM ;if not set, branch to something else
lda <Enemy_ID,x
cmp #PowerUpObject ;check for power-up object
beq SteadM
bne SlowM ;if any other object where d6 set, jump to set Y
MEHor: jmp MoveEnemyHorizontally ;jump here to move enemy horizontally for <> $2e and d6 set
SlowM: ldy #$01 ;if branched here, increment Y to slow horizontal movement
SteadM: lda <Enemy_X_Speed,x ;get current horizontal speed
pha ;save to stack
bpl AddHS ;if not moving or moving right, skip, leave Y alone
iny
iny ;otherwise increment Y to next data
AddHS: clc
adc XSpeedAdderData,y ;add value here to slow enemy down if necessary
sta <Enemy_X_Speed,x ;save as horizontal speed temporarily
jsr MoveEnemyHorizontally ;then do a sub to move horizontally
pla
sta <Enemy_X_Speed,x ;get old horizontal speed from stack and return to
rts ;original memory location, then leave
ReviveStunned:
lda EnemyIntervalTimer,x ;if enemy timer not expired yet,
bne ChkKillGoomba ;skip ahead to something else
sta <Enemy_State,x ;otherwise initialize enemy state to normal
lda <FrameCounter
and #$01 ;get d0 of frame counter
tay ;use as Y and increment for movement direction
iny
sty <Enemy_MovingDir,x ;store as pseudorandom movement direction
dey ;decrement for use as pointer
lda PrimaryHardMode ;check primary hard mode flag
beq SetRSpd ;if not set, use pointer as-is
iny
iny ;otherwise increment 2 bytes to next data
SetRSpd: lda RevivedXSpeed,y ;load and store new horizontal speed
sta <Enemy_X_Speed,x ;and leave
rts
MoveDefeatedEnemy:
jsr MoveD_EnemyVertically ;execute sub to move defeated enemy downwards
jmp MoveEnemyHorizontally ;now move defeated enemy horizontally
ChkKillGoomba:
cmp #$0e ;check to see if enemy timer has reached
bne NKGmba ;a certain point, and branch to leave if not
lda <Enemy_ID,x
cmp #Goomba ;check for goomba object
bne NKGmba ;branch if not found
jsr EraseEnemyObject ;otherwise, kill this goomba object
NKGmba: rts ;leave!
;--------------------------------
MoveJumpingEnemy:
jsr MoveJ_EnemyVertically ;do a sub to impose gravity on green paratroopa
jmp MoveEnemyHorizontally ;jump to move enemy horizontally
;--------------------------------
ProcMoveRedPTroopa:
lda <Enemy_Y_Speed,x
ora Enemy_Y_MoveForce,x ;check for any vertical force or speed
bne MoveRedPTUpOrDown ;branch if any found
sta Enemy_YMF_Dummy,x ;initialize something here
lda <Enemy_Y_Position,x ;check current vs. original vertical coordinate
cmp RedPTroopaOrigXPos,x
bcs MoveRedPTUpOrDown ;if current => original, skip ahead to more code
lda <FrameCounter ;get frame counter
and #%00000111 ;mask out all but 3 LSB
bne NoIncPT ;if any bits set, branch to leave
inc <Enemy_Y_Position,x ;otherwise increment red paratroopa's vertical position
NoIncPT: rts ;leave
MoveRedPTUpOrDown:
lda <Enemy_Y_Position,x ;check current vs. central vertical coordinate
cmp <RedPTroopaCenterYPos,x
bcc MovPTDwn ;if current < central, jump to move downwards
jmp MoveRedPTroopaUp ;otherwise jump to move upwards
MovPTDwn: jmp MoveRedPTroopaDown ;move downwards
;--------------------------------
;$00 - used to store adder for movement, also used as adder for platform
;$01 - used to store maximum value for secondary counter
MoveFlyGreenPTroopa:
jsr XMoveCntr_GreenPTroopa ;do sub to increment primary and secondary counters
jsr MoveWithXMCntrs ;do sub to move green paratroopa accordingly, and horizontally
ldy #$01 ;set Y to move green paratroopa down
lda <FrameCounter
and #%00000011 ;check frame counter 2 LSB for any bits set
bne NoMGPT ;branch to leave if set to move up/down every fourth frame
lda <FrameCounter
and #%01000000 ;check frame counter for d6 set
bne YSway ;branch to move green paratroopa down if set
ldy #$ff ;otherwise set Y to move green paratroopa up
YSway: sty <$00 ;store adder here
lda <Enemy_Y_Position,x
clc ;add or subtract from vertical position
adc <$00 ;to give green paratroopa a wavy flight
sta <Enemy_Y_Position,x
NoMGPT: rts ;leave!
XMoveCntr_GreenPTroopa:
lda #$13 ;load preset maximum value for secondary counter
XMoveCntr_Platform:
sta <$01 ;store value here
lda <FrameCounter
and #%00000011 ;branch to leave if not on
bne NoIncXM ;every fourth frame
ldy <XMoveSecondaryCounter,x ;get secondary counter
lda <XMovePrimaryCounter,x ;get primary counter
lsr a
bcs DecSeXM ;if d0 of primary counter set, branch elsewhere
cpy <$01 ;compare secondary counter to preset maximum value
beq IncPXM ;if equal, branch ahead of this part
inc <XMoveSecondaryCounter,x ;increment secondary counter and leave
NoIncXM: rts
IncPXM: inc <XMovePrimaryCounter,x ;increment primary counter and leave
rts
DecSeXM: tya ;put secondary counter in A
beq IncPXM ;if secondary counter at zero, branch back
dec <XMoveSecondaryCounter,x ;otherwise decrement secondary counter and leave
rts
MoveWithXMCntrs:
lda <XMoveSecondaryCounter,x ;save secondary counter to stack
pha
ldy #$01 ;set value here by default
lda <XMovePrimaryCounter,x
and #%00000010 ;if d1 of primary counter is
bne XMRight ;set, branch ahead of this part here
lda <XMoveSecondaryCounter,x
eor #$ff ;otherwise change secondary
clc ;counter to two's compliment
adc #$01
sta <XMoveSecondaryCounter,x
ldy #$02 ;load alternate value here
XMRight: sty <Enemy_MovingDir,x ;store as moving direction
jsr MoveEnemyHorizontally
sta <$00 ;save value obtained from sub here
pla ;get secondary counter from stack
sta <XMoveSecondaryCounter,x ;and return to original place
rts
;--------------------------------
BlooberBitmasks:
.db %00111111, %00000011
MoveBloober:
lda <Enemy_State,x
and #%00100000 ;check enemy state for d5 set
bne MoveDefeatedBloober ;branch if set to move defeated bloober
ldy SecondaryHardMode ;use secondary hard mode flag as offset
lda PseudoRandomBitReg+1,x ;get LSFR
and BlooberBitmasks,y ;mask out bits in LSFR using bitmask loaded with offset
bne BlooberSwim ;if any bits set, skip ahead to make swim
txa
lsr a ;check to see if on second or fourth slot (1 or 3)
bcc FBLeft ;if not, branch to figure out moving direction
ldy <Player_MovingDir ;otherwise, load player's moving direction and
bcs SBMDir ;do an unconditional branch to set
FBLeft: ldy #$02 ;set left moving direction by default
jsr PlayerEnemyDiff ;get horizontal difference between player and bloober
bpl SBMDir ;if enemy to the right of player, keep left
dey ;otherwise decrement to set right moving direction
SBMDir: sty <Enemy_MovingDir,x ;set moving direction of bloober, then continue on here
BlooberSwim:
jsr ProcSwimmingB ;execute sub to make bloober swim characteristically
lda <Enemy_Y_Position,x ;get vertical coordinate
sec
sbc Enemy_Y_MoveForce,x ;subtract movement force
cmp #$20 ;check to see if position is above edge of status bar
bcc SwimX ;if so, don't do it
sta <Enemy_Y_Position,x ;otherwise, set new vertical position, make bloober swim
SwimX: ldy <Enemy_MovingDir,x ;check moving direction
dey
bne LeftSwim ;if moving to the left, branch to second part
lda <Enemy_X_Position,x
clc ;add movement speed to horizontal coordinate
adc <BlooperMoveSpeed,x
sta <Enemy_X_Position,x ;store result as new horizontal coordinate
lda <Enemy_PageLoc,x
adc #$00 ;add carry to page location
sta <Enemy_PageLoc,x ;store as new page location and leave
rts
LeftSwim:
lda <Enemy_X_Position,x
sec ;subtract movement speed from horizontal coordinate
sbc <BlooperMoveSpeed,x
sta <Enemy_X_Position,x ;store result as new horizontal coordinate
lda <Enemy_PageLoc,x
sbc #$00 ;subtract borrow from page location
sta <Enemy_PageLoc,x ;store as new page location and leave
rts
MoveDefeatedBloober:
jmp MoveEnemySlowVert ;jump to move defeated bloober downwards
ProcSwimmingB:
lda <BlooperMoveCounter,x ;get enemy's movement counter
and #%00000010 ;check for d1 set
bne ChkForFloatdown ;branch if set
lda <FrameCounter
and #%00000111 ;get 3 LSB of frame counter
pha ;and save it to the stack
lda <BlooperMoveCounter,x ;get enemy's movement counter
lsr a ;check for d0 set
bcs SlowSwim ;branch if set
pla ;pull 3 LSB of frame counter from the stack
bne BSwimE ;branch to leave, execute code only every eighth frame
lda Enemy_Y_MoveForce,x
clc ;add to movement force to speed up swim
adc #$01
sta Enemy_Y_MoveForce,x ;set movement force
sta <BlooperMoveSpeed,x ;set as movement speed
cmp #$02
bne BSwimE ;if certain horizontal speed, branch to leave
inc <BlooperMoveCounter,x ;otherwise increment movement counter
BSwimE: rts
SlowSwim:
pla ;pull 3 LSB of frame counter from the stack
bne NoSSw ;branch to leave, execute code only every eighth frame
lda Enemy_Y_MoveForce,x
sec ;subtract from movement force to slow swim
sbc #$01
sta Enemy_Y_MoveForce,x ;set movement force
sta <BlooperMoveSpeed,x ;set as movement speed
bne NoSSw ;if any speed, branch to leave
inc <BlooperMoveCounter,x ;otherwise increment movement counter
lda #$02
sta EnemyIntervalTimer,x ;set enemy's timer
NoSSw: rts ;leave
ChkForFloatdown:
lda EnemyIntervalTimer,x ;get enemy timer
beq ChkNearPlayer ;branch if expired
Floatdown:
lda <FrameCounter ;get frame counter
lsr a ;check for d0 set
bcs NoFD ;branch to leave on every other frame
inc <Enemy_Y_Position,x ;otherwise increment vertical coordinate
NoFD: rts ;leave
ChkNearPlayer:
lda <Enemy_Y_Position,x ;get vertical coordinate
adc #$10 ;add sixteen pixels
cmp <Player_Y_Position ;compare result with player's vertical coordinate
bcc Floatdown ;if modified vertical less than player's, branch
lda #$00
sta <BlooperMoveCounter,x ;otherwise nullify movement counter
rts
;--------------------------------
MoveBulletBill:
lda <Enemy_State,x ;check bullet bill's enemy object state for d5 set
and #%00100000
beq NotDefB ;if not set, continue with movement code
jmp MoveJ_EnemyVertically ;otherwise jump to move defeated bullet bill downwards
NotDefB: lda #$e8 ;set bullet bill's horizontal speed
sta <Enemy_X_Speed,x ;and move it accordingly (note: this bullet bill
jmp MoveEnemyHorizontally ;object occurs in frenzy object $17, not from cannons)
;--------------------------------
;$02 - used to hold preset values
;$03 - used to hold enemy state
SwimCCXMoveData:
.db $40, $80
.db $04, $04 ;residual data, not used
MoveSwimmingCheepCheep:
lda <Enemy_State,x ;check cheep-cheep's enemy object state
and #%00100000 ;for d5 set
beq CCSwim ;if not set, continue with movement code
jmp MoveEnemySlowVert ;otherwise jump to move defeated cheep-cheep downwards
CCSwim: sta <$03 ;save enemy state in $03
lda <Enemy_ID,x ;get enemy identifier
sec
sbc #$0a ;subtract ten for cheep-cheep identifiers
tay ;use as offset
lda SwimCCXMoveData,y ;load value here
sta <$02
lda Enemy_X_MoveForce,x ;load horizontal force
sec
sbc <$02 ;subtract preset value from horizontal force
sta Enemy_X_MoveForce,x ;store as new horizontal force
lda <Enemy_X_Position,x ;get horizontal coordinate
sbc #$00 ;subtract borrow (thus moving it slowly)
sta <Enemy_X_Position,x ;and save as new horizontal coordinate
lda <Enemy_PageLoc,x
sbc #$00 ;subtract borrow again, this time from the
sta <Enemy_PageLoc,x ;page location, then save
lda #$20
sta <$02 ;save new value here
cpx #$02 ;check enemy object offset
bcc ExSwCC ;if in first or second slot, branch to leave
lda <CheepCheepMoveMFlag,x ;check movement flag
cmp #$10 ;if movement speed set to $00,
bcc CCSwimUpwards ;branch to move upwards
lda Enemy_YMF_Dummy,x
clc
adc <$02 ;add preset value to dummy variable to get carry
sta Enemy_YMF_Dummy,x ;and save dummy
lda <Enemy_Y_Position,x ;get vertical coordinate
adc <$03 ;add carry to it plus enemy state to slowly move it downwards
sta <Enemy_Y_Position,x ;save as new vertical coordinate
lda <Enemy_Y_HighPos,x
adc #$00 ;add carry to page location and
jmp ChkSwimYPos ;jump to end of movement code
CCSwimUpwards:
lda Enemy_YMF_Dummy,x
sec
sbc <$02 ;subtract preset value to dummy variable to get borrow
sta Enemy_YMF_Dummy,x ;and save dummy
lda <Enemy_Y_Position,x ;get vertical coordinate
sbc <$03 ;subtract borrow to it plus enemy state to slowly move it upwards
sta <Enemy_Y_Position,x ;save as new vertical coordinate
lda <Enemy_Y_HighPos,x
sbc #$00 ;subtract borrow from page location
ChkSwimYPos:
sta <Enemy_Y_HighPos,x ;save new page location here
ldy #$00 ;load movement speed to upwards by default
lda <Enemy_Y_Position,x ;get vertical coordinate
sec
sbc CheepCheepOrigYPos,x ;subtract original coordinate from current
bpl YPDiff ;if result positive, skip to next part
ldy #$10 ;otherwise load movement speed to downwards
eor #$ff
clc ;get two's compliment of result
adc #$01 ;to obtain total difference of original vs. current
YPDiff: cmp #$0f ;if difference between original vs. current vertical
bcc ExSwCC ;coordinates < 15 pixels, leave movement speed alone
tya
sta <CheepCheepMoveMFlag,x ;otherwise change movement speed
ExSwCC: rts ;leave
;--------------------------------
;$00 - used as counter for firebar parts
;$01 - used for oscillated high byte of spin state or to hold horizontal adder
;$02 - used for oscillated high byte of spin state or to hold vertical adder
;$03 - used for mirror data
;$04 - used to store player's sprite 1 X coordinate
;$05 - used to evaluate mirror data
;$06 - used to store either screen X coordinate or sprite data offset
;$07 - used to store screen Y coordinate
;$ed - used to hold maximum length of firebar
;$ef - used to hold high byte of spinstate
;horizontal adder is at first byte + high byte of spinstate,
;vertical adder is same + 8 bytes, two's compliment
;if greater than $08 for proper oscillation
FirebarPosLookupTbl:
.db $00, $01, $03, $04, $05, $06, $07, $07, $08
.db $00, $03, $06, $09, $0b, $0d, $0e, $0f, $10
.db $00, $04, $09, $0d, $10, $13, $16, $17, $18
.db $00, $06, $0c, $12, $16, $1a, $1d, $1f, $20
.db $00, $07, $0f, $16, $1c, $21, $25, $27, $28
.db $00, $09, $12, $1b, $21, $27, $2c, $2f, $30
.db $00, $0b, $15, $1f, $27, $2e, $33, $37, $38
.db $00, $0c, $18, $24, $2d, $35, $3b, $3e, $40
.db $00, $0e, $1b, $28, $32, $3b, $42, $46, $48
.db $00, $0f, $1f, $2d, $38, $42, $4a, $4e, $50
.db $00, $11, $22, $31, $3e, $49, $51, $56, $58
FirebarMirrorData:
.db $01, $03, $02, $00
FirebarTblOffsets:
.db $00, $09, $12, $1b, $24, $2d
.db $36, $3f, $48, $51, $5a, $63
FirebarYPos:
.db $0c, $18
ProcFirebar:
jsr GetEnemyOffscreenBits ;get offscreen information
lda Enemy_OffscreenBits ;check for d3 set
and #%00001000 ;if so, branch to leave
bne SkipFBar
lda TimerControl ;if master timer control set, branch
bne SusFbar ;ahead of this part
lda FirebarSpinSpeed,x ;load spinning speed of firebar
jsr FirebarSpin ;modify current spinstate
and #%00011111 ;mask out all but 5 LSB
sta <FirebarSpinState_High,x ;and store as new high byte of spinstate
SusFbar: lda <FirebarSpinState_High,x ;get high byte of spinstate
ldy <Enemy_ID,x ;check enemy identifier
cpy #$1f
bcc SetupGFB ;if < $1f (long firebar), branch
cmp #$08 ;check high byte of spinstate
beq SkpFSte ;if eight, branch to change
cmp #$18
bne SetupGFB ;if not at twenty-four branch to not change
SkpFSte: clc
adc #$01 ;add one to spinning thing to avoid horizontal state
sta <FirebarSpinState_High,x
SetupGFB: sta <$ef ;save high byte of spinning thing, modified or otherwise
jsr RelativeEnemyPosition ;get relative coordinates to screen
jsr GetFirebarPosition ;do a sub here (residual, too early to be used now)
ldy Enemy_SprDataOffset,x ;get OAM data offset
lda Enemy_Rel_YPos ;get relative vertical coordinate
sta Sprite_Y_Position,y ;store as Y in OAM data
sta <$07 ;also save here
lda Enemy_Rel_XPos ;get relative horizontal coordinate
sta Sprite_X_Position,y ;store as X in OAM data
sta <$06 ;also save here
lda #$01
sta <$00 ;set $01 value here (not necessary)
jsr FirebarCollision ;draw fireball part and do collision detection
ldy #$05 ;load value for short firebars by default
lda <Enemy_ID,x
cmp #$1f ;are we doing a long firebar?
bcc SetMFbar ;no, branch then
ldy #$0b ;otherwise load value for long firebars
SetMFbar: sty <$ed ;store maximum value for length of firebars
lda #$00
sta <$00 ;initialize counter here
DrawFbar: lda <$ef ;load high byte of spinstate
jsr GetFirebarPosition ;get fireball position data depending on firebar part
jsr DrawFirebar_Collision ;position it properly, draw it and do collision detection
lda <$00 ;check which firebar part
cmp #$04
bne NextFbar
ldy DuplicateObj_Offset ;if we arrive at fifth firebar part,
lda Enemy_SprDataOffset,y ;get offset from long firebar and load OAM data offset
sta <$06 ;using long firebar offset, then store as new one here
NextFbar: inc <$00 ;move onto the next firebar part
lda <$00
cmp <$ed ;if we end up at the maximum part, go on and leave
bcc DrawFbar ;otherwise go back and do another
SkipFBar: rts
DrawFirebar_Collision:
lda <$03 ;store mirror data elsewhere
sta <$05
ldy <$06 ;load OAM data offset for firebar
lda <$01 ;load horizontal adder we got from position loader
lsr <$05 ;shift LSB of mirror data
bcs AddHA ;if carry was set, skip this part
eor #$ff
adc #$01 ;otherwise get two's compliment of horizontal adder
AddHA: clc ;add horizontal coordinate relative to screen to
adc Enemy_Rel_XPos ;horizontal adder, modified or otherwise
sta Sprite_X_Position,y ;store as X coordinate here
sta <$06 ;store here for now, note offset is saved in Y still
cmp Enemy_Rel_XPos ;compare X coordinate of sprite to original X of firebar
bcs SubtR1 ;if sprite coordinate => original coordinate, branch
lda Enemy_Rel_XPos
sec ;otherwise subtract sprite X from the
sbc <$06 ;original one and skip this part
jmp ChkFOfs
SubtR1: sec ;subtract original X from the
sbc Enemy_Rel_XPos ;current sprite X
ChkFOfs: cmp #$59 ;if difference of coordinates within a certain range,
bcc VAHandl ;continue by handling vertical adder
lda #$f8 ;otherwise, load offscreen Y coordinate
bne SetVFbr ;and unconditionally branch to move sprite offscreen
VAHandl: lda Enemy_Rel_YPos ;if vertical relative coordinate offscreen,
cmp #$f8 ;skip ahead of this part and write into sprite Y coordinate
beq SetVFbr
lda <$02 ;load vertical adder we got from position loader
lsr <$05 ;shift LSB of mirror data one more time
bcs AddVA ;if carry was set, skip this part
eor #$ff
adc #$01 ;otherwise get two's compliment of second part
AddVA: clc ;add vertical coordinate relative to screen to
adc Enemy_Rel_YPos ;the second data, modified or otherwise
SetVFbr: sta Sprite_Y_Position,y ;store as Y coordinate here
sta <$07 ;also store here for now
FirebarCollision:
jsr DrawFirebar ;run sub here to draw current tile of firebar
tya ;return OAM data offset and save
pha ;to the stack for now
lda StarInvincibleTimer ;if star mario invincibility timer
ora TimerControl ;or master timer controls set
bne NoColFB ;then skip all of this
sta <$05 ;otherwise initialize counter
ldy <Player_Y_HighPos
dey ;if player's vertical high byte offscreen,
bne NoColFB ;skip all of this
ldy <Player_Y_Position ;get player's vertical position
lda PlayerSize ;get player's size
bne AdjSm ;if player small, branch to alter variables
lda CrouchingFlag
beq BigJp ;if player big and not crouching, jump ahead
AdjSm: inc <$05 ;if small or big but crouching, execute this part
inc <$05 ;first increment our counter twice (setting $02 as flag)
tya
clc ;then add 24 pixels to the player's
adc #$18 ;vertical coordinate
tay
BigJp: tya ;get vertical coordinate, altered or otherwise, from Y
FBCLoop: sec ;subtract vertical position of firebar
sbc <$07 ;from the vertical coordinate of the player
bpl ChkVFBD ;if player lower on the screen than firebar,
eor #$ff ;skip two's compliment part
clc ;otherwise get two's compliment
adc #$01
ChkVFBD: cmp #$08 ;if difference => 8 pixels, skip ahead of this part
bcs Chk2Ofs
lda <$06 ;if firebar on far right on the screen, skip this,
cmp #$f0 ;because, really, what's the point?
bcs Chk2Ofs
lda Sprite_X_Position+4 ;get OAM X coordinate for sprite #1
clc
adc #$04 ;add four pixels
sta <$04 ;store here
sec ;subtract horizontal coordinate of firebar
sbc <$06 ;from the X coordinate of player's sprite 1
bpl ChkFBCl ;if modded X coordinate to the right of firebar
eor #$ff ;skip two's compliment part
clc ;otherwise get two's compliment
adc #$01
ChkFBCl: cmp #$08 ;if difference < 8 pixels, collision, thus branch
bcc ChgSDir ;to process
Chk2Ofs: lda <$05 ;if value of $02 was set earlier for whatever reason,
cmp #$02 ;branch to increment OAM offset and leave, no collision
beq NoColFB
ldy <$05 ;otherwise get temp here and use as offset
lda <Player_Y_Position
clc
adc FirebarYPos,y ;add value loaded with offset to player's vertical coordinate
inc <$05 ;then increment temp and jump back
jmp FBCLoop
ChgSDir: ldx #$01 ;set movement direction by default
lda <$04 ;if OAM X coordinate of player's sprite 1
cmp <$06 ;is greater than horizontal coordinate of firebar
bcs SetSDir ;then do not alter movement direction
inx ;otherwise increment it
SetSDir: stx <Enemy_MovingDir ;store movement direction here
ldx #$00
lda <$00 ;save value written to $00 to stack
pha
jsr InjurePlayer ;perform sub to hurt or kill player
pla
sta <$00 ;get value of $00 from stack
NoColFB: pla ;get OAM data offset
clc ;add four to it and save
adc #$04
sta <$06
ldx <ObjectOffset ;get enemy object buffer offset and leave
rts
GetFirebarPosition:
pha ;save high byte of spinstate to the stack
and #%00001111 ;mask out low nybble
cmp #$09
bcc GetHAdder ;if lower than $09, branch ahead
eor #%00001111 ;otherwise get two's compliment to oscillate
clc
adc #$01
GetHAdder: sta <$01 ;store result, modified or not, here
ldy <$00 ;load number of firebar ball where we're at
lda FirebarTblOffsets,y ;load offset to firebar position data
clc
adc <$01 ;add oscillated high byte of spinstate
tay ;to offset here and use as new offset
lda FirebarPosLookupTbl,y ;get data here and store as horizontal adder
sta <$01
pla ;pull whatever was in A from the stack
pha ;save it again because we still need it
clc
adc #$08 ;add eight this time, to get vertical adder
and #%00001111 ;mask out high nybble
cmp #$09 ;if lower than $09, branch ahead
bcc GetVAdder
eor #%00001111 ;otherwise get two's compliment
clc
adc #$01
GetVAdder: sta <$02 ;store result here
ldy <$00
lda FirebarTblOffsets,y ;load offset to firebar position data again
clc
adc <$02 ;this time add value in $02 to offset here and use as offset
tay
lda FirebarPosLookupTbl,y ;get data here and store as vertica adder
sta <$02
pla ;pull out whatever was in A one last time
lsr a ;divide by eight or shift three to the right
lsr a
lsr a
tay ;use as offset
lda FirebarMirrorData,y ;load mirroring data here
sta <$03 ;store
rts
;--------------------------------
PRandomSubtracter:
.db $f8, $a0, $70, $bd, $00
FlyCCBPriority:
.db $20, $20, $20, $00, $00
MoveFlyingCheepCheep:
lda <Enemy_State,x ;check cheep-cheep's enemy state
and #%00100000 ;for d5 set
beq FlyCC ;branch to continue code if not set
lda #$00
sta Enemy_SprAttrib,x ;otherwise clear sprite attributes
jmp MoveJ_EnemyVertically ;and jump to move defeated cheep-cheep downwards
FlyCC: jsr MoveEnemyHorizontally ;move cheep-cheep horizontally based on speed and force
ldy #$0d ;set vertical movement amount
lda #$05 ;set maximum speed
jsr SetXMoveAmt ;branch to impose gravity on flying cheep-cheep
lda Enemy_Y_MoveForce,x
lsr a ;get vertical movement force and
lsr a ;move high nybble to low
lsr a
lsr a
tay ;save as offset (note this tends to go into reach of code)
lda <Enemy_Y_Position,x ;get vertical position
sec ;subtract pseudorandom value based on offset from position
sbc PRandomSubtracter,y
bpl AddCCF ;if result within top half of screen, skip this part
eor #$ff
clc ;otherwise get two's compliment
adc #$01
AddCCF: cmp #$08 ;if result or two's compliment greater than eight,
bcs BPGet ;skip to the end without changing movement force
lda Enemy_Y_MoveForce,x
clc
adc #$10 ;otherwise add to it
sta Enemy_Y_MoveForce,x
lsr a ;move high nybble to low again
lsr a
lsr a
lsr a
tay
BPGet: lda FlyCCBPriority,y ;load bg priority data and store (this is very likely
sta Enemy_SprAttrib,x ;broken or residual code, value is overwritten before
rts ;drawing it next frame), then leave
;--------------------------------
;$00 - used to hold horizontal difference
;$01-$03 - used to hold difference adjusters
LakituDiffAdj:
.db $15, $30, $40
MoveLakitu:
lda <Enemy_State,x ;check lakitu's enemy state
and #%00100000 ;for d5 set
beq ChkLS ;if not set, continue with code
jmp MoveD_EnemyVertically ;otherwise jump to move defeated lakitu downwards
ChkLS: lda <Enemy_State,x ;if lakitu's enemy state not set at all,
beq Fr12S ;go ahead and continue with code
lda #$00
sta <LakituMoveDirection,x ;otherwise initialize moving direction to move to left
sta EnemyFrenzyBuffer ;initialize frenzy buffer
lda #$10
bne SetLSpd ;load horizontal speed and do unconditional branch
Fr12S: lda #Spiny
sta EnemyFrenzyBuffer ;set spiny identifier in frenzy buffer
ldy #$02
LdLDa: lda LakituDiffAdj,y ;load values
sta $0001,y ;store in zero page
dey
bpl LdLDa ;do this until all values are stired
jsr PlayerLakituDiff ;execute sub to set speed and create spinys
SetLSpd: sta <LakituMoveSpeed,x ;set movement speed returned from sub
ldy #$01 ;set moving direction to right by default
lda <LakituMoveDirection,x
and #$01 ;get LSB of moving direction
bne SetLMov ;if set, branch to the end to use moving direction
lda <LakituMoveSpeed,x
eor #$ff ;get two's compliment of moving speed
clc
adc #$01
sta <LakituMoveSpeed,x ;store as new moving speed
iny ;increment moving direction to left
SetLMov: sty <Enemy_MovingDir,x ;store moving direction
jmp MoveEnemyHorizontally ;move lakitu horizontally
PlayerLakituDiff:
ldy #$00 ;set Y for default value
jsr PlayerEnemyDiff ;get horizontal difference between enemy and player
bpl ChkLakDif ;branch if enemy is to the right of the player
iny ;increment Y for left of player
lda <$00
eor #$ff ;get two's compliment of low byte of horizontal difference
clc
adc #$01 ;store two's compliment as horizontal difference
sta <$00
ChkLakDif: lda <$00 ;get low byte of horizontal difference
cmp #$3c ;if within a certain distance of player, branch
bcc ChkPSpeed
lda #$3c ;otherwise set maximum distance
sta <$00
lda <Enemy_ID,x ;check if lakitu is in our current enemy slot
cmp #Lakitu
bne ChkPSpeed ;if not, branch elsewhere
tya ;compare contents of Y, now in A
cmp <LakituMoveDirection,x ;to what is being used as horizontal movement direction
beq ChkPSpeed ;if moving toward the player, branch, do not alter
lda <LakituMoveDirection,x ;if moving to the left beyond maximum distance,
beq SetLMovD ;branch and alter without delay
dec <LakituMoveSpeed,x ;decrement horizontal speed
lda <LakituMoveSpeed,x ;if horizontal speed not yet at zero, branch to leave
bne ExMoveLak
SetLMovD: tya ;set horizontal direction depending on horizontal
sta <LakituMoveDirection,x ;difference between enemy and player if necessary
ChkPSpeed: lda <$00
and #%00111100 ;mask out all but four bits in the middle
lsr a ;divide masked difference by four
lsr a
sta <$00 ;store as new value
ldy #$00 ;init offset
lda <Player_X_Speed
beq SubDifAdj ;if player not moving horizontally, branch
lda ScrollAmount
beq SubDifAdj ;if scroll speed not set, branch to same place
iny ;otherwise increment offset
lda <Player_X_Speed
cmp #$19 ;if player not running, branch
bcc ChkSpinyO
lda ScrollAmount
cmp #$02 ;if scroll speed below a certain amount, branch
bcc ChkSpinyO ;to same place
iny ;otherwise increment once more
ChkSpinyO: lda <Enemy_ID,x ;check for spiny object
cmp #Spiny
bne ChkEmySpd ;branch if not found
lda <Player_X_Speed ;if player not moving, skip this part
bne SubDifAdj
ChkEmySpd: lda <Enemy_Y_Speed,x ;check vertical speed
bne SubDifAdj ;branch if nonzero
ldy #$00 ;otherwise reinit offset
SubDifAdj: lda $0001,y ;get one of three saved values from earlier
ldy <$00 ;get saved horizontal difference
SPixelLak: sec ;subtract one for each pixel of horizontal difference
sbc #$01 ;from one of three saved values
dey
bpl SPixelLak ;branch until all pixels are subtracted, to adjust difference
ExMoveLak: rts ;leave!!!
;-------------------------------------------------------------------------------------
;$04-$05 - used to store name table address in little endian order
BridgeCollapseData:
.db $1a ;axe
.db $58 ;chain
.db $98, $96, $94, $92, $90, $8e, $8c ;bridge
.db $8a, $88, $86, $84, $82, $80
BridgeCollapse:
ldx BowserFront_Offset ;get enemy offset for bowser
lda <Enemy_ID,x ;check enemy object identifier for bowser
cmp #Bowser ;if not found, branch ahead,
bne SetM2 ;metatile removal not necessary
stx <ObjectOffset ;store as enemy offset here
lda <Enemy_State,x ;if bowser in normal state, skip all of this
beq RemoveBridge
and #%01000000 ;if bowser's state has d6 clear, skip to silence music
beq SetM2
lda <Enemy_Y_Position,x ;check bowser's vertical coordinate
cmp #$e0 ;if bowser not yet low enough, skip this part ahead
bcc MoveD_Bowser
SetM2: lda #Silence ;silence music
sta <EventMusicQueue
inc OperMode_Task ;move onto next secondary mode in autoctrl mode
jmp KillAllEnemies ;jump to empty all enemy slots and then leave
MoveD_Bowser:
jsr MoveEnemySlowVert ;do a sub to move bowser downwards
jmp BowserGfxHandler ;jump to draw bowser's front and rear, then leave
RemoveBridge:
dec BowserFeetCounter ;decrement timer to control bowser's feet
bne NoBFall ;if not expired, skip all of this
lda #$04
sta BowserFeetCounter ;otherwise, set timer now
lda BowserBodyControls
eor #$01 ;invert bit to control bowser's feet
sta BowserBodyControls
lda #$22 ;put high byte of name table address here for now
sta <$05
ldy BridgeCollapseOffset ;get bridge collapse offset here
lda BridgeCollapseData,y ;load low byte of name table address and store here
sta <$04
ldy VRAM_Buffer1_Offset ;increment vram buffer offset
iny
ldx #$0c ;set offset for tile data for sub to draw blank metatile
jsr RemBridge ;do sub here to remove bowser's bridge metatiles
ldx <ObjectOffset ;get enemy offset
jsr MoveVOffset ;set new vram buffer offset
lda #Sfx_Blast ;load the fireworks/gunfire sound into the square 2 sfx
sta <Square2SoundQueue ;queue while at the same time loading the brick
lda #Sfx_BrickShatter ;shatter sound into the noise sfx queue thus
sta <NoiseSoundQueue ;producing the unique sound of the bridge collapsing
inc BridgeCollapseOffset ;increment bridge collapse offset
lda BridgeCollapseOffset
cmp #$0f ;if bridge collapse offset has not yet reached
bne NoBFall ;the end, go ahead and skip this part
jsr InitVStf ;initialize whatever vertical speed bowser has
lda #%01000000
sta <Enemy_State,x ;set bowser's state to one of defeated states (d6 set)
lda #Sfx_BowserFall
sta <Square2SoundQueue ;play bowser defeat sound
NoBFall: jmp BowserGfxHandler ;jump to code that draws bowser
;--------------------------------
PRandomRange:
.db $21, $41, $11, $31
RunBowser:
lda <Enemy_State,x ;if d5 in enemy state is not set
and #%00100000 ;then branch elsewhere to run bowser
beq BowserControl
lda <Enemy_Y_Position,x ;otherwise check vertical position
cmp #$e0 ;if above a certain point, branch to move defeated bowser
bcc MoveD_Bowser ;otherwise proceed to KillAllEnemies
KillAllEnemies:
ldx #$04 ;start with last enemy slot
KillLoop: jsr EraseEnemyObject ;branch to kill enemy objects
dex ;move onto next enemy slot
bpl KillLoop ;do this until all slots are emptied
sta EnemyFrenzyBuffer ;empty frenzy buffer
ldx <ObjectOffset ;get enemy object offset and leave
rts
BowserControl:
lda #$00
sta EnemyFrenzyBuffer ;empty frenzy buffer
lda TimerControl ;if master timer control not set,
beq ChkMouth ;skip jump and execute code here
jmp SkipToFB ;otherwise, jump over a bunch of code
ChkMouth: lda BowserBodyControls ;check bowser's mouth
bpl FeetTmr ;if bit clear, go ahead with code here
jmp HammerChk ;otherwise skip a whole section starting here
FeetTmr: dec BowserFeetCounter ;decrement timer to control bowser's feet
bne ResetMDr ;if not expired, skip this part
lda #$20 ;otherwise, reset timer
sta BowserFeetCounter
lda BowserBodyControls ;and invert bit used
eor #%00000001 ;to control bowser's feet
sta BowserBodyControls
ResetMDr: lda <FrameCounter ;check frame counter
and #%00001111 ;if not on every sixteenth frame, skip
bne B_FaceP ;ahead to continue code
lda #$02 ;otherwise reset moving/facing direction every
sta <Enemy_MovingDir,x ;sixteen frames
B_FaceP: lda EnemyFrameTimer,x ;if timer set here expired,
beq GetPRCmp ;branch to next section
jsr PlayerEnemyDiff ;get horizontal difference between player and bowser,
bpl GetPRCmp ;and branch if bowser to the right of the player
lda #$01
sta <Enemy_MovingDir,x ;set bowser to move and face to the right
lda #$02
sta BowserMovementSpeed ;set movement speed
lda #$20
sta EnemyFrameTimer,x ;set timer here
sta BowserFireBreathTimer ;set timer used for bowser's flame
lda <Enemy_X_Position,x
cmp #$c8 ;if bowser to the right past a certain point,
bcs HammerChk ;skip ahead to some other section
GetPRCmp: lda <FrameCounter ;get frame counter
and #%00000011
bne HammerChk ;execute this code every fourth frame, otherwise branch
lda <Enemy_X_Position,x
cmp BowserOrigXPos ;if bowser not at original horizontal position,
bne GetDToO ;branch to skip this part
lda PseudoRandomBitReg,x
and #%00000011 ;get pseudorandom offset
tay
lda PRandomRange,y ;load value using pseudorandom offset
sta MaxRangeFromOrigin ;and store here
GetDToO: lda <Enemy_X_Position,x
clc ;add movement speed to bowser's horizontal
adc BowserMovementSpeed ;coordinate and save as new horizontal position
sta <Enemy_X_Position,x
ldy <Enemy_MovingDir,x
cpy #$01 ;if bowser moving and facing to the right, skip ahead
beq HammerChk
ldy #$ff ;set default movement speed here (move left)
sec ;get difference of current vs. original
sbc BowserOrigXPos ;horizontal position
bpl CompDToO ;if current position to the right of original, skip ahead
eor #$ff
clc ;get two's compliment
adc #$01
ldy #$01 ;set alternate movement speed here (move right)
CompDToO: cmp MaxRangeFromOrigin ;compare difference with pseudorandom value
bcc HammerChk ;if difference < pseudorandom value, leave speed alone
sty BowserMovementSpeed ;otherwise change bowser's movement speed
HammerChk: lda EnemyFrameTimer,x ;if timer set here not expired yet, skip ahead to
bne MakeBJump ;some other section of code
jsr MoveEnemySlowVert ;otherwise start by moving bowser downwards
lda WorldNumber ;check world number
cmp #World6
bcc SetHmrTmr ;if world 1-5, skip this part (not time to throw hammers yet)
lda <FrameCounter
and #%00000011 ;check to see if it's time to execute sub
bne SetHmrTmr ;if not, skip sub, otherwise
jsr SpawnHammerObj ;execute sub on every fourth frame to spawn misc object (hammer)
SetHmrTmr: lda <Enemy_Y_Position,x ;get current vertical position
cmp #$80 ;if still above a certain point
bcc ChkFireB ;then skip to world number check for flames
lda PseudoRandomBitReg,x
and #%00000011 ;get pseudorandom offset
tay
lda PRandomRange,y ;get value using pseudorandom offset
sta EnemyFrameTimer,x ;set for timer here
SkipToFB: jmp ChkFireB ;jump to execute flames code
MakeBJump: cmp #$01 ;if timer not yet about to expire,
bne ChkFireB ;skip ahead to next part
dec <Enemy_Y_Position,x ;otherwise decrement vertical coordinate
jsr InitVStf ;initialize movement amount
lda #$fe
sta <Enemy_Y_Speed,x ;set vertical speed to move bowser upwards
ChkFireB: lda WorldNumber ;check world number here
cmp #World8 ;world 8?
beq SpawnFBr ;if so, execute this part here
cmp #World6 ;world 6-7?
bcs BowserGfxHandler ;if so, skip this part here
SpawnFBr: lda BowserFireBreathTimer ;check timer here
bne BowserGfxHandler ;if not expired yet, skip all of this
lda #$20
sta BowserFireBreathTimer ;set timer here
lda BowserBodyControls
eor #%10000000 ;invert bowser's mouth bit to open
sta BowserBodyControls ;and close bowser's mouth
bmi ChkFireB ;if bowser's mouth open, loop back
jsr SetFlameTimer ;get timing for bowser's flame
ldy SecondaryHardMode
beq SetFBTmr ;if secondary hard mode flag not set, skip this
sec
sbc #$10 ;otherwise subtract from value in A
SetFBTmr: sta BowserFireBreathTimer ;set value as timer here
lda #BowserFlame ;put bowser's flame identifier
sta EnemyFrenzyBuffer ;in enemy frenzy buffer
;--------------------------------
BowserGfxHandler:
jsr ProcessBowserHalf ;do a sub here to process bowser's front
ldy #$10 ;load default value here to position bowser's rear
lda <Enemy_MovingDir,x ;check moving direction
lsr a
bcc CopyFToR ;if moving left, use default
ldy #$f0 ;otherwise load alternate positioning value here
CopyFToR: tya ;move bowser's rear object position value to A
clc
adc <Enemy_X_Position,x ;add to bowser's front object horizontal coordinate
ldy DuplicateObj_Offset ;get bowser's rear object offset
STA Enemy_X_Position,y ;store A as bowser's rear horizontal coordinate
lda <Enemy_Y_Position,x
clc ;add eight pixels to bowser's front object
adc #$08 ;vertical coordinate and store as vertical coordinate
STA Enemy_Y_Position,y ;for bowser's rear
lda <Enemy_State,x
STA Enemy_State,y ;copy enemy state directly from front to rear
lda <Enemy_MovingDir,x
STA Enemy_MovingDir,y ;copy moving direction also
lda <ObjectOffset ;save enemy object offset of front to stack
pha
ldx DuplicateObj_Offset ;put enemy object offset of rear as current
stx <ObjectOffset
lda #Bowser ;set bowser's enemy identifier
sta <Enemy_ID,x ;store in bowser's rear object
jsr ProcessBowserHalf ;do a sub here to process bowser's rear
pla
sta <ObjectOffset ;get original enemy object offset
tax
lda #$00 ;nullify bowser's front/rear graphics flag
sta BowserGfxFlag
ExBGfxH: rts ;leave!
ProcessBowserHalf:
inc BowserGfxFlag ;increment bowser's graphics flag, then run subroutines
jsr RunRetainerObj ;to get offscreen bits, relative position and draw bowser (finally!)
lda <Enemy_State,x
bne ExBGfxH ;if either enemy object not in normal state, branch to leave
lda #$0a
sta Enemy_BoundBoxCtrl,x ;set bounding box size control
jsr GetEnemyBoundBox ;get bounding box coordinates
jmp PlayerEnemyCollision ;do player-to-enemy collision detection
;-------------------------------------------------------------------------------------
;$00 - used to hold movement force and tile number
;$01 - used to hold sprite attribute data
FlameTimerData:
.db $BF, $40, $BF, $BF, $BF, $40, $40, $BF
SetFlameTimer:
ldy BowserFlameTimerCtrl ;load counter as offset
inc BowserFlameTimerCtrl ;increment
lda BowserFlameTimerCtrl ;mask out all but 3 LSB
and #%00000111 ;to keep in range of 0-7
sta BowserFlameTimerCtrl
lda FlameTimerData,y ;load value to be used then leave
ExFl: rts
ProcBowserFlame:
lda TimerControl ;if master timer control flag set,
bne SetGfxF ;skip all of this
lda #$40 ;load default movement force
ldy SecondaryHardMode
beq SFlmX ;if secondary hard mode flag not set, use default
lda #$60 ;otherwise load alternate movement force to go faster
SFlmX: sta <$00 ;store value here
lda Enemy_X_MoveForce,x
sec ;subtract value from movement force
sbc <$00
sta Enemy_X_MoveForce,x ;save new value
lda <Enemy_X_Position,x
sbc #$01 ;subtract one from horizontal position to move
sta <Enemy_X_Position,x ;to the left
lda <Enemy_PageLoc,x
sbc #$00 ;subtract borrow from page location
sta <Enemy_PageLoc,x
ldy BowserFlamePRandomOfs,x ;get some value here and use as offset
lda <Enemy_Y_Position,x ;load vertical coordinate
cmp FlameYPosData,y ;compare against coordinate data using $0417,x as offset
beq SetGfxF ;if equal, branch and do not modify coordinate
clc
adc Enemy_Y_MoveForce,x ;otherwise add value here to coordinate and store
sta <Enemy_Y_Position,x ;as new vertical coordinate
SetGfxF: jsr RelativeEnemyPosition ;get new relative coordinates
lda <Enemy_State,x ;if bowser's flame not in normal state,
bne ExFl ;branch to leave
lda #$51 ;otherwise, continue
sta <$00 ;write first tile number
ldy #$02 ;load attributes without vertical flip by default
lda <FrameCounter
and #%00000010 ;invert vertical flip bit every 2 frames
beq FlmeAt ;if d1 not set, write default value
ldy #$82 ;otherwise write value with vertical flip bit set
FlmeAt: sty <$01 ;set bowser's flame sprite attributes here
ldy Enemy_SprDataOffset,x ;get OAM data offset
ldx #$00
DrawFlameLoop:
lda Enemy_Rel_YPos ;get Y relative coordinate of current enemy object
sta Sprite_Y_Position,y ;write into Y coordinate of OAM data
lda <$00
sta Sprite_Tilenumber,y ;write current tile number into OAM data
inc <$00 ;increment tile number to draw more bowser's flame
lda <$01
sta Sprite_Attributes,y ;write saved attributes into OAM data
lda Enemy_Rel_XPos
sta Sprite_X_Position,y ;write X relative coordinate of current enemy object
clc
adc #$08
sta Enemy_Rel_XPos ;then add eight to it and store
iny
iny
iny
iny ;increment Y four times to move onto the next OAM
inx ;move onto the next OAM, and branch if three
cpx #$03 ;have not yet been done
bcc DrawFlameLoop
ldx <ObjectOffset ;reload original enemy offset
jsr GetEnemyOffscreenBits ;get offscreen information
ldy Enemy_SprDataOffset,x ;get OAM data offset
lda Enemy_OffscreenBits ;get enemy object offscreen bits
lsr a ;move d0 to carry and result to stack
pha
bcc MM3FOfs ;branch if carry not set
lda #$f8 ;otherwise move sprite offscreen, this part likely
sta Sprite_Y_Position+12,y ;residual since flame is only made of three sprites
MM3FOfs: pla ;get bits from stack
lsr a ;move d1 to carry and move bits back to stack
pha
bcc MM2FOfs ;branch if carry not set again
lda #$f8 ;otherwise move third sprite offscreen
sta Sprite_Y_Position+8,y
MM2FOfs: pla ;get bits from stack again
lsr a ;move d2 to carry and move bits back to stack again
pha
bcc MM1FOfs ;branch if carry not set yet again
lda #$f8 ;otherwise move second sprite offscreen
sta Sprite_Y_Position+4,y
MM1FOfs: pla ;get bits from stack one last time
lsr a ;move d3 to carry
bcc ExFlmeD ;branch if carry not set one last time
lda #$f8
sta Sprite_Y_Position,y ;otherwise move first sprite offscreen
ExFlmeD: rts ;leave
;--------------------------------
RunFireworks:
dec <ExplosionTimerCounter,x ;decrement explosion timing counter here
bne SetupExpl ;if not expired, skip this part
lda #$08
sta <ExplosionTimerCounter,x ;reset counter
inc <ExplosionGfxCounter,x ;increment explosion graphics counter
lda <ExplosionGfxCounter,x
cmp #$03 ;check explosion graphics counter
bcs FireworksSoundScore ;if at a certain point, branch to kill this object
SetupExpl: jsr RelativeEnemyPosition ;get relative coordinates of explosion
lda Enemy_Rel_YPos ;copy relative coordinates
sta Fireball_Rel_YPos ;from the enemy object to the fireball object
lda Enemy_Rel_XPos ;first vertical, then horizontal
sta Fireball_Rel_XPos
ldy Enemy_SprDataOffset,x ;get OAM data offset
lda <ExplosionGfxCounter,x ;get explosion graphics counter
jsr DrawExplosion_Fireworks ;do a sub to draw the explosion then leave
rts
FireworksSoundScore:
lda #$00 ;disable enemy buffer flag
sta <Enemy_Flag,x
lda #Sfx_Blast ;play fireworks/gunfire sound
sta <Square2SoundQueue
lda #$05 ;set part of score modifier for 500 points
sta DigitModifier+4
jmp EndAreaPoints ;jump to award points accordingly then leave
;--------------------------------
StarFlagYPosAdder:
.db $00, $00, $08, $08
StarFlagXPosAdder:
.db $00, $08, $00, $08
StarFlagTileData:
.db $54, $55, $56, $57
RunStarFlagObj:
lda #$00 ;initialize enemy frenzy buffer
sta EnemyFrenzyBuffer
lda StarFlagTaskControl ;check star flag object task number here
cmp #$05 ;if greater than 5, branch to exit
bcs StarFlagExit
jsr JumpEngine ;otherwise jump to appropriate sub
.dw StarFlagExit
.dw GameTimerFireworks
.dw AwardGameTimerPoints
.dw RaiseFlagSetoffFWorks
.dw DelayToAreaEnd
GameTimerFireworks:
ldy #$05 ;set default state for star flag object
lda GameTimerDisplay+2 ;get game timer's last digit
cmp #$01
beq SetFWC ;if last digit of game timer set to 1, skip ahead
ldy #$03 ;otherwise load new value for state
cmp #$03
beq SetFWC ;if last digit of game timer set to 3, skip ahead
ldy #$00 ;otherwise load one more potential value for state
cmp #$06
beq SetFWC ;if last digit of game timer set to 6, skip ahead
lda #$ff ;otherwise set value for no fireworks
SetFWC: sta FireworksCounter ;set fireworks counter here
sty <Enemy_State,x ;set whatever state we have in star flag object
IncrementSFTask1:
inc StarFlagTaskControl ;increment star flag object task number
StarFlagExit:
rts ;leave
AwardGameTimerPoints:
lda GameTimerDisplay ;check all game timer digits for any intervals left
ora GameTimerDisplay+1
ora GameTimerDisplay+2
beq IncrementSFTask1 ;if no time left on game timer at all, branch to next task
lda <FrameCounter
and #%00000100 ;check frame counter for d2 set (skip ahead
beq NoTTick ;for four frames every four frames) branch if not set
lda #Sfx_TimerTick
sta <Square2SoundQueue ;load timer tick sound
NoTTick: ldy #$23 ;set offset here to subtract from game timer's last digit
lda #$ff ;set adder here to $ff, or -1, to subtract one
sta DigitModifier+5 ;from the last digit of the game timer
jsr DigitsMathRoutine ;subtract digit
lda #$05 ;set now to add 50 points
sta DigitModifier+5 ;per game timer interval subtracted
EndAreaPoints:
ldy #$0b ;load offset for mario's score by default
lda CurrentPlayer ;check player on the screen
beq ELPGive ;if mario, do not change
ldy #$11 ;otherwise load offset for luigi's score
ELPGive: jsr DigitsMathRoutine ;award 50 points per game timer interval
lda CurrentPlayer ;get player on the screen (or 500 points per
asl a ;fireworks explosion if branched here from there)
asl a ;shift to high nybble
asl a
asl a
ora #%00000100 ;add four to set nybble for game timer
jmp UpdateNumber ;jump to print the new score and game timer
RaiseFlagSetoffFWorks:
lda <Enemy_Y_Position,x ;check star flag's vertical position
cmp #$72 ;against preset value
bcc SetoffF ;if star flag higher vertically, branch to other code
dec <Enemy_Y_Position,x ;otherwise, raise star flag by one pixel
jmp DrawStarFlag ;and skip this part here
SetoffF: lda FireworksCounter ;check fireworks counter
beq DrawFlagSetTimer ;if no fireworks left to go off, skip this part
bmi DrawFlagSetTimer ;if no fireworks set to go off, skip this part
lda #Fireworks
sta EnemyFrenzyBuffer ;otherwise set fireworks object in frenzy queue
DrawStarFlag:
jsr RelativeEnemyPosition ;get relative coordinates of star flag
ldy Enemy_SprDataOffset,x ;get OAM data offset
ldx #$03 ;do four sprites
DSFLoop: lda Enemy_Rel_YPos ;get relative vertical coordinate
clc
adc StarFlagYPosAdder,x ;add Y coordinate adder data
sta Sprite_Y_Position,y ;store as Y coordinate
lda StarFlagTileData,x ;get tile number
sta Sprite_Tilenumber,y ;store as tile number
lda #$22 ;set palette and background priority bits
sta Sprite_Attributes,y ;store as attributes
lda Enemy_Rel_XPos ;get relative horizontal coordinate
clc
adc StarFlagXPosAdder,x ;add X coordinate adder data
sta Sprite_X_Position,y ;store as X coordinate
iny
iny ;increment OAM data offset four bytes
iny ;for next sprite
iny
dex ;move onto next sprite
bpl DSFLoop ;do this until all sprites are done
ldx <ObjectOffset ;get enemy object offset and leave
rts
DrawFlagSetTimer:
jsr DrawStarFlag ;do sub to draw star flag
lda #$06
sta EnemyIntervalTimer,x ;set interval timer here
IncrementSFTask2:
inc StarFlagTaskControl ;move onto next task
rts
DelayToAreaEnd:
jsr DrawStarFlag ;do sub to draw star flag
lda EnemyIntervalTimer,x ;if interval timer set in previous task
bne StarFlagExit2 ;not yet expired, branch to leave
lda EventMusicBuffer ;if event music buffer empty,
beq IncrementSFTask2 ;branch to increment task
StarFlagExit2:
rts ;otherwise leave
;--------------------------------
;$00 - used to store horizontal difference between player and piranha plant
MovePiranhaPlant:
lda <Enemy_State,x ;check enemy state
bne PutinPipe ;if set at all, branch to leave
lda EnemyFrameTimer,x ;check enemy's timer here
bne PutinPipe ;branch to end if not yet expired
lda <PiranhaPlant_MoveFlag,x ;check movement flag
bne SetupToMovePPlant ;if moving, skip to part ahead
lda <PiranhaPlant_Y_Speed,x ;if currently rising, branch
bmi ReversePlantSpeed ;to move enemy upwards out of pipe
jsr PlayerEnemyDiff ;get horizontal difference between player and
bpl ChkPlayerNearPipe ;piranha plant, and branch if enemy to right of player
lda <$00 ;otherwise get saved horizontal difference
eor #$ff
clc ;and change to two's compliment
adc #$01
sta <$00 ;save as new horizontal difference
ChkPlayerNearPipe:
lda <$00 ;get saved horizontal difference
cmp #$21
bcc PutinPipe ;if player within a certain distance, branch to leave
ReversePlantSpeed:
lda <PiranhaPlant_Y_Speed,x ;get vertical speed
eor #$ff
clc ;change to two's compliment
adc #$01
sta <PiranhaPlant_Y_Speed,x ;save as new vertical speed
inc <PiranhaPlant_MoveFlag,x ;increment to set movement flag
SetupToMovePPlant:
lda PiranhaPlantDownYPos,x ;get original vertical coordinate (lowest point)
ldy <PiranhaPlant_Y_Speed,x ;get vertical speed
bpl RiseFallPiranhaPlant ;branch if moving downwards
lda PiranhaPlantUpYPos,x ;otherwise get other vertical coordinate (highest point)
RiseFallPiranhaPlant:
sta <$00 ;save vertical coordinate here
lda <FrameCounter ;get frame counter
lsr a
bcc PutinPipe ;branch to leave if d0 set (execute code every other frame)
lda TimerControl ;get master timer control
bne PutinPipe ;branch to leave if set (likely not necessary)
lda <Enemy_Y_Position,x ;get current vertical coordinate
clc
adc <PiranhaPlant_Y_Speed,x ;add vertical speed to move up or down
sta <Enemy_Y_Position,x ;save as new vertical coordinate
cmp <$00 ;compare against low or high coordinate
bne PutinPipe ;branch to leave if not yet reached
lda #$00
sta <PiranhaPlant_MoveFlag,x ;otherwise clear movement flag
lda #$40
sta EnemyFrameTimer,x ;set timer to delay piranha plant movement
PutinPipe:
lda #%00100000 ;set background priority bit in sprite
sta Enemy_SprAttrib,x ;attributes to give illusion of being inside pipe
rts ;then leave
;-------------------------------------------------------------------------------------
;$07 - spinning speed
FirebarSpin:
sta <$07 ;save spinning speed here
lda <FirebarSpinDirection,x ;check spinning direction
bne SpinCounterClockwise ;if moving counter-clockwise, branch to other part
ldy #$18 ;possibly residual ldy
lda <FirebarSpinState_Low,x
clc ;add spinning speed to what would normally be
adc <$07 ;the horizontal speed
sta <FirebarSpinState_Low,x
lda <FirebarSpinState_High,x ;add carry to what would normally be the vertical speed
adc #$00
rts
SpinCounterClockwise:
ldy #$08 ;possibly residual ldy
lda <FirebarSpinState_Low,x
sec ;subtract spinning speed to what would normally be
sbc <$07 ;the horizontal speed
sta <FirebarSpinState_Low,x
lda <FirebarSpinState_High,x ;add carry to what would normally be the vertical speed
sbc #$00
rts
;-------------------------------------------------------------------------------------
;$00 - used to hold collision flag, Y movement force + 5 or low byte of name table for rope
;$01 - used to hold high byte of name table for rope
;$02 - used to hold page location of rope
BalancePlatform:
lda <Enemy_Y_HighPos,x ;check high byte of vertical position
cmp #$03
bne DoBPl
jmp EraseEnemyObject ;if far below screen, kill the object
DoBPl: lda <Enemy_State,x ;get object's state (set to $ff or other platform offset)
bpl CheckBalPlatform ;if doing other balance platform, branch to leave
rts
CheckBalPlatform:
tay ;save offset from state as Y
lda PlatformCollisionFlag,x ;get collision flag of platform
sta <$00 ;store here
lda <Enemy_MovingDir,x ;get moving direction
beq ChkForFall
jmp PlatformFall ;if set, jump here
ChkForFall:
lda #$2d ;check if platform is above a certain point
cmp <Enemy_Y_Position,x
bcc ChkOtherForFall ;if not, branch elsewhere
cpy <$00 ;if collision flag is set to same value as
beq MakePlatformFall ;enemy state, branch to make platforms fall
clc
adc #$02 ;otherwise add 2 pixels to vertical position
sta <Enemy_Y_Position,x ;of current platform and branch elsewhere
jmp StopPlatforms ;to make platforms stop
MakePlatformFall:
jmp InitPlatformFall ;make platforms fall
ChkOtherForFall:
CMP Enemy_Y_Position,y ;check if other platform is above a certain point
bcc ChkToMoveBalPlat ;if not, branch elsewhere
cpx <$00 ;if collision flag is set to same value as
beq MakePlatformFall ;enemy state, branch to make platforms fall
clc
adc #$02 ;otherwise add 2 pixels to vertical position
STA Enemy_Y_Position,y ;of other platform and branch elsewhere
jmp StopPlatforms ;jump to stop movement and do not return
ChkToMoveBalPlat:
lda <Enemy_Y_Position,x ;save vertical position to stack
pha
lda PlatformCollisionFlag,x ;get collision flag
bpl ColFlg ;branch if collision
lda Enemy_Y_MoveForce,x
clc ;add $05 to contents of moveforce, whatever they be
adc #$05
sta <$00 ;store here
lda <Enemy_Y_Speed,x
adc #$00 ;add carry to vertical speed
bmi PlatDn ;branch if moving downwards
bne PlatUp ;branch elsewhere if moving upwards
lda <$00
cmp #$0b ;check if there's still a little force left
bcc PlatSt ;if not enough, branch to stop movement
bcs PlatUp ;otherwise keep branch to move upwards
ColFlg: cmp <ObjectOffset ;if collision flag matches
beq PlatDn ;current enemy object offset, branch
PlatUp: jsr MovePlatformUp ;do a sub to move upwards
jmp DoOtherPlatform ;jump ahead to remaining code
PlatSt: jsr StopPlatforms ;do a sub to stop movement
jmp DoOtherPlatform ;jump ahead to remaining code
PlatDn: jsr MovePlatformDown ;do a sub to move downwards
DoOtherPlatform:
ldy <Enemy_State,x ;get offset of other platform
pla ;get old vertical coordinate from stack
sec
sbc <Enemy_Y_Position,x ;get difference of old vs. new coordinate
clc
ADC Enemy_Y_Position,y ;add difference to vertical coordinate of other
STA Enemy_Y_Position,y ;platform to move it in the opposite direction
lda PlatformCollisionFlag,x ;if no collision, skip this part here
bmi DrawEraseRope
tax ;put offset which collision occurred here
jsr PositionPlayerOnVPlat ;and use it to position player accordingly
DrawEraseRope:
ldy <ObjectOffset ;get enemy object offset
LDA Enemy_Y_Speed,y ;check to see if current platform is
ora Enemy_Y_MoveForce,y ;moving at all
beq ExitRp ;if not, skip all of this and branch to leave
ldx VRAM_Buffer1_Offset ;get vram buffer offset
cpx #$20 ;if offset beyond a certain point, go ahead
bcs ExitRp ;and skip this, branch to leave
LDA Enemy_Y_Speed,y
pha ;save two copies of vertical speed to stack
pha
jsr SetupPlatformRope ;do a sub to figure out where to put new bg tiles
lda <$01 ;write name table address to vram buffer
sta VRAM_Buffer1,x ;first the high byte, then the low
lda <$00
sta VRAM_Buffer1+1,x
lda #$02 ;set length for 2 bytes
sta VRAM_Buffer1+2,x
LDA Enemy_Y_Speed,y ;if platform moving upwards, branch
bmi EraseR1 ;to do something else
lda #$a2
sta VRAM_Buffer1+3,x ;otherwise put tile numbers for left
lda #$a3 ;and right sides of rope in vram buffer
sta VRAM_Buffer1+4,x
jmp OtherRope ;jump to skip this part
EraseR1: lda #$24 ;put blank tiles in vram buffer
sta VRAM_Buffer1+3,x ;to erase rope
sta VRAM_Buffer1+4,x
OtherRope:
LDA Enemy_State,y ;get offset of other platform from state
tay ;use as Y here
pla ;pull second copy of vertical speed from stack
eor #$ff ;invert bits to reverse speed
jsr SetupPlatformRope ;do sub again to figure out where to put bg tiles
lda <$01 ;write name table address to vram buffer
sta VRAM_Buffer1+5,x ;this time we're doing putting tiles for
lda <$00 ;the other platform
sta VRAM_Buffer1+6,x
lda #$02
sta VRAM_Buffer1+7,x ;set length again for 2 bytes
pla ;pull first copy of vertical speed from stack
bpl EraseR2 ;if moving upwards (note inversion earlier), skip this
lda #$a2
sta VRAM_Buffer1+8,x ;otherwise put tile numbers for left
lda #$a3 ;and right sides of rope in vram
sta VRAM_Buffer1+9,x ;transfer buffer
jmp EndRp ;jump to skip this part
EraseR2: lda #$24 ;put blank tiles in vram buffer
sta VRAM_Buffer1+8,x ;to erase rope
sta VRAM_Buffer1+9,x
EndRp: lda #$00 ;put null terminator at the end
sta VRAM_Buffer1+10,x
lda VRAM_Buffer1_Offset ;add ten bytes to the vram buffer offset
clc ;and store
adc #10
sta VRAM_Buffer1_Offset
ExitRp: ldx <ObjectOffset ;get enemy object buffer offset and leave
rts
SetupPlatformRope:
pha ;save second/third copy to stack
LDA Enemy_X_Position,y ;get horizontal coordinate
clc
adc #$08 ;add eight pixels
ldx SecondaryHardMode ;if secondary hard mode flag set,
bne GetLRp ;use coordinate as-is
clc
adc #$10 ;otherwise add sixteen more pixels
GetLRp: pha ;save modified horizontal coordinate to stack
LDA Enemy_PageLoc,y
adc #$00 ;add carry to page location
sta <$02 ;and save here
pla ;pull modified horizontal coordinate
and #%11110000 ;from the stack, mask out low nybble
lsr a ;and shift three bits to the right
lsr a
lsr a
sta <$00 ;store result here as part of name table low byte
ldx <Enemy_Y_Position,y ;get vertical coordinate
pla ;get second/third copy of vertical speed from stack
bpl GetHRp ;skip this part if moving downwards or not at all
txa
clc
adc #$08 ;add eight to vertical coordinate and
tax ;save as X
GetHRp: txa ;move vertical coordinate to A
ldx VRAM_Buffer1_Offset ;get vram buffer offset
asl a
rol a ;rotate d7 to d0 and d6 into carry
pha ;save modified vertical coordinate to stack
rol a ;rotate carry to d0, thus d7 and d6 are at 2 LSB
and #%00000011 ;mask out all bits but d7 and d6, then set
ora #%00100000 ;d5 to get appropriate high byte of name table
sta <$01 ;address, then store
lda <$02 ;get saved page location from earlier
and #$01 ;mask out all but LSB
asl a
asl a ;shift twice to the left and save with the
ora <$01 ;rest of the bits of the high byte, to get
sta <$01 ;the proper name table and the right place on it
pla ;get modified vertical coordinate from stack
and #%11100000 ;mask out low nybble and LSB of high nybble
clc
adc <$00 ;add to horizontal part saved here
sta <$00 ;save as name table low byte
LDA Enemy_Y_Position,y
cmp #$e8 ;if vertical position not below the
bcc ExPRp ;bottom of the screen, we're done, branch to leave
lda <$00
and #%10111111 ;mask out d6 of low byte of name table address
sta <$00
ExPRp: rts ;leave!
InitPlatformFall:
tya ;move offset of other platform from Y to X
tax
jsr GetEnemyOffscreenBits ;get offscreen bits
lda #$06
jsr SetupFloateyNumber ;award 1000 points to player
lda Player_Rel_XPos
sta FloateyNum_X_Pos,x ;put floatey number coordinates where player is
lda <Player_Y_Position
sta FloateyNum_Y_Pos,x
lda #$01 ;set moving direction as flag for
sta <Enemy_MovingDir,x ;falling platforms
StopPlatforms:
jsr InitVStf ;initialize vertical speed and low byte
STA Enemy_Y_Speed,y ;for both platforms and leave
sta Enemy_Y_MoveForce,y
rts
PlatformFall:
tya ;save offset for other platform to stack
pha
jsr MoveFallingPlatform ;make current platform fall
pla
tax ;pull offset from stack and save to X
jsr MoveFallingPlatform ;make other platform fall
ldx <ObjectOffset
lda PlatformCollisionFlag,x ;if player not standing on either platform,
bmi ExPF ;skip this part
tax ;transfer collision flag offset as offset to X
jsr PositionPlayerOnVPlat ;and position player appropriately
ExPF: ldx <ObjectOffset ;get enemy object buffer offset and leave
rts
;--------------------------------
YMovingPlatform:
lda <Enemy_Y_Speed,x ;if platform moving up or down, skip ahead to
ora Enemy_Y_MoveForce,x ;check on other position
bne ChkYCenterPos
sta Enemy_YMF_Dummy,x ;initialize dummy variable
lda <Enemy_Y_Position,x
cmp YPlatformTopYPos,x ;if current vertical position => top position, branch
bcs ChkYCenterPos ;ahead of all this
lda <FrameCounter
and #%00000111 ;check for every eighth frame
bne SkipIY
inc <Enemy_Y_Position,x ;increase vertical position every eighth frame
SkipIY: jmp ChkYPCollision ;skip ahead to last part
ChkYCenterPos:
lda <Enemy_Y_Position,x ;if current vertical position < central position, branch
cmp <YPlatformCenterYPos,x ;to slow ascent/move downwards
bcc YMDown
jsr MovePlatformUp ;otherwise start slowing descent/moving upwards
jmp ChkYPCollision
YMDown: jsr MovePlatformDown ;start slowing ascent/moving downwards
ChkYPCollision:
lda PlatformCollisionFlag,x ;if collision flag not set here, branch
bmi ExYPl ;to leave
jsr PositionPlayerOnVPlat ;otherwise position player appropriately
ExYPl: rts ;leave
;--------------------------------
;$00 - used as adder to position player hotizontally
XMovingPlatform:
lda #$0e ;load preset maximum value for secondary counter
jsr XMoveCntr_Platform ;do a sub to increment counters for movement
jsr MoveWithXMCntrs ;do a sub to move platform accordingly, and return value
lda PlatformCollisionFlag,x ;if no collision with player,
bmi ExXMP ;branch ahead to leave
PositionPlayerOnHPlat:
lda <Player_X_Position
clc ;add saved value from second subroutine to
adc <$00 ;current player's position to position
sta <Player_X_Position ;player accordingly in horizontal position
lda <Player_PageLoc ;get player's page location
ldy <$00 ;check to see if saved value here is positive or negative
bmi PPHSubt ;if negative, branch to subtract
adc #$00 ;otherwise add carry to page location
jmp SetPVar ;jump to skip subtraction
PPHSubt: sbc #$00 ;subtract borrow from page location
SetPVar: sta <Player_PageLoc ;save result to player's page location
sty Platform_X_Scroll ;put saved value from second sub here to be used later
jsr PositionPlayerOnVPlat ;position player vertically and appropriately
ExXMP: rts ;and we are done here
;--------------------------------
DropPlatform:
lda PlatformCollisionFlag,x ;if no collision between platform and player
bmi ExDPl ;occurred, just leave without moving anything
jsr MoveDropPlatform ;otherwise do a sub to move platform down very quickly
jsr PositionPlayerOnVPlat ;do a sub to position player appropriately
ExDPl: rts ;leave
;--------------------------------
;$00 - residual value from sub
RightPlatform:
jsr MoveEnemyHorizontally ;move platform with current horizontal speed, if any
sta <$00 ;store saved value here (residual code)
lda PlatformCollisionFlag,x ;check collision flag, if no collision between player
bmi ExRPl ;and platform, branch ahead, leave speed unaltered
lda #$10
sta <Enemy_X_Speed,x ;otherwise set new speed (gets moving if motionless)
jsr PositionPlayerOnHPlat ;use saved value from earlier sub to position player
ExRPl: rts ;then leave
;--------------------------------
MoveLargeLiftPlat:
jsr MoveLiftPlatforms ;execute common to all large and small lift platforms
jmp ChkYPCollision ;branch to position player correctly
MoveSmallPlatform:
jsr MoveLiftPlatforms ;execute common to all large and small lift platforms
jmp ChkSmallPlatCollision ;branch to position player correctly
MoveLiftPlatforms:
lda TimerControl ;if master timer control set, skip all of this
bne ExLiftP ;and branch to leave
lda Enemy_YMF_Dummy,x
clc ;add contents of movement amount to whatever's here
adc Enemy_Y_MoveForce,x
sta Enemy_YMF_Dummy,x
lda <Enemy_Y_Position,x ;add whatever vertical speed is set to current
adc <Enemy_Y_Speed,x ;vertical position plus carry to move up or down
sta <Enemy_Y_Position,x ;and then leave
rts
ChkSmallPlatCollision:
lda PlatformCollisionFlag,x ;get bounding box counter saved in collision flag
beq ExLiftP ;if none found, leave player position alone
jsr PositionPlayerOnS_Plat ;use to position player correctly
ExLiftP: rts ;then leave
;-------------------------------------------------------------------------------------
;$00 - page location of extended left boundary left page location - carry
;$01 - extended left boundary position left edge - 72 pixels
;$02 - page location of extended right boundary right page loc + carry
;$03 - extended right boundary position right edge + 72 pixels
;ScreenLeft_PageLoc = what background left edge of screen is on
;ScreenRight_PageLoc = what background right edge of screen is on
OffscreenBoundsCheck:
lda <Enemy_ID,x ;check for cheep-cheep object
cmp #FlyingCheepCheep ;branch to leave if found
beq ExScrnBd
lda ScreenLeft_X_Pos ;get horizontal coordinate for left side of screen
ldy <Enemy_ID,x
cpy #HammerBro ;check for hammer bro object
beq LimitB
cpy #PiranhaPlant ;check for piranha plant object
bne ExtendLB ;these two will be erased sooner than others if too far left
LimitB: adc #$38 ;add 56 pixels to coordinate if hammer bro or piranha plant
ExtendLB: sbc #$48 ;subtract 72 pixels regardless of enemy object
sta <$01 ;store result here
lda ScreenLeft_PageLoc
sbc #$00 ;subtract borrow from page location of left side
sta <$00 ;store result here
lda ScreenRight_X_Pos ;add 72 pixels to the right side horizontal coordinate
adc #$48
sta <$03 ;store result here
lda ScreenRight_PageLoc
adc #$00 ;then add the carry to the page location
sta <$02 ;and store result here
lda <Enemy_X_Position,x ;compare horizontal coordinate of the enemy object
cmp <$01 ;to modified horizontal left edge coordinate to get carry
lda <Enemy_PageLoc,x
sbc <$00 ;then subtract it from the page coordinate of the enemy object
bmi TooFar ;if enemy object is too far left, branch to erase it
lda <Enemy_X_Position,x ;compare horizontal coordinate of the enemy object
cmp <$03 ;to modified horizontal right edge coordinate to get carry
lda <Enemy_PageLoc,x
sbc <$02 ;then subtract it from the page coordinate of the enemy object
bmi ExScrnBd ;if enemy object is on the screen, leave, do not erase enemy
lda <Enemy_State,x ;if at this point, enemy is offscreen to the right, so check
cmp #HammerBro ;if in state used by spiny's egg, do not erase
beq ExScrnBd
cpy #PiranhaPlant ;if piranha plant, do not erase
beq ExScrnBd
cpy #FlagpoleFlagObject ;if flagpole flag, do not erase
beq ExScrnBd
cpy #StarFlagObject ;if star flag, do not erase
beq ExScrnBd
cpy #JumpspringObject ;if jumpspring, do not erase
beq ExScrnBd ;erase all others too far to the right
TooFar: jsr EraseEnemyObject ;erase object if necessary
ExScrnBd: rts ;leave
;-------------------------------------------------------------------------------------
;some unused space
.db $ff, $ff, $ff
;-------------------------------------------------------------------------------------
;$01 - enemy buffer offset
FireballEnemyCollision:
lda <Fireball_State,x ;check to see if fireball state is set at all
beq ExitFBallEnemy ;branch to leave if not
asl a
bcs ExitFBallEnemy ;branch to leave also if d7 in state is set
lda <FrameCounter
lsr a ;get LSB of frame counter
bcs ExitFBallEnemy ;branch to leave if set (do routine every other frame)
txa
asl a ;multiply fireball offset by four
asl a
clc
adc #$1c ;then add $1c or 28 bytes to it
tay ;to use fireball's bounding box coordinates
ldx #$04
FireballEnemyCDLoop:
stx <$01 ;store enemy object offset here
tya
pha ;push fireball offset to the stack
lda <Enemy_State,x
and #%00100000 ;check to see if d5 is set in enemy state
bne NoFToECol ;if so, skip to next enemy slot
lda <Enemy_Flag,x ;check to see if buffer flag is set
beq NoFToECol ;if not, skip to next enemy slot
lda <Enemy_ID,x ;check enemy identifier
cmp #$24
bcc GoombaDie ;if < $24, branch to check further
cmp #$2b
bcc NoFToECol ;if in range $24-$2a, skip to next enemy slot
GoombaDie: cmp #Goomba ;check for goomba identifier
bne NotGoomba ;if not found, continue with code
lda <Enemy_State,x ;otherwise check for defeated state
cmp #$02 ;if stomped or otherwise defeated,
bcs NoFToECol ;skip to next enemy slot
NotGoomba: lda EnemyOffscrBitsMasked,x ;if any masked offscreen bits set,
bne NoFToECol ;skip to next enemy slot
txa
asl a ;otherwise multiply enemy offset by four
asl a
clc
adc #$04 ;add 4 bytes to it
tax ;to use enemy's bounding box coordinates
jsr SprObjectCollisionCore ;do fireball-to-enemy collision detection
ldx <ObjectOffset ;return fireball's original offset
bcc NoFToECol ;if carry clear, no collision, thus do next enemy slot
lda #%10000000
sta <Fireball_State,x ;set d7 in enemy state
ldx <$01 ;get enemy offset
jsr HandleEnemyFBallCol ;jump to handle fireball to enemy collision
NoFToECol: pla ;pull fireball offset from stack
tay ;put it in Y
ldx <$01 ;get enemy object offset
dex ;decrement it
bpl FireballEnemyCDLoop ;loop back until collision detection done on all enemies
ExitFBallEnemy:
ldx <ObjectOffset ;get original fireball offset and leave
rts
BowserIdentities:
.db Goomba, GreenKoopa, BuzzyBeetle, Spiny, Lakitu, Bloober, HammerBro, Bowser
HandleEnemyFBallCol:
jsr RelativeEnemyPosition ;get relative coordinate of enemy
ldx <$01 ;get current enemy object offset
lda <Enemy_Flag,x ;check buffer flag for d7 set
bpl ChkBuzzyBeetle ;branch if not set to continue
and #%00001111 ;otherwise mask out high nybble and
tax ;use low nybble as enemy offset
lda <Enemy_ID,x
cmp #Bowser ;check enemy identifier for bowser
beq HurtBowser ;branch if found
ldx <$01 ;otherwise retrieve current enemy offset
ChkBuzzyBeetle:
lda <Enemy_ID,x
cmp #BuzzyBeetle ;check for buzzy beetle
beq ExHCF ;branch if found to leave (buzzy beetles fireproof)
cmp #Bowser ;check for bowser one more time (necessary if d7 of flag was clear)
bne ChkOtherEnemies ;if not found, branch to check other enemies
HurtBowser:
dec BowserHitPoints ;decrement bowser's hit points
bne ExHCF ;if bowser still has hit points, branch to leave
jsr InitVStf ;otherwise do sub to init vertical speed and movement force
sta <Enemy_X_Speed,x ;initialize horizontal speed
sta EnemyFrenzyBuffer ;init enemy frenzy buffer
lda #$fe
sta <Enemy_Y_Speed,x ;set vertical speed to make defeated bowser jump a little
ldy WorldNumber ;use world number as offset
lda BowserIdentities,y ;get enemy identifier to replace bowser with
sta <Enemy_ID,x ;set as new enemy identifier
lda #$20 ;set A to use starting value for state
cpy #$03 ;check to see if using offset of 3 or more
bcs SetDBSte ;branch if so
ora #$03 ;otherwise add 3 to enemy state
SetDBSte: sta <Enemy_State,x ;set defeated enemy state
lda #Sfx_BowserFall
sta <Square2SoundQueue ;load bowser defeat sound
ldx <$01 ;get enemy offset
lda #$09 ;award 5000 points to player for defeating bowser
bne EnemySmackScore ;unconditional branch to award points
ChkOtherEnemies:
cmp #BulletBill_FrenzyVar
beq ExHCF ;branch to leave if bullet bill (frenzy variant)
cmp #Podoboo
beq ExHCF ;branch to leave if podoboo
cmp #$15
bcs ExHCF ;branch to leave if identifier => $15
ShellOrBlockDefeat:
lda <Enemy_ID,x ;check for piranha plant
cmp #PiranhaPlant
bne StnE ;branch if not found
lda <Enemy_Y_Position,x
adc #$18 ;add 24 pixels to enemy object's vertical position
sta <Enemy_Y_Position,x
StnE: jsr ChkToStunEnemies ;do yet another sub
lda <Enemy_State,x
and #%00011111 ;mask out 2 MSB of enemy object's state
ora #%00100000 ;set d5 to defeat enemy and save as new state
sta <Enemy_State,x
lda #$02 ;award 200 points by default
ldy <Enemy_ID,x ;check for hammer bro
cpy #HammerBro
bne GoombaPoints ;branch if not found
lda #$06 ;award 1000 points for hammer bro
GoombaPoints:
cpy #Goomba ;check for goomba
bne EnemySmackScore ;branch if not found
lda #$01 ;award 100 points for goomba
EnemySmackScore:
jsr SetupFloateyNumber ;update necessary score variables
lda #Sfx_EnemySmack ;play smack enemy sound
sta <Square1SoundQueue
ExHCF: rts ;and now let's leave
;-------------------------------------------------------------------------------------
PlayerHammerCollision:
lda <FrameCounter ;get frame counter
lsr a ;shift d0 into carry
bcc ExPHC ;branch to leave if d0 not set to execute every other frame
lda TimerControl ;if either master timer control
ora Misc_OffscreenBits ;or any offscreen bits for hammer are set,
bne ExPHC ;branch to leave
txa
asl a ;multiply misc object offset by four
asl a
clc
adc #$24 ;add 36 or $24 bytes to get proper offset
tay ;for misc object bounding box coordinates
jsr PlayerCollisionCore ;do player-to-hammer collision detection
ldx <ObjectOffset ;get misc object offset
bcc ClHCol ;if no collision, then branch
lda Misc_Collision_Flag,x ;otherwise read collision flag
bne ExPHC ;if collision flag already set, branch to leave
lda #$01
sta Misc_Collision_Flag,x ;otherwise set collision flag now
lda <Misc_X_Speed,x
eor #$ff ;get two's compliment of
clc ;hammer's horizontal speed
adc #$01
sta <Misc_X_Speed,x ;set to send hammer flying the opposite direction
lda StarInvincibleTimer ;if star mario invincibility timer set,
bne ExPHC ;branch to leave
jmp InjurePlayer ;otherwise jump to hurt player, do not return
ClHCol: lda #$00 ;clear collision flag
sta Misc_Collision_Flag,x
ExPHC: rts
;-------------------------------------------------------------------------------------
HandlePowerUpCollision:
jsr EraseEnemyObject ;erase the power-up object
lda #$06
jsr SetupFloateyNumber ;award 1000 points to player by default
lda #Sfx_PowerUpGrab
sta <Square2SoundQueue ;play the power-up sound
lda <PowerUpType ;check power-up type
cmp #$02
bcc Shroom_Flower_PUp ;if mushroom or fire flower, branch
cmp #$03
beq SetFor1Up ;if 1-up mushroom, branch
lda #$23 ;otherwise set star mario invincibility
sta StarInvincibleTimer ;timer, and load the star mario music
lda #StarPowerMusic ;into the area music queue, then leave
sta <AreaMusicQueue
rts
Shroom_Flower_PUp:
lda PlayerStatus ;if player status = small, branch
beq UpToSuper
cmp #$01 ;if player status not super, leave
bne NoPUp
ldx <ObjectOffset ;get enemy offset, not necessary
lda #$02 ;set player status to fiery
sta PlayerStatus
jsr GetPlayerColors ;run sub to change colors of player
ldx <ObjectOffset ;get enemy offset again, and again not necessary
lda #$0c ;set value to be used by subroutine tree (fiery)
jmp UpToFiery ;jump to set values accordingly
SetFor1Up:
lda #$0b ;change 1000 points into 1-up instead
sta FloateyNum_Control,x ;and then leave
rts
UpToSuper:
lda #$01 ;set player status to super
sta PlayerStatus
lda #$09 ;set value to be used by subroutine tree (super)
UpToFiery:
ldy #$00 ;set value to be used as new player state
jsr SetPRout ;set values to stop certain things in motion
NoPUp: rts
;--------------------------------
ResidualXSpdData:
.db $18, $e8
KickedShellXSpdData:
.db $30, $d0
DemotedKoopaXSpdData:
.db $08, $f8
PlayerEnemyCollision:
lda <FrameCounter ;check counter for d0 set
lsr a
bcs NoPUp ;if set, branch to leave
jsr CheckPlayerVertical ;if player object is completely offscreen or
bcs NoPECol ;if down past 224th pixel row, branch to leave
lda EnemyOffscrBitsMasked,x ;if current enemy is offscreen by any amount,
bne NoPECol ;go ahead and branch to leave
lda <GameEngineSubroutine
cmp #$08 ;if not set to run player control routine
bne NoPECol ;on next frame, branch to leave
lda <Enemy_State,x
and #%00100000 ;if enemy state has d5 set, branch to leave
bne NoPECol
jsr GetEnemyBoundBoxOfs ;get bounding box offset for current enemy object
jsr PlayerCollisionCore ;do collision detection on player vs. enemy
ldx <ObjectOffset ;get enemy object buffer offset
bcs CheckForPUpCollision ;if collision, branch past this part here
lda Enemy_CollisionBits,x
and #%11111110 ;otherwise, clear d0 of current enemy object's
sta Enemy_CollisionBits,x ;collision bit
NoPECol: rts
CheckForPUpCollision:
ldy <Enemy_ID,x
cpy #PowerUpObject ;check for power-up object
bne EColl ;if not found, branch to next part
jmp HandlePowerUpCollision ;otherwise, unconditional jump backwards
EColl: lda StarInvincibleTimer ;if star mario invincibility timer expired,
beq HandlePECollisions ;perform task here, otherwise kill enemy like
jmp ShellOrBlockDefeat ;hit with a shell, or from beneath
KickedShellPtsData:
.db $0a, $06, $04
HandlePECollisions:
lda Enemy_CollisionBits,x ;check enemy collision bits for d0 set
and #%00000001 ;or for being offscreen at all
ora EnemyOffscrBitsMasked,x
bne ExPEC ;branch to leave if either is true
lda #$01
ora Enemy_CollisionBits,x ;otherwise set d0 now
sta Enemy_CollisionBits,x
cpy #Spiny ;branch if spiny
beq ChkForPlayerInjury
cpy #PiranhaPlant ;branch if piranha plant
beq InjurePlayer
cpy #Podoboo ;branch if podoboo
beq InjurePlayer
cpy #BulletBill_CannonVar ;branch if bullet bill
beq ChkForPlayerInjury
cpy #$15 ;branch if object => $15
bcs InjurePlayer
lda AreaType ;branch if water type level
beq InjurePlayer
lda <Enemy_State,x ;branch if d7 of enemy state was set
asl a
bcs ChkForPlayerInjury
lda <Enemy_State,x ;mask out all but 3 LSB of enemy state
and #%00000111
cmp #$02 ;branch if enemy is in normal or falling state
bcc ChkForPlayerInjury
lda <Enemy_ID,x ;branch to leave if goomba in defeated state
cmp #Goomba
beq ExPEC
lda #Sfx_EnemySmack ;play smack enemy sound
sta <Square1SoundQueue
lda <Enemy_State,x ;set d7 in enemy state, thus become moving shell
ora #%10000000
sta <Enemy_State,x
jsr EnemyFacePlayer ;set moving direction and get offset
lda KickedShellXSpdData,y ;load and set horizontal speed data with offset
sta <Enemy_X_Speed,x
lda #$03 ;add three to whatever the stomp counter contains
clc ;to give points for kicking the shell
adc StompChainCounter
ldy EnemyIntervalTimer,x ;check shell enemy's timer
cpy #$03 ;if above a certain point, branch using the points
bcs KSPts ;data obtained from the stomp counter + 3
lda KickedShellPtsData,y ;otherwise, set points based on proximity to timer expiration
KSPts: jsr SetupFloateyNumber ;set values for floatey number now
ExPEC: rts ;leave!!!
ChkForPlayerInjury:
lda <Player_Y_Speed ;check player's vertical speed
bmi ChkInj ;perform procedure below if player moving upwards
bne EnemyStomped ;or not at all, and branch elsewhere if moving downwards
ChkInj: lda <Enemy_ID,x ;branch if enemy object < $07
cmp #Bloober
bcc ChkETmrs
lda <Player_Y_Position ;add 12 pixels to player's vertical position
clc
adc #$0c
cmp <Enemy_Y_Position,x ;compare modified player's position to enemy's position
bcc EnemyStomped ;branch if this player's position above (less than) enemy's
ChkETmrs: lda StompTimer ;check stomp timer
bne EnemyStomped ;branch if set
lda InjuryTimer ;check to see if injured invincibility timer still
bne ExInjColRoutines ;counting down, and branch elsewhere to leave if so
lda Player_Rel_XPos
cmp Enemy_Rel_XPos ;if player's relative position to the left of enemy's
bcc TInjE ;relative position, branch here
jmp ChkEnemyFaceRight ;otherwise do a jump here
TInjE: lda <Enemy_MovingDir,x ;if enemy moving towards the left,
cmp #$01 ;branch, otherwise do a jump here
bne InjurePlayer ;to turn the enemy around
jmp LInj
InjurePlayer:
lda InjuryTimer ;check again to see if injured invincibility timer is
bne ExInjColRoutines ;at zero, and branch to leave if so
ForceInjury:
ldx PlayerStatus ;check player's status
beq KillPlayer ;branch if small
sta PlayerStatus ;otherwise set player's status to small
lda #$08
sta InjuryTimer ;set injured invincibility timer
asl a
sta <Square1SoundQueue ;play pipedown/injury sound
jsr GetPlayerColors ;change player's palette if necessary
lda #$0a ;set subroutine to run on next frame
SetKRout: ldy #$01 ;set new player state
SetPRout: sta <GameEngineSubroutine ;load new value to run subroutine on next frame
sty <Player_State ;store new player state
ldy #$ff
sty TimerControl ;set master timer control flag to halt timers
iny
sty ScrollAmount ;initialize scroll speed
ExInjColRoutines:
ldx <ObjectOffset ;get enemy offset and leave
rts
KillPlayer:
stx <Player_X_Speed ;halt player's horizontal movement by initializing speed
inx
stx <EventMusicQueue ;set event music queue to death music
lda #$fc
sta <Player_Y_Speed ;set new vertical speed
lda #$0b ;set subroutine to run on next frame
bne SetKRout ;branch to set player's state and other things
StompedEnemyPtsData:
.db $02, $06, $05, $06
EnemyStomped:
lda <Enemy_ID,x ;check for spiny, branch to hurt player
cmp #Spiny ;if found
beq InjurePlayer
lda #Sfx_EnemyStomp ;otherwise play stomp/swim sound
sta <Square1SoundQueue
lda <Enemy_ID,x
ldy #$00 ;initialize points data offset for stomped enemies
cmp #FlyingCheepCheep ;branch for cheep-cheep
beq EnemyStompedPts
cmp #BulletBill_FrenzyVar ;branch for either bullet bill object
beq EnemyStompedPts
cmp #BulletBill_CannonVar
beq EnemyStompedPts
cmp #Podoboo ;branch for podoboo (this branch is logically impossible
beq EnemyStompedPts ;for cpu to take due to earlier checking of podoboo)
iny ;increment points data offset
cmp #HammerBro ;branch for hammer bro
beq EnemyStompedPts
iny ;increment points data offset
cmp #Lakitu ;branch for lakitu
beq EnemyStompedPts
iny ;increment points data offset
cmp #Bloober ;branch if NOT bloober
bne ChkForDemoteKoopa
EnemyStompedPts:
lda StompedEnemyPtsData,y ;load points data using offset in Y
jsr SetupFloateyNumber ;run sub to set floatey number controls
lda <Enemy_MovingDir,x
pha ;save enemy movement direction to stack
jsr SetStun ;run sub to kill enemy
pla
sta <Enemy_MovingDir,x ;return enemy movement direction from stack
lda #%00100000
sta <Enemy_State,x ;set d5 in enemy state
jsr InitVStf ;nullify vertical speed, physics-related thing,
sta <Enemy_X_Speed,x ;and horizontal speed
lda #$fd ;set player's vertical speed, to give bounce
sta <Player_Y_Speed
rts
ChkForDemoteKoopa:
cmp #$09 ;branch elsewhere if enemy object < $09
bcc HandleStompedShellE
and #%00000001 ;demote koopa paratroopas to ordinary troopas
sta <Enemy_ID,x
ldy #$00 ;return enemy to normal state
sty <Enemy_State,x
lda #$03 ;award 400 points to the player
jsr SetupFloateyNumber
jsr InitVStf ;nullify physics-related thing and vertical speed
jsr EnemyFacePlayer ;turn enemy around if necessary
lda DemotedKoopaXSpdData,y
sta <Enemy_X_Speed,x ;set appropriate moving speed based on direction
jmp SBnce ;then move onto something else
RevivalRateData:
.db $10, $0b
HandleStompedShellE:
lda #$04 ;set defeated state for enemy
sta <Enemy_State,x
inc StompChainCounter ;increment the stomp counter
lda StompChainCounter ;add whatever is in the stomp counter
clc ;to whatever is in the stomp timer
adc StompTimer
jsr SetupFloateyNumber ;award points accordingly
inc StompTimer ;increment stomp timer of some sort
ldy PrimaryHardMode ;check primary hard mode flag
lda RevivalRateData,y ;load timer setting according to flag
sta EnemyIntervalTimer,x ;set as enemy timer to revive stomped enemy
SBnce: lda #$fc ;set player's vertical speed for bounce
sta <Player_Y_Speed ;and then leave!!!
rts
ChkEnemyFaceRight:
lda <Enemy_MovingDir,x ;check to see if enemy is moving to the right
cmp #$01
bne LInj ;if not, branch
jmp InjurePlayer ;otherwise go back to hurt player
LInj: jsr EnemyTurnAround ;turn the enemy around, if necessary
jmp InjurePlayer ;go back to hurt player
EnemyFacePlayer:
ldy #$01 ;set to move right by default
jsr PlayerEnemyDiff ;get horizontal difference between player and enemy
bpl SFcRt ;if enemy is to the right of player, do not increment
iny ;otherwise, increment to set to move to the left
SFcRt: sty <Enemy_MovingDir,x ;set moving direction here
dey ;then decrement to use as a proper offset
rts
SetupFloateyNumber:
sta FloateyNum_Control,x ;set number of points control for floatey numbers
lda #$30
sta FloateyNum_Timer,x ;set timer for floatey numbers
lda <Enemy_Y_Position,x
sta FloateyNum_Y_Pos,x ;set vertical coordinate
lda Enemy_Rel_XPos
sta FloateyNum_X_Pos,x ;set horizontal coordinate and leave
ExSFN: rts
;-------------------------------------------------------------------------------------
;$01 - used to hold enemy offset for second enemy
SetBitsMask:
.db %10000000, %01000000, %00100000, %00010000, %00001000, %00000100, %00000010
ClearBitsMask:
.db %01111111, %10111111, %11011111, %11101111, %11110111, %11111011, %11111101
EnemiesCollision:
lda <FrameCounter ;check counter for d0 set
lsr a
bcc ExSFN ;if d0 not set, leave
lda AreaType
beq ExSFN ;if water area type, leave
lda <Enemy_ID,x
cmp #$15 ;if enemy object => $15, branch to leave
bcs ExitECRoutine
cmp #Lakitu ;if lakitu, branch to leave
beq ExitECRoutine
cmp #PiranhaPlant ;if piranha plant, branch to leave
beq ExitECRoutine
lda EnemyOffscrBitsMasked,x ;if masked offscreen bits nonzero, branch to leave
bne ExitECRoutine
jsr GetEnemyBoundBoxOfs ;otherwise, do sub, get appropriate bounding box offset for
dex ;first enemy we're going to compare, then decrement for second
bmi ExitECRoutine ;branch to leave if there are no other enemies
ECLoop: stx <$01 ;save enemy object buffer offset for second enemy here
tya ;save first enemy's bounding box offset to stack
pha
lda <Enemy_Flag,x ;check enemy object enable flag
beq ReadyNextEnemy ;branch if flag not set
lda <Enemy_ID,x
cmp #$15 ;check for enemy object => $15
bcs ReadyNextEnemy ;branch if true
cmp #Lakitu
beq ReadyNextEnemy ;branch if enemy object is lakitu
cmp #PiranhaPlant
beq ReadyNextEnemy ;branch if enemy object is piranha plant
lda EnemyOffscrBitsMasked,x
bne ReadyNextEnemy ;branch if masked offscreen bits set
txa ;get second enemy object's bounding box offset
asl a ;multiply by four, then add four
asl a
clc
adc #$04
tax ;use as new contents of X
jsr SprObjectCollisionCore ;do collision detection using the two enemies here
ldx <ObjectOffset ;use first enemy offset for X
ldy <$01 ;use second enemy offset for Y
bcc NoEnemyCollision ;if carry clear, no collision, branch ahead of this
lda <Enemy_State,x
ORA Enemy_State,y ;check both enemy states for d7 set
and #%10000000
bne YesEC ;branch if at least one of them is set
lda Enemy_CollisionBits,y ;load first enemy's collision-related bits
and SetBitsMask,x ;check to see if bit connected to second enemy is
bne ReadyNextEnemy ;already set, and move onto next enemy slot if set
lda Enemy_CollisionBits,y
ora SetBitsMask,x ;if the bit is not set, set it now
sta Enemy_CollisionBits,y
YesEC: jsr ProcEnemyCollisions ;react according to the nature of collision
jmp ReadyNextEnemy ;move onto next enemy slot
NoEnemyCollision:
lda Enemy_CollisionBits,y ;load first enemy's collision-related bits
and ClearBitsMask,x ;clear bit connected to second enemy
sta Enemy_CollisionBits,y ;then move onto next enemy slot
ReadyNextEnemy:
pla ;get first enemy's bounding box offset from the stack
tay ;use as Y again
ldx <$01 ;get and decrement second enemy's object buffer offset
dex
bpl ECLoop ;loop until all enemy slots have been checked
ExitECRoutine:
ldx <ObjectOffset ;get enemy object buffer offset
rts ;leave
ProcEnemyCollisions:
LDA Enemy_State,y ;check both enemy states for d5 set
ora <Enemy_State,x
and #%00100000 ;if d5 is set in either state, or both, branch
bne ExitProcessEColl ;to leave and do nothing else at this point
lda <Enemy_State,x
cmp #$06 ;if second enemy state < $06, branch elsewhere
bcc ProcSecondEnemyColl
lda <Enemy_ID,x ;check second enemy identifier for hammer bro
cmp #HammerBro ;if hammer bro found in alt state, branch to leave
beq ExitProcessEColl
LDA Enemy_State,y ;check first enemy state for d7 set
asl a
bcc ShellCollisions ;branch if d7 is clear
lda #$06
jsr SetupFloateyNumber ;award 1000 points for killing enemy
jsr ShellOrBlockDefeat ;then kill enemy, then load
ldy <$01 ;original offset of second enemy
ShellCollisions:
tya ;move Y to X
tax
jsr ShellOrBlockDefeat ;kill second enemy
ldx <ObjectOffset
lda ShellChainCounter,x ;get chain counter for shell
clc
adc #$04 ;add four to get appropriate point offset
ldx <$01
jsr SetupFloateyNumber ;award appropriate number of points for second enemy
ldx <ObjectOffset ;load original offset of first enemy
inc ShellChainCounter,x ;increment chain counter for additional enemies
ExitProcessEColl:
rts ;leave!!!
ProcSecondEnemyColl:
LDA Enemy_State,y ;if first enemy state < $06, branch elsewhere
cmp #$06
bcc MoveEOfs
LDA Enemy_ID,y ;check first enemy identifier for hammer bro
cmp #HammerBro ;if hammer bro found in alt state, branch to leave
beq ExitProcessEColl
jsr ShellOrBlockDefeat ;otherwise, kill first enemy
ldy <$01
lda ShellChainCounter,y ;get chain counter for shell
clc
adc #$04 ;add four to get appropriate point offset
ldx <ObjectOffset
jsr SetupFloateyNumber ;award appropriate number of points for first enemy
ldx <$01 ;load original offset of second enemy
inc ShellChainCounter,x ;increment chain counter for additional enemies
rts ;leave!!!
MoveEOfs:
tya ;move Y ($01) to X
tax
jsr EnemyTurnAround ;do the sub here using value from $01
ldx <ObjectOffset ;then do it again using value from $08
EnemyTurnAround:
lda <Enemy_ID,x ;check for specific enemies
cmp #PiranhaPlant
beq ExTA ;if piranha plant, leave
cmp #Lakitu
beq ExTA ;if lakitu, leave
cmp #HammerBro
beq ExTA ;if hammer bro, leave
cmp #Spiny
beq RXSpd ;if spiny, turn it around
cmp #GreenParatroopaJump
beq RXSpd ;if green paratroopa, turn it around
cmp #$07
bcs ExTA ;if any OTHER enemy object => $07, leave
RXSpd: lda <Enemy_X_Speed,x ;load horizontal speed
eor #$ff ;get two's compliment for horizontal speed
tay
iny
sty <Enemy_X_Speed,x ;store as new horizontal speed
lda <Enemy_MovingDir,x
eor #%00000011 ;invert moving direction and store, then leave
sta <Enemy_MovingDir,x ;thus effectively turning the enemy around
ExTA: rts ;leave!!!
;-------------------------------------------------------------------------------------
;$00 - vertical position of platform
LargePlatformCollision:
lda #$ff ;save value here
sta PlatformCollisionFlag,x
lda TimerControl ;check master timer control
bne ExLPC ;if set, branch to leave
lda <Enemy_State,x ;if d7 set in object state,
bmi ExLPC ;branch to leave
lda <Enemy_ID,x
cmp #$24 ;check enemy object identifier for
bne ChkForPlayerC_LargeP ;balance platform, branch if not found
lda <Enemy_State,x
tax ;set state as enemy offset here
jsr ChkForPlayerC_LargeP ;perform code with state offset, then original offset, in X
ChkForPlayerC_LargeP:
jsr CheckPlayerVertical ;figure out if player is below a certain point
bcs ExLPC ;or offscreen, branch to leave if true
txa
jsr GetEnemyBoundBoxOfsArg ;get bounding box offset in Y
lda <Enemy_Y_Position,x ;store vertical coordinate in
sta <$00 ;temp variable for now
txa ;send offset we're on to the stack
pha
jsr PlayerCollisionCore ;do player-to-platform collision detection
pla ;retrieve offset from the stack
tax
bcc ExLPC ;if no collision, branch to leave
jsr ProcLPlatCollisions ;otherwise collision, perform sub
ExLPC: ldx <ObjectOffset ;get enemy object buffer offset and leave
rts
;--------------------------------
;$00 - counter for bounding boxes
SmallPlatformCollision:
lda TimerControl ;if master timer control set,
bne ExSPC ;branch to leave
sta PlatformCollisionFlag,x ;otherwise initialize collision flag
jsr CheckPlayerVertical ;do a sub to see if player is below a certain point
bcs ExSPC ;or entirely offscreen, and branch to leave if true
lda #$02
sta <$00 ;load counter here for 2 bounding boxes
ChkSmallPlatLoop:
ldx <ObjectOffset ;get enemy object offset
jsr GetEnemyBoundBoxOfs ;get bounding box offset in Y
and #%00000010 ;if d1 of offscreen lower nybble bits was set
bne ExSPC ;then branch to leave
lda BoundingBox_UL_YPos,y ;check top of platform's bounding box for being
cmp #$20 ;above a specific point
bcc MoveBoundBox ;if so, branch, don't do collision detection
jsr PlayerCollisionCore ;otherwise, perform player-to-platform collision detection
bcs ProcSPlatCollisions ;skip ahead if collision
MoveBoundBox:
lda BoundingBox_UL_YPos,y ;move bounding box vertical coordinates
clc ;128 pixels downwards
adc #$80
sta BoundingBox_UL_YPos,y
lda BoundingBox_DR_YPos,y
clc
adc #$80
sta BoundingBox_DR_YPos,y
dec <$00 ;decrement counter we set earlier
bne ChkSmallPlatLoop ;loop back until both bounding boxes are checked
ExSPC: ldx <ObjectOffset ;get enemy object buffer offset, then leave
rts
;--------------------------------
ProcSPlatCollisions:
ldx <ObjectOffset ;return enemy object buffer offset to X, then continue
ProcLPlatCollisions:
lda BoundingBox_DR_YPos,y ;get difference by subtracting the top
sec ;of the player's bounding box from the bottom
sbc BoundingBox_UL_YPos ;of the platform's bounding box
cmp #$04 ;if difference too large or negative,
bcs ChkForTopCollision ;branch, do not alter vertical speed of player
lda <Player_Y_Speed ;check to see if player's vertical speed is moving down
bpl ChkForTopCollision ;if so, don't mess with it
lda #$01 ;otherwise, set vertical
sta <Player_Y_Speed ;speed of player to kill jump
ChkForTopCollision:
lda BoundingBox_DR_YPos ;get difference by subtracting the top
sec ;of the platform's bounding box from the bottom
sbc BoundingBox_UL_YPos,y ;of the player's bounding box
cmp #$06
bcs PlatformSideCollisions ;if difference not close enough, skip all of this
lda <Player_Y_Speed
bmi PlatformSideCollisions ;if player's vertical speed moving upwards, skip this
lda <$00 ;get saved bounding box counter from earlier
ldy <Enemy_ID,x
cpy #$2b ;if either of the two small platform objects are found,
beq SetCollisionFlag ;regardless of which one, branch to use bounding box counter
cpy #$2c ;as contents of collision flag
beq SetCollisionFlag
txa ;otherwise use enemy object buffer offset
SetCollisionFlag:
ldx <ObjectOffset ;get enemy object buffer offset
sta PlatformCollisionFlag,x ;save either bounding box counter or enemy offset here
lda #$00
sta <Player_State ;set player state to normal then leave
rts
PlatformSideCollisions:
lda #$01 ;set value here to indicate possible horizontal
sta <$00 ;collision on left side of platform
lda BoundingBox_DR_XPos ;get difference by subtracting platform's left edge
sec ;from player's right edge
sbc BoundingBox_UL_XPos,y
cmp #$08 ;if difference close enough, skip all of this
bcc SideC
inc <$00 ;otherwise increment value set here for right side collision
lda BoundingBox_DR_XPos,y ;get difference by subtracting player's left edge
clc ;from platform's right edge
sbc BoundingBox_UL_XPos
cmp #$09 ;if difference not close enough, skip subroutine
bcs NoSideC ;and instead branch to leave (no collision)
SideC: jsr ImpedePlayerMove ;deal with horizontal collision
NoSideC: ldx <ObjectOffset ;return with enemy object buffer offset
rts
;-------------------------------------------------------------------------------------
PlayerPosSPlatData:
.db $80, $00
PositionPlayerOnS_Plat:
tay ;use bounding box counter saved in collision flag
lda <Enemy_Y_Position,x ;for offset
clc ;add positioning data using offset to the vertical
adc PlayerPosSPlatData-1,y ;coordinate
.db $2c ;BIT instruction opcode
PositionPlayerOnVPlat:
lda <Enemy_Y_Position,x ;get vertical coordinate
ldy <GameEngineSubroutine
cpy #$0b ;if certain routine being executed on this frame,
beq ExPlPos ;skip all of this
ldy <Enemy_Y_HighPos,x
cpy #$01 ;if vertical high byte offscreen, skip this
bne ExPlPos
sec ;subtract 32 pixels from vertical coordinate
sbc #$20 ;for the player object's height
sta <Player_Y_Position ;save as player's new vertical coordinate
tya
sbc #$00 ;subtract borrow and store as player's
sta <Player_Y_HighPos ;new vertical high byte
lda #$00
sta <Player_Y_Speed ;initialize vertical speed and low byte of force
sta Player_Y_MoveForce ;and then leave
ExPlPos: rts
;-------------------------------------------------------------------------------------
CheckPlayerVertical:
lda Player_OffscreenBits ;if player object is completely offscreen
cmp #$f0 ;vertically, leave this routine
bcs ExCPV
ldy <Player_Y_HighPos ;if player high vertical byte is not
dey ;within the screen, leave this routine
bne ExCPV
lda <Player_Y_Position ;if on the screen, check to see how far down
cmp #$d0 ;the player is vertically
ExCPV: rts
;-------------------------------------------------------------------------------------
GetEnemyBoundBoxOfs:
lda <ObjectOffset ;get enemy object buffer offset
GetEnemyBoundBoxOfsArg:
asl a ;multiply A by four, then add four
asl a ;to skip player's bounding box
clc
adc #$04
tay ;send to Y
lda Enemy_OffscreenBits ;get offscreen bits for enemy object
and #%00001111 ;save low nybble
cmp #%00001111 ;check for all bits set
rts
;-------------------------------------------------------------------------------------
;$00-$01 - used to hold many values, essentially temp variables
;$04 - holds lower nybble of vertical coordinate from block buffer routine
;$eb - used to hold block buffer adder
PlayerBGUpperExtent:
.db $20, $10
PlayerBGCollision:
lda DisableCollisionDet ;if collision detection disabled flag set,
bne ExPBGCol ;branch to leave
lda <GameEngineSubroutine
cmp #$0b ;if running routine #11 or $0b
beq ExPBGCol ;branch to leave
cmp #$04
bcc ExPBGCol ;if running routines $00-$03 branch to leave
lda #$01 ;load default player state for swimming
ldy SwimmingFlag ;if swimming flag set,
bne SetPSte ;branch ahead to set default state
lda <Player_State ;if player in normal state,
beq SetFallS ;branch to set default state for falling
cmp #$03
bne ChkOnScr ;if in any other state besides climbing, skip to next part
SetFallS: lda #$02 ;load default player state for falling
SetPSte: sta <Player_State ;set whatever player state is appropriate
ChkOnScr: lda <Player_Y_HighPos
cmp #$01 ;check player's vertical high byte for still on the screen
bne ExPBGCol ;branch to leave if not
lda #$ff
sta Player_CollisionBits ;initialize player's collision flag
lda <Player_Y_Position
cmp #$cf ;check player's vertical coordinate
bcc ChkCollSize ;if not too close to the bottom of screen, continue
ExPBGCol: rts ;otherwise leave
ChkCollSize:
ldy #$02 ;load default offset
lda CrouchingFlag
bne GBBAdr ;if player crouching, skip ahead
lda PlayerSize
bne GBBAdr ;if player small, skip ahead
dey ;otherwise decrement offset for big player not crouching
lda SwimmingFlag
bne GBBAdr ;if swimming flag set, skip ahead
dey ;otherwise decrement offset
GBBAdr: lda BlockBufferAdderData,y ;get value using offset
sta <$eb ;store value here
tay ;put value into Y, as offset for block buffer routine
ldx PlayerSize ;get player's size as offset
lda CrouchingFlag
beq HeadChk ;if player not crouching, branch ahead
inx ;otherwise increment size as offset
HeadChk: lda <Player_Y_Position ;get player's vertical coordinate
cmp PlayerBGUpperExtent,x ;compare with upper extent value based on offset
bcc DoFootCheck ;if player is too high, skip this part
jsr BlockBufferColli_Head ;do player-to-bg collision detection on top of
beq DoFootCheck ;player, and branch if nothing above player's head
jsr CheckForCoinMTiles ;check to see if player touched coin with their head
bcs AwardTouchedCoin ;if so, branch to some other part of code
ldy <Player_Y_Speed ;check player's vertical speed
bpl DoFootCheck ;if player not moving upwards, branch elsewhere
ldy <$04 ;check lower nybble of vertical coordinate returned
cpy #$04 ;from collision detection routine
bcc DoFootCheck ;if low nybble < 4, branch
jsr CheckForSolidMTiles ;check to see what player's head bumped on
bcs SolidOrClimb ;if player collided with solid metatile, branch
ldy AreaType ;otherwise check area type
beq NYSpd ;if water level, branch ahead
ldy BlockBounceTimer ;if block bounce timer not expired,
bne NYSpd ;branch ahead, do not process collision
jsr PlayerHeadCollision ;otherwise do a sub to process collision
jmp DoFootCheck ;jump ahead to skip these other parts here
SolidOrClimb:
cmp #$26 ;if climbing metatile,
beq NYSpd ;branch ahead and do not play sound
lda #Sfx_Bump
sta <Square1SoundQueue ;otherwise load bump sound
NYSpd: lda #$01 ;set player's vertical speed to nullify
sta <Player_Y_Speed ;jump or swim
DoFootCheck:
ldy <$eb ;get block buffer adder offset
lda <Player_Y_Position
cmp #$cf ;check to see how low player is
bcs DoPlayerSideCheck ;if player is too far down on screen, skip all of this
jsr BlockBufferColli_Feet ;do player-to-bg collision detection on bottom left of player
jsr CheckForCoinMTiles ;check to see if player touched coin with their left foot
bcs AwardTouchedCoin ;if so, branch to some other part of code
pha ;save bottom left metatile to stack
jsr BlockBufferColli_Feet ;do player-to-bg collision detection on bottom right of player
sta <$00 ;save bottom right metatile here
pla
sta <$01 ;pull bottom left metatile and save here
bne ChkFootMTile ;if anything here, skip this part
lda <$00 ;otherwise check for anything in bottom right metatile
beq DoPlayerSideCheck ;and skip ahead if not
jsr CheckForCoinMTiles ;check to see if player touched coin with their right foot
bcc ChkFootMTile ;if not, skip unconditional jump and continue code
AwardTouchedCoin:
jmp HandleCoinMetatile ;follow the code to erase coin and award to player 1 coin
ChkFootMTile:
jsr CheckForClimbMTiles ;check to see if player landed on climbable metatiles
bcs DoPlayerSideCheck ;if so, branch
ldy <Player_Y_Speed ;check player's vertical speed
bmi DoPlayerSideCheck ;if player moving upwards, branch
cmp #$c5
bne ContChk ;if player did not touch axe, skip ahead
jmp HandleAxeMetatile ;otherwise jump to set modes of operation
ContChk: jsr ChkInvisibleMTiles ;do sub to check for hidden coin or 1-up blocks
beq DoPlayerSideCheck ;if either found, branch
ldy JumpspringAnimCtrl ;if jumpspring animating right now,
bne InitSteP ;branch ahead
ldy <$04 ;check lower nybble of vertical coordinate returned
cpy #$05 ;from collision detection routine
bcc LandPlyr ;if lower nybble < 5, branch
lda <Player_MovingDir
sta <$00 ;use player's moving direction as temp variable
jmp ImpedePlayerMove ;jump to impede player's movement in that direction
LandPlyr: jsr ChkForLandJumpSpring ;do sub to check for jumpspring metatiles and deal with it
lda #$f0
and <Player_Y_Position ;mask out lower nybble of player's vertical position
sta <Player_Y_Position ;and store as new vertical position to land player properly
jsr HandlePipeEntry ;do sub to process potential pipe entry
lda #$00
sta <Player_Y_Speed ;initialize vertical speed and fractional
sta Player_Y_MoveForce ;movement force to stop player's vertical movement
sta StompChainCounter ;initialize enemy stomp counter
InitSteP: lda #$00
sta <Player_State ;set player's state to normal
DoPlayerSideCheck:
ldy <$eb ;get block buffer adder offset
iny
iny ;increment offset 2 bytes to use adders for side collisions
lda #$02 ;set value here to be used as counter
sta <$00
SideCheckLoop:
iny ;move onto the next one
sty <$eb ;store it
lda <Player_Y_Position
cmp #$20 ;check player's vertical position
bcc BHalf ;if player is in status bar area, branch ahead to skip this part
cmp #$e4
bcs ExSCH ;branch to leave if player is too far down
jsr BlockBufferColli_Side ;do player-to-bg collision detection on one half of player
beq BHalf ;branch ahead if nothing found
cmp #$1c ;otherwise check for pipe metatiles
beq BHalf ;if collided with sideways pipe (top), branch ahead
cmp #$6b
beq BHalf ;if collided with water pipe (top), branch ahead
jsr CheckForClimbMTiles ;do sub to see if player bumped into anything climbable
bcc CheckSideMTiles ;if not, branch to alternate section of code
BHalf: ldy <$eb ;load block adder offset
iny ;increment it
lda <Player_Y_Position ;get player's vertical position
cmp #$08
bcc ExSCH ;if too high, branch to leave
cmp #$d0
bcs ExSCH ;if too low, branch to leave
jsr BlockBufferColli_Side ;do player-to-bg collision detection on other half of player
bne CheckSideMTiles ;if something found, branch
dec <$00 ;otherwise decrement counter
bne SideCheckLoop ;run code until both sides of player are checked
ExSCH: rts ;leave
CheckSideMTiles:
jsr ChkInvisibleMTiles ;check for hidden or coin 1-up blocks
beq ExCSM ;branch to leave if either found
jsr CheckForClimbMTiles ;check for climbable metatiles
bcc ContSChk ;if not found, skip and continue with code
jmp HandleClimbing ;otherwise jump to handle climbing
ContSChk: jsr CheckForCoinMTiles ;check to see if player touched coin
bcs HandleCoinMetatile ;if so, execute code to erase coin and award to player 1 coin
jsr ChkJumpspringMetatiles ;check for jumpspring metatiles
bcc ChkPBtm ;if not found, branch ahead to continue cude
lda JumpspringAnimCtrl ;otherwise check jumpspring animation control
bne ExCSM ;branch to leave if set
jmp StopPlayerMove ;otherwise jump to impede player's movement
ChkPBtm: ldy <Player_State ;get player's state
cpy #$00 ;check for player's state set to normal
bne StopPlayerMove ;if not, branch to impede player's movement
ldy <PlayerFacingDir ;get player's facing direction
dey
bne StopPlayerMove ;if facing left, branch to impede movement
cmp #$6c ;otherwise check for pipe metatiles
beq PipeDwnS ;if collided with sideways pipe (bottom), branch
cmp #$1f ;if collided with water pipe (bottom), continue
bne StopPlayerMove ;otherwise branch to impede player's movement
PipeDwnS: lda Player_SprAttrib ;check player's attributes
bne PlyrPipe ;if already set, branch, do not play sound again
ldy #Sfx_PipeDown_Injury
sty <Square1SoundQueue ;otherwise load pipedown/injury sound
PlyrPipe: ora #%00100000
sta Player_SprAttrib ;set background priority bit in player attributes
lda <Player_X_Position
and #%00001111 ;get lower nybble of player's horizontal coordinate
beq ChkGERtn ;if at zero, branch ahead to skip this part
ldy #$00 ;set default offset for timer setting data
lda ScreenLeft_PageLoc ;load page location for left side of screen
beq SetCATmr ;if at page zero, use default offset
iny ;otherwise increment offset
SetCATmr: lda AreaChangeTimerData,y ;set timer for change of area as appropriate
sta ChangeAreaTimer
ChkGERtn: lda <GameEngineSubroutine ;get number of game engine routine running
cmp #$07
beq ExCSM ;if running player entrance routine or
cmp #$08 ;player control routine, go ahead and branch to leave
bne ExCSM
lda #$02
sta <GameEngineSubroutine ;otherwise set sideways pipe entry routine to run
rts ;and leave
;--------------------------------
;$02 - high nybble of vertical coordinate from block buffer
;$04 - low nybble of horizontal coordinate from block buffer
;$06-$07 - block buffer address
StopPlayerMove:
jsr ImpedePlayerMove ;stop player's movement
ExCSM: rts ;leave
AreaChangeTimerData:
.db $a0, $34
HandleCoinMetatile:
jsr ErACM ;do sub to erase coin metatile from block buffer
inc CoinTallyFor1Ups ;increment coin tally used for 1-up blocks
jmp GiveOneCoin ;update coin amount and tally on the screen
HandleAxeMetatile:
lda #$00
sta OperMode_Task ;reset secondary mode
lda #$02
sta OperMode ;set primary mode to autoctrl mode
lda #$18
sta <Player_X_Speed ;set horizontal speed and continue to erase axe metatile
ErACM: ldy <$02 ;load vertical high nybble offset for block buffer
lda #$00 ;load blank metatile
sta [$06],y ;store to remove old contents from block buffer
jmp RemoveCoin_Axe ;update the screen accordingly
;--------------------------------
;$02 - high nybble of vertical coordinate from block buffer
;$04 - low nybble of horizontal coordinate from block buffer
;$06-$07 - block buffer address
ClimbXPosAdder:
.db $f9, $07
ClimbPLocAdder:
.db $ff, $00
FlagpoleYPosData:
.db $18, $22, $50, $68, $90
HandleClimbing:
ldy <$04 ;check low nybble of horizontal coordinate returned from
cpy #$06 ;collision detection routine against certain values, this
bcc ExHC ;makes actual physical part of vine or flagpole thinner
cpy #$0a ;than 16 pixels
bcc ChkForFlagpole
ExHC: rts ;leave if too far left or too far right
ChkForFlagpole:
cmp #$24 ;check climbing metatiles
beq FlagpoleCollision ;branch if flagpole ball found
cmp #$25
bne VineCollision ;branch to alternate code if flagpole shaft not found
FlagpoleCollision:
lda <GameEngineSubroutine
cmp #$05 ;check for end-of-level routine running
beq PutPlayerOnVine ;if running, branch to end of climbing code
lda #$01
sta <PlayerFacingDir ;set player's facing direction to right
inc ScrollLock ;set scroll lock flag
lda <GameEngineSubroutine
cmp #$04 ;check for flagpole slide routine running
beq RunFR ;if running, branch to end of flagpole code here
lda #BulletBill_CannonVar ;load identifier for bullet bills (cannon variant)
jsr KillEnemies ;get rid of them
lda #Silence
sta <EventMusicQueue ;silence music
lsr a
sta FlagpoleSoundQueue ;load flagpole sound into flagpole sound queue
ldx #$04 ;start at end of vertical coordinate data
lda <Player_Y_Position
sta FlagpoleCollisionYPos ;store player's vertical coordinate here to be used later
ChkFlagpoleYPosLoop:
cmp FlagpoleYPosData,x ;compare with current vertical coordinate data
bcs MtchF ;if player's => current, branch to use current offset
dex ;otherwise decrement offset to use
bne ChkFlagpoleYPosLoop ;do this until all data is checked (use last one if all checked)
MtchF: stx FlagpoleScore ;store offset here to be used later
RunFR: lda #$04
sta <GameEngineSubroutine ;set value to run flagpole slide routine
jmp PutPlayerOnVine ;jump to end of climbing code
VineCollision:
cmp #$26 ;check for climbing metatile used on vines
bne PutPlayerOnVine
lda <Player_Y_Position ;check player's vertical coordinate
cmp #$20 ;for being in status bar area
bcs PutPlayerOnVine ;branch if not that far up
lda #$01
sta <GameEngineSubroutine ;otherwise set to run autoclimb routine next frame
PutPlayerOnVine:
lda #$03 ;set player state to climbing
sta <Player_State
lda #$00 ;nullify player's horizontal speed
sta <Player_X_Speed ;and fractional horizontal movement force
sta Player_X_MoveForce
lda <Player_X_Position ;get player's horizontal coordinate
sec
sbc ScreenLeft_X_Pos ;subtract from left side horizontal coordinate
cmp #$10
bcs SetVXPl ;if 16 or more pixels difference, do not alter facing direction
lda #$02
sta <PlayerFacingDir ;otherwise force player to face left
SetVXPl: ldy <PlayerFacingDir ;get current facing direction, use as offset
lda <$06 ;get low byte of block buffer address
asl a
asl a ;move low nybble to high
asl a
asl a
clc
adc ClimbXPosAdder-1,y ;add pixels depending on facing direction
sta <Player_X_Position ;store as player's horizontal coordinate
lda <$06 ;get low byte of block buffer address again
bne ExPVne ;if not zero, branch
lda ScreenRight_PageLoc ;load page location of right side of screen
clc
adc ClimbPLocAdder-1,y ;add depending on facing location
sta <Player_PageLoc ;store as player's page location
ExPVne: rts ;finally, we're done!
;--------------------------------
ChkInvisibleMTiles:
cmp #$5f ;check for hidden coin block
beq ExCInvT ;branch to leave if found
cmp #$60 ;check for hidden 1-up block
ExCInvT: rts ;leave with zero flag set if either found
;--------------------------------
;$00-$01 - used to hold bottom right and bottom left metatiles (in that order)
;$00 - used as flag by ImpedePlayerMove to restrict specific movement
ChkForLandJumpSpring:
jsr ChkJumpspringMetatiles ;do sub to check if player landed on jumpspring
bcc ExCJSp ;if carry not set, jumpspring not found, therefore leave
lda #$70
sta VerticalForce ;otherwise set vertical movement force for player
lda #$f9
sta JumpspringForce ;set default jumpspring force
lda #$03
sta JumpspringTimer ;set jumpspring timer to be used later
lsr a
sta JumpspringAnimCtrl ;set jumpspring animation control to start animating
ExCJSp: rts ;and leave
ChkJumpspringMetatiles:
cmp #$67 ;check for top jumpspring metatile
beq JSFnd ;branch to set carry if found
cmp #$68 ;check for bottom jumpspring metatile
clc ;clear carry flag
bne NoJSFnd ;branch to use cleared carry if not found
JSFnd: sec ;set carry if found
NoJSFnd: rts ;leave
HandlePipeEntry:
lda <Up_Down_Buttons ;check saved controller bits from earlier
and #%00000100 ;for pressing down
beq ExPipeE ;if not pressing down, branch to leave
lda <$00
cmp #$11 ;check right foot metatile for warp pipe right metatile
bne ExPipeE ;branch to leave if not found
lda <$01
cmp #$10 ;check left foot metatile for warp pipe left metatile
bne ExPipeE ;branch to leave if not found
lda #$30
sta ChangeAreaTimer ;set timer for change of area
lda #$03
sta <GameEngineSubroutine ;set to run vertical pipe entry routine on next frame
lda #Sfx_PipeDown_Injury
sta <Square1SoundQueue ;load pipedown/injury sound
lda #%00100000
sta Player_SprAttrib ;set background priority bit in player's attributes
lda WarpZoneControl ;check warp zone control
beq ExPipeE ;branch to leave if none found
and #%00000011 ;mask out all but 2 LSB
asl a
asl a ;multiply by four
tax ;save as offset to warp zone numbers (starts at left pipe)
lda <Player_X_Position ;get player's horizontal position
cmp #$60
bcc GetWNum ;if player at left, not near middle, use offset and skip ahead
inx ;otherwise increment for middle pipe
cmp #$a0
bcc GetWNum ;if player at middle, but not too far right, use offset and skip
inx ;otherwise increment for last pipe
GetWNum: ldy WarpZoneNumbers,x ;get warp zone numbers
dey ;decrement for use as world number
sty WorldNumber ;store as world number and offset
ldx WorldAddrOffsets,y ;get offset to where this world's area offsets are
lda AreaAddrOffsets,x ;get area offset based on world offset
sta AreaPointer ;store area offset here to be used to change areas
lda #Silence
sta <EventMusicQueue ;silence music
lda #$00
sta EntrancePage ;initialize starting page number
sta AreaNumber ;initialize area number used for area address offset
sta LevelNumber ;initialize level number used for world display
sta AltEntranceControl ;initialize mode of entry
inc Hidden1UpFlag ;set flag for hidden 1-up blocks
inc FetchNewGameTimerFlag ;set flag to load new game timer
ExPipeE: rts ;leave!!!
ImpedePlayerMove:
lda #$00 ;initialize value here
ldy <Player_X_Speed ;get player's horizontal speed
ldx <$00 ;check value set earlier for
dex ;left side collision
bne RImpd ;if right side collision, skip this part
inx ;return value to X
cpy #$00 ;if player moving to the left,
bmi ExIPM ;branch to invert bit and leave
lda #$ff ;otherwise load A with value to be used later
jmp NXSpd ;and jump to affect movement
RImpd: ldx #$02 ;return $02 to X
cpy #$01 ;if player moving to the right,
bpl ExIPM ;branch to invert bit and leave
lda #$01 ;otherwise load A with value to be used here
NXSpd: ldy #$10
sty SideCollisionTimer ;set timer of some sort
ldy #$00
sty <Player_X_Speed ;nullify player's horizontal speed
cmp #$00 ;if value set in A not set to $ff,
bpl PlatF ;branch ahead, do not decrement Y
dey ;otherwise decrement Y now
PlatF: sty <$00 ;store Y as high bits of horizontal adder
clc
adc <Player_X_Position ;add contents of A to player's horizontal
sta <Player_X_Position ;position to move player left or right
lda <Player_PageLoc
adc <$00 ;add high bits and carry to
sta <Player_PageLoc ;page location if necessary
ExIPM: txa ;invert contents of X
eor #$ff
and Player_CollisionBits ;mask out bit that was set here
sta Player_CollisionBits ;store to clear bit
rts
;--------------------------------
SolidMTileUpperExt:
.db $10, $61, $88, $c4
CheckForSolidMTiles:
jsr GetMTileAttrib ;find appropriate offset based on metatile's 2 MSB
cmp SolidMTileUpperExt,x ;compare current metatile with solid metatiles
rts
ClimbMTileUpperExt:
.db $24, $6d, $8a, $c6
CheckForClimbMTiles:
jsr GetMTileAttrib ;find appropriate offset based on metatile's 2 MSB
cmp ClimbMTileUpperExt,x ;compare current metatile with climbable metatiles
rts
CheckForCoinMTiles:
cmp #$c2 ;check for regular coin
beq CoinSd ;branch if found
cmp #$c3 ;check for underwater coin
beq CoinSd ;branch if found
clc ;otherwise clear carry and leave
rts
CoinSd: lda #Sfx_CoinGrab
sta <Square2SoundQueue ;load coin grab sound and leave
rts
GetMTileAttrib:
tay ;save metatile value into Y
and #%11000000 ;mask out all but 2 MSB
asl a
rol a ;shift and rotate d7-d6 to d1-d0
rol a
tax ;use as offset for metatile data
tya ;get original metatile value back
ExEBG: rts ;leave
;-------------------------------------------------------------------------------------
;$06-$07 - address from block buffer routine
EnemyBGCStateData:
.db $01, $01, $02, $02, $02, $05
EnemyBGCXSpdData:
.db $10, $f0
EnemyToBGCollisionDet:
lda <Enemy_State,x ;check enemy state for d6 set
and #%00100000
bne ExEBG ;if set, branch to leave
jsr SubtEnemyYPos ;otherwise, do a subroutine here
bcc ExEBG ;if enemy vertical coord + 62 < 68, branch to leave
ldy <Enemy_ID,x
cpy #Spiny ;if enemy object is not spiny, branch elsewhere
bne DoIDCheckBGColl
lda <Enemy_Y_Position,x
cmp #$25 ;if enemy vertical coordinate < 36 branch to leave
bcc ExEBG
DoIDCheckBGColl:
cpy #GreenParatroopaJump ;check for some other enemy object
bne HBChk ;branch if not found
jmp EnemyJump ;otherwise jump elsewhere
HBChk: cpy #HammerBro ;check for hammer bro
bne CInvu ;branch if not found
jmp HammerBroBGColl ;otherwise jump elsewhere
CInvu: cpy #Spiny ;if enemy object is spiny, branch
beq YesIn
cpy #PowerUpObject ;if special power-up object, branch
beq YesIn
cpy #$07 ;if enemy object =>$07, branch to leave
bcs ExEBGChk
YesIn: jsr ChkUnderEnemy ;if enemy object < $07, or = $12 or $2e, do this sub
bne HandleEToBGCollision ;if block underneath enemy, branch
NoEToBGCollision:
jmp ChkForRedKoopa ;otherwise skip and do something else
;--------------------------------
;$02 - vertical coordinate from block buffer routine
HandleEToBGCollision:
jsr ChkForNonSolids ;if something is underneath enemy, find out what
beq NoEToBGCollision ;if blank $26, coins, or hidden blocks, jump, enemy falls through
;;;cmp #$23 this instruction got cut between banks. (?)
.db $C9
;;;;;;;;;;;;;;;;;;;;;;
;;
.bank 3
.org $E000
.db $23 ;latter half of instruction above
bne LandEnemyProperly ;check for blank metatile $23 and branch if not found
ldy <$02 ;get vertical coordinate used to find block
lda #$00 ;store default blank metatile in that spot so we won't
sta [$06],y ;trigger this routine accidentally again
lda <Enemy_ID,x
cmp #$15 ;if enemy object => $15, branch ahead
bcs ChkToStunEnemies
cmp #Goomba ;if enemy object not goomba, branch ahead of this routine
bne GiveOEPoints
jsr KillEnemyAboveBlock ;if enemy object IS goomba, do this sub
GiveOEPoints:
lda #$01 ;award 100 points for hitting block beneath enemy
jsr SetupFloateyNumber
ChkToStunEnemies:
cmp #$09 ;perform many comparisons on enemy object identifier
bcc SetStun
cmp #$11 ;if the enemy object identifier is equal to the values
bcs SetStun ;$09, $0e, $0f or $10, it will be modified, and not
cmp #$0a ;modified if not any of those values, note that piranha plant will
bcc Demote ;always fail this test because A will still have vertical
cmp #PiranhaPlant ;coordinate from previous addition, also these comparisons
bcc SetStun ;are only necessary if branching from $d7a1
Demote: and #%00000001 ;erase all but LSB, essentially turning enemy object
sta <Enemy_ID,x ;into green or red koopa troopa to demote them
SetStun: lda <Enemy_State,x ;load enemy state
and #%11110000 ;save high nybble
ora #%00000010
sta <Enemy_State,x ;set d1 of enemy state
dec <Enemy_Y_Position,x
dec <Enemy_Y_Position,x ;subtract two pixels from enemy's vertical position
lda <Enemy_ID,x
cmp #Bloober ;check for bloober object
beq SetWYSpd
lda #$fd ;set default vertical speed
ldy AreaType
bne SetNotW ;if area type not water, set as speed, otherwise
SetWYSpd: lda #$ff ;change the vertical speed
SetNotW: sta <Enemy_Y_Speed,x ;set vertical speed now
ldy #$01
jsr PlayerEnemyDiff ;get horizontal difference between player and enemy object
bpl ChkBBill ;branch if enemy is to the right of player
iny ;increment Y if not
ChkBBill: lda <Enemy_ID,x
cmp #BulletBill_CannonVar ;check for bullet bill (cannon variant)
beq NoCDirF
cmp #BulletBill_FrenzyVar ;check for bullet bill (frenzy variant)
beq NoCDirF ;branch if either found, direction does not change
sty <Enemy_MovingDir,x ;store as moving direction
NoCDirF: dey ;decrement and use as offset
lda EnemyBGCXSpdData,y ;get proper horizontal speed
sta <Enemy_X_Speed,x ;and store, then leave
ExEBGChk: rts
;--------------------------------
;$04 - low nybble of vertical coordinate from block buffer routine
LandEnemyProperly:
lda <$04 ;check lower nybble of vertical coordinate saved earlier
sec
sbc #$08 ;subtract eight pixels
cmp #$05 ;used to determine whether enemy landed from falling
bcs ChkForRedKoopa ;branch if lower nybble in range of $0d-$0f before subtract
lda <Enemy_State,x
and #%01000000 ;branch if d6 in enemy state is set
bne LandEnemyInitState
lda <Enemy_State,x
asl a ;branch if d7 in enemy state is not set
bcc ChkLandedEnemyState
SChkA: jmp DoEnemySideCheck ;if lower nybble < $0d, d7 set but d6 not set, jump here
ChkLandedEnemyState:
lda <Enemy_State,x ;if enemy in normal state, branch back to jump here
beq SChkA
cmp #$05 ;if in state used by spiny's egg
beq ProcEnemyDirection ;then branch elsewhere
cmp #$03 ;if already in state used by koopas and buzzy beetles
bcs ExSteChk ;or in higher numbered state, branch to leave
lda <Enemy_State,x ;load enemy state again (why?)
cmp #$02 ;if not in $02 state (used by koopas and buzzy beetles)
bne ProcEnemyDirection ;then branch elsewhere
lda #$10 ;load default timer here
ldy <Enemy_ID,x ;check enemy identifier for spiny
cpy #Spiny
bne SetForStn ;branch if not found
lda #$00 ;set timer for $00 if spiny
SetForStn: sta EnemyIntervalTimer,x ;set timer here
lda #$03 ;set state here, apparently used to render
sta <Enemy_State,x ;upside-down koopas and buzzy beetles
jsr EnemyLanding ;then land it properly
ExSteChk: rts ;then leave
ProcEnemyDirection:
lda <Enemy_ID,x ;check enemy identifier for goomba
cmp #Goomba ;branch if found
beq LandEnemyInitState
cmp #Spiny ;check for spiny
bne InvtD ;branch if not found
lda #$01
sta <Enemy_MovingDir,x ;send enemy moving to the right by default
lda #$08
sta <Enemy_X_Speed,x ;set horizontal speed accordingly
lda <FrameCounter
and #%00000111 ;if timed appropriately, spiny will skip over
beq LandEnemyInitState ;trying to face the player
InvtD: ldy #$01 ;load 1 for enemy to face the left (inverted here)
jsr PlayerEnemyDiff ;get horizontal difference between player and enemy
bpl CNwCDir ;if enemy to the right of player, branch
iny ;if to the left, increment by one for enemy to face right (inverted)
CNwCDir: tya
cmp <Enemy_MovingDir,x ;compare direction in A with current direction in memory
bne LandEnemyInitState
jsr ChkForBump_HammerBroJ ;if equal, not facing in correct dir, do sub to turn around
LandEnemyInitState:
jsr EnemyLanding ;land enemy properly
lda <Enemy_State,x
and #%10000000 ;if d7 of enemy state is set, branch
bne NMovShellFallBit
lda #$00 ;otherwise initialize enemy state and leave
sta <Enemy_State,x ;note this will also turn spiny's egg into spiny
rts
NMovShellFallBit:
lda <Enemy_State,x ;nullify d6 of enemy state, save other bits
and #%10111111 ;and store, then leave
sta <Enemy_State,x
rts
;--------------------------------
ChkForRedKoopa:
lda <Enemy_ID,x ;check for red koopa troopa $03
cmp #RedKoopa
bne Chk2MSBSt ;branch if not found
lda <Enemy_State,x
beq ChkForBump_HammerBroJ ;if enemy found and in normal state, branch
Chk2MSBSt: lda <Enemy_State,x ;save enemy state into Y
tay
asl a ;check for d7 set
bcc GetSteFromD ;branch if not set
lda <Enemy_State,x
ora #%01000000 ;set d6
jmp SetD6Ste ;jump ahead of this part
GetSteFromD: lda EnemyBGCStateData,y ;load new enemy state with old as offset
SetD6Ste: sta <Enemy_State,x ;set as new state
;--------------------------------
;$00 - used to store bitmask (not used but initialized here)
;$eb - used in DoEnemySideCheck as counter and to compare moving directions
DoEnemySideCheck:
lda <Enemy_Y_Position,x ;if enemy within status bar, branch to leave
cmp #$20 ;because there's nothing there that impedes movement
bcc ExESdeC
ldy #$16 ;start by finding block to the left of enemy ($00,$14)
lda #$02 ;set value here in what is also used as
sta <$eb ;OAM data offset
SdeCLoop: lda <$eb ;check value
cmp <Enemy_MovingDir,x ;compare value against moving direction
bne NextSdeC ;branch if different and do not seek block there
lda #$01 ;set flag in A for save horizontal coordinate
jsr BlockBufferChk_Enemy ;find block to left or right of enemy object
beq NextSdeC ;if nothing found, branch
jsr ChkForNonSolids ;check for non-solid blocks
bne ChkForBump_HammerBroJ ;branch if not found
NextSdeC: dec <$eb ;move to the next direction
iny
cpy #$18 ;increment Y, loop only if Y < $18, thus we check
bcc SdeCLoop ;enemy ($00, $14) and ($10, $14) pixel coordinates
ExESdeC: rts
ChkForBump_HammerBroJ:
cpx #$05 ;check if we're on the special use slot
beq NoBump ;and if so, branch ahead and do not play sound
lda <Enemy_State,x ;if enemy state d7 not set, branch
asl a ;ahead and do not play sound
bcc NoBump
lda #Sfx_Bump ;otherwise, play bump sound
sta <Square1SoundQueue ;sound will never be played if branching from ChkForRedKoopa
NoBump: lda <Enemy_ID,x ;check for hammer bro
cmp #$05
bne InvEnemyDir ;branch if not found
lda #$00
sta <$00 ;initialize value here for bitmask
ldy #$fa ;load default vertical speed for jumping
jmp SetHJ ;jump to code that makes hammer bro jump
InvEnemyDir:
jmp RXSpd ;jump to turn the enemy around
;--------------------------------
;$00 - used to hold horizontal difference between player and enemy
PlayerEnemyDiff:
lda <Enemy_X_Position,x ;get distance between enemy object's
sec ;horizontal coordinate and the player's
sbc <Player_X_Position ;horizontal coordinate
sta <$00 ;and store here
lda <Enemy_PageLoc,x
sbc <Player_PageLoc ;subtract borrow, then leave
rts
;--------------------------------
EnemyLanding:
jsr InitVStf ;do something here to vertical speed and something else
lda <Enemy_Y_Position,x
and #%11110000 ;save high nybble of vertical coordinate, and
ora #%00001000 ;set d3, then store, probably used to set enemy object
sta <Enemy_Y_Position,x ;neatly on whatever it's landing on
rts
SubtEnemyYPos:
lda <Enemy_Y_Position,x ;add 62 pixels to enemy object's
clc ;vertical coordinate
adc #$3e
cmp #$44 ;compare against a certain range
rts ;and leave with flags set for conditional branch
EnemyJump:
jsr SubtEnemyYPos ;do a sub here
bcc DoSide ;if enemy vertical coord + 62 < 68, branch to leave
lda <Enemy_Y_Speed,x
clc ;add two to vertical speed
adc #$02
cmp #$03 ;if green paratroopa not falling, branch ahead
bcc DoSide
jsr ChkUnderEnemy ;otherwise, check to see if green paratroopa is
beq DoSide ;standing on anything, then branch to same place if not
jsr ChkForNonSolids ;check for non-solid blocks
beq DoSide ;branch if found
jsr EnemyLanding ;change vertical coordinate and speed
lda #$fd
sta <Enemy_Y_Speed,x ;make the paratroopa jump again
DoSide: jmp DoEnemySideCheck ;check for horizontal blockage, then leave
;--------------------------------
HammerBroBGColl:
jsr ChkUnderEnemy ;check to see if hammer bro is standing on anything
beq NoUnderHammerBro
cmp #$23 ;check for blank metatile $23 and branch if not found
bne UnderHammerBro
KillEnemyAboveBlock:
jsr ShellOrBlockDefeat ;do this sub to kill enemy
lda #$fc ;alter vertical speed of enemy and leave
sta <Enemy_Y_Speed,x
rts
UnderHammerBro:
lda EnemyFrameTimer,x ;check timer used by hammer bro
bne NoUnderHammerBro ;branch if not expired
lda <Enemy_State,x
and #%10001000 ;save d7 and d3 from enemy state, nullify other bits
sta <Enemy_State,x ;and store
jsr EnemyLanding ;modify vertical coordinate, speed and something else
jmp DoEnemySideCheck ;then check for horizontal blockage and leave
NoUnderHammerBro:
lda <Enemy_State,x ;if hammer bro is not standing on anything, set d0
ora #$01 ;in the enemy state to indicate jumping or falling, then leave
sta <Enemy_State,x
rts
ChkUnderEnemy:
lda #$00 ;set flag in A for save vertical coordinate
ldy #$15 ;set Y to check the bottom middle (8,18) of enemy object
jmp BlockBufferChk_Enemy ;hop to it!
ChkForNonSolids:
cmp #$26 ;blank metatile used for vines?
beq NSFnd
cmp #$c2 ;regular coin?
beq NSFnd
cmp #$c3 ;underwater coin?
beq NSFnd
cmp #$5f ;hidden coin block?
beq NSFnd
cmp #$60 ;hidden 1-up block?
NSFnd: rts
;-------------------------------------------------------------------------------------
FireballBGCollision:
lda <Fireball_Y_Position,x ;check fireball's vertical coordinate
cmp #$18
bcc ClearBounceFlag ;if within the status bar area of the screen, branch ahead
jsr BlockBufferChk_FBall ;do fireball to background collision detection on bottom of it
beq ClearBounceFlag ;if nothing underneath fireball, branch
jsr ChkForNonSolids ;check for non-solid metatiles
beq ClearBounceFlag ;branch if any found
lda <Fireball_Y_Speed,x ;if fireball's vertical speed set to move upwards,
bmi InitFireballExplode ;branch to set exploding bit in fireball's state
lda <FireballBouncingFlag,x ;if bouncing flag already set,
bne InitFireballExplode ;branch to set exploding bit in fireball's state
lda #$fd
sta <Fireball_Y_Speed,x ;otherwise set vertical speed to move upwards (give it bounce)
lda #$01
sta <FireballBouncingFlag,x ;set bouncing flag
lda <Fireball_Y_Position,x
and #$f8 ;modify vertical coordinate to land it properly
sta <Fireball_Y_Position,x ;store as new vertical coordinate
rts ;leave
ClearBounceFlag:
lda #$00
sta <FireballBouncingFlag,x ;clear bouncing flag by default
rts ;leave
InitFireballExplode:
lda #$80
sta <Fireball_State,x ;set exploding flag in fireball's state
lda #Sfx_Bump
sta <Square1SoundQueue ;load bump sound
rts ;leave
;-------------------------------------------------------------------------------------
;$00 - used to hold one of bitmasks, or offset
;$01 - used for relative X coordinate, also used to store middle screen page location
;$02 - used for relative Y coordinate, also used to store middle screen coordinate
;this data added to relative coordinates of sprite objects
;stored in order: left edge, top edge, right edge, bottom edge
BoundBoxCtrlData:
.db $02, $08, $0e, $20
.db $03, $14, $0d, $20
.db $02, $14, $0e, $20
.db $02, $09, $0e, $15
.db $00, $00, $18, $06
.db $00, $00, $20, $0d
.db $00, $00, $30, $0d
.db $00, $00, $08, $08
.db $06, $04, $0a, $08
.db $03, $0e, $0d, $14
.db $00, $02, $10, $15
.db $04, $04, $0c, $1c
GetFireballBoundBox:
txa ;add seven bytes to offset
clc ;to use in routines as offset for fireball
adc #$07
tax
ldy #$02 ;set offset for relative coordinates
bne FBallB ;unconditional branch
GetMiscBoundBox:
txa ;add nine bytes to offset
clc ;to use in routines as offset for misc object
adc #$09
tax
ldy #$06 ;set offset for relative coordinates
FBallB: jsr BoundingBoxCore ;get bounding box coordinates
jmp CheckRightScreenBBox ;jump to handle any offscreen coordinates
GetEnemyBoundBox:
ldy #$48 ;store bitmask here for now
sty <$00
ldy #$44 ;store another bitmask here for now and jump
jmp GetMaskedOffScrBits
SmallPlatformBoundBox:
ldy #$08 ;store bitmask here for now
sty <$00
ldy #$04 ;store another bitmask here for now
GetMaskedOffScrBits:
lda <Enemy_X_Position,x ;get enemy object position relative
sec ;to the left side of the screen
sbc ScreenLeft_X_Pos
sta <$01 ;store here
lda <Enemy_PageLoc,x ;subtract borrow from current page location
sbc ScreenLeft_PageLoc ;of left side
bmi CMBits ;if enemy object is beyond left edge, branch
ora <$01
beq CMBits ;if precisely at the left edge, branch
ldy <$00 ;if to the right of left edge, use value in $00 for A
CMBits: tya ;otherwise use contents of Y
and Enemy_OffscreenBits ;preserve bitwise whatever's in here
sta EnemyOffscrBitsMasked,x ;save masked offscreen bits here
bne MoveBoundBoxOffscreen ;if anything set here, branch
jmp SetupEOffsetFBBox ;otherwise, do something else
LargePlatformBoundBox:
inx ;increment X to get the proper offset
jsr GetXOffscreenBits ;then jump directly to the sub for horizontal offscreen bits
dex ;decrement to return to original offset
cmp #$fe ;if completely offscreen, branch to put entire bounding
bcs MoveBoundBoxOffscreen ;box offscreen, otherwise start getting coordinates
SetupEOffsetFBBox:
txa ;add 1 to offset to properly address
clc ;the enemy object memory locations
adc #$01
tax
ldy #$01 ;load 1 as offset here, same reason
jsr BoundingBoxCore ;do a sub to get the coordinates of the bounding box
jmp CheckRightScreenBBox ;jump to handle offscreen coordinates of bounding box
MoveBoundBoxOffscreen:
txa ;multiply offset by 4
asl a
asl a
tay ;use as offset here
lda #$ff
sta EnemyBoundingBoxCoord,y ;load value into four locations here and leave
sta EnemyBoundingBoxCoord+1,y
sta EnemyBoundingBoxCoord+2,y
sta EnemyBoundingBoxCoord+3,y
rts
BoundingBoxCore:
stx <$00 ;save offset here
lda SprObject_Rel_YPos,y ;store object coordinates relative to screen
sta <$02 ;vertically and horizontally, respectively
lda SprObject_Rel_XPos,y
sta <$01
txa ;multiply offset by four and save to stack
asl a
asl a
pha
tay ;use as offset for Y, X is left alone
lda SprObj_BoundBoxCtrl,x ;load value here to be used as offset for X
asl a ;multiply that by four and use as X
asl a
tax
lda <$01 ;add the first number in the bounding box data to the
clc ;relative horizontal coordinate using enemy object offset
adc BoundBoxCtrlData,x ;and store somewhere using same offset * 4
sta BoundingBox_UL_Corner,y ;store here
lda <$01
clc
adc BoundBoxCtrlData+2,x ;add the third number in the bounding box data to the
sta BoundingBox_LR_Corner,y ;relative horizontal coordinate and store
inx ;increment both offsets
iny
lda <$02 ;add the second number to the relative vertical coordinate
clc ;using incremented offset and store using the other
adc BoundBoxCtrlData,x ;incremented offset
sta BoundingBox_UL_Corner,y
lda <$02
clc
adc BoundBoxCtrlData+2,x ;add the fourth number to the relative vertical coordinate
sta BoundingBox_LR_Corner,y ;and store
pla ;get original offset loaded into $00 * y from stack
tay ;use as Y
ldx <$00 ;get original offset and use as X again
rts
CheckRightScreenBBox:
lda ScreenLeft_X_Pos ;add 128 pixels to left side of screen
clc ;and store as horizontal coordinate of middle
adc #$80
sta <$02
lda ScreenLeft_PageLoc ;add carry to page location of left side of screen
adc #$00 ;and store as page location of middle
sta <$01
lda <SprObject_X_Position,x ;get horizontal coordinate
cmp <$02 ;compare against middle horizontal coordinate
lda <SprObject_PageLoc,x ;get page location
sbc <$01 ;subtract from middle page location
bcc CheckLeftScreenBBox ;if object is on the left side of the screen, branch
lda BoundingBox_DR_XPos,y ;check right-side edge of bounding box for offscreen
bmi NoOfs ;coordinates, branch if still on the screen
lda #$ff ;load offscreen value here to use on one or both horizontal sides
ldx BoundingBox_UL_XPos,y ;check left-side edge of bounding box for offscreen
bmi SORte ;coordinates, and branch if still on the screen
sta BoundingBox_UL_XPos,y ;store offscreen value for left side
SORte: sta BoundingBox_DR_XPos,y ;store offscreen value for right side
NoOfs: ldx <ObjectOffset ;get object offset and leave
rts
CheckLeftScreenBBox:
lda BoundingBox_UL_XPos,y ;check left-side edge of bounding box for offscreen
bpl NoOfs2 ;coordinates, and branch if still on the screen
cmp #$a0 ;check to see if left-side edge is in the middle of the
bcc NoOfs2 ;screen or really offscreen, and branch if still on
lda #$00
ldx BoundingBox_DR_XPos,y ;check right-side edge of bounding box for offscreen
bpl SOLft ;coordinates, branch if still onscreen
sta BoundingBox_DR_XPos,y ;store offscreen value for right side
SOLft: sta BoundingBox_UL_XPos,y ;store offscreen value for left side
NoOfs2: ldx <ObjectOffset ;get object offset and leave
rts
;-------------------------------------------------------------------------------------
;$06 - second object's offset
;$07 - counter
PlayerCollisionCore:
ldx #$00 ;initialize X to use player's bounding box for comparison
SprObjectCollisionCore:
sty <$06 ;save contents of Y here
lda #$01
sta <$07 ;save value 1 here as counter, compare horizontal coordinates first
CollisionCoreLoop:
lda BoundingBox_UL_Corner,y ;compare left/top coordinates
cmp BoundingBox_UL_Corner,x ;of first and second objects' bounding boxes
bcs FirstBoxGreater ;if first left/top => second, branch
cmp BoundingBox_LR_Corner,x ;otherwise compare to right/bottom of second
bcc SecondBoxVerticalChk ;if first left/top < second right/bottom, branch elsewhere
beq CollisionFound ;if somehow equal, collision, thus branch
lda BoundingBox_LR_Corner,y ;if somehow greater, check to see if bottom of
cmp BoundingBox_UL_Corner,y ;first object's bounding box is greater than its top
bcc CollisionFound ;if somehow less, vertical wrap collision, thus branch
cmp BoundingBox_UL_Corner,x ;otherwise compare bottom of first bounding box to the top
bcs CollisionFound ;of second box, and if equal or greater, collision, thus branch
ldy <$06 ;otherwise return with carry clear and Y = $0006
rts ;note horizontal wrapping never occurs
SecondBoxVerticalChk:
lda BoundingBox_LR_Corner,x ;check to see if the vertical bottom of the box
cmp BoundingBox_UL_Corner,x ;is greater than the vertical top
bcc CollisionFound ;if somehow less, vertical wrap collision, thus branch
lda BoundingBox_LR_Corner,y ;otherwise compare horizontal right or vertical bottom
cmp BoundingBox_UL_Corner,x ;of first box with horizontal left or vertical top of second box
bcs CollisionFound ;if equal or greater, collision, thus branch
ldy <$06 ;otherwise return with carry clear and Y = $0006
rts
FirstBoxGreater:
cmp BoundingBox_UL_Corner,x ;compare first and second box horizontal left/vertical top again
beq CollisionFound ;if first coordinate = second, collision, thus branch
cmp BoundingBox_LR_Corner,x ;if not, compare with second object right or bottom edge
bcc CollisionFound ;if left/top of first less than or equal to right/bottom of second
beq CollisionFound ;then collision, thus branch
cmp BoundingBox_LR_Corner,y ;otherwise check to see if top of first box is greater than bottom
bcc NoCollisionFound ;if less than or equal, no collision, branch to end
beq NoCollisionFound
lda BoundingBox_LR_Corner,y ;otherwise compare bottom of first to top of second
cmp BoundingBox_UL_Corner,x ;if bottom of first is greater than top of second, vertical wrap
bcs CollisionFound ;collision, and branch, otherwise, proceed onwards here
NoCollisionFound:
clc ;clear carry, then load value set earlier, then leave
ldy <$06 ;like previous ones, if horizontal coordinates do not collide, we do
rts ;not bother checking vertical ones, because what's the point?
CollisionFound:
inx ;increment offsets on both objects to check
iny ;the vertical coordinates
dec <$07 ;decrement counter to reflect this
bpl CollisionCoreLoop ;if counter not expired, branch to loop
sec ;otherwise we already did both sets, therefore collision, so set carry
ldy <$06 ;load original value set here earlier, then leave
rts
;-------------------------------------------------------------------------------------
;$02 - modified y coordinate
;$03 - stores metatile involved in block buffer collisions
;$04 - comes in with offset to block buffer adder data, goes out with low nybble x/y coordinate
;$05 - modified x coordinate
;$06-$07 - block buffer address
BlockBufferChk_Enemy:
pha ;save contents of A to stack
txa
clc ;add 1 to X to run sub with enemy offset in mind
adc #$01
tax
pla ;pull A from stack and jump elsewhere
jmp BBChk_E
ResidualMiscObjectCode:
txa
clc ;supposedly used once to set offset for
adc #$0d ;miscellaneous objects
tax
ldy #$1b ;supposedly used once to set offset for block buffer data
jmp ResJmpM ;probably used in early stages to do misc to bg collision detection
BlockBufferChk_FBall:
ldy #$1a ;set offset for block buffer adder data
txa
clc
adc #$07 ;add seven bytes to use
tax
ResJmpM: lda #$00 ;set A to return vertical coordinate
BBChk_E: jsr BlockBufferCollision ;do collision detection subroutine for sprite object
ldx <ObjectOffset ;get object offset
cmp #$00 ;check to see if object bumped into anything
rts
BlockBufferAdderData:
.db $00, $07, $0e
BlockBuffer_X_Adder:
.db $08, $03, $0c, $02, $02, $0d, $0d, $08
.db $03, $0c, $02, $02, $0d, $0d, $08, $03
.db $0c, $02, $02, $0d, $0d, $08, $00, $10
.db $04, $14, $04, $04
BlockBuffer_Y_Adder:
.db $04, $20, $20, $08, $18, $08, $18, $02
.db $20, $20, $08, $18, $08, $18, $12, $20
.db $20, $18, $18, $18, $18, $18, $14, $14
.db $06, $06, $08, $10
BlockBufferColli_Feet:
iny ;if branched here, increment to next set of adders
BlockBufferColli_Head:
lda #$00 ;set flag to return vertical coordinate
.db $2c ;BIT instruction opcode
BlockBufferColli_Side:
lda #$01 ;set flag to return horizontal coordinate
ldx #$00 ;set offset for player object
BlockBufferCollision:
pha ;save contents of A to stack
sty <$04 ;save contents of Y here
lda BlockBuffer_X_Adder,y ;add horizontal coordinate
clc ;of object to value obtained using Y as offset
adc <SprObject_X_Position,x
sta <$05 ;store here
lda <SprObject_PageLoc,x
adc #$00 ;add carry to page location
and #$01 ;get LSB, mask out all other bits
lsr a ;move to carry
ora <$05 ;get stored value
ror a ;rotate carry to MSB of A
lsr a ;and effectively move high nybble to
lsr a ;lower, LSB which became MSB will be
lsr a ;d4 at this point
jsr GetBlockBufferAddr ;get address of block buffer into $06, $07
ldy <$04 ;get old contents of Y
lda <SprObject_Y_Position,x ;get vertical coordinate of object
clc
adc BlockBuffer_Y_Adder,y ;add it to value obtained using Y as offset
and #%11110000 ;mask out low nybble
sec
sbc #$20 ;subtract 32 pixels for the status bar
sta <$02 ;store result here
tay ;use as offset for block buffer
lda [$06],y ;check current content of block buffer
sta <$03 ;and store here
ldy <$04 ;get old contents of Y again
pla ;pull A from stack
bne RetXC ;if A = 1, branch
lda <SprObject_Y_Position,x ;if A = 0, load vertical coordinate
jmp RetYC ;and jump
RetXC: lda <SprObject_X_Position,x ;otherwise load horizontal coordinate
RetYC: and #%00001111 ;and mask out high nybble
sta <$04 ;store masked out result here
lda <$03 ;get saved content of block buffer
rts ;and leave
;-------------------------------------------------------------------------------------
;unused byte
.db $ff
;-------------------------------------------------------------------------------------
;$00 - offset to vine Y coordinate adder
;$02 - offset to sprite data
VineYPosAdder:
.db $00, $30
DrawVine:
sty <$00 ;save offset here
lda Enemy_Rel_YPos ;get relative vertical coordinate
clc
adc VineYPosAdder,y ;add value using offset in Y to get value
ldx VineObjOffset,y ;get offset to vine
ldy Enemy_SprDataOffset,x ;get sprite data offset
sty <$02 ;store sprite data offset here
jsr SixSpriteStacker ;stack six sprites on top of each other vertically
lda Enemy_Rel_XPos ;get relative horizontal coordinate
sta Sprite_X_Position,y ;store in first, third and fifth sprites
sta Sprite_X_Position+8,y
sta Sprite_X_Position+16,y
clc
adc #$06 ;add six pixels to second, fourth and sixth sprites
sta Sprite_X_Position+4,y ;to give characteristic staggered vine shape to
sta Sprite_X_Position+12,y ;our vertical stack of sprites
sta Sprite_X_Position+20,y
lda #%00100001 ;set bg priority and palette attribute bits
sta Sprite_Attributes,y ;set in first, third and fifth sprites
sta Sprite_Attributes+8,y
sta Sprite_Attributes+16,y
ora #%01000000 ;additionally, set horizontal flip bit
sta Sprite_Attributes+4,y ;for second, fourth and sixth sprites
sta Sprite_Attributes+12,y
sta Sprite_Attributes+20,y
ldx #$05 ;set tiles for six sprites
VineTL: lda #$e1 ;set tile number for sprite
sta Sprite_Tilenumber,y
iny ;move offset to next sprite data
iny
iny
iny
dex ;move onto next sprite
bpl VineTL ;loop until all sprites are done
ldy <$02 ;get original offset
lda <$00 ;get offset to vine adding data
bne SkpVTop ;if offset not zero, skip this part
lda #$e0
sta Sprite_Tilenumber,y ;set other tile number for top of vine
SkpVTop: ldx #$00 ;start with the first sprite again
ChkFTop: lda VineStart_Y_Position ;get original starting vertical coordinate
sec
sbc Sprite_Y_Position,y ;subtract top-most sprite's Y coordinate
cmp #$64 ;if two coordinates are less than 100/$64 pixels
bcc NextVSp ;apart, skip this to leave sprite alone
lda #$f8
sta Sprite_Y_Position,y ;otherwise move sprite offscreen
NextVSp: iny ;move offset to next OAM data
iny
iny
iny
inx ;move onto next sprite
cpx #$06 ;do this until all sprites are checked
bne ChkFTop
ldy <$00 ;return offset set earlier
rts
SixSpriteStacker:
ldx #$06 ;do six sprites
StkLp: sta Sprite_Data,y ;store X or Y coordinate into OAM data
clc
adc #$08 ;add eight pixels
iny
iny ;move offset four bytes forward
iny
iny
dex ;do another sprite
bne StkLp ;do this until all sprites are done
ldy <$02 ;get saved OAM data offset and leave
rts
;-------------------------------------------------------------------------------------
FirstSprXPos:
.db $04, $00, $04, $00
FirstSprYPos:
.db $00, $04, $00, $04
SecondSprXPos:
.db $00, $08, $00, $08
SecondSprYPos:
.db $08, $00, $08, $00
FirstSprTilenum:
.db $80, $82, $81, $83
SecondSprTilenum:
.db $81, $83, $80, $82
HammerSprAttrib:
.db $03, $03, $c3, $c3
DrawHammer:
ldy Misc_SprDataOffset,x ;get misc object OAM data offset
lda TimerControl
bne ForceHPose ;if master timer control set, skip this part
lda <Misc_State,x ;otherwise get hammer's state
and #%01111111 ;mask out d7
cmp #$01 ;check to see if set to 1 yet
beq GetHPose ;if so, branch
ForceHPose: ldx #$00 ;reset offset here
beq RenderH ;do unconditional branch to rendering part
GetHPose: lda <FrameCounter ;get frame counter
lsr a ;move d3-d2 to d1-d0
lsr a
and #%00000011 ;mask out all but d1-d0 (changes every four frames)
tax ;use as timing offset
RenderH: lda Misc_Rel_YPos ;get relative vertical coordinate
clc
adc FirstSprYPos,x ;add first sprite vertical adder based on offset
sta Sprite_Y_Position,y ;store as sprite Y coordinate for first sprite
clc
adc SecondSprYPos,x ;add second sprite vertical adder based on offset
sta Sprite_Y_Position+4,y ;store as sprite Y coordinate for second sprite
lda Misc_Rel_XPos ;get relative horizontal coordinate
clc
adc FirstSprXPos,x ;add first sprite horizontal adder based on offset
sta Sprite_X_Position,y ;store as sprite X coordinate for first sprite
clc
adc SecondSprXPos,x ;add second sprite horizontal adder based on offset
sta Sprite_X_Position+4,y ;store as sprite X coordinate for second sprite
lda FirstSprTilenum,x
sta Sprite_Tilenumber,y ;get and store tile number of first sprite
lda SecondSprTilenum,x
sta Sprite_Tilenumber+4,y ;get and store tile number of second sprite
lda HammerSprAttrib,x
sta Sprite_Attributes,y ;get and store attribute bytes for both
sta Sprite_Attributes+4,y ;note in this case they use the same data
ldx <ObjectOffset ;get misc object offset
lda Misc_OffscreenBits
and #%11111100 ;check offscreen bits
beq NoHOffscr ;if all bits clear, leave object alone
lda #$00
sta <Misc_State,x ;otherwise nullify misc object state
lda #$f8
jsr DumpTwoSpr ;do sub to move hammer sprites offscreen
NoHOffscr: rts ;leave
;-------------------------------------------------------------------------------------
;$00-$01 - used to hold tile numbers ($01 addressed in draw floatey number part)
;$02 - used to hold Y coordinate for floatey number
;$03 - residual byte used for flip (but value set here affects nothing)
;$04 - attribute byte for floatey number
;$05 - used as X coordinate for floatey number
FlagpoleScoreNumTiles:
.db $f9, $50
.db $f7, $50
.db $fa, $fb
.db $f8, $fb
.db $f6, $fb
FlagpoleGfxHandler:
ldy Enemy_SprDataOffset,x ;get sprite data offset for flagpole flag
lda Enemy_Rel_XPos ;get relative horizontal coordinate
sta Sprite_X_Position,y ;store as X coordinate for first sprite
clc
adc #$08 ;add eight pixels and store
sta Sprite_X_Position+4,y ;as X coordinate for second and third sprites
sta Sprite_X_Position+8,y
clc
adc #$0c ;add twelve more pixels and
sta <$05 ;store here to be used later by floatey number
lda <Enemy_Y_Position,x ;get vertical coordinate
jsr DumpTwoSpr ;and do sub to dump into first and second sprites
adc #$08 ;add eight pixels
sta Sprite_Y_Position+8,y ;and store into third sprite
lda FlagpoleFNum_Y_Pos ;get vertical coordinate for floatey number
sta <$02 ;store it here
lda #$01
sta <$03 ;set value for flip which will not be used, and
sta <$04 ;attribute byte for floatey number
sta Sprite_Attributes,y ;set attribute bytes for all three sprites
sta Sprite_Attributes+4,y
sta Sprite_Attributes+8,y
lda #$7e
sta Sprite_Tilenumber,y ;put triangle shaped tile
sta Sprite_Tilenumber+8,y ;into first and third sprites
lda #$7f
sta Sprite_Tilenumber+4,y ;put skull tile into second sprite
lda FlagpoleCollisionYPos ;get vertical coordinate at time of collision
beq ChkFlagOffscreen ;if zero, branch ahead
tya
clc ;add 12 bytes to sprite data offset
adc #$0c
tay ;put back in Y
lda FlagpoleScore ;get offset used to award points for touching flagpole
asl a ;multiply by 2 to get proper offset here
tax
lda FlagpoleScoreNumTiles,x ;get appropriate tile data
sta <$00
lda FlagpoleScoreNumTiles+1,x
jsr DrawOneSpriteRow ;use it to render floatey number
ChkFlagOffscreen:
ldx <ObjectOffset ;get object offset for flag
ldy Enemy_SprDataOffset,x ;get OAM data offset
lda Enemy_OffscreenBits ;get offscreen bits
and #%00001110 ;mask out all but d3-d1
beq ExitDumpSpr ;if none of these bits set, branch to leave
;-------------------------------------------------------------------------------------
MoveSixSpritesOffscreen:
lda #$f8 ;set offscreen coordinate if jumping here
DumpSixSpr:
sta Sprite_Data+20,y ;dump A contents
sta Sprite_Data+16,y ;into third row sprites
DumpFourSpr:
sta Sprite_Data+12,y ;into second row sprites
DumpThreeSpr:
sta Sprite_Data+8,y
DumpTwoSpr:
sta Sprite_Data+4,y ;and into first row sprites
sta Sprite_Data,y
ExitDumpSpr:
rts
;-------------------------------------------------------------------------------------
DrawLargePlatform:
ldy Enemy_SprDataOffset,x ;get OAM data offset
sty <$02 ;store here
iny ;add 3 to it for offset
iny ;to X coordinate
iny
lda Enemy_Rel_XPos ;get horizontal relative coordinate
jsr SixSpriteStacker ;store X coordinates using A as base, stack horizontally
ldx <ObjectOffset
lda <Enemy_Y_Position,x ;get vertical coordinate
jsr DumpFourSpr ;dump into first four sprites as Y coordinate
ldy AreaType
cpy #$03 ;check for castle-type level
beq ShrinkPlatform
ldy SecondaryHardMode ;check for secondary hard mode flag set
beq SetLast2Platform ;branch if not set elsewhere
ShrinkPlatform:
lda #$f8 ;load offscreen coordinate if flag set or castle-type level
SetLast2Platform:
ldy Enemy_SprDataOffset,x ;get OAM data offset
sta Sprite_Y_Position+16,y ;store vertical coordinate or offscreen
sta Sprite_Y_Position+20,y ;coordinate into last two sprites as Y coordinate
lda #$5b ;load default tile for platform (girder)
ldx CloudTypeOverride
beq SetPlatformTilenum ;if cloud level override flag not set, use
lda #$75 ;otherwise load other tile for platform (puff)
SetPlatformTilenum:
ldx <ObjectOffset ;get enemy object buffer offset
iny ;increment Y for tile offset
jsr DumpSixSpr ;dump tile number into all six sprites
lda #$02 ;set palette controls
iny ;increment Y for sprite attributes
jsr DumpSixSpr ;dump attributes into all six sprites
inx ;increment X for enemy objects
jsr GetXOffscreenBits ;get offscreen bits again
dex
ldy Enemy_SprDataOffset,x ;get OAM data offset
asl a ;rotate d7 into carry, save remaining
pha ;bits to the stack
bcc SChk2
lda #$f8 ;if d7 was set, move first sprite offscreen
sta Sprite_Y_Position,y
SChk2: pla ;get bits from stack
asl a ;rotate d6 into carry
pha ;save to stack
bcc SChk3
lda #$f8 ;if d6 was set, move second sprite offscreen
sta Sprite_Y_Position+4,y
SChk3: pla ;get bits from stack
asl a ;rotate d5 into carry
pha ;save to stack
bcc SChk4
lda #$f8 ;if d5 was set, move third sprite offscreen
sta Sprite_Y_Position+8,y
SChk4: pla ;get bits from stack
asl a ;rotate d4 into carry
pha ;save to stack
bcc SChk5
lda #$f8 ;if d4 was set, move fourth sprite offscreen
sta Sprite_Y_Position+12,y
SChk5: pla ;get bits from stack
asl a ;rotate d3 into carry
pha ;save to stack
bcc SChk6
lda #$f8 ;if d3 was set, move fifth sprite offscreen
sta Sprite_Y_Position+16,y
SChk6: pla ;get bits from stack
asl a ;rotate d2 into carry
bcc SLChk ;save to stack
lda #$f8
sta Sprite_Y_Position+20,y ;if d2 was set, move sixth sprite offscreen
SLChk: lda Enemy_OffscreenBits ;check d7 of offscreen bits
asl a ;and if d7 is not set, skip sub
bcc ExDLPl
jsr MoveSixSpritesOffscreen ;otherwise branch to move all sprites offscreen
ExDLPl: rts
;-------------------------------------------------------------------------------------
DrawFloateyNumber_Coin:
lda <FrameCounter ;get frame counter
lsr a ;divide by 2
bcs NotRsNum ;branch if d0 not set to raise number every other frame
dec <Misc_Y_Position,x ;otherwise, decrement vertical coordinate
NotRsNum: lda <Misc_Y_Position,x ;get vertical coordinate
jsr DumpTwoSpr ;dump into both sprites
lda Misc_Rel_XPos ;get relative horizontal coordinate
sta Sprite_X_Position,y ;store as X coordinate for first sprite
clc
adc #$08 ;add eight pixels
sta Sprite_X_Position+4,y ;store as X coordinate for second sprite
lda #$02
sta Sprite_Attributes,y ;store attribute byte in both sprites
sta Sprite_Attributes+4,y
lda #$f7
sta Sprite_Tilenumber,y ;put tile numbers into both sprites
lda #$fb ;that resemble "200"
sta Sprite_Tilenumber+4,y
jmp ExJCGfx ;then jump to leave (why not an rts here instead?)
JumpingCoinTiles:
.db $60, $61, $62, $63
JCoinGfxHandler:
ldy Misc_SprDataOffset,x ;get coin/floatey number's OAM data offset
lda <Misc_State,x ;get state of misc object
cmp #$02 ;if 2 or greater,
bcs DrawFloateyNumber_Coin ;branch to draw floatey number
lda <Misc_Y_Position,x ;store vertical coordinate as
sta Sprite_Y_Position,y ;Y coordinate for first sprite
clc
adc #$08 ;add eight pixels
sta Sprite_Y_Position+4,y ;store as Y coordinate for second sprite
lda Misc_Rel_XPos ;get relative horizontal coordinate
sta Sprite_X_Position,y
sta Sprite_X_Position+4,y ;store as X coordinate for first and second sprites
lda <FrameCounter ;get frame counter
lsr a ;divide by 2 to alter every other frame
and #%00000011 ;mask out d2-d1
tax ;use as graphical offset
lda JumpingCoinTiles,x ;load tile number
iny ;increment OAM data offset to write tile numbers
jsr DumpTwoSpr ;do sub to dump tile number into both sprites
dey ;decrement to get old offset
lda #$02
sta Sprite_Attributes,y ;set attribute byte in first sprite
lda #$82
sta Sprite_Attributes+4,y ;set attribute byte with vertical flip in second sprite
ldx <ObjectOffset ;get misc object offset
ExJCGfx: rts ;leave
;-------------------------------------------------------------------------------------
;$00-$01 - used to hold tiles for drawing the power-up, $00 also used to hold power-up type
;$02 - used to hold bottom row Y position
;$03 - used to hold flip control (not used here)
;$04 - used to hold sprite attributes
;$05 - used to hold X position
;$07 - counter
;tiles arranged in top left, right, bottom left, right order
PowerUpGfxTable:
.db $76, $77, $78, $79 ;regular mushroom
.db $d6, $d6, $d9, $d9 ;fire flower
.db $8d, $8d, $e4, $e4 ;star
.db $76, $77, $78, $79 ;1-up mushroom
PowerUpAttributes:
.db $02, $01, $02, $01
DrawPowerUp:
ldy Enemy_SprDataOffset+5 ;get power-up's sprite data offset
lda Enemy_Rel_YPos ;get relative vertical coordinate
clc
adc #$08 ;add eight pixels
sta <$02 ;store result here
lda Enemy_Rel_XPos ;get relative horizontal coordinate
sta <$05 ;store here
ldx <PowerUpType ;get power-up type
lda PowerUpAttributes,x ;get attribute data for power-up type
ora Enemy_SprAttrib+5 ;add background priority bit if set
sta <$04 ;store attributes here
txa
pha ;save power-up type to the stack
asl a
asl a ;multiply by four to get proper offset
tax ;use as X
lda #$01
sta <$07 ;set counter here to draw two rows of sprite object
sta <$03 ;init d1 of flip control
PUpDrawLoop:
lda PowerUpGfxTable,x ;load left tile of power-up object
sta <$00
lda PowerUpGfxTable+1,x ;load right tile
jsr DrawOneSpriteRow ;branch to draw one row of our power-up object
dec <$07 ;decrement counter
bpl PUpDrawLoop ;branch until two rows are drawn
ldy Enemy_SprDataOffset+5 ;get sprite data offset again
pla ;pull saved power-up type from the stack
beq PUpOfs ;if regular mushroom, branch, do not change colors or flip
cmp #$03
beq PUpOfs ;if 1-up mushroom, branch, do not change colors or flip
sta <$00 ;store power-up type here now
lda <FrameCounter ;get frame counter
lsr a ;divide by 2 to change colors every two frames
and #%00000011 ;mask out all but d1 and d0 (previously d2 and d1)
ora Enemy_SprAttrib+5 ;add background priority bit if any set
sta Sprite_Attributes,y ;set as new palette bits for top left and
sta Sprite_Attributes+4,y ;top right sprites for fire flower and star
ldx <$00
dex ;check power-up type for fire flower
beq FlipPUpRightSide ;if found, skip this part
sta Sprite_Attributes+8,y ;otherwise set new palette bits for bottom left
sta Sprite_Attributes+12,y ;and bottom right sprites as well for star only
FlipPUpRightSide:
lda Sprite_Attributes+4,y
ora #%01000000 ;set horizontal flip bit for top right sprite
sta Sprite_Attributes+4,y
lda Sprite_Attributes+12,y
ora #%01000000 ;set horizontal flip bit for bottom right sprite
sta Sprite_Attributes+12,y ;note these are only done for fire flower and star power-ups
PUpOfs: jmp SprObjectOffscrChk ;jump to check to see if power-up is offscreen at all, then leave
;-------------------------------------------------------------------------------------
;$00-$01 - used in DrawEnemyObjRow to hold sprite tile numbers
;$02 - used to store Y position
;$03 - used to store moving direction, used to flip enemies horizontally
;$04 - used to store enemy's sprite attributes
;$05 - used to store X position
;$eb - used to hold sprite data offset
;$ec - used to hold either altered enemy state or special value used in gfx handler as condition
;$ed - used to hold enemy state from buffer
;$ef - used to hold enemy code used in gfx handler (may or may not resemble Enemy_ID values)
;tiles arranged in top left, right, middle left, right, bottom left, right order
EnemyGraphicsTable:
.db $fc, $fc, $aa, $ab, $ac, $ad ;buzzy beetle frame 1
.db $fc, $fc, $ae, $af, $b0, $b1 ; frame 2
.db $fc, $a5, $a6, $a7, $a8, $a9 ;koopa troopa frame 1
.db $fc, $a0, $a1, $a2, $a3, $a4 ; frame 2
.db $69, $a5, $6a, $a7, $a8, $a9 ;koopa paratroopa frame 1
.db $6b, $a0, $6c, $a2, $a3, $a4 ; frame 2
.db $fc, $fc, $96, $97, $98, $99 ;spiny frame 1
.db $fc, $fc, $9a, $9b, $9c, $9d ; frame 2
.db $fc, $fc, $8f, $8e, $8e, $8f ;spiny's egg frame 1
.db $fc, $fc, $95, $94, $94, $95 ; frame 2
.db $fc, $fc, $dc, $dc, $df, $df ;bloober frame 1
.db $dc, $dc, $dd, $dd, $de, $de ; frame 2
.db $fc, $fc, $b2, $b3, $b4, $b5 ;cheep-cheep frame 1
.db $fc, $fc, $b6, $b3, $b7, $b5 ; frame 2
.db $fc, $fc, $70, $71, $72, $73 ;goomba
.db $fc, $fc, $6e, $6e, $6f, $6f ;koopa shell frame 1 (upside-down)
.db $fc, $fc, $6d, $6d, $6f, $6f ; frame 2
.db $fc, $fc, $6f, $6f, $6e, $6e ;koopa shell frame 1 (rightsideup)
.db $fc, $fc, $6f, $6f, $6d, $6d ; frame 2
.db $fc, $fc, $f4, $f4, $f5, $f5 ;buzzy beetle shell frame 1 (rightsideup)
.db $fc, $fc, $f4, $f4, $f5, $f5 ; frame 2
.db $fc, $fc, $f5, $f5, $f4, $f4 ;buzzy beetle shell frame 1 (upside-down)
.db $fc, $fc, $f5, $f5, $f4, $f4 ; frame 2
.db $fc, $fc, $fc, $fc, $ef, $ef ;defeated goomba
.db $b9, $b8, $bb, $ba, $bc, $bc ;lakitu frame 1
.db $fc, $fc, $bd, $bd, $bc, $bc ; frame 2
.db $7a, $7b, $da, $db, $d8, $d8 ;princess
.db $cd, $cd, $ce, $ce, $cf, $cf ;mushroom retainer
.db $7d, $7c, $d1, $8c, $d3, $d2 ;hammer bro frame 1
.db $7d, $7c, $89, $88, $8b, $8a ; frame 2
.db $d5, $d4, $e3, $e2, $d3, $d2 ; frame 3
.db $d5, $d4, $e3, $e2, $8b, $8a ; frame 4
.db $e5, $e5, $e6, $e6, $eb, $eb ;piranha plant frame 1
.db $ec, $ec, $ed, $ed, $ee, $ee ; frame 2
.db $fc, $fc, $d0, $d0, $d7, $d7 ;podoboo
.db $bf, $be, $c1, $c0, $c2, $fc ;bowser front frame 1
.db $c4, $c3, $c6, $c5, $c8, $c7 ;bowser rear frame 1
.db $bf, $be, $ca, $c9, $c2, $fc ; front frame 2
.db $c4, $c3, $c6, $c5, $cc, $cb ; rear frame 2
.db $fc, $fc, $e8, $e7, $ea, $e9 ;bullet bill
.db $f2, $f2, $f3, $f3, $f2, $f2 ;jumpspring frame 1
.db $f1, $f1, $f1, $f1, $fc, $fc ; frame 2
.db $f0, $f0, $fc, $fc, $fc, $fc ; frame 3
EnemyGfxTableOffsets:
.db $0c, $0c, $00, $0c, $0c, $a8, $54, $3c
.db $ea, $18, $48, $48, $cc, $c0, $18, $18
.db $18, $90, $24, $ff, $48, $9c, $d2, $d8
.db $f0, $f6, $fc
EnemyAttributeData:
.db $01, $02, $03, $02, $01, $01, $03, $03
.db $03, $01, $01, $02, $02, $21, $01, $02
.db $01, $01, $02, $ff, $02, $02, $01, $01
.db $02, $02, $02
EnemyAnimTimingBMask:
.db $08, $18
JumpspringFrameOffsets:
.db $18, $19, $1a, $19, $18
EnemyGfxHandler:
lda <Enemy_Y_Position,x ;get enemy object vertical position
sta <$02
lda Enemy_Rel_XPos ;get enemy object horizontal position
sta <$05 ;relative to screen
ldy Enemy_SprDataOffset,x
sty <$eb ;get sprite data offset
lda #$00
sta VerticalFlipFlag ;initialize vertical flip flag by default
lda <Enemy_MovingDir,x
sta <$03 ;get enemy object moving direction
lda Enemy_SprAttrib,x
sta <$04 ;get enemy object sprite attributes
lda <Enemy_ID,x
cmp #PiranhaPlant ;is enemy object piranha plant?
bne CheckForRetainerObj ;if not, branch
ldy <PiranhaPlant_Y_Speed,x
bmi CheckForRetainerObj ;if piranha plant moving upwards, branch
ldy EnemyFrameTimer,x
beq CheckForRetainerObj ;if timer for movement expired, branch
rts ;if all conditions fail, leave
CheckForRetainerObj:
lda <Enemy_State,x ;store enemy state
sta <$ed
and #%00011111 ;nullify all but 5 LSB and use as Y
tay
lda <Enemy_ID,x ;check for mushroom retainer/princess object
cmp #RetainerObject
bne CheckForBulletBillCV ;if not found, branch
ldy #$00 ;if found, nullify saved state in Y
lda #$01 ;set value that will not be used
sta <$03
lda #$15 ;set value $15 as code for mushroom retainer/princess object
CheckForBulletBillCV:
cmp #BulletBill_CannonVar ;otherwise check for bullet bill object
bne CheckForJumpspring ;if not found, branch again
dec <$02 ;decrement saved vertical position
lda #$03
ldy EnemyFrameTimer,x ;get timer for enemy object
beq SBBAt ;if expired, do not set priority bit
ora #%00100000 ;otherwise do so
SBBAt: sta <$04 ;set new sprite attributes
ldy #$00 ;nullify saved enemy state both in Y and in
sty <$ed ;memory location here
lda #$08 ;set specific value to unconditionally branch once
CheckForJumpspring:
cmp #JumpspringObject ;check for jumpspring object
bne CheckForPodoboo
ldy #$03 ;set enemy state -2 MSB here for jumpspring object
ldx JumpspringAnimCtrl ;get current frame number for jumpspring object
lda JumpspringFrameOffsets,x ;load data using frame number as offset
CheckForPodoboo:
sta <$ef ;store saved enemy object value here
sty <$ec ;and Y here (enemy state -2 MSB if not changed)
ldx <ObjectOffset ;get enemy object offset
cmp #$0c ;check for podoboo object
bne CheckBowserGfxFlag ;branch if not found
lda <Enemy_Y_Speed,x ;if moving upwards, branch
bmi CheckBowserGfxFlag
inc VerticalFlipFlag ;otherwise, set flag for vertical flip
CheckBowserGfxFlag:
lda BowserGfxFlag ;if not drawing bowser at all, skip to something else
beq CheckForGoomba
ldy #$16 ;if set to 1, draw bowser's front
cmp #$01
beq SBwsrGfxOfs
iny ;otherwise draw bowser's rear
SBwsrGfxOfs: sty <$ef
CheckForGoomba:
ldy <$ef ;check value for goomba object
cpy #Goomba
bne CheckBowserFront ;branch if not found
lda <Enemy_State,x
cmp #$02 ;check for defeated state
bcc GmbaAnim ;if not defeated, go ahead and animate
ldx #$04 ;if defeated, write new value here
stx <$ec
GmbaAnim: and #%00100000 ;check for d5 set in enemy object state
ora TimerControl ;or timer disable flag set
bne CheckBowserFront ;if either condition true, do not animate goomba
lda <FrameCounter
and #%00001000 ;check for every eighth frame
bne CheckBowserFront
lda <$03
eor #%00000011 ;invert bits to flip horizontally every eight frames
sta <$03 ;leave alone otherwise
CheckBowserFront:
lda EnemyAttributeData,y ;load sprite attribute using enemy object
ora <$04 ;as offset, and add to bits already loaded
sta <$04
lda EnemyGfxTableOffsets,y ;load value based on enemy object as offset
tax ;save as X
ldy <$ec ;get previously saved value
lda BowserGfxFlag
beq CheckForSpiny ;if not drawing bowser object at all, skip all of this
cmp #$01
bne CheckBowserRear ;if not drawing front part, branch to draw the rear part
lda BowserBodyControls ;check bowser's body control bits
bpl ChkFrontSte ;branch if d7 not set (control's bowser's mouth)
ldx #$de ;otherwise load offset for second frame
ChkFrontSte: lda <$ed ;check saved enemy state
and #%00100000 ;if bowser not defeated, do not set flag
beq DrawBowser
FlipBowserOver:
stx VerticalFlipFlag ;set vertical flip flag to nonzero
DrawBowser:
jmp DrawEnemyObject ;draw bowser's graphics now
CheckBowserRear:
lda BowserBodyControls ;check bowser's body control bits
and #$01
beq ChkRearSte ;branch if d0 not set (control's bowser's feet)
ldx #$e4 ;otherwise load offset for second frame
ChkRearSte: lda <$ed ;check saved enemy state
and #%00100000 ;if bowser not defeated, do not set flag
beq DrawBowser
lda <$02 ;subtract 16 pixels from
sec ;saved vertical coordinate
sbc #$10
sta <$02
jmp FlipBowserOver ;jump to set vertical flip flag
CheckForSpiny:
cpx #$24 ;check if value loaded is for spiny
bne CheckForLakitu ;if not found, branch
cpy #$05 ;if enemy state set to $05, do this,
bne NotEgg ;otherwise branch
ldx #$30 ;set to spiny egg offset
lda #$02
sta <$03 ;set enemy direction to reverse sprites horizontally
lda #$05
sta <$ec ;set enemy state
NotEgg: jmp CheckForHammerBro ;skip a big chunk of this if we found spiny but not in egg
CheckForLakitu:
cpx #$90 ;check value for lakitu's offset loaded
bne CheckUpsideDownShell ;branch if not loaded
lda <$ed
and #%00100000 ;check for d5 set in enemy state
bne NoLAFr ;branch if set
lda FrenzyEnemyTimer
cmp #$10 ;check timer to see if we've reached a certain range
bcs NoLAFr ;branch if not
ldx #$96 ;if d6 not set and timer in range, load alt frame for lakitu
NoLAFr: jmp CheckDefeatedState ;skip this next part if we found lakitu but alt frame not needed
CheckUpsideDownShell:
lda <$ef ;check for enemy object => $04
cmp #$04
bcs CheckRightSideUpShell ;branch if true
cpy #$02
bcc CheckRightSideUpShell ;branch if enemy state < $02
ldx #$5a ;set for upside-down koopa shell by default
ldy <$ef
cpy #BuzzyBeetle ;check for buzzy beetle object
bne CheckRightSideUpShell
ldx #$7e ;set for upside-down buzzy beetle shell if found
inc <$02 ;increment vertical position by one pixel
CheckRightSideUpShell:
lda <$ec ;check for value set here
cmp #$04 ;if enemy state < $02, do not change to shell, if
bne CheckForHammerBro ;enemy state => $02 but not = $04, leave shell upside-down
ldx #$72 ;set right-side up buzzy beetle shell by default
inc <$02 ;increment saved vertical position by one pixel
ldy <$ef
cpy #BuzzyBeetle ;check for buzzy beetle object
beq CheckForDefdGoomba ;branch if found
ldx #$66 ;change to right-side up koopa shell if not found
inc <$02 ;and increment saved vertical position again
CheckForDefdGoomba:
cpy #Goomba ;check for goomba object (necessary if previously
bne CheckForHammerBro ;failed buzzy beetle object test)
ldx #$54 ;load for regular goomba
lda <$ed ;note that this only gets performed if enemy state => $02
and #%00100000 ;check saved enemy state for d5 set
bne CheckForHammerBro ;branch if set
ldx #$8a ;load offset for defeated goomba
dec <$02 ;set different value and decrement saved vertical position
CheckForHammerBro:
ldy <ObjectOffset
lda <$ef ;check for hammer bro object
cmp #HammerBro
bne CheckForBloober ;branch if not found
lda <$ed
beq CheckToAnimateEnemy ;branch if not in normal enemy state
and #%00001000
beq CheckDefeatedState ;if d3 not set, branch further away
ldx #$b4 ;otherwise load offset for different frame
bne CheckToAnimateEnemy ;unconditional branch
CheckForBloober:
cpx #$48 ;check for cheep-cheep offset loaded
beq CheckToAnimateEnemy ;branch if found
lda EnemyIntervalTimer,y
cmp #$05
bcs CheckDefeatedState ;branch if some timer is above a certain point
cpx #$3c ;check for bloober offset loaded
bne CheckToAnimateEnemy ;branch if not found this time
cmp #$01
beq CheckDefeatedState ;branch if timer is set to certain point
inc <$02 ;increment saved vertical coordinate three pixels
inc <$02
inc <$02
jmp CheckAnimationStop ;and do something else
CheckToAnimateEnemy:
lda <$ef ;check for specific enemy objects
cmp #Goomba
beq CheckDefeatedState ;branch if goomba
cmp #$08
beq CheckDefeatedState ;branch if bullet bill (note both variants use $08 here)
cmp #Podoboo
beq CheckDefeatedState ;branch if podoboo
cmp #$18 ;branch if => $18
bcs CheckDefeatedState
ldy #$00
cmp #$15 ;check for mushroom retainer/princess object
bne CheckForSecondFrame ;which uses different code here, branch if not found
iny ;residual instruction
lda WorldNumber ;are we on world 8?
cmp #World8
bcs CheckDefeatedState ;if so, leave the offset alone (use princess)
ldx #$a2 ;otherwise, set for mushroom retainer object instead
lda #$03 ;set alternate state here
sta <$ec
bne CheckDefeatedState ;unconditional branch
CheckForSecondFrame:
lda <FrameCounter ;load frame counter
and EnemyAnimTimingBMask,y ;mask it (partly residual, one byte not ever used)
bne CheckDefeatedState ;branch if timing is off
CheckAnimationStop:
lda <$ed ;check saved enemy state
and #%10100000 ;for d7 or d5, or check for timers stopped
ora TimerControl
bne CheckDefeatedState ;if either condition true, branch
txa
clc
adc #$06 ;add $06 to current enemy offset
tax ;to animate various enemy objects
CheckDefeatedState:
lda <$ed ;check saved enemy state
and #%00100000 ;for d5 set
beq DrawEnemyObject ;branch if not set
lda <$ef
cmp #$04 ;check for saved enemy object => $04
bcc DrawEnemyObject ;branch if less
ldy #$01
sty VerticalFlipFlag ;set vertical flip flag
dey
sty <$ec ;init saved value here
DrawEnemyObject:
ldy <$eb ;load sprite data offset
jsr DrawEnemyObjRow ;draw six tiles of data
jsr DrawEnemyObjRow ;into sprite data
jsr DrawEnemyObjRow
ldx <ObjectOffset ;get enemy object offset
ldy Enemy_SprDataOffset,x ;get sprite data offset
lda <$ef
cmp #$08 ;get saved enemy object and check
bne CheckForVerticalFlip ;for bullet bill, branch if not found
SkipToOffScrChk:
jmp SprObjectOffscrChk ;jump if found
CheckForVerticalFlip:
lda VerticalFlipFlag ;check if vertical flip flag is set here
beq CheckForESymmetry ;branch if not
lda Sprite_Attributes,y ;get attributes of first sprite we dealt with
ora #%10000000 ;set bit for vertical flip
iny
iny ;increment two bytes so that we store the vertical flip
jsr DumpSixSpr ;in attribute bytes of enemy obj sprite data
dey
dey ;now go back to the Y coordinate offset
tya
tax ;give offset to X
lda <$ef
cmp #HammerBro ;check saved enemy object for hammer bro
beq FlipEnemyVertically
cmp #Lakitu ;check saved enemy object for lakitu
beq FlipEnemyVertically ;branch for hammer bro or lakitu
cmp #$15
bcs FlipEnemyVertically ;also branch if enemy object => $15
txa
clc
adc #$08 ;if not selected objects or => $15, set
tax ;offset in X for next row
FlipEnemyVertically:
lda Sprite_Tilenumber,x ;load first or second row tiles
pha ;and save tiles to the stack
lda Sprite_Tilenumber+4,x
pha
lda Sprite_Tilenumber+16,y ;exchange third row tiles
sta Sprite_Tilenumber,x ;with first or second row tiles
lda Sprite_Tilenumber+20,y
sta Sprite_Tilenumber+4,x
pla ;pull first or second row tiles from stack
sta Sprite_Tilenumber+20,y ;and save in third row
pla
sta Sprite_Tilenumber+16,y
CheckForESymmetry:
lda BowserGfxFlag ;are we drawing bowser at all?
bne SkipToOffScrChk ;branch if so
lda <$ef
ldx <$ec ;get alternate enemy state
cmp #$05 ;check for hammer bro object
bne ContES
jmp SprObjectOffscrChk ;jump if found
ContES: cmp #Bloober ;check for bloober object
beq MirrorEnemyGfx
cmp #PiranhaPlant ;check for piranha plant object
beq MirrorEnemyGfx
cmp #Podoboo ;check for podoboo object
beq MirrorEnemyGfx ;branch if either of three are found
cmp #Spiny ;check for spiny object
bne ESRtnr ;branch closer if not found
cpx #$05 ;check spiny's state
bne CheckToMirrorLakitu ;branch if not an egg, otherwise
ESRtnr: cmp #$15 ;check for princess/mushroom retainer object
bne SpnySC
lda #$42 ;set horizontal flip on bottom right sprite
sta Sprite_Attributes+20,y ;note that palette bits were already set earlier
SpnySC: cpx #$02 ;if alternate enemy state set to 1 or 0, branch
bcc CheckToMirrorLakitu
MirrorEnemyGfx:
lda BowserGfxFlag ;if enemy object is bowser, skip all of this
bne CheckToMirrorLakitu
lda Sprite_Attributes,y ;load attribute bits of first sprite
and #%10100011
sta Sprite_Attributes,y ;save vertical flip, priority, and palette bits
sta Sprite_Attributes+8,y ;in left sprite column of enemy object OAM data
sta Sprite_Attributes+16,y
ora #%01000000 ;set horizontal flip
cpx #$05 ;check for state used by spiny's egg
bne EggExc ;if alternate state not set to $05, branch
ora #%10000000 ;otherwise set vertical flip
EggExc: sta Sprite_Attributes+4,y ;set bits of right sprite column
sta Sprite_Attributes+12,y ;of enemy object sprite data
sta Sprite_Attributes+20,y
cpx #$04 ;check alternate enemy state
bne CheckToMirrorLakitu ;branch if not $04
lda Sprite_Attributes+8,y ;get second row left sprite attributes
ora #%10000000
sta Sprite_Attributes+8,y ;store bits with vertical flip in
sta Sprite_Attributes+16,y ;second and third row left sprites
ora #%01000000
sta Sprite_Attributes+12,y ;store with horizontal and vertical flip in
sta Sprite_Attributes+20,y ;second and third row right sprites
CheckToMirrorLakitu:
lda <$ef ;check for lakitu enemy object
cmp #Lakitu
bne CheckToMirrorJSpring ;branch if not found
lda VerticalFlipFlag
bne NVFLak ;branch if vertical flip flag not set
lda Sprite_Attributes+16,y ;save vertical flip and palette bits
and #%10000001 ;in third row left sprite
sta Sprite_Attributes+16,y
lda Sprite_Attributes+20,y ;set horizontal flip and palette bits
ora #%01000001 ;in third row right sprite
sta Sprite_Attributes+20,y
ldx FrenzyEnemyTimer ;check timer
cpx #$10
bcs SprObjectOffscrChk ;branch if timer has not reached a certain range
sta Sprite_Attributes+12,y ;otherwise set same for second row right sprite
and #%10000001
sta Sprite_Attributes+8,y ;preserve vertical flip and palette bits for left sprite
bcc SprObjectOffscrChk ;unconditional branch
NVFLak: lda Sprite_Attributes,y ;get first row left sprite attributes
and #%10000001
sta Sprite_Attributes,y ;save vertical flip and palette bits
lda Sprite_Attributes+4,y ;get first row right sprite attributes
ora #%01000001 ;set horizontal flip and palette bits
sta Sprite_Attributes+4,y ;note that vertical flip is left as-is
CheckToMirrorJSpring:
lda <$ef ;check for jumpspring object (any frame)
cmp #$18
bcc SprObjectOffscrChk ;branch if not jumpspring object at all
lda #$82
sta Sprite_Attributes+8,y ;set vertical flip and palette bits of
sta Sprite_Attributes+16,y ;second and third row left sprites
ora #%01000000
sta Sprite_Attributes+12,y ;set, in addition to those, horizontal flip
sta Sprite_Attributes+20,y ;for second and third row right sprites
SprObjectOffscrChk:
ldx <ObjectOffset ;get enemy buffer offset
lda Enemy_OffscreenBits ;check offscreen information
lsr a
lsr a ;shift three times to the right
lsr a ;which puts d2 into carry
pha ;save to stack
bcc LcChk ;branch if not set
lda #$04 ;set for right column sprites
jsr MoveESprColOffscreen ;and move them offscreen
LcChk: pla ;get from stack
lsr a ;move d3 to carry
pha ;save to stack
bcc Row3C ;branch if not set
lda #$00 ;set for left column sprites,
jsr MoveESprColOffscreen ;move them offscreen
Row3C: pla ;get from stack again
lsr a ;move d5 to carry this time
lsr a
pha ;save to stack again
bcc Row23C ;branch if carry not set
lda #$10 ;set for third row of sprites
jsr MoveESprRowOffscreen ;and move them offscreen
Row23C: pla ;get from stack
lsr a ;move d6 into carry
pha ;save to stack
bcc AllRowC
lda #$08 ;set for second and third rows
jsr MoveESprRowOffscreen ;move them offscreen
AllRowC: pla ;get from stack once more
lsr a ;move d7 into carry
bcc ExEGHandler
jsr MoveESprRowOffscreen ;move all sprites offscreen (A should be 0 by now)
lda <Enemy_ID,x
cmp #Podoboo ;check enemy identifier for podoboo
beq ExEGHandler ;skip this part if found, we do not want to erase podoboo!
lda <Enemy_Y_HighPos,x ;check high byte of vertical position
cmp #$02 ;if not yet past the bottom of the screen, branch
bne ExEGHandler
jsr EraseEnemyObject ;what it says
ExEGHandler:
rts
DrawEnemyObjRow:
lda EnemyGraphicsTable,x ;load two tiles of enemy graphics
sta <$00
lda EnemyGraphicsTable+1,x
DrawOneSpriteRow:
sta <$01
jmp DrawSpriteObject ;draw them
MoveESprRowOffscreen:
clc ;add A to enemy object OAM data offset
adc Enemy_SprDataOffset,x
tay ;use as offset
lda #$f8
jmp DumpTwoSpr ;move first row of sprites offscreen
MoveESprColOffscreen:
clc ;add A to enemy object OAM data offset
adc Enemy_SprDataOffset,x
tay ;use as offset
jsr MoveColOffscreen ;move first and second row sprites in column offscreen
sta Sprite_Data+16,y ;move third row sprite in column offscreen
rts
;-------------------------------------------------------------------------------------
;$00-$01 - tile numbers
;$02 - relative Y position
;$03 - horizontal flip flag (not used here)
;$04 - attributes
;$05 - relative X position
DefaultBlockObjTiles:
.db $85, $85, $86, $86 ;brick w/ line (these are sprite tiles, not BG!)
DrawBlock:
lda Block_Rel_YPos ;get relative vertical coordinate of block object
sta <$02 ;store here
lda Block_Rel_XPos ;get relative horizontal coordinate of block object
sta <$05 ;store here
lda #$03
sta <$04 ;set attribute byte here
lsr a
sta <$03 ;set horizontal flip bit here (will not be used)
ldy Block_SprDataOffset,x ;get sprite data offset
ldx #$00 ;reset X for use as offset to tile data
DBlkLoop: lda DefaultBlockObjTiles,x ;get left tile number
sta <$00 ;set here
lda DefaultBlockObjTiles+1,x ;get right tile number
jsr DrawOneSpriteRow ;do sub to write tile numbers to first row of sprites
cpx #$04 ;check incremented offset
bne DBlkLoop ;and loop back until all four sprites are done
ldx <ObjectOffset ;get block object offset
ldy Block_SprDataOffset,x ;get sprite data offset
lda AreaType
cmp #$01 ;check for ground level type area
beq ChkRep ;if found, branch to next part
lda #$86
sta Sprite_Tilenumber,y ;otherwise remove brick tiles with lines
sta Sprite_Tilenumber+4,y ;and replace then with lineless brick tiles
ChkRep: lda Block_Metatile,x ;check replacement metatile
cmp #$c4 ;if not used block metatile, then
bne BlkOffscr ;branch ahead to use current graphics
lda #$87 ;set A for used block tile
iny ;increment Y to write to tile bytes
jsr DumpFourSpr ;do sub to dump into all four sprites
dey ;return Y to original offset
lda #$03 ;set palette bits
ldx AreaType
dex ;check for ground level type area again
beq SetBFlip ;if found, use current palette bits
lsr a ;otherwise set to $01
SetBFlip: ldx <ObjectOffset ;put block object offset back in X
sta Sprite_Attributes,y ;store attribute byte as-is in first sprite
ora #%01000000
sta Sprite_Attributes+4,y ;set horizontal flip bit for second sprite
ora #%10000000
sta Sprite_Attributes+12,y ;set both flip bits for fourth sprite
and #%10000011
sta Sprite_Attributes+8,y ;set vertical flip bit for third sprite
BlkOffscr: lda Block_OffscreenBits ;get offscreen bits for block object
pha ;save to stack
and #%00000100 ;check to see if d2 in offscreen bits are set
beq PullOfsB ;if not set, branch, otherwise move sprites offscreen
lda #$f8 ;move offscreen two OAMs
sta Sprite_Y_Position+4,y ;on the right side
sta Sprite_Y_Position+12,y
PullOfsB: pla ;pull offscreen bits from stack
ChkLeftCo: and #%00001000 ;check to see if d3 in offscreen bits are set
beq ExDBlk ;if not set, branch, otherwise move sprites offscreen
MoveColOffscreen:
lda #$f8 ;move offscreen two OAMs
sta Sprite_Y_Position,y ;on the left side (or two rows of enemy on either side
sta Sprite_Y_Position+8,y ;if branched here from enemy graphics handler)
ExDBlk: rts
;-------------------------------------------------------------------------------------
;$00 - used to hold palette bits for attribute byte or relative X position
DrawBrickChunks:
lda #$02 ;set palette bits here
sta <$00
lda #$75 ;set tile number for ball (something residual, likely)
ldy <GameEngineSubroutine
cpy #$05 ;if end-of-level routine running,
beq DChunks ;use palette and tile number assigned
lda #$03 ;otherwise set different palette bits
sta <$00
lda #$84 ;and set tile number for brick chunks
DChunks: ldy Block_SprDataOffset,x ;get OAM data offset
iny ;increment to start with tile bytes in OAM
jsr DumpFourSpr ;do sub to dump tile number into all four sprites
lda <FrameCounter ;get frame counter
asl a
asl a
asl a ;move low nybble to high
asl a
and #$c0 ;get what was originally d3-d2 of low nybble
ora <$00 ;add palette bits
iny ;increment offset for attribute bytes
jsr DumpFourSpr ;do sub to dump attribute data into all four sprites
dey
dey ;decrement offset to Y coordinate
lda Block_Rel_YPos ;get first block object's relative vertical coordinate
jsr DumpTwoSpr ;do sub to dump current Y coordinate into two sprites
lda Block_Rel_XPos ;get first block object's relative horizontal coordinate
sta Sprite_X_Position,y ;save into X coordinate of first sprite
lda Block_Orig_XPos,x ;get original horizontal coordinate
sec
sbc ScreenLeft_X_Pos ;subtract coordinate of left side from original coordinate
sta <$00 ;store result as relative horizontal coordinate of original
sec
sbc Block_Rel_XPos ;get difference of relative positions of original - current
adc <$00 ;add original relative position to result
adc #$06 ;plus 6 pixels to position second brick chunk correctly
sta Sprite_X_Position+4,y ;save into X coordinate of second sprite
lda Block_Rel_YPos+1 ;get second block object's relative vertical coordinate
sta Sprite_Y_Position+8,y
sta Sprite_Y_Position+12,y ;dump into Y coordinates of third and fourth sprites
lda Block_Rel_XPos+1 ;get second block object's relative horizontal coordinate
sta Sprite_X_Position+8,y ;save into X coordinate of third sprite
lda <$00 ;use original relative horizontal position
sec
sbc Block_Rel_XPos+1 ;get difference of relative positions of original - current
adc <$00 ;add original relative position to result
adc #$06 ;plus 6 pixels to position fourth brick chunk correctly
sta Sprite_X_Position+12,y ;save into X coordinate of fourth sprite
lda Block_OffscreenBits ;get offscreen bits for block object
jsr ChkLeftCo ;do sub to move left half of sprites offscreen if necessary
lda Block_OffscreenBits ;get offscreen bits again
asl a ;shift d7 into carry
bcc ChnkOfs ;if d7 not set, branch to last part
lda #$f8
jsr DumpTwoSpr ;otherwise move top sprites offscreen
ChnkOfs: lda <$00 ;if relative position on left side of screen,
bpl ExBCDr ;go ahead and leave
lda Sprite_X_Position,y ;otherwise compare left-side X coordinate
cmp Sprite_X_Position+4,y ;to right-side X coordinate
bcc ExBCDr ;branch to leave if less
lda #$f8 ;otherwise move right half of sprites offscreen
sta Sprite_Y_Position+4,y
sta Sprite_Y_Position+12,y
ExBCDr: rts ;leave
;-------------------------------------------------------------------------------------
DrawFireball:
ldy FBall_SprDataOffset,x ;get fireball's sprite data offset
lda Fireball_Rel_YPos ;get relative vertical coordinate
sta Sprite_Y_Position,y ;store as sprite Y coordinate
lda Fireball_Rel_XPos ;get relative horizontal coordinate
sta Sprite_X_Position,y ;store as sprite X coordinate, then do shared code
DrawFirebar:
lda <FrameCounter ;get frame counter
lsr a ;divide by four
lsr a
pha ;save result to stack
and #$01 ;mask out all but last bit
eor #$64 ;set either tile $64 or $65 as fireball tile
sta Sprite_Tilenumber,y ;thus tile changes every four frames
pla ;get from stack
lsr a ;divide by four again
lsr a
lda #$02 ;load value $02 to set palette in attrib byte
bcc FireA ;if last bit shifted out was not set, skip this
ora #%11000000 ;otherwise flip both ways every eight frames
FireA: sta Sprite_Attributes,y ;store attribute byte and leave
rts
;-------------------------------------------------------------------------------------
ExplosionTiles:
.db $68, $67, $66
DrawExplosion_Fireball:
ldy Alt_SprDataOffset,x ;get OAM data offset of alternate sort for fireball's explosion
lda <Fireball_State,x ;load fireball state
inc <Fireball_State,x ;increment state for next frame
lsr a ;divide by 2
and #%00000111 ;mask out all but d3-d1
cmp #$03 ;check to see if time to kill fireball
bcs KillFireBall ;branch if so, otherwise continue to draw explosion
DrawExplosion_Fireworks:
tax ;use whatever's in A for offset
lda ExplosionTiles,x ;get tile number using offset
iny ;increment Y (contains sprite data offset)
jsr DumpFourSpr ;and dump into tile number part of sprite data
dey ;decrement Y so we have the proper offset again
ldx <ObjectOffset ;return enemy object buffer offset to X
lda Fireball_Rel_YPos ;get relative vertical coordinate
sec ;subtract four pixels vertically
sbc #$04 ;for first and third sprites
sta Sprite_Y_Position,y
sta Sprite_Y_Position+8,y
clc ;add eight pixels vertically
adc #$08 ;for second and fourth sprites
sta Sprite_Y_Position+4,y
sta Sprite_Y_Position+12,y
lda Fireball_Rel_XPos ;get relative horizontal coordinate
sec ;subtract four pixels horizontally
sbc #$04 ;for first and second sprites
sta Sprite_X_Position,y
sta Sprite_X_Position+4,y
clc ;add eight pixels horizontally
adc #$08 ;for third and fourth sprites
sta Sprite_X_Position+8,y
sta Sprite_X_Position+12,y
lda #$02 ;set palette attributes for all sprites, but
sta Sprite_Attributes,y ;set no flip at all for first sprite
lda #$82
sta Sprite_Attributes+4,y ;set vertical flip for second sprite
lda #$42
sta Sprite_Attributes+8,y ;set horizontal flip for third sprite
lda #$c2
sta Sprite_Attributes+12,y ;set both flips for fourth sprite
rts ;we are done
KillFireBall:
lda #$00 ;clear fireball state to kill it
sta <Fireball_State,x
rts
;-------------------------------------------------------------------------------------
DrawSmallPlatform:
ldy Enemy_SprDataOffset,x ;get OAM data offset
lda #$5b ;load tile number for small platforms
iny ;increment offset for tile numbers
jsr DumpSixSpr ;dump tile number into all six sprites
iny ;increment offset for attributes
lda #$02 ;load palette controls
jsr DumpSixSpr ;dump attributes into all six sprites
dey ;decrement for original offset
dey
lda Enemy_Rel_XPos ;get relative horizontal coordinate
sta Sprite_X_Position,y
sta Sprite_X_Position+12,y ;dump as X coordinate into first and fourth sprites
clc
adc #$08 ;add eight pixels
sta Sprite_X_Position+4,y ;dump into second and fifth sprites
sta Sprite_X_Position+16,y
clc
adc #$08 ;add eight more pixels
sta Sprite_X_Position+8,y ;dump into third and sixth sprites
sta Sprite_X_Position+20,y
lda <Enemy_Y_Position,x ;get vertical coordinate
tax
pha ;save to stack
cpx #$20 ;if vertical coordinate below status bar,
bcs TopSP ;do not mess with it
lda #$f8 ;otherwise move first three sprites offscreen
TopSP: jsr DumpThreeSpr ;dump vertical coordinate into Y coordinates
pla ;pull from stack
clc
adc #$80 ;add 128 pixels
tax
cpx #$20 ;if below status bar (taking wrap into account)
bcs BotSP ;then do not change altered coordinate
lda #$f8 ;otherwise move last three sprites offscreen
BotSP: sta Sprite_Y_Position+12,y ;dump vertical coordinate + 128 pixels
sta Sprite_Y_Position+16,y ;into Y coordinates
sta Sprite_Y_Position+20,y
lda Enemy_OffscreenBits ;get offscreen bits
pha ;save to stack
and #%00001000 ;check d3
beq SOfs
lda #$f8 ;if d3 was set, move first and
sta Sprite_Y_Position,y ;fourth sprites offscreen
sta Sprite_Y_Position+12,y
SOfs: pla ;move out and back into stack
pha
and #%00000100 ;check d2
beq SOfs2
lda #$f8 ;if d2 was set, move second and
sta Sprite_Y_Position+4,y ;fifth sprites offscreen
sta Sprite_Y_Position+16,y
SOfs2: pla ;get from stack
and #%00000010 ;check d1
beq ExSPl
lda #$f8 ;if d1 was set, move third and
sta Sprite_Y_Position+8,y ;sixth sprites offscreen
sta Sprite_Y_Position+20,y
ExSPl: ldx <ObjectOffset ;get enemy object offset and leave
rts
;-------------------------------------------------------------------------------------
DrawBubble:
ldy <Player_Y_HighPos ;if player's vertical high position
dey ;not within screen, skip all of this
bne ExDBub
lda Bubble_OffscreenBits ;check air bubble's offscreen bits
and #%00001000
bne ExDBub ;if bit set, branch to leave
ldy Bubble_SprDataOffset,x ;get air bubble's OAM data offset
lda Bubble_Rel_XPos ;get relative horizontal coordinate
sta Sprite_X_Position,y ;store as X coordinate here
lda Bubble_Rel_YPos ;get relative vertical coordinate
sta Sprite_Y_Position,y ;store as Y coordinate here
lda #$74
sta Sprite_Tilenumber,y ;put air bubble tile into OAM data
lda #$02
sta Sprite_Attributes,y ;set attribute byte
ExDBub: rts ;leave
;-------------------------------------------------------------------------------------
;$00 - used to store player's vertical offscreen bits
PlayerGfxTblOffsets:
.db $20, $28, $c8, $18, $00, $40, $50, $58
.db $80, $88, $b8, $78, $60, $a0, $b0, $b8
;tiles arranged in order, 2 tiles per row, top to bottom
PlayerGraphicsTable:
;big player table
.db $00, $01, $02, $03, $04, $05, $06, $07 ;walking frame 1
.db $08, $09, $0a, $0b, $0c, $0d, $0e, $0f ; frame 2
.db $10, $11, $12, $13, $14, $15, $16, $17 ; frame 3
.db $18, $19, $1a, $1b, $1c, $1d, $1e, $1f ;skidding
.db $20, $21, $22, $23, $24, $25, $26, $27 ;jumping
.db $08, $09, $28, $29, $2a, $2b, $2c, $2d ;swimming frame 1
.db $08, $09, $0a, $0b, $0c, $30, $2c, $2d ; frame 2
.db $08, $09, $0a, $0b, $2e, $2f, $2c, $2d ; frame 3
.db $08, $09, $28, $29, $2a, $2b, $5c, $5d ;climbing frame 1
.db $08, $09, $0a, $0b, $0c, $0d, $5e, $5f ; frame 2
.db $fc, $fc, $08, $09, $58, $59, $5a, $5a ;crouching
.db $08, $09, $28, $29, $2a, $2b, $0e, $0f ;fireball throwing
;small player table
.db $fc, $fc, $fc, $fc, $32, $33, $34, $35 ;walking frame 1
.db $fc, $fc, $fc, $fc, $36, $37, $38, $39 ; frame 2
.db $fc, $fc, $fc, $fc, $3a, $37, $3b, $3c ; frame 3
.db $fc, $fc, $fc, $fc, $3d, $3e, $3f, $40 ;skidding
.db $fc, $fc, $fc, $fc, $32, $41, $42, $43 ;jumping
.db $fc, $fc, $fc, $fc, $32, $33, $44, $45 ;swimming frame 1
.db $fc, $fc, $fc, $fc, $32, $33, $44, $47 ; frame 2
.db $fc, $fc, $fc, $fc, $32, $33, $48, $49 ; frame 3
.db $fc, $fc, $fc, $fc, $32, $33, $90, $91 ;climbing frame 1
.db $fc, $fc, $fc, $fc, $3a, $37, $92, $93 ; frame 2
.db $fc, $fc, $fc, $fc, $9e, $9e, $9f, $9f ;killed
;used by both player sizes
.db $fc, $fc, $fc, $fc, $3a, $37, $4f, $4f ;small player standing
.db $fc, $fc, $00, $01, $4c, $4d, $4e, $4e ;intermediate grow frame
.db $00, $01, $4c, $4d, $4a, $4a, $4b, $4b ;big player standing
SwimKickTileNum:
.db $31, $46
PlayerGfxHandler:
lda InjuryTimer ;if player's injured invincibility timer
beq CntPl ;not set, skip checkpoint and continue code
lda <FrameCounter
lsr a ;otherwise check frame counter and branch
bcs ExPGH ;to leave on every other frame (when d0 is set)
CntPl: lda <GameEngineSubroutine ;if executing specific game engine routine,
cmp #$0b ;branch ahead to some other part
beq PlayerKilled
lda PlayerChangeSizeFlag ;if grow/shrink flag set
bne DoChangeSize ;then branch to some other code
ldy SwimmingFlag ;if swimming flag set, branch to
beq FindPlayerAction ;different part, do not return
lda <Player_State
cmp #$00 ;if player status normal,
beq FindPlayerAction ;branch and do not return
jsr FindPlayerAction ;otherwise jump and return
lda <FrameCounter
and #%00000100 ;check frame counter for d2 set (8 frames every
bne ExPGH ;eighth frame), and branch if set to leave
tax ;initialize X to zero
ldy Player_SprDataOffset ;get player sprite data offset
lda <PlayerFacingDir ;get player's facing direction
lsr a
bcs SwimKT ;if player facing to the right, use current offset
iny
iny ;otherwise move to next OAM data
iny
iny
SwimKT: lda PlayerSize ;check player's size
beq BigKTS ;if big, use first tile
lda Sprite_Tilenumber+24,y ;check tile number of seventh/eighth sprite
cmp SwimTileRepOffset ;against tile number in player graphics table
beq ExPGH ;if spr7/spr8 tile number = value, branch to leave
inx ;otherwise increment X for second tile
BigKTS: lda SwimKickTileNum,x ;overwrite tile number in sprite 7/8
sta Sprite_Tilenumber+24,y ;to animate player's feet when swimming
ExPGH: rts ;then leave
FindPlayerAction:
jsr ProcessPlayerAction ;find proper offset to graphics table by player's actions
jmp PlayerGfxProcessing ;draw player, then process for fireball throwing
DoChangeSize:
jsr HandleChangeSize ;find proper offset to graphics table for grow/shrink
jmp PlayerGfxProcessing ;draw player, then process for fireball throwing
PlayerKilled:
ldy #$0e ;load offset for player killed
lda PlayerGfxTblOffsets,y ;get offset to graphics table
PlayerGfxProcessing:
sta PlayerGfxOffset ;store offset to graphics table here
lda #$04
jsr RenderPlayerSub ;draw player based on offset loaded
jsr ChkForPlayerAttrib ;set horizontal flip bits as necessary
lda FireballThrowingTimer
beq PlayerOffscreenChk ;if fireball throw timer not set, skip to the end
ldy #$00 ;set value to initialize by default
lda PlayerAnimTimer ;get animation frame timer
cmp FireballThrowingTimer ;compare to fireball throw timer
sty FireballThrowingTimer ;initialize fireball throw timer
bcs PlayerOffscreenChk ;if animation frame timer => fireball throw timer skip to end
sta FireballThrowingTimer ;otherwise store animation timer into fireball throw timer
ldy #$07 ;load offset for throwing
lda PlayerGfxTblOffsets,y ;get offset to graphics table
sta PlayerGfxOffset ;store it for use later
ldy #$04 ;set to update four sprite rows by default
lda <Player_X_Speed
ora <Left_Right_Buttons ;check for horizontal speed or left/right button press
beq SUpdR ;if no speed or button press, branch using set value in Y
dey ;otherwise set to update only three sprite rows
SUpdR: tya ;save in A for use
jsr RenderPlayerSub ;in sub, draw player object again
PlayerOffscreenChk:
lda Player_OffscreenBits ;get player's offscreen bits
lsr a
lsr a ;move vertical bits to low nybble
lsr a
lsr a
sta <$00 ;store here
ldx #$03 ;check all four rows of player sprites
lda Player_SprDataOffset ;get player's sprite data offset
clc
adc #$18 ;add 24 bytes to start at bottom row
tay ;set as offset here
PROfsLoop: lda #$f8 ;load offscreen Y coordinate just in case
lsr <$00 ;shift bit into carry
bcc NPROffscr ;if bit not set, skip, do not move sprites
jsr DumpTwoSpr ;otherwise dump offscreen Y coordinate into sprite data
NPROffscr: tya
sec ;subtract eight bytes to do
sbc #$08 ;next row up
tay
dex ;decrement row counter
bpl PROfsLoop ;do this until all sprite rows are checked
rts ;then we are done!
;-------------------------------------------------------------------------------------
IntermediatePlayerData:
.db $58, $01, $00, $60, $ff, $04
DrawPlayer_Intermediate:
ldx #$05 ;store data into zero page memory
PIntLoop: lda IntermediatePlayerData,x ;load data to display player as he always
sta <$02,x ;appears on world/lives display
dex
bpl PIntLoop ;do this until all data is loaded
ldx #$b8 ;load offset for small standing
ldy #$04 ;load sprite data offset
jsr DrawPlayerLoop ;draw player accordingly
lda Sprite_Attributes+36 ;get empty sprite attributes
ora #%01000000 ;set horizontal flip bit for bottom-right sprite
sta Sprite_Attributes+32 ;store and leave
rts
;-------------------------------------------------------------------------------------
;$00-$01 - used to hold tile numbers, $00 also used to hold upper extent of animation frames
;$02 - vertical position
;$03 - facing direction, used as horizontal flip control
;$04 - attributes
;$05 - horizontal position
;$07 - number of rows to draw
;these also used in IntermediatePlayerData
RenderPlayerSub:
sta <$07 ;store number of rows of sprites to draw
lda Player_Rel_XPos
sta Player_Pos_ForScroll ;store player's relative horizontal position
sta <$05 ;store it here also
lda Player_Rel_YPos
sta <$02 ;store player's vertical position
lda <PlayerFacingDir
sta <$03 ;store player's facing direction
lda Player_SprAttrib
sta <$04 ;store player's sprite attributes
ldx PlayerGfxOffset ;load graphics table offset
ldy Player_SprDataOffset ;get player's sprite data offset
DrawPlayerLoop:
lda PlayerGraphicsTable,x ;load player's left side
sta <$00
lda PlayerGraphicsTable+1,x ;now load right side
jsr DrawOneSpriteRow
dec <$07 ;decrement rows of sprites to draw
bne DrawPlayerLoop ;do this until all rows are drawn
rts
ProcessPlayerAction:
lda <Player_State ;get player's state
cmp #$03
beq ActionClimbing ;if climbing, branch here
cmp #$02
beq ActionFalling ;if falling, branch here
cmp #$01
bne ProcOnGroundActs ;if not jumping, branch here
lda SwimmingFlag
bne ActionSwimming ;if swimming flag set, branch elsewhere
ldy #$06 ;load offset for crouching
lda CrouchingFlag ;get crouching flag
bne NonAnimatedActs ;if set, branch to get offset for graphics table
ldy #$00 ;otherwise load offset for jumping
jmp NonAnimatedActs ;go to get offset to graphics table
ProcOnGroundActs:
ldy #$06 ;load offset for crouching
lda CrouchingFlag ;get crouching flag
bne NonAnimatedActs ;if set, branch to get offset for graphics table
ldy #$02 ;load offset for standing
lda <Player_X_Speed ;check player's horizontal speed
ora <Left_Right_Buttons ;and left/right controller bits
beq NonAnimatedActs ;if no speed or buttons pressed, use standing offset
lda Player_XSpeedAbsolute ;load walking/running speed
cmp #$09
bcc ActionWalkRun ;if less than a certain amount, branch, too slow to skid
lda <Player_MovingDir ;otherwise check to see if moving direction
and <PlayerFacingDir ;and facing direction are the same
bne ActionWalkRun ;if moving direction = facing direction, branch, don't skid
iny ;otherwise increment to skid offset ($03)
NonAnimatedActs:
jsr GetGfxOffsetAdder ;do a sub here to get offset adder for graphics table
lda #$00
sta PlayerAnimCtrl ;initialize animation frame control
lda PlayerGfxTblOffsets,y ;load offset to graphics table using size as offset
rts
ActionFalling:
ldy #$04 ;load offset for walking/running
jsr GetGfxOffsetAdder ;get offset to graphics table
jmp GetCurrentAnimOffset ;execute instructions for falling state
ActionWalkRun:
ldy #$04 ;load offset for walking/running
jsr GetGfxOffsetAdder ;get offset to graphics table
jmp FourFrameExtent ;execute instructions for normal state
ActionClimbing:
ldy #$05 ;load offset for climbing
lda <Player_Y_Speed ;check player's vertical speed
beq NonAnimatedActs ;if no speed, branch, use offset as-is
jsr GetGfxOffsetAdder ;otherwise get offset for graphics table
jmp ThreeFrameExtent ;then skip ahead to more code
ActionSwimming:
ldy #$01 ;load offset for swimming
jsr GetGfxOffsetAdder
lda JumpSwimTimer ;check jump/swim timer
ora PlayerAnimCtrl ;and animation frame control
bne FourFrameExtent ;if any one of these set, branch ahead
lda <A_B_Buttons
asl a ;check for A button pressed
bcs FourFrameExtent ;branch to same place if A button pressed
GetCurrentAnimOffset:
lda PlayerAnimCtrl ;get animation frame control
jmp GetOffsetFromAnimCtrl ;jump to get proper offset to graphics table
FourFrameExtent:
lda #$03 ;load upper extent for frame control
jmp AnimationControl ;jump to get offset and animate player object
ThreeFrameExtent:
lda #$02 ;load upper extent for frame control for climbing
AnimationControl:
sta <$00 ;store upper extent here
jsr GetCurrentAnimOffset ;get proper offset to graphics table
pha ;save offset to stack
lda PlayerAnimTimer ;load animation frame timer
bne ExAnimC ;branch if not expired
lda PlayerAnimTimerSet ;get animation frame timer amount
sta PlayerAnimTimer ;and set timer accordingly
lda PlayerAnimCtrl
clc ;add one to animation frame control
adc #$01
cmp <$00 ;compare to upper extent
bcc SetAnimC ;if frame control + 1 < upper extent, use as next
lda #$00 ;otherwise initialize frame control
SetAnimC: sta PlayerAnimCtrl ;store as new animation frame control
ExAnimC: pla ;get offset to graphics table from stack and leave
rts
GetGfxOffsetAdder:
lda PlayerSize ;get player's size
beq SzOfs ;if player big, use current offset as-is
tya ;for big player
clc ;otherwise add eight bytes to offset
adc #$08 ;for small player
tay
SzOfs: rts ;go back
ChangeSizeOffsetAdder:
.db $00, $01, $00, $01, $00, $01, $02, $00, $01, $02
.db $02, $00, $02, $00, $02, $00, $02, $00, $02, $00
HandleChangeSize:
ldy PlayerAnimCtrl ;get animation frame control
lda <FrameCounter
and #%00000011 ;get frame counter and execute this code every
bne GorSLog ;fourth frame, otherwise branch ahead
iny ;increment frame control
cpy #$0a ;check for preset upper extent
bcc CSzNext ;if not there yet, skip ahead to use
ldy #$00 ;otherwise initialize both grow/shrink flag
sty PlayerChangeSizeFlag ;and animation frame control
CSzNext: sty PlayerAnimCtrl ;store proper frame control
GorSLog: lda PlayerSize ;get player's size
bne ShrinkPlayer ;if player small, skip ahead to next part
lda ChangeSizeOffsetAdder,y ;get offset adder based on frame control as offset
ldy #$0f ;load offset for player growing
GetOffsetFromAnimCtrl:
asl a ;multiply animation frame control
asl a ;by eight to get proper amount
asl a ;to add to our offset
adc PlayerGfxTblOffsets,y ;add to offset to graphics table
rts ;and return with result in A
ShrinkPlayer:
tya ;add ten bytes to frame control as offset
clc
adc #$0a ;this thing apparently uses two of the swimming frames
tax ;to draw the player shrinking
ldy #$09 ;load offset for small player swimming
lda ChangeSizeOffsetAdder,x ;get what would normally be offset adder
bne ShrPlF ;and branch to use offset if nonzero
ldy #$01 ;otherwise load offset for big player swimming
ShrPlF: lda PlayerGfxTblOffsets,y ;get offset to graphics table based on offset loaded
rts ;and leave
ChkForPlayerAttrib:
ldy Player_SprDataOffset ;get sprite data offset
lda <GameEngineSubroutine
cmp #$0b ;if executing specific game engine routine,
beq KilledAtt ;branch to change third and fourth row OAM attributes
lda PlayerGfxOffset ;get graphics table offset
cmp #$50
beq C_S_IGAtt ;if crouch offset, either standing offset,
cmp #$b8 ;or intermediate growing offset,
beq C_S_IGAtt ;go ahead and execute code to change
cmp #$c0 ;fourth row OAM attributes only
beq C_S_IGAtt
cmp #$c8
bne ExPlyrAt ;if none of these, branch to leave
KilledAtt: lda Sprite_Attributes+16,y
and #%00111111 ;mask out horizontal and vertical flip bits
sta Sprite_Attributes+16,y ;for third row sprites and save
lda Sprite_Attributes+20,y
and #%00111111
ora #%01000000 ;set horizontal flip bit for second
sta Sprite_Attributes+20,y ;sprite in the third row
C_S_IGAtt: lda Sprite_Attributes+24,y
and #%00111111 ;mask out horizontal and vertical flip bits
sta Sprite_Attributes+24,y ;for fourth row sprites and save
lda Sprite_Attributes+28,y
and #%00111111
ora #%01000000 ;set horizontal flip bit for second
sta Sprite_Attributes+28,y ;sprite in the fourth row
ExPlyrAt: rts ;leave
;-------------------------------------------------------------------------------------
;$00 - used in adding to get proper offset
RelativePlayerPosition:
ldx #$00 ;set offsets for relative cooordinates
ldy #$00 ;routine to correspond to player object
jmp RelWOfs ;get the coordinates
RelativeBubblePosition:
ldy #$01 ;set for air bubble offsets
jsr GetProperObjOffset ;modify X to get proper air bubble offset
ldy #$03
jmp RelWOfs ;get the coordinates
RelativeFireballPosition:
ldy #$00 ;set for fireball offsets
jsr GetProperObjOffset ;modify X to get proper fireball offset
ldy #$02
RelWOfs: jsr GetObjRelativePosition ;get the coordinates
ldx <ObjectOffset ;return original offset
rts ;leave
RelativeMiscPosition:
ldy #$02 ;set for misc object offsets
jsr GetProperObjOffset ;modify X to get proper misc object offset
ldy #$06
jmp RelWOfs ;get the coordinates
RelativeEnemyPosition:
lda #$01 ;get coordinates of enemy object
ldy #$01 ;relative to the screen
jmp VariableObjOfsRelPos
RelativeBlockPosition:
lda #$09 ;get coordinates of one block object
ldy #$04 ;relative to the screen
jsr VariableObjOfsRelPos
inx ;adjust offset for other block object if any
inx
lda #$09
iny ;adjust other and get coordinates for other one
VariableObjOfsRelPos:
stx <$00 ;store value to add to A here
clc
adc <$00 ;add A to value stored
tax ;use as enemy offset
jsr GetObjRelativePosition
ldx <ObjectOffset ;reload old object offset and leave
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;$F171
GetObjRelativePosition:
lda <SprObject_Y_Position,x ;load vertical coordinate low
sta SprObject_Rel_YPos,y ;store here
lda <SprObject_X_Position,x ;load horizontal coordinate
sec ;subtract left edge coordinate
sbc ScreenLeft_X_Pos
sta SprObject_Rel_XPos,y ;store result here
rts
;-------------------------------------------------------------------------------------
;$00 - used as temp variable to hold offscreen bits
GetPlayerOffscreenBits:
ldx #$00 ;set offsets for player-specific variables
ldy #$00 ;and get offscreen information about player
jmp GetOffScreenBitsSet
GetFireballOffscreenBits:
ldy #$00 ;set for fireball offsets
jsr GetProperObjOffset ;modify X to get proper fireball offset
ldy #$02 ;set other offset for fireball's offscreen bits
jmp GetOffScreenBitsSet ;and get offscreen information about fireball
GetBubbleOffscreenBits:
ldy #$01 ;set for air bubble offsets
jsr GetProperObjOffset ;modify X to get proper air bubble offset
ldy #$03 ;set other offset for airbubble's offscreen bits
jmp GetOffScreenBitsSet ;and get offscreen information about air bubble
GetMiscOffscreenBits:
ldy #$02 ;set for misc object offsets
jsr GetProperObjOffset ;modify X to get proper misc object offset
ldy #$06 ;set other offset for misc object's offscreen bits
jmp GetOffScreenBitsSet ;and get offscreen information about misc object
ObjOffsetData:
.db $07, $16, $0d
GetProperObjOffset:
txa ;move offset to A
clc
adc ObjOffsetData,y ;add amount of bytes to offset depending on setting in Y
tax ;put back in X and leave
rts
GetEnemyOffscreenBits:
lda #$01 ;set A to add 1 byte in order to get enemy offset
ldy #$01 ;set Y to put offscreen bits in Enemy_OffscreenBits
jmp SetOffscrBitsOffset
GetBlockOffscreenBits:
lda #$09 ;set A to add 9 bytes in order to get block obj offset
ldy #$04 ;set Y to put offscreen bits in Block_OffscreenBits
SetOffscrBitsOffset:
stx <$00
clc ;add contents of X to A to get
adc <$00 ;appropriate offset, then give back to X
tax
GetOffScreenBitsSet:
tya ;save offscreen bits offset to stack for now
pha
jsr RunOffscrBitsSubs
asl a ;move low nybble to high nybble
asl a
asl a
asl a
ora <$00 ;mask together with previously saved low nybble
sta <$00 ;store both here
pla ;get offscreen bits offset from stack
tay
lda <$00 ;get value here and store elsewhere
sta SprObject_OffscrBits,y
ldx <ObjectOffset
rts
RunOffscrBitsSubs:
jsr GetXOffscreenBits ;do subroutine here
lsr a ;move high nybble to low
lsr a
lsr a
lsr a
sta <$00 ;store here
jmp GetYOffscreenBits
;--------------------------------
;(these apply to these three subsections)
;$04 - used to store proper offset
;$05 - used as adder in DividePDiff
;$06 - used to store preset value used to compare to pixel difference in $07
;$07 - used to store difference between coordinates of object and screen edges
XOffscreenBitsData:
.db $7f, $3f, $1f, $0f, $07, $03, $01, $00
.db $80, $c0, $e0, $f0, $f8, $fc, $fe, $ff
DefaultXOnscreenOfs:
.db $07, $0f, $07
GetXOffscreenBits:
stx <$04 ;save position in buffer to here
ldy #$01 ;start with right side of screen
XOfsLoop: lda ScreenEdge_X_Pos,y ;get pixel coordinate of edge
sec ;get difference between pixel coordinate of edge
sbc <SprObject_X_Position,x ;and pixel coordinate of object position
sta <$07 ;store here
lda ScreenEdge_PageLoc,y ;get page location of edge
sbc <SprObject_PageLoc,x ;subtract from page location of object position
ldx DefaultXOnscreenOfs,y ;load offset value here
cmp #$00
bmi XLdBData ;if beyond right edge or in front of left edge, branch
ldx DefaultXOnscreenOfs+1,y ;if not, load alternate offset value here
cmp #$01
bpl XLdBData ;if one page or more to the left of either edge, branch
lda #$38 ;if no branching, load value here and store
sta <$06
lda #$08 ;load some other value and execute subroutine
jsr DividePDiff
XLdBData: lda XOffscreenBitsData,x ;get bits here
ldx <$04 ;reobtain position in buffer
cmp #$00 ;if bits not zero, branch to leave
bne ExXOfsBS
dey ;otherwise, do left side of screen now
bpl XOfsLoop ;branch if not already done with left side
ExXOfsBS: rts
;--------------------------------
YOffscreenBitsData:
.db $00, $08, $0c, $0e
.db $0f, $07, $03, $01
.db $00
DefaultYOnscreenOfs:
.db $04, $00, $04
HighPosUnitData:
.db $ff, $00
GetYOffscreenBits:
stx <$04 ;save position in buffer to here
ldy #$01 ;start with top of screen
YOfsLoop: lda HighPosUnitData,y ;load coordinate for edge of vertical unit
sec
sbc <SprObject_Y_Position,x ;subtract from vertical coordinate of object
sta <$07 ;store here
lda #$01 ;subtract one from vertical high byte of object
sbc <SprObject_Y_HighPos,x
ldx DefaultYOnscreenOfs,y ;load offset value here
cmp #$00
bmi YLdBData ;if under top of the screen or beyond bottom, branch
ldx DefaultYOnscreenOfs+1,y ;if not, load alternate offset value here
cmp #$01
bpl YLdBData ;if one vertical unit or more above the screen, branch
lda #$20 ;if no branching, load value here and store
sta <$06
lda #$04 ;load some other value and execute subroutine
jsr DividePDiff
YLdBData: lda YOffscreenBitsData,x ;get offscreen data bits using offset
ldx <$04 ;reobtain position in buffer
cmp #$00
bne ExYOfsBS ;if bits not zero, branch to leave
dey ;otherwise, do bottom of the screen now
bpl YOfsLoop
ExYOfsBS: rts
;--------------------------------
DividePDiff:
sta <$05 ;store current value in A here
lda <$07 ;get pixel difference
cmp <$06 ;compare to preset value
bcs ExDivPD ;if pixel difference >= preset value, branch
lsr a ;divide by eight
lsr a
lsr a
and #$07 ;mask out all but 3 LSB
cpy #$01 ;right side of the screen or top?
bcs SetOscrO ;if so, branch, use difference / 8 as offset
adc <$05 ;if not, add value to difference / 8
SetOscrO: tax ;use as offset
ExDivPD: rts ;leave
;-------------------------------------------------------------------------------------
;$00-$01 - tile numbers
;$02 - Y coordinate
;$03 - flip control
;$04 - sprite attributes
;$05 - X coordinate
DrawSpriteObject:
lda <$03 ;get saved flip control bits
lsr a
lsr a ;move d1 into carry
lda <$00
bcc NoHFlip ;if d1 not set, branch
sta Sprite_Tilenumber+4,y ;store first tile into second sprite
lda <$01 ;and second into first sprite
sta Sprite_Tilenumber,y
lda #$40 ;activate horizontal flip OAM attribute
bne SetHFAt ;and unconditionally branch
NoHFlip: sta Sprite_Tilenumber,y ;store first tile into first sprite
lda <$01 ;and second into second sprite
sta Sprite_Tilenumber+4,y
lda #$00 ;clear bit for horizontal flip
SetHFAt: ora <$04 ;add other OAM attributes if necessary
sta Sprite_Attributes,y ;store sprite attributes
sta Sprite_Attributes+4,y
lda <$02 ;now the y coordinates
sta Sprite_Y_Position,y ;note because they are
sta Sprite_Y_Position+4,y ;side by side, they are the same
lda <$05
sta Sprite_X_Position,y ;store x coordinate, then
clc ;add 8 pixels and store another to
adc #$08 ;put them side by side
sta Sprite_X_Position+4,y
lda <$02 ;add eight pixels to the next y
clc ;coordinate
adc #$08
sta <$02
tya ;add eight to the offset in Y to
clc ;move to the next two sprites
adc #$08
tay
inx ;increment offset to return it to the
inx ;routine that called this subroutine
rts
;-------------------------------------------------------------------------------------
;unused space
.db $ff, $ff, $ff, $ff, $ff, $ff
;-------------------------------------------------------------------------------------
SoundEngine:
lda OperMode ;are we in title screen mode?
bne SndOn
sta SND_MASTERCTRL_REG ;if so, disable sound and leave
rts
SndOn: lda #$ff
sta JOYPAD_PORT2 ;disable irqs and set frame counter mode???
lda #$0f
sta SND_MASTERCTRL_REG ;enable first four channels
lda PauseModeFlag ;is sound already in pause mode?
bne InPause
lda <PauseSoundQueue ;if not, check pause sfx queue
cmp #$01
bne RunSoundSubroutines ;if queue is empty, skip pause mode routine
InPause: lda PauseSoundBuffer ;check pause sfx buffer
bne ContPau
lda <PauseSoundQueue ;check pause queue
beq SkipSoundSubroutines
sta PauseSoundBuffer ;if queue full, store in buffer and activate
sta PauseModeFlag ;pause mode to interrupt game sounds
lda #$00 ;disable sound and clear sfx buffers
sta SND_MASTERCTRL_REG
sta <Square1SoundBuffer
sta <Square2SoundBuffer
sta <NoiseSoundBuffer
lda #$0f
sta SND_MASTERCTRL_REG ;enable sound again
lda #$2a ;store length of sound in pause counter
sta Squ1_SfxLenCounter
PTone1F: lda #$44 ;play first tone
bne PTRegC ;unconditional branch
ContPau: lda Squ1_SfxLenCounter ;check pause length left
cmp #$24 ;time to play second?
beq PTone2F
cmp #$1e ;time to play first again?
beq PTone1F
cmp #$18 ;time to play second again?
bne DecPauC ;only load regs during times, otherwise skip
PTone2F: lda #$64 ;store reg contents and play the pause sfx
PTRegC: ldx #$84
ldy #$7f
jsr PlaySqu1Sfx
DecPauC: dec Squ1_SfxLenCounter ;decrement pause sfx counter
bne SkipSoundSubroutines
lda #$00 ;disable sound if in pause mode and
sta SND_MASTERCTRL_REG ;not currently playing the pause sfx
lda PauseSoundBuffer ;if no longer playing pause sfx, check to see
cmp #$02 ;if we need to be playing sound again
bne SkipPIn
lda #$00 ;clear pause mode to allow game sounds again
sta PauseModeFlag
SkipPIn: lda #$00 ;clear pause sfx buffer
sta PauseSoundBuffer
beq SkipSoundSubroutines
RunSoundSubroutines:
jsr Square1SfxHandler ;play sfx on square channel 1
jsr Square2SfxHandler ; '' '' '' square channel 2
jsr NoiseSfxHandler ; '' '' '' noise channel
jsr MusicHandler ;play music on all channels
lda #$00 ;clear the music queues
sta <AreaMusicQueue
sta <EventMusicQueue
SkipSoundSubroutines:
lda #$00 ;clear the sound effects queues
sta <Square1SoundQueue
sta <Square2SoundQueue
sta <NoiseSoundQueue
sta <PauseSoundQueue
ldy DAC_Counter ;load some sort of counter
lda <AreaMusicBuffer
and #%00000011 ;check for specific music
beq NoIncDAC
inc DAC_Counter ;increment and check counter
cpy #$30
bcc StrWave ;if not there yet, just store it
NoIncDAC: tya
beq StrWave ;if we are at zero, do not decrement
dec DAC_Counter ;decrement counter
StrWave: sty SND_DELTA_REG+1 ;store into DMC load register (??)
rts ;we are done here
;--------------------------------
Dump_Squ1_Regs:
sty SND_SQUARE1_REG+1 ;dump the contents of X and Y into square 1's control regs
stx SND_SQUARE1_REG
rts
PlaySqu1Sfx:
jsr Dump_Squ1_Regs ;do sub to set ctrl regs for square 1, then set frequency regs
SetFreq_Squ1:
ldx #$00 ;set frequency reg offset for square 1 sound channel
Dump_Freq_Regs:
tay
lda FreqRegLookupTbl+1,y ;use previous contents of A for sound reg offset
beq NoTone ;if zero, then do not load
sta SND_REGISTER+2,x ;first byte goes into LSB of frequency divider
lda FreqRegLookupTbl,y ;second byte goes into 3 MSB plus extra bit for
ora #%00001000 ;length counter
sta SND_REGISTER+3,x
NoTone: rts
Dump_Sq2_Regs:
stx SND_SQUARE2_REG ;dump the contents of X and Y into square 2's control regs
sty SND_SQUARE2_REG+1
rts
PlaySqu2Sfx:
jsr Dump_Sq2_Regs ;do sub to set ctrl regs for square 2, then set frequency regs
SetFreq_Squ2:
ldx #$04 ;set frequency reg offset for square 2 sound channel
bne Dump_Freq_Regs ;unconditional branch
SetFreq_Tri:
ldx #$08 ;set frequency reg offset for triangle sound channel
bne Dump_Freq_Regs ;unconditional branch
;--------------------------------
SwimStompEnvelopeData:
.db $9f, $9b, $98, $96, $95, $94, $92, $90
.db $90, $9a, $97, $95, $93, $92
PlayFlagpoleSlide:
lda #$40 ;store length of flagpole sound
sta Squ1_SfxLenCounter
lda #$62 ;load part of reg contents for flagpole sound
jsr SetFreq_Squ1
ldx #$99 ;now load the rest
bne FPS2nd
PlaySmallJump:
lda #$26 ;branch here for small mario jumping sound
bne JumpRegContents
PlayBigJump:
lda #$18 ;branch here for big mario jumping sound
JumpRegContents:
ldx #$82 ;note that small and big jump borrow each others' reg contents
ldy #$a7 ;anyway, this loads the first part of mario's jumping sound
jsr PlaySqu1Sfx
lda #$28 ;store length of sfx for both jumping sounds
sta Squ1_SfxLenCounter ;then continue on here
ContinueSndJump:
lda Squ1_SfxLenCounter ;jumping sounds seem to be composed of three parts
cmp #$25 ;check for time to play second part yet
bne NA2Prt
ldx #$5f ;load second part
ldy #$f6
bne DmpJpFPS ;unconditional branch
NA2Prt: cmp #$20 ;check for third part
bne DecJpFPS
ldx #$48 ;load third part
FPS2nd: ldy #$bc ;the flagpole slide sound shares part of third part
DmpJpFPS: jsr Dump_Squ1_Regs
bne DecJpFPS ;unconditional branch outta here
PlayFireballThrow:
lda #$05
ldy #$99 ;load reg contents for fireball throw sound
bne Fthrow ;unconditional branch
PlayBump:
lda #$0a ;load length of sfx and reg contents for bump sound
ldy #$93
Fthrow: ldx #$9e ;the fireball sound shares reg contents with the bump sound
sta Squ1_SfxLenCounter
lda #$0c ;load offset for bump sound
jsr PlaySqu1Sfx
ContinueBumpThrow:
lda Squ1_SfxLenCounter ;check for second part of bump sound
cmp #$06
bne DecJpFPS
lda #$bb ;load second part directly
sta SND_SQUARE1_REG+1
DecJpFPS: bne BranchToDecLength1 ;unconditional branch
Square1SfxHandler:
ldy <Square1SoundQueue ;check for sfx in queue
beq CheckSfx1Buffer
sty <Square1SoundBuffer ;if found, put in buffer
bmi PlaySmallJump ;small jump
lsr <Square1SoundQueue
bcs PlayBigJump ;big jump
lsr <Square1SoundQueue
bcs PlayBump ;bump
lsr <Square1SoundQueue
bcs PlaySwimStomp ;swim/stomp
lsr <Square1SoundQueue
bcs PlaySmackEnemy ;smack enemy
lsr <Square1SoundQueue
bcs PlayPipeDownInj ;pipedown/injury
lsr <Square1SoundQueue
bcs PlayFireballThrow ;fireball throw
lsr <Square1SoundQueue
bcs PlayFlagpoleSlide ;slide flagpole
CheckSfx1Buffer:
lda <Square1SoundBuffer ;check for sfx in buffer
beq ExS1H ;if not found, exit sub
bmi ContinueSndJump ;small mario jump
lsr a
bcs ContinueSndJump ;big mario jump
lsr a
bcs ContinueBumpThrow ;bump
lsr a
bcs ContinueSwimStomp ;swim/stomp
lsr a
bcs ContinueSmackEnemy ;smack enemy
lsr a
bcs ContinuePipeDownInj ;pipedown/injury
lsr a
bcs ContinueBumpThrow ;fireball throw
lsr a
bcs DecrementSfx1Length ;slide flagpole
ExS1H: rts
PlaySwimStomp:
lda #$0e ;store length of swim/stomp sound
sta Squ1_SfxLenCounter
ldy #$9c ;store reg contents for swim/stomp sound
ldx #$9e
lda #$26
jsr PlaySqu1Sfx
ContinueSwimStomp:
ldy Squ1_SfxLenCounter ;look up reg contents in data section based on
lda SwimStompEnvelopeData-1,y ;length of sound left, used to control sound's
sta SND_SQUARE1_REG ;envelope
cpy #$06
bne BranchToDecLength1
lda #$9e ;when the length counts down to a certain point, put this
sta SND_SQUARE1_REG+2 ;directly into the LSB of square 1's frequency divider
BranchToDecLength1:
bne DecrementSfx1Length ;unconditional branch (regardless of how we got here)
PlaySmackEnemy:
lda #$0e ;store length of smack enemy sound
ldy #$cb
ldx #$9f
sta Squ1_SfxLenCounter
lda #$28 ;store reg contents for smack enemy sound
jsr PlaySqu1Sfx
bne DecrementSfx1Length ;unconditional branch
ContinueSmackEnemy:
ldy Squ1_SfxLenCounter ;check about halfway through
cpy #$08
bne SmSpc
lda #$a0 ;if we're at the about-halfway point, make the second tone
sta SND_SQUARE1_REG+2 ;in the smack enemy sound
lda #$9f
bne SmTick
SmSpc: lda #$90 ;this creates spaces in the sound, giving it its distinct noise
SmTick: sta SND_SQUARE1_REG
DecrementSfx1Length:
dec Squ1_SfxLenCounter ;decrement length of sfx
bne ExSfx1
StopSquare1Sfx:
ldx #$00 ;if end of sfx reached, clear buffer
stx <$f1 ;and stop making the sfx
ldx #$0e
stx SND_MASTERCTRL_REG
ldx #$0f
stx SND_MASTERCTRL_REG
ExSfx1: rts
PlayPipeDownInj:
lda #$2f ;load length of pipedown sound
sta Squ1_SfxLenCounter
ContinuePipeDownInj:
lda Squ1_SfxLenCounter ;some bitwise logic, forces the regs
lsr a ;to be written to only during six specific times
bcs NoPDwnL ;during which d3 must be set and d1-0 must be clear
lsr a
bcs NoPDwnL
and #%00000010
beq NoPDwnL
ldy #$91 ;and this is where it actually gets written in
ldx #$9a
lda #$44
jsr PlaySqu1Sfx
NoPDwnL: jmp DecrementSfx1Length
;--------------------------------
ExtraLifeFreqData:
.db $58, $02, $54, $56, $4e, $44
PowerUpGrabFreqData:
.db $4c, $52, $4c, $48, $3e, $36, $3e, $36, $30
.db $28, $4a, $50, $4a, $64, $3c, $32, $3c, $32
.db $2c, $24, $3a, $64, $3a, $34, $2c, $22, $2c
;residual frequency data
.db $22, $1c, $14
PUp_VGrow_FreqData:
.db $14, $04, $22, $24, $16, $04, $24, $26 ;used by both
.db $18, $04, $26, $28, $1a, $04, $28, $2a
.db $1c, $04, $2a, $2c, $1e, $04, $2c, $2e ;used by vinegrow
.db $20, $04, $2e, $30, $22, $04, $30, $32
PlayCoinGrab:
lda #$35 ;load length of coin grab sound
ldx #$8d ;and part of reg contents
bne CGrab_TTickRegL
PlayTimerTick:
lda #$06 ;load length of timer tick sound
ldx #$98 ;and part of reg contents
CGrab_TTickRegL:
sta Squ2_SfxLenCounter
ldy #$7f ;load the rest of reg contents
lda #$42 ;of coin grab and timer tick sound
jsr PlaySqu2Sfx
ContinueCGrabTTick:
lda Squ2_SfxLenCounter ;check for time to play second tone yet
cmp #$30 ;timer tick sound also executes this, not sure why
bne NA2Tone
lda #$54 ;if so, load the tone directly into the reg
sta SND_SQUARE2_REG+2
NA2Tone: bne DecrementSfx2Length
PlayBlast:
lda #$20 ;load length of fireworks/gunfire sound
sta Squ2_SfxLenCounter
ldy #$94 ;load reg contents of fireworks/gunfire sound
lda #$5e
bne SBlasJ
ContinueBlast:
lda Squ2_SfxLenCounter ;check for time to play second part
cmp #$18
bne DecrementSfx2Length
ldy #$93 ;load second part reg contents then
lda #$18
SBlasJ: bne BlstSJp ;unconditional branch to load rest of reg contents
PlayPowerUpGrab:
lda #$36 ;load length of power-up grab sound
sta Squ2_SfxLenCounter
ContinuePowerUpGrab:
lda Squ2_SfxLenCounter ;load frequency reg based on length left over
lsr a ;divide by 2
bcs DecrementSfx2Length ;alter frequency every other frame
tay
lda PowerUpGrabFreqData-1,y ;use length left over / 2 for frequency offset
ldx #$5d ;store reg contents of power-up grab sound
ldy #$7f
LoadSqu2Regs:
jsr PlaySqu2Sfx
DecrementSfx2Length:
dec Squ2_SfxLenCounter ;decrement length of sfx
bne ExSfx2
EmptySfx2Buffer:
ldx #$00 ;initialize square 2's sound effects buffer
stx <Square2SoundBuffer
StopSquare2Sfx:
ldx #$0d ;stop playing the sfx
stx SND_MASTERCTRL_REG
ldx #$0f
stx SND_MASTERCTRL_REG
ExSfx2: rts
Square2SfxHandler:
lda <Square2SoundBuffer ;special handling for the 1-up sound to keep it
and #Sfx_ExtraLife ;from being interrupted by other sounds on square 2
bne ContinueExtraLife
ldy <Square2SoundQueue ;check for sfx in queue
beq CheckSfx2Buffer
sty <Square2SoundBuffer ;if found, put in buffer and check for the following
bmi PlayBowserFall ;bowser fall
lsr <Square2SoundQueue
bcs PlayCoinGrab ;coin grab
lsr <Square2SoundQueue
bcs PlayGrowPowerUp ;power-up reveal
lsr <Square2SoundQueue
bcs PlayGrowVine ;vine grow
lsr <Square2SoundQueue
bcs PlayBlast ;fireworks/gunfire
lsr <Square2SoundQueue
bcs PlayTimerTick ;timer tick
lsr <Square2SoundQueue
bcs PlayPowerUpGrab ;power-up grab
lsr <Square2SoundQueue
bcs PlayExtraLife ;1-up
CheckSfx2Buffer:
lda <Square2SoundBuffer ;check for sfx in buffer
beq ExS2H ;if not found, exit sub
bmi ContinueBowserFall ;bowser fall
lsr a
bcs Cont_CGrab_TTick ;coin grab
lsr a
bcs ContinueGrowItems ;power-up reveal
lsr a
bcs ContinueGrowItems ;vine grow
lsr a
bcs ContinueBlast ;fireworks/gunfire
lsr a
bcs Cont_CGrab_TTick ;timer tick
lsr a
bcs ContinuePowerUpGrab ;power-up grab
lsr a
bcs ContinueExtraLife ;1-up
ExS2H: rts
Cont_CGrab_TTick:
jmp ContinueCGrabTTick
JumpToDecLength2:
jmp DecrementSfx2Length
PlayBowserFall:
lda #$38 ;load length of bowser defeat sound
sta Squ2_SfxLenCounter
ldy #$c4 ;load contents of reg for bowser defeat sound
lda #$18
BlstSJp: bne PBFRegs
ContinueBowserFall:
lda Squ2_SfxLenCounter ;check for almost near the end
cmp #$08
bne DecrementSfx2Length
ldy #$a4 ;if so, load the rest of reg contents for bowser defeat sound
lda #$5a
PBFRegs: ldx #$9f ;the fireworks/gunfire sound shares part of reg contents here
EL_LRegs: bne LoadSqu2Regs ;this is an unconditional branch outta here
PlayExtraLife:
lda #$30 ;load length of 1-up sound
sta Squ2_SfxLenCounter
ContinueExtraLife:
lda Squ2_SfxLenCounter
ldx #$03 ;load new tones only every eight frames
DivLLoop: lsr a
bcs JumpToDecLength2 ;if any bits set here, branch to dec the length
dex
bne DivLLoop ;do this until all bits checked, if none set, continue
tay
lda ExtraLifeFreqData-1,y ;load our reg contents
ldx #$82
ldy #$7f
bne EL_LRegs ;unconditional branch
PlayGrowPowerUp:
lda #$10 ;load length of power-up reveal sound
bne GrowItemRegs
PlayGrowVine:
lda #$20 ;load length of vine grow sound
GrowItemRegs:
sta Squ2_SfxLenCounter
lda #$7f ;load contents of reg for both sounds directly
sta SND_SQUARE2_REG+1
lda #$00 ;start secondary counter for both sounds
sta Sfx_SecondaryCounter
ContinueGrowItems:
inc Sfx_SecondaryCounter ;increment secondary counter for both sounds
lda Sfx_SecondaryCounter ;this sound doesn't decrement the usual counter
lsr a ;divide by 2 to get the offset
tay
cpy Squ2_SfxLenCounter ;have we reached the end yet?
beq StopGrowItems ;if so, branch to jump, and stop playing sounds
lda #$9d ;load contents of other reg directly
sta SND_SQUARE2_REG
lda PUp_VGrow_FreqData,y ;use secondary counter / 2 as offset for frequency regs
jsr SetFreq_Squ2
rts
StopGrowItems:
jmp EmptySfx2Buffer ;branch to stop playing sounds
;--------------------------------
BrickShatterFreqData:
.db $01, $0e, $0e, $0d, $0b, $06, $0c, $0f
.db $0a, $09, $03, $0d, $08, $0d, $06, $0c
PlayBrickShatter:
lda #$20 ;load length of brick shatter sound
sta Noise_SfxLenCounter
ContinueBrickShatter:
lda Noise_SfxLenCounter
lsr a ;divide by 2 and check for bit set to use offset
bcc DecrementSfx3Length
tay
ldx BrickShatterFreqData,y ;load reg contents of brick shatter sound
lda BrickShatterEnvData,y
PlayNoiseSfx:
sta SND_NOISE_REG ;play the sfx
stx SND_NOISE_REG+2
lda #$18
sta SND_NOISE_REG+3
DecrementSfx3Length:
dec Noise_SfxLenCounter ;decrement length of sfx
bne ExSfx3
lda #$f0 ;if done, stop playing the sfx
sta SND_NOISE_REG
lda #$00
sta <NoiseSoundBuffer
ExSfx3: rts
NoiseSfxHandler:
ldy <NoiseSoundQueue ;check for sfx in queue
beq CheckNoiseBuffer
sty <NoiseSoundBuffer ;if found, put in buffer
lsr <NoiseSoundQueue
bcs PlayBrickShatter ;brick shatter
lsr <NoiseSoundQueue
bcs PlayBowserFlame ;bowser flame
CheckNoiseBuffer:
lda <NoiseSoundBuffer ;check for sfx in buffer
beq ExNH ;if not found, exit sub
lsr a
bcs ContinueBrickShatter ;brick shatter
lsr a
bcs ContinueBowserFlame ;bowser flame
ExNH: rts
PlayBowserFlame:
lda #$40 ;load length of bowser flame sound
sta Noise_SfxLenCounter
ContinueBowserFlame:
lda Noise_SfxLenCounter
lsr a
tay
ldx #$0f ;load reg contents of bowser flame sound
lda BowserFlameEnvData-1,y
bne PlayNoiseSfx ;unconditional branch here
;--------------------------------
ContinueMusic:
jmp HandleSquare2Music ;if we have music, start with square 2 channel
MusicHandler:
lda <EventMusicQueue ;check event music queue
bne LoadEventMusic
lda <AreaMusicQueue ;check area music queue
bne LoadAreaMusic
lda EventMusicBuffer ;check both buffers
ora <AreaMusicBuffer
bne ContinueMusic
rts ;no music, then leave
LoadEventMusic:
sta EventMusicBuffer ;copy event music queue contents to buffer
cmp #DeathMusic ;is it death music?
bne NoStopSfx ;if not, jump elsewhere
jsr StopSquare1Sfx ;stop sfx in square 1 and 2
jsr StopSquare2Sfx ;but clear only square 1's sfx buffer
NoStopSfx: ldx <AreaMusicBuffer
stx AreaMusicBuffer_Alt ;save current area music buffer to be re-obtained later
ldy #$00
sty NoteLengthTblAdder ;default value for additional length byte offset
sty <AreaMusicBuffer ;clear area music buffer
cmp #TimeRunningOutMusic ;is it time running out music?
bne FindEventMusicHeader
ldx #$08 ;load offset to be added to length byte of header
stx NoteLengthTblAdder
bne FindEventMusicHeader ;unconditional branch
LoadAreaMusic:
cmp #$04 ;is it underground music?
bne NoStop1 ;no, do not stop square 1 sfx
jsr StopSquare1Sfx
NoStop1: ldy #$10 ;start counter used only by ground level music
GMLoopB: sty GroundMusicHeaderOfs
HandleAreaMusicLoopB:
ldy #$00 ;clear event music buffer
sty EventMusicBuffer
sta <AreaMusicBuffer ;copy area music queue contents to buffer
cmp #$01 ;is it ground level music?
bne FindAreaMusicHeader
inc GroundMusicHeaderOfs ;increment but only if playing ground level music
ldy GroundMusicHeaderOfs ;is it time to loopback ground level music?
cpy #$32
bne LoadHeader ;branch ahead with alternate offset
ldy #$11
bne GMLoopB ;unconditional branch
FindAreaMusicHeader:
ldy #$08 ;load Y for offset of area music
sty <MusicOffset_Square2 ;residual instruction here
FindEventMusicHeader:
iny ;increment Y pointer based on previously loaded queue contents
lsr a ;bit shift and increment until we find a set bit for music
bcc FindEventMusicHeader
LoadHeader:
lda MusicHeaderOffsetData,y ;load offset for header
tay
lda MusicHeaderData,y ;now load the header
sta <NoteLenLookupTblOfs
lda MusicHeaderData+1,y
sta <MusicDataLow
lda MusicHeaderData+2,y
sta <MusicDataHigh
lda MusicHeaderData+3,y
sta <MusicOffset_Triangle
lda MusicHeaderData+4,y
sta <MusicOffset_Square1
lda MusicHeaderData+5,y
sta MusicOffset_Noise
sta NoiseDataLoopbackOfs
lda #$01 ;initialize music note counters
sta Squ2_NoteLenCounter
sta Squ1_NoteLenCounter
sta Tri_NoteLenCounter
sta Noise_BeatLenCounter
lda #$00 ;initialize music data offset for square 2
sta <MusicOffset_Square2
sta AltRegContentFlag ;initialize alternate control reg data used by square 1
lda #$0b ;disable triangle channel and reenable it
sta SND_MASTERCTRL_REG
lda #$0f
sta SND_MASTERCTRL_REG
HandleSquare2Music:
dec Squ2_NoteLenCounter ;decrement square 2 note length
bne MiscSqu2MusicTasks ;is it time for more data? if not, branch to end tasks
ldy <MusicOffset_Square2 ;increment square 2 music offset and fetch data
inc <MusicOffset_Square2
lda [MusicData],y
beq EndOfMusicData ;if zero, the data is a null terminator
bpl Squ2NoteHandler ;if non-negative, data is a note
bne Squ2LengthHandler ;otherwise it is length data
EndOfMusicData:
lda EventMusicBuffer ;check secondary buffer for time running out music
cmp #TimeRunningOutMusic
bne NotTRO
lda AreaMusicBuffer_Alt ;load previously saved contents of primary buffer
bne MusicLoopBack ;and start playing the song again if there is one
NotTRO: and #VictoryMusic ;check for victory music (the only secondary that loops)
bne VictoryMLoopBack
lda <AreaMusicBuffer ;check primary buffer for any music except pipe intro
and #%01011111
bne MusicLoopBack ;if any area music except pipe intro, music loops
lda #$00 ;clear primary and secondary buffers and initialize
sta <AreaMusicBuffer ;control regs of square and triangle channels
sta EventMusicBuffer
sta SND_TRIANGLE_REG
lda #$90
sta SND_SQUARE1_REG
sta SND_SQUARE2_REG
rts
MusicLoopBack:
jmp HandleAreaMusicLoopB
VictoryMLoopBack:
jmp LoadEventMusic
Squ2LengthHandler:
jsr ProcessLengthData ;store length of note
sta Squ2_NoteLenBuffer
ldy <MusicOffset_Square2 ;fetch another byte (MUST NOT BE LENGTH BYTE!)
inc <MusicOffset_Square2
lda [MusicData],y
Squ2NoteHandler:
ldx <Square2SoundBuffer ;is there a sound playing on this channel?
bne SkipFqL1
jsr SetFreq_Squ2 ;no, then play the note
beq Rest ;check to see if note is rest
jsr LoadControlRegs ;if not, load control regs for square 2
Rest: sta Squ2_EnvelopeDataCtrl ;save contents of A
jsr Dump_Sq2_Regs ;dump X and Y into square 2 control regs
SkipFqL1: lda Squ2_NoteLenBuffer ;save length in square 2 note counter
sta Squ2_NoteLenCounter
MiscSqu2MusicTasks:
lda <Square2SoundBuffer ;is there a sound playing on square 2?
bne HandleSquare1Music
lda EventMusicBuffer ;check for death music or d4 set on secondary buffer
and #%10010001 ;note that regs for death music or d4 are loaded by default
bne HandleSquare1Music
ldy Squ2_EnvelopeDataCtrl ;check for contents saved from LoadControlRegs
beq NoDecEnv1
dec Squ2_EnvelopeDataCtrl ;decrement unless already zero
NoDecEnv1: jsr LoadEnvelopeData ;do a load of envelope data to replace default
sta SND_SQUARE2_REG ;based on offset set by first load unless playing
ldx #$7f ;death music or d4 set on secondary buffer
stx SND_SQUARE2_REG+1
HandleSquare1Music:
ldy <MusicOffset_Square1 ;is there a nonzero offset here?
beq HandleTriangleMusic ;if not, skip ahead to the triangle channel
dec Squ1_NoteLenCounter ;decrement square 1 note length
bne MiscSqu1MusicTasks ;is it time for more data?
FetchSqu1MusicData:
ldy <MusicOffset_Square1 ;increment square 1 music offset and fetch data
inc <MusicOffset_Square1
lda [MusicData],y
bne Squ1NoteHandler ;if nonzero, then skip this part
lda #$83
sta SND_SQUARE1_REG ;store some data into control regs for square 1
lda #$94 ;and fetch another byte of data, used to give
sta SND_SQUARE1_REG+1 ;death music its unique sound
sta AltRegContentFlag
bne FetchSqu1MusicData ;unconditional branch
Squ1NoteHandler:
jsr AlternateLengthHandler
sta Squ1_NoteLenCounter ;save contents of A in square 1 note counter
ldy <Square1SoundBuffer ;is there a sound playing on square 1?
bne HandleTriangleMusic
txa
and #%00111110 ;change saved data to appropriate note format
jsr SetFreq_Squ1 ;play the note
beq SkipCtrlL
jsr LoadControlRegs
SkipCtrlL: sta Squ1_EnvelopeDataCtrl ;save envelope offset
jsr Dump_Squ1_Regs
MiscSqu1MusicTasks:
lda <Square1SoundBuffer ;is there a sound playing on square 1?
bne HandleTriangleMusic
lda EventMusicBuffer ;check for death music or d4 set on secondary buffer
and #%10010001
bne DeathMAltReg
ldy Squ1_EnvelopeDataCtrl ;check saved envelope offset
beq NoDecEnv2
dec Squ1_EnvelopeDataCtrl ;decrement unless already zero
NoDecEnv2: jsr LoadEnvelopeData ;do a load of envelope data
sta SND_SQUARE1_REG ;based on offset set by first load
DeathMAltReg: lda AltRegContentFlag ;check for alternate control reg data
bne DoAltLoad
lda #$7f ;load this value if zero, the alternate value
DoAltLoad: sta SND_SQUARE1_REG+1 ;if nonzero, and let's move on
HandleTriangleMusic:
lda <MusicOffset_Triangle
dec Tri_NoteLenCounter ;decrement triangle note length
bne HandleNoiseMusic ;is it time for more data?
ldy <MusicOffset_Triangle ;increment square 1 music offset and fetch data
inc <MusicOffset_Triangle
lda [MusicData],y
beq LoadTriCtrlReg ;if zero, skip all this and move on to noise
bpl TriNoteHandler ;if non-negative, data is note
jsr ProcessLengthData ;otherwise, it is length data
sta Tri_NoteLenBuffer ;save contents of A
lda #$1f
sta SND_TRIANGLE_REG ;load some default data for triangle control reg
ldy <MusicOffset_Triangle ;fetch another byte
inc <MusicOffset_Triangle
lda [MusicData],y
beq LoadTriCtrlReg ;check once more for nonzero data
TriNoteHandler:
jsr SetFreq_Tri
ldx Tri_NoteLenBuffer ;save length in triangle note counter
stx Tri_NoteLenCounter
lda EventMusicBuffer
and #%01101110 ;check for death music or d4 set on secondary buffer
bne NotDOrD4 ;if playing any other secondary, skip primary buffer check
lda <AreaMusicBuffer ;check primary buffer for water or castle level music
and #%00001010
beq HandleNoiseMusic ;if playing any other primary, or death or d4, go on to noise routine
NotDOrD4: txa ;if playing water or castle music or any secondary
cmp #$12 ;besides death music or d4 set, check length of note
bcs LongN
lda EventMusicBuffer ;check for win castle music again if not playing a long note
and #EndOfCastleMusic
beq MediN
lda #$0f ;load value $0f if playing the win castle music and playing a short
bne LoadTriCtrlReg ;note, load value $1f if playing water or castle level music or any
MediN: lda #$1f ;secondary besides death and d4 except win castle or win castle and playing
bne LoadTriCtrlReg ;a short note, and load value $ff if playing a long note on water, castle
LongN: lda #$ff ;or any secondary (including win castle) except death and d4
LoadTriCtrlReg:
sta SND_TRIANGLE_REG ;save final contents of A into control reg for triangle
HandleNoiseMusic:
lda <AreaMusicBuffer ;check if playing underground or castle music
and #%11110011
beq ExitMusicHandler ;if so, skip the noise routine
dec Noise_BeatLenCounter ;decrement noise beat length
bne ExitMusicHandler ;is it time for more data?
FetchNoiseBeatData:
ldy MusicOffset_Noise ;increment noise beat offset and fetch data
inc MusicOffset_Noise
lda [MusicData],y ;get noise beat data, if nonzero, branch to handle
bne NoiseBeatHandler
lda NoiseDataLoopbackOfs ;if data is zero, reload original noise beat offset
sta MusicOffset_Noise ;and loopback next time around
bne FetchNoiseBeatData ;unconditional branch
NoiseBeatHandler:
jsr AlternateLengthHandler
sta Noise_BeatLenCounter ;store length in noise beat counter
txa
and #%00111110 ;reload data and erase length bits
beq SilentBeat ;if no beat data, silence
cmp #$30 ;check the beat data and play the appropriate
beq LongBeat ;noise accordingly
cmp #$20
beq StrongBeat
and #%00010000
beq SilentBeat
lda #$1c ;short beat data
ldx #$03
ldy #$18
bne PlayBeat
StrongBeat:
lda #$1c ;strong beat data
ldx #$0c
ldy #$18
bne PlayBeat
LongBeat:
lda #$1c ;long beat data
ldx #$03
ldy #$58
bne PlayBeat
SilentBeat:
lda #$10 ;silence
PlayBeat:
sta SND_NOISE_REG ;load beat data into noise regs
stx SND_NOISE_REG+2
sty SND_NOISE_REG+3
ExitMusicHandler:
rts
AlternateLengthHandler:
tax ;save a copy of original byte into X
ror a ;save LSB from original byte into carry
txa ;reload original byte and rotate three times
rol a ;turning xx00000x into 00000xxx, with the
rol a ;bit in carry as the MSB here
rol a
ProcessLengthData:
and #%00000111 ;clear all but the three LSBs
clc
adc <$f0 ;add offset loaded from first header byte
adc NoteLengthTblAdder ;add extra if time running out music
tay
lda MusicLengthLookupTbl,y ;load length
rts
LoadControlRegs:
lda EventMusicBuffer ;check secondary buffer for win castle music
and #EndOfCastleMusic
beq NotECstlM
lda #$04 ;this value is only used for win castle music
bne AllMus ;unconditional branch
NotECstlM: lda <AreaMusicBuffer
and #%01111101 ;check primary buffer for water music
beq WaterMus
lda #$08 ;this is the default value for all other music
bne AllMus
WaterMus: lda #$28 ;this value is used for water music and all other event music
AllMus: ldx #$82 ;load contents of other sound regs for square 2
ldy #$7f
rts
LoadEnvelopeData:
lda EventMusicBuffer ;check secondary buffer for win castle music
and #EndOfCastleMusic
beq LoadUsualEnvData
lda EndOfCastleMusicEnvData,y ;load data from offset for win castle music
rts
LoadUsualEnvData:
lda <AreaMusicBuffer ;check primary buffer for water music
and #%01111101
beq LoadWaterEventMusEnvData
lda AreaMusicEnvData,y ;load default data from offset for all other music
rts
LoadWaterEventMusEnvData:
lda WaterEventMusEnvData,y ;load data from offset for water music and all other event music
rts
;--------------------------------
;music header offsets
MusicHeaderData:
.db $00
; .db DeathMusHdr-MHD ;event music
; .db GameOverMusHdr-MHD
; .db VictoryMusHdr-MHD
; .db WinCastleMusHdr-MHD
; .db GameOverMusHdr-MHD
; .db EndOfLevelMusHdr-MHD
; .db TimeRunningOutHdr-MHD
; .db SilenceHdr-MHD
; .db GroundLevelPart1Hdr-MHD ;area music
; .db WaterMusHdr-MHD
; .db UndergroundMusHdr-MHD
; .db CastleMusHdr-MHD
; .db Star_CloudHdr-MHD
; .db GroundLevelLeadInHdr-MHD
; .db Star_CloudHdr-MHD
; .db SilenceHdr-MHD
; .db GroundLevelLeadInHdr-MHD ;ground level music layout
; .db GroundLevelPart1Hdr-MHD, GroundLevelPart1Hdr-MHD
; .db GroundLevelPart2AHdr-MHD, GroundLevelPart2BHdr-MHD, GroundLevelPart2AHdr-MHD, GroundLevelPart2CHdr-MHD
; .db GroundLevelPart2AHdr-MHD, GroundLevelPart2BHdr-MHD, GroundLevelPart2AHdr-MHD, GroundLevelPart2CHdr-MHD
; .db GroundLevelPart3AHdr-MHD, GroundLevelPart3BHdr-MHD, GroundLevelPart3AHdr-MHD, GroundLevelLeadInHdr-MHD
; .db GroundLevelPart1Hdr-MHD, GroundLevelPart1Hdr-MHD
; .db GroundLevelPart4AHdr-MHD, GroundLevelPart4BHdr-MHD, GroundLevelPart4AHdr-MHD, GroundLevelPart4CHdr-MHD
; .db GroundLevelPart4AHdr-MHD, GroundLevelPart4BHdr-MHD, GroundLevelPart4AHdr-MHD, GroundLevelPart4CHdr-MHD
; .db GroundLevelPart3AHdr-MHD, GroundLevelPart3BHdr-MHD, GroundLevelPart3AHdr-MHD, GroundLevelLeadInHdr-MHD
; .db GroundLevelPart4AHdr-MHD, GroundLevelPart4BHdr-MHD, GroundLevelPart4AHdr-MHD, GroundLevelPart4CHdr-MHD
;music headers
;header format is as follows:
;1 byte - length byte offset
;2 bytes - music data address
;1 byte - triangle data offset
;1 byte - square 1 data offset
;1 byte - noise data offset (not used by secondary music)
TimeRunningOutHdr: .db $08, LOW_TimeRunOutMusData, HIGH_TimeRunOutMusData, $27, $18
Star_CloudHdr: .db $20, LOW_Star_CloudMData, HIGH_Star_CloudMData, $2e, $1a, $40
EndOfLevelMusHdr: .db $20, LOW_WinLevelMusData, HIGH_WinLevelMusData, $3d, $21
ResidualHeaderData: .db $20, $c4, $fc, $3f, $1d
UndergroundMusHdr: .db $18, LOW_UndergroundMusData, HIGH_UndergroundMusData, $00, $00
SilenceHdr: .db $08, LOW_SilenceData, HIGH_SilenceData, $00
CastleMusHdr: .db $00, LOW_CastleMusData, HIGH_CastleMusData, $93, $62
VictoryMusHdr: .db $10, LOW_VictoryMusData, HIGH_VictoryMusData, $24, $14
GameOverMusHdr: .db $18, LOW_GameOverMusData, HIGH_GameOverMusData, $1e, $14
WaterMusHdr: .db $08, LOW_WaterMusData, HIGH_WaterMusData, $a0, $70, $68
WinCastleMusHdr: .db $08, LOW_EndOfCastleMusData, HIGH_EndOfCastleMusData, $4c, $24
GroundLevelPart1Hdr: .db $18, LOW_GroundM_P1Data, HIGH_GroundM_P1Data, $2d, $1c, $b8
GroundLevelPart2AHdr: .db $18, LOW_GroundM_P2AData, HIGH_GroundM_P2AData, $20, $12, $70
GroundLevelPart2BHdr: .db $18, LOW_GroundM_P2BData, HIGH_GroundM_P2BData, $1b, $10, $44
GroundLevelPart2CHdr: .db $18, LOW_GroundM_P2CData, HIGH_GroundM_P2CData, $11, $0a, $1c
GroundLevelPart3AHdr: .db $18, LOW_GroundM_P3AData, HIGH_GroundM_P3AData, $2d, $10, $58
GroundLevelPart3BHdr: .db $18, LOW_GroundM_P3BData, HIGH_GroundM_P3BData, $14, $0d, $3f
GroundLevelLeadInHdr: .db $18, LOW_GroundMLdInData, HIGH_GroundMLdInData, $15, $0d, $21
GroundLevelPart4AHdr: .db $18, LOW_GroundM_P4AData, HIGH_GroundM_P4AData, $18, $10, $7a
GroundLevelPart4BHdr: .db $18, LOW_GroundM_P4BData, HIGH_GroundM_P4BData, $19, $0f, $54
GroundLevelPart4CHdr: .db $18, LOW_GroundM_P4CData, HIGH_GroundM_P4CData, $1e, $12, $2b
DeathMusHdr: .db $18, LOW_DeathMusData, HIGH_DeathMusData, $1e, $0f, $2d
;--------------------------------
;MUSIC DATA
;square 2/triangle format
;d7 - length byte flag (0-note, 1-length)
;if d7 is set to 0 and d6-d0 is nonzero:
;d6-d0 - note offset in frequency look-up table (must be even)
;if d7 is set to 1:
;d6-d3 - unused
;d2-d0 - length offset in length look-up table
;value of $00 in square 2 data is used as null terminator, affects all sound channels
;value of $00 in triangle data causes routine to skip note
;square 1 format
;d7-d6, d0 - length offset in length look-up table (bit order is d0,d7,d6)
;d5-d1 - note offset in frequency look-up table
;value of $00 in square 1 data is flag alternate control reg data to be loaded
;noise format
;d7-d6, d0 - length offset in length look-up table (bit order is d0,d7,d6)
;d5-d4 - beat type (0 - rest, 1 - short, 2 - strong, 3 - long)
;d3-d1 - unused
;value of $00 in noise data is used as null terminator, affects only noise
;all music data is organized into sections (unless otherwise stated):
;square 2, square 1, triangle, noise
Star_CloudMData:
.db $84, $2c, $2c, $2c, $82, $04, $2c, $04, $85, $2c, $84, $2c, $2c
.db $2a, $2a, $2a, $82, $04, $2a, $04, $85, $2a, $84, $2a, $2a, $00
.db $1f, $1f, $1f, $98, $1f, $1f, $98, $9e, $98, $1f
.db $1d, $1d, $1d, $94, $1d, $1d, $94, $9c, $94, $1d
.db $86, $18, $85, $26, $30, $84, $04, $26, $30
.db $86, $14, $85, $22, $2c, $84, $04, $22, $2c
.db $21, $d0, $c4, $d0, $31, $d0, $c4, $d0, $00
GroundM_P1Data:
.db $85, $2c, $22, $1c, $84, $26, $2a, $82, $28, $26, $04
.db $87, $22, $34, $3a, $82, $40, $04, $36, $84, $3a, $34
.db $82, $2c, $30, $85, $2a
SilenceData:
.db $00
.db $5d, $55, $4d, $15, $19, $96, $15, $d5, $e3, $eb
.db $2d, $a6, $2b, $27, $9c, $9e, $59
.db $85, $22, $1c, $14, $84, $1e, $22, $82, $20, $1e, $04, $87
.db $1c, $2c, $34, $82, $36, $04, $30, $34, $04, $2c, $04, $26
.db $2a, $85, $22
GroundM_P2AData:
.db $84, $04, $82, $3a, $38, $36, $32, $04, $34
.db $04, $24, $26, $2c, $04, $26, $2c, $30, $00
.db $05, $b4, $b2, $b0, $2b, $ac, $84
.db $9c, $9e, $a2, $84, $94, $9c, $9e
.db $85, $14, $22, $84, $2c, $85, $1e
.db $82, $2c, $84, $2c, $1e
GroundM_P2BData:
.db $84, $04, $82, $3a, $38, $36, $32, $04, $34
.db $04, $64, $04, $64, $86, $64, $00
.db $05, $b4, $b2, $b0, $2b, $ac, $84
.db $37, $b6, $b6, $45
.db $85, $14, $1c, $82, $22, $84, $2c
.db $4e, $82, $4e, $84, $4e, $22
GroundM_P2CData:
.db $84, $04, $85, $32, $85, $30, $86, $2c, $04, $00
.db $05, $a4, $05, $9e, $05, $9d, $85
.db $84, $14, $85, $24, $28, $2c, $82
.db $22, $84, $22, $14
.db $21, $d0, $c4, $d0, $31, $d0, $c4, $d0, $00
GroundM_P3AData:
.db $82, $2c, $84, $2c, $2c, $82, $2c, $30
.db $04, $34, $2c, $04, $26, $86, $22, $00
.db $a4, $25, $25, $a4, $29, $a2, $1d, $9c, $95
GroundM_P3BData:
.db $82, $2c, $2c, $04, $2c, $04, $2c, $30, $85, $34, $04, $04, $00
.db $a4, $25, $25, $a4, $a8, $63, $04
;triangle data used by both sections of third part
.db $85, $0e, $1a, $84, $24, $85, $22, $14, $84, $0c
GroundMLdInData:
.db $82, $34, $84, $34, $34, $82, $2c, $84, $34, $86, $3a, $04, $00
.db $a0, $21, $21, $a0, $21, $2b, $05, $a3
.db $82, $18, $84, $18, $18, $82, $18, $18, $04, $86, $3a, $22
;noise data used by lead-in and third part sections
.db $31, $90, $31, $90, $31, $71, $31, $90, $90, $90, $00
GroundM_P4AData:
.db $82, $34, $84, $2c, $85, $22, $84, $24
.db $82, $26, $36, $04, $36, $86, $26, $00
.db $ac, $27, $5d, $1d, $9e, $2d, $ac, $9f
.db $85, $14, $82, $20, $84, $22, $2c
.db $1e, $1e, $82, $2c, $2c, $1e, $04
GroundM_P4BData:
.db $87, $2a, $40, $40, $40, $3a, $36
.db $82, $34, $2c, $04, $26, $86, $22, $00
.db $e3, $f7, $f7, $f7, $f5, $f1, $ac, $27, $9e, $9d
.db $85, $18, $82, $1e, $84, $22, $2a
.db $22, $22, $82, $2c, $2c, $22, $04
DeathMusData:
.db $86, $04 ;death music share data with fourth part c of ground level music
GroundM_P4CData:
.db $82, $2a, $36, $04, $36, $87, $36, $34, $30, $86, $2c, $04, $00
.db $00, $68, $6a, $6c, $45 ;death music only
.db $a2, $31, $b0, $f1, $ed, $eb, $a2, $1d, $9c, $95
.db $86, $04 ;death music only
.db $85, $22, $82, $22, $87, $22, $26, $2a, $84, $2c, $22, $86, $14
;noise data used by fourth part sections
.db $51, $90, $31, $11, $00
CastleMusData:
.db $80, $22, $28, $22, $26, $22, $24, $22, $26
.db $22, $28, $22, $2a, $22, $28, $22, $26
.db $22, $28, $22, $26, $22, $24, $22, $26
.db $22, $28, $22, $2a, $22, $28, $22, $26
.db $20, $26, $20, $24, $20, $26, $20, $28
.db $20, $26, $20, $28, $20, $26, $20, $24
.db $20, $26, $20, $24, $20, $26, $20, $28
.db $20, $26, $20, $28, $20, $26, $20, $24
.db $28, $30, $28, $32, $28, $30, $28, $2e
.db $28, $30, $28, $2e, $28, $2c, $28, $2e
.db $28, $30, $28, $32, $28, $30, $28, $2e
.db $28, $30, $28, $2e, $28, $2c, $28, $2e, $00
.db $04, $70, $6e, $6c, $6e, $70, $72, $70, $6e
.db $70, $6e, $6c, $6e, $70, $72, $70, $6e
.db $6e, $6c, $6e, $70, $6e, $70, $6e, $6c
.db $6e, $6c, $6e, $70, $6e, $70, $6e, $6c
.db $76, $78, $76, $74, $76, $74, $72, $74
.db $76, $78, $76, $74, $76, $74, $72, $74
.db $84, $1a, $83, $18, $20, $84, $1e, $83, $1c, $28
.db $26, $1c, $1a, $1c
GameOverMusData:
.db $82, $2c, $04, $04, $22, $04, $04, $84, $1c, $87
.db $26, $2a, $26, $84, $24, $28, $24, $80, $22, $00
.db $9c, $05, $94, $05, $0d, $9f, $1e, $9c, $98, $9d
.db $82, $22, $04, $04, $1c, $04, $04, $84, $14
.db $86, $1e, $80, $16, $80, $14
TimeRunOutMusData:
.db $81, $1c, $30, $04, $30, $30, $04, $1e, $32, $04, $32, $32
.db $04, $20, $34, $04, $34, $34, $04, $36, $04, $84, $36, $00
.db $46, $a4, $64, $a4, $48, $a6, $66, $a6, $4a, $a8, $68, $a8
.db $6a, $44, $2b
.db $81, $2a, $42, $04, $42, $42, $04, $2c, $64, $04, $64, $64
.db $04, $2e, $46, $04, $46, $46, $04, $22, $04, $84, $22
WinLevelMusData:
.db $87, $04, $06, $0c, $14, $1c, $22, $86, $2c, $22
.db $87, $04, $60, $0e, $14, $1a, $24, $86, $2c, $24
.db $87, $04, $08, $10, $18, $1e, $28, $86, $30, $30
.db $80, $64, $00
.db $cd, $d5, $dd, $e3, $ed, $f5, $bb, $b5, $cf, $d5
.db $db, $e5, $ed, $f3, $bd, $b3, $d1, $d9, $df, $e9
.db $f1, $f7, $bf, $ff, $ff, $ff, $34
.db $00 ;unused byte
.db $86, $04, $87, $14, $1c, $22, $86, $34, $84, $2c
.db $04, $04, $04, $87, $14, $1a, $24, $86, $32, $84
.db $2c, $04, $86, $04, $87, $18, $1e, $28, $86, $36
.db $87, $30, $30, $30, $80, $2c
;square 2 and triangle use the same data, square 1 is unused
UndergroundMusData:
.db $82, $14, $2c, $62, $26, $10, $28, $80, $04
.db $82, $14, $2c, $62, $26, $10, $28, $80, $04
.db $82, $08, $1e, $5e, $18, $60, $1a, $80, $04
.db $82, $08, $1e, $5e, $18, $60, $1a, $86, $04
.db $83, $1a, $18, $16, $84, $14, $1a, $18, $0e, $0c
.db $16, $83, $14, $20, $1e, $1c, $28, $26, $87
.db $24, $1a, $12, $10, $62, $0e, $80, $04, $04
.db $00
;noise data directly follows square 2 here unlike in other songs
WaterMusData:
.db $82, $18, $1c, $20, $22, $26, $28
.db $81, $2a, $2a, $2a, $04, $2a, $04, $83, $2a, $82, $22
.db $86, $34, $32, $34, $81, $04, $22, $26, $2a, $2c, $30
.db $86, $34, $83, $32, $82, $36, $84, $34, $85, $04, $81, $22
.db $86, $30, $2e, $30, $81, $04, $22, $26, $2a, $2c, $2e
.db $86, $30, $83, $22, $82, $36, $84, $34, $85, $04, $81, $22
.db $86, $3a, $3a, $3a, $82, $3a, $81, $40, $82, $04, $81, $3a
.db $86, $36, $36, $36, $82, $36, $81, $3a, $82, $04, $81, $36
.db $86, $34, $82, $26, $2a, $36
.db $81, $34, $34, $85, $34, $81, $2a, $86, $2c, $00
.db $84, $90, $b0, $84, $50, $50, $b0, $00
.db $98, $96, $94, $92, $94, $96, $58, $58, $58, $44
.db $5c, $44, $9f, $a3, $a1, $a3, $85, $a3, $e0, $a6
.db $23, $c4, $9f, $9d, $9f, $85, $9f, $d2, $a6, $23
.db $c4, $b5, $b1, $af, $85, $b1, $af, $ad, $85, $95
.db $9e, $a2, $aa, $6a, $6a, $6b, $5e, $9d
.db $84, $04, $04, $82, $22, $86, $22
.db $82, $14, $22, $2c, $12, $22, $2a, $14, $22, $2c
.db $1c, $22, $2c, $14, $22, $2c, $12, $22, $2a, $14
.db $22, $2c, $1c, $22, $2c, $18, $22, $2a, $16, $20
.db $28, $18, $22, $2a, $12, $22, $2a, $18, $22, $2a
.db $12, $22, $2a, $14, $22, $2c, $0c, $22, $2c, $14, $22, $34, $12
.db $22, $30, $10, $22, $2e, $16, $22, $34, $18, $26
.db $36, $16, $26, $36, $14, $26, $36, $12, $22, $36
.db $5c, $22, $34, $0c, $22, $22, $81, $1e, $1e, $85, $1e
.db $81, $12, $86, $14
EndOfCastleMusData:
.db $81, $2c, $22, $1c, $2c, $22, $1c, $85, $2c, $04
.db $81, $2e, $24, $1e, $2e, $24, $1e, $85, $2e, $04
.db $81, $32, $28, $22, $32, $28, $22, $85, $32
.db $87, $36, $36, $36, $84, $3a, $00
.db $5c, $54, $4c, $5c, $54, $4c
.db $5c, $1c, $1c, $5c, $5c, $5c, $5c
.db $5e, $56, $4e, $5e, $56, $4e
.db $5e, $1e, $1e, $5e, $5e, $5e, $5e
.db $62, $5a, $50, $62, $5a, $50
.db $62, $22, $22, $62, $e7, $e7, $e7, $2b
.db $86, $14, $81, $14, $80, $14, $14, $81, $14, $14, $14, $14
.db $86, $16, $81, $16, $80, $16, $16, $81, $16, $16, $16, $16
.db $81, $28, $22, $1a, $28, $22, $1a, $28, $80, $28, $28
.db $81, $28, $87, $2c, $2c, $2c, $84, $30
VictoryMusData:
.db $83, $04, $84, $0c, $83, $62, $10, $84, $12
.db $83, $1c, $22, $1e, $22, $26, $18, $1e, $04, $1c, $00
.db $e3, $e1, $e3, $1d, $de, $e0, $23
.db $ec, $75, $74, $f0, $f4, $f6, $ea, $31, $2d
.db $83, $12, $14, $04, $18, $1a, $1c, $14
.db $26, $22, $1e, $1c, $18, $1e, $22, $0c, $14
;unused space
.db $ff, $ff, $ff
FreqRegLookupTbl:
.db $00, $88, $00, $2f, $00, $00
.db $02, $a6, $02, $80, $02, $5c, $02, $3a
.db $02, $1a, $01, $df, $01, $c4, $01, $ab
.db $01, $93, $01, $7c, $01, $67, $01, $53
.db $01, $40, $01, $2e, $01, $1d, $01, $0d
.db $00, $fe, $00, $ef, $00, $e2, $00, $d5
.db $00, $c9, $00, $be, $00, $b3, $00, $a9
.db $00, $a0, $00, $97, $00, $8e, $00, $86
.db $00, $77, $00, $7e, $00, $71, $00, $54
.db $00, $64, $00, $5f, $00, $59, $00, $50
.db $00, $47, $00, $43, $00, $3b, $00, $35
.db $00, $2a, $00, $23, $04, $75, $03, $57
.db $02, $f9, $02, $cf, $01, $fc, $00, $6a
MusicLengthLookupTbl:
.db $05, $0a, $14, $28, $50, $1e, $3c, $02
.db $04, $08, $10, $20, $40, $18, $30, $0c
.db $03, $06, $0c, $18, $30, $12, $24, $08
.db $36, $03, $09, $06, $12, $1b, $24, $0c
.db $24, $02, $06, $04, $0c, $12, $18, $08
.db $12, $01, $03, $02, $06, $09, $0c, $04
EndOfCastleMusicEnvData:
.db $98, $99, $9a, $9b
AreaMusicEnvData:
.db $90, $94, $94, $95, $95, $96, $97, $98
WaterEventMusEnvData:
.db $90, $91, $92, $92, $93, $93, $93, $94
.db $94, $94, $94, $94, $94, $95, $95, $95
.db $95, $95, $95, $96, $96, $96, $96, $96
.db $96, $96, $96, $96, $96, $96, $96, $96
.db $96, $96, $96, $96, $95, $95, $94, $93
BowserFlameEnvData:
.db $15, $16, $16, $17, $17, $18, $19, $19
.db $1a, $1a, $1c, $1d, $1d, $1e, $1e, $1f
.db $1f, $1f, $1f, $1e, $1d, $1c, $1e, $1f
.db $1f, $1e, $1d, $1c, $1a, $18, $16, $14
BrickShatterEnvData:
.db $15, $16, $16, $17, $17, $18, $19, $19
.db $1a, $1a, $1c, $1d, $1d, $1e, $1e, $1f
;-------------------------------------------------------------------------------------
;INTERRUPT VECTORS
.org $FFFA
.dw NonMaskableInterrupt
.dw Start
.dw $fff0 ;unused
|
programs/oeis/002/A002327.asm | neoneye/loda | 22 | 22692 | <gh_stars>10-100
; A002327: Primes of form n^2 - n - 1.
; 5,11,19,29,41,71,89,109,131,181,239,271,379,419,461,599,701,811,929,991,1259,1481,1559,1721,1979,2069,2161,2351,2549,2861,2969,3079,3191,3539,3659,4159,4289,4421,4691,4969,5851,6971,7309,7481,8009,8741,8929,9311,10099,10301,10711,13109,13339,14519,15749,16001,17029,17291,18089,19181,19739,20021,20879,21169,22051,22349,23561,23869,24179,25121,25439,25759,26731,27059,28729,29411,30449,31151,32579,32941,34039,34781,35531,36671,37441,38219,38611,39799,41411,42641,43889,46439,47741,48179,48619,50849,53129,53591,54521,55931
seq $0,88502 ; Numbers n such that (n^2 - 5)/4 is prime.
pow $0,2
sub $0,25
div $0,4
add $0,5
|
sources/flac-reader.adb | HeisenbugLtd/flac-ada | 5 | 4394 | <filename>sources/flac-reader.adb
------------------------------------------------------------------------------
-- Copyright (C) 2020 by Heisenbug Ltd. (<EMAIL>)
--
-- This work is free. You can redistribute it and/or modify it under the
-- terms of the Do What The Fuck You Want To Public License, Version 2,
-- as published by Sam Hocevar. See the LICENSE file for more details.
------------------------------------------------------------------------------
pragma License (Unrestricted);
with Ada.Streams.Stream_IO;
with Flac.Debug;
with Flac.Frames;
with Flac.Headers.Meta_Data;
with Flac.Headers.Stream_Info;
with Flac.Types;
with SPARK_Stream_IO;
package body Flac.Reader with
SPARK_Mode => On
is
---------------------------------------------------------------------------
-- Local helper subroutines.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
-- Validate_Header
--
-- Tries reading the first block of data from the file stream and checks
-- if a valid flac file signature could be found.
---------------------------------------------------------------------------
procedure Validate_Header (Flac_File : in out File_Handle)
with
Pre => (Is_Open (Handle => Flac_File) and then
Flac_File.Error = No_Error),
Post => (case Flac_File.Error.Main is
when None => Is_Open (Handle => Flac_File),
when others => not Is_Open (Handle => Flac_File)),
Depends => (Flac_File => Flac_File);
---------------------------------------------------------------------------
-- Read_Metadata_Block
---------------------------------------------------------------------------
procedure Read_Metadata_Block (Flac_File : in out File_Handle;
Meta_Data : out Headers.Meta_Data.T)
with
Relaxed_Initialization => Meta_Data,
Pre => (Is_Open (Handle => Flac_File) and then
Flac_File.Error = No_Error),
Post => (case Flac_File.Error.Main is
when None =>
Is_Open (Handle => Flac_File) and then
Meta_Data'Initialized,
when others =>
not Is_Open (Handle => Flac_File)),
Depends => (Flac_File => Flac_File,
Meta_Data => Flac_File);
---------------------------------------------------------------------------
-- Read_Stream_Info
--
-- Reads basic stream info from current position.
-- Requires to have read a meta data block with Info = Stream_Info before.
---------------------------------------------------------------------------
procedure Read_Stream_Info (Flac_File : in out File_Handle;
Meta_Data : out Headers.Meta_Data.T)
with
Relaxed_Initialization => Meta_Data,
Pre => (Is_Open (Handle => Flac_File) and then
Flac_File.Error = No_Error),
Post => (case Flac_File.Error.Main is
when None =>
Is_Open (Handle => Flac_File) and then
Meta_Data'Initialized,
when others =>
not Is_Open (Handle => Flac_File)),
Depends => (Flac_File => Flac_File,
Meta_Data => Flac_File);
---------------------------------------------------------------------------
-- Read_Metadata_Block
---------------------------------------------------------------------------
procedure Read_Metadata_Block (Flac_File : in out File_Handle;
Meta_Data : out Headers.Meta_Data.T)
is
Error : Boolean;
begin
Headers.Meta_Data.Read (File => Flac_File.File,
Item => Meta_Data,
Error => Error);
if Error then
Close (Flac_File => Flac_File);
Flac_File.Error := Error_Type'(Main => Not_A_Flac_File,
Sub => Corrupt_Meta_Data);
return;
end if;
end Read_Metadata_Block;
---------------------------------------------------------------------------
-- Read_Stream_Info
---------------------------------------------------------------------------
procedure Read_Stream_Info (Flac_File : in out File_Handle;
Meta_Data : out Headers.Meta_Data.T)
is
Stream_Info : Headers.Stream_Info.T;
Error : Boolean;
use type Types.Block_Type;
use type Types.Length_24;
begin
Read_Metadata_Block (Flac_File => Flac_File,
Meta_Data => Meta_Data);
if Flac_File.Error.Main /= None then
return;
end if;
if
Meta_Data.Block_Type /= Types.Stream_Info or else
Meta_Data.Length /= Headers.Stream_Info.Stream_Info_Length
then
Close (Flac_File => Flac_File);
Flac_File.Error := Error_Type'(Main => Not_A_Flac_File,
Sub => Corrupt_Stream_Info);
return;
end if;
Headers.Stream_Info.Read (File => Flac_File.File,
Item => Stream_Info,
Error => Error);
if Error then
Close (Flac_File => Flac_File);
Flac_File.Error := Error_Type'(Main => Not_A_Flac_File,
Sub => Invalid_Stream_Info);
return;
end if;
Flac_File.Properties :=
Stream_Properties'(Num_Channels => Stream_Info.Num_Channels,
Bits_Per_Sample => Stream_Info.Bits_Per_Sample,
Sample_Rate => Stream_Info.Sample_Rate,
Num_Samples => Stream_Info.Total_Samples);
end Read_Stream_Info;
---------------------------------------------------------------------------
-- Validate_Header
---------------------------------------------------------------------------
procedure Validate_Header (Flac_File : in out File_Handle)
is
Header : Headers.Four_CC;
Error : Boolean;
use type Ada.Streams.Stream_Element_Array;
begin
SPARK_Stream_IO.Read (File => Flac_File.File,
Item => Header,
Error => Error);
-- Check header.
if Error or else Header /= Headers.Stream then
Close (Flac_File => Flac_File);
Flac_File.Error := Error_Type'(Main => Not_A_Flac_File,
Sub => Header_Not_Found);
end if;
end Validate_Header;
---------------------------------------------------------------------------
-- Close
---------------------------------------------------------------------------
procedure Close (Flac_File : in out File_Handle) is
begin
SPARK_Stream_IO.Close (Flac_File.File);
Flac_File.Open := False;
end Close;
---------------------------------------------------------------------------
-- Open
---------------------------------------------------------------------------
procedure Open (File : in String;
Flac_File : in out File_Handle)
is
Meta_Data : Headers.Meta_Data.T;
Error : Boolean;
begin
-- Try opening the actual file.
SPARK_Stream_IO.Open (File => Flac_File.File,
Name => File,
Error => Error);
if Error then
Flac_File.Error := Error_Type'(Main => Open_Error,
Sub => None);
return;
end if;
Flac_File.Open := True; -- For precondition of "Close" below.
Flac_File.Error := No_Error;
Validate_Header (Flac_File => Flac_File);
if Flac_File.Error /= No_Error then
return;
end if;
-- Header check went fine, now we should go for the first Stream_Info
-- meta data block. This is mandatory according to the spec.
Read_Stream_Info (Flac_File => Flac_File,
Meta_Data => Meta_Data);
if Flac_File.Error /= No_Error then
return;
end if;
-- There may be more meta data blocks. For now, we just skip them.
Skip_All_Meta_Data :
declare
use type Ada.Streams.Stream_IO.Count;
use type Types.Block_Type;
begin
while not Meta_Data.Last loop
pragma
Loop_Invariant
(Get_Error (Handle => Flac_File) = No_Error and then
Is_Open (Handle => Flac_File));
Read_Metadata_Block (Flac_File => Flac_File,
Meta_Data => Meta_Data);
if Flac_File.Error /= No_Error then
return;
end if;
if Meta_Data.Block_Type = Types.Invalid then
Close (Flac_File => Flac_File);
Flac_File.Error := Error_Type'(Main => Not_A_Flac_File,
Sub => Invalid_Meta_Data);
return;
end if;
SPARK_Stream_IO.Skip
(File => Flac_File.File,
Num_Elements => Ada.Streams.Stream_IO.Count (Meta_Data.Length),
Error => Error);
if Error then
Close (Flac_File => Flac_File);
Flac_File.Error := Error_Type'(Main => Not_A_Flac_File,
Sub => Corrupt_Meta_Data);
return;
end if;
end loop;
end Skip_All_Meta_Data;
-- Now the file should be positioned at the first frame.
declare
Frame : Frames.T;
begin
Frames.Read (File => Flac_File.File,
Sample_Rate => Sample_Rate (Handle => Flac_File),
Sample_Size => Bits_Per_Sample (Handle => Flac_File),
Item => Frame,
Error => Error);
if Error then
Flac.Debug.Print_Frame_Info (Frame => Frame);
else
Flac.Debug.Print_Frame_Info (Frame => Frame);
end if;
end;
end Open;
end Flac.Reader;
|
projects/batfish/src/main/antlr4/org/batfish/grammar/cisco_nxos/CiscoNxos_ipv6_prefix_list.g4 | zabrewer/batfish | 763 | 6303 | parser grammar CiscoNxos_ipv6_prefix_list;
import CiscoNxos_common;
options {
tokenVocab = CiscoNxosLexer;
}
ipv6_prefix_list
:
PREFIX_LIST name = ip_prefix_list_name
(
pl6_action
| pl6_description
)
;
pl6_action
:
(
SEQ num = ip_prefix_list_line_number
)? action = line_action prefix = ipv6_prefix
(
EQ eq = ipv6_prefix_list_line_prefix_length
| (GE ge = ipv6_prefix_list_line_prefix_length)? (LE le = ipv6_prefix_list_line_prefix_length)?
)
(
MASK mask = ipv6_address
)? NEWLINE
;
ipv6_prefix_list_line_prefix_length
:
// 1-128
UINT8
;
pl6_description
:
DESCRIPTION text = ip_prefix_list_description NEWLINE
;
|
Transynther/x86/_processed/NONE/_xt_/i9-9900K_12_0xca_notsx.log_21829_1881.asm | ljhsiun2/medusa | 9 | 103325 | .global s_prepare_buffers
s_prepare_buffers:
push %r10
push %r13
push %r14
push %rax
push %rbx
push %rcx
push %rdi
push %rdx
push %rsi
lea addresses_D_ht+0xbe7, %rbx
inc %rdx
mov (%rbx), %r10w
nop
inc %rax
lea addresses_WC_ht+0x158d3, %rsi
nop
dec %r13
mov $0x6162636465666768, %r14
movq %r14, %xmm4
vmovups %ymm4, (%rsi)
nop
nop
nop
nop
and $38298, %r10
lea addresses_WT_ht+0x342d, %r14
nop
nop
nop
nop
cmp $21602, %rsi
movb $0x61, (%r14)
cmp $26616, %r10
lea addresses_normal_ht+0x3423, %rbx
clflush (%rbx)
nop
nop
nop
cmp %rsi, %rsi
mov (%rbx), %edx
nop
cmp %rsi, %rsi
lea addresses_WT_ht+0xd943, %rsi
lea addresses_WT_ht+0x16953, %rdi
nop
nop
sub $18477, %r14
mov $50, %rcx
rep movsl
nop
nop
nop
add %rdi, %rdi
lea addresses_D_ht+0xd2c3, %rcx
nop
sub $9448, %r14
mov (%rcx), %r10
sub $22050, %r10
lea addresses_A_ht+0x17093, %rsi
lea addresses_normal_ht+0x1e553, %rdi
clflush (%rsi)
nop
nop
nop
xor %rbx, %rbx
mov $21, %rcx
rep movsw
nop
nop
nop
sub $30518, %rdx
lea addresses_normal_ht+0x11d33, %r10
nop
nop
nop
nop
nop
cmp $30708, %rcx
vmovups (%r10), %ymm4
vextracti128 $1, %ymm4, %xmm4
vpextrq $1, %xmm4, %r13
nop
nop
nop
nop
cmp %r14, %r14
lea addresses_normal_ht+0x4f13, %rbx
nop
nop
and %rsi, %rsi
movl $0x61626364, (%rbx)
nop
cmp $28508, %rbx
lea addresses_normal_ht+0x9253, %rax
nop
and $9201, %rcx
mov $0x6162636465666768, %rsi
movq %rsi, (%rax)
nop
nop
inc %rax
lea addresses_WT_ht+0x171f3, %rax
nop
nop
cmp $20099, %r14
mov $0x6162636465666768, %rdi
movq %rdi, (%rax)
nop
nop
nop
and $63785, %rdi
pop %rsi
pop %rdx
pop %rdi
pop %rcx
pop %rbx
pop %rax
pop %r14
pop %r13
pop %r10
ret
.global s_faulty_load
s_faulty_load:
push %r10
push %r11
push %r12
push %r14
push %rbp
push %rcx
push %rdi
// Load
lea addresses_normal+0xbbd3, %r14
nop
cmp %rdi, %rdi
mov (%r14), %r12
nop
nop
nop
sub $18499, %r10
// Load
lea addresses_WT+0x13253, %rdi
nop
nop
nop
nop
nop
cmp %r11, %r11
mov (%rdi), %r14
cmp %rdi, %rdi
// Store
lea addresses_D+0x1ba53, %r10
nop
and $49, %rcx
movb $0x51, (%r10)
nop
nop
nop
nop
sub $52535, %rdi
// Faulty Load
lea addresses_D+0x1c253, %r14
nop
nop
cmp %r11, %r11
mov (%r14), %r10w
lea oracles, %r11
and $0xff, %r10
shlq $12, %r10
mov (%r11,%r10,1), %r10
pop %rdi
pop %rcx
pop %rbp
pop %r14
pop %r12
pop %r11
pop %r10
ret
/*
<gen_faulty_load>
[REF]
{'OP': 'LOAD', 'src': {'same': False, 'type': 'addresses_D', 'NT': False, 'AVXalign': False, 'size': 1, 'congruent': 0}}
{'OP': 'LOAD', 'src': {'same': False, 'type': 'addresses_normal', 'NT': False, 'AVXalign': False, 'size': 8, 'congruent': 5}}
{'OP': 'LOAD', 'src': {'same': False, 'type': 'addresses_WT', 'NT': False, 'AVXalign': False, 'size': 8, 'congruent': 7}}
{'OP': 'STOR', 'dst': {'same': False, 'type': 'addresses_D', 'NT': False, 'AVXalign': False, 'size': 1, 'congruent': 9}}
[Faulty Load]
{'OP': 'LOAD', 'src': {'same': True, 'type': 'addresses_D', 'NT': False, 'AVXalign': False, 'size': 2, 'congruent': 0}}
<gen_prepare_buffer>
{'OP': 'LOAD', 'src': {'same': False, 'type': 'addresses_D_ht', 'NT': False, 'AVXalign': False, 'size': 2, 'congruent': 1}}
{'OP': 'STOR', 'dst': {'same': False, 'type': 'addresses_WC_ht', 'NT': False, 'AVXalign': False, 'size': 32, 'congruent': 6}}
{'OP': 'STOR', 'dst': {'same': False, 'type': 'addresses_WT_ht', 'NT': False, 'AVXalign': False, 'size': 1, 'congruent': 1}}
{'OP': 'LOAD', 'src': {'same': False, 'type': 'addresses_normal_ht', 'NT': False, 'AVXalign': False, 'size': 4, 'congruent': 3}}
{'OP': 'REPM', 'src': {'same': False, 'congruent': 3, 'type': 'addresses_WT_ht'}, 'dst': {'same': False, 'congruent': 8, 'type': 'addresses_WT_ht'}}
{'OP': 'LOAD', 'src': {'same': False, 'type': 'addresses_D_ht', 'NT': False, 'AVXalign': False, 'size': 8, 'congruent': 4}}
{'OP': 'REPM', 'src': {'same': False, 'congruent': 6, 'type': 'addresses_A_ht'}, 'dst': {'same': False, 'congruent': 4, 'type': 'addresses_normal_ht'}}
{'OP': 'LOAD', 'src': {'same': False, 'type': 'addresses_normal_ht', 'NT': False, 'AVXalign': False, 'size': 32, 'congruent': 5}}
{'OP': 'STOR', 'dst': {'same': False, 'type': 'addresses_normal_ht', 'NT': False, 'AVXalign': True, 'size': 4, 'congruent': 6}}
{'OP': 'STOR', 'dst': {'same': False, 'type': 'addresses_normal_ht', 'NT': False, 'AVXalign': False, 'size': 8, 'congruent': 10}}
{'OP': 'STOR', 'dst': {'same': False, 'type': 'addresses_WT_ht', 'NT': False, 'AVXalign': False, 'size': 8, 'congruent': 4}}
{'36': 21829}
36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36 36
*/
|
Validation/pyFrame3DD-master/gcc-master/gcc/ada/bindo-units.adb | djamal2727/Main-Bearing-Analytical-Model | 0 | 17987 | <filename>Validation/pyFrame3DD-master/gcc-master/gcc/ada/bindo-units.adb
------------------------------------------------------------------------------
-- --
-- GNAT COMPILER COMPONENTS --
-- --
-- B I N D O . U N I T S --
-- --
-- B o d y --
-- --
-- Copyright (C) 2019-2020, Free Software Foundation, Inc. --
-- --
-- GNAT is free software; you can redistribute it and/or modify it under --
-- terms of the GNU General Public License as published by the Free Soft- --
-- ware Foundation; either version 3, or (at your option) any later ver- --
-- sion. GNAT is distributed in the hope that it will be useful, but WITH- --
-- OUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY --
-- or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License --
-- for more details. You should have received a copy of the GNU General --
-- Public License distributed with GNAT; see file COPYING3. If not, go to --
-- http://www.gnu.org/licenses for a complete copy of the license. --
-- --
-- GNAT was originally developed by the GNAT team at New York University. --
-- Extensive contributions were provided by Ada Core Technologies Inc. --
-- --
------------------------------------------------------------------------------
with Bindo.Writers;
use Bindo.Writers;
use Bindo.Writers.Phase_Writers;
package body Bindo.Units is
-------------------
-- Signature set --
-------------------
package Signature_Sets is new Membership_Sets
(Element_Type => Invocation_Signature_Id,
"=" => "=",
Hash => Hash_Invocation_Signature);
-----------------
-- Global data --
-----------------
-- The following set stores all invocation signatures that appear in
-- elaborable units.
Elaborable_Constructs : Signature_Sets.Membership_Set := Signature_Sets.Nil;
-- The following set stores all units the need to be elaborated
Elaborable_Units : Unit_Sets.Membership_Set := Unit_Sets.Nil;
-----------------------
-- Local subprograms --
-----------------------
function Corresponding_Unit (Nam : Name_Id) return Unit_Id;
pragma Inline (Corresponding_Unit);
-- Obtain the unit which corresponds to name Nam
function Is_Stand_Alone_Library_Unit (U_Id : Unit_Id) return Boolean;
pragma Inline (Is_Stand_Alone_Library_Unit);
-- Determine whether unit U_Id is part of a stand-alone library
procedure Process_Invocation_Construct (IC_Id : Invocation_Construct_Id);
pragma Inline (Process_Invocation_Construct);
-- Process invocation construct IC_Id by adding its signature to set
-- Elaborable_Constructs_Set.
procedure Process_Invocation_Constructs (U_Id : Unit_Id);
pragma Inline (Process_Invocation_Constructs);
-- Process all invocation constructs of unit U_Id for classification
-- purposes.
procedure Process_Unit (U_Id : Unit_Id);
pragma Inline (Process_Unit);
-- Process unit U_Id for unit classification purposes
------------------------------
-- Collect_Elaborable_Units --
------------------------------
procedure Collect_Elaborable_Units is
begin
Start_Phase (Unit_Collection);
for U_Id in ALI.Units.First .. ALI.Units.Last loop
Process_Unit (U_Id);
end loop;
End_Phase (Unit_Collection);
end Collect_Elaborable_Units;
------------------------
-- Corresponding_Body --
------------------------
function Corresponding_Body (U_Id : Unit_Id) return Unit_Id is
pragma Assert (Present (U_Id));
U_Rec : Unit_Record renames ALI.Units.Table (U_Id);
begin
pragma Assert (U_Rec.Utype = Is_Spec);
return U_Id - 1;
end Corresponding_Body;
------------------------
-- Corresponding_Spec --
------------------------
function Corresponding_Spec (U_Id : Unit_Id) return Unit_Id is
pragma Assert (Present (U_Id));
U_Rec : Unit_Record renames ALI.Units.Table (U_Id);
begin
pragma Assert (U_Rec.Utype = Is_Body);
return U_Id + 1;
end Corresponding_Spec;
------------------------
-- Corresponding_Unit --
------------------------
function Corresponding_Unit (FNam : File_Name_Type) return Unit_Id is
begin
return Corresponding_Unit (Name_Id (FNam));
end Corresponding_Unit;
------------------------
-- Corresponding_Unit --
------------------------
function Corresponding_Unit (Nam : Name_Id) return Unit_Id is
begin
return Unit_Id (Get_Name_Table_Int (Nam));
end Corresponding_Unit;
------------------------
-- Corresponding_Unit --
------------------------
function Corresponding_Unit (UNam : Unit_Name_Type) return Unit_Id is
begin
return Corresponding_Unit (Name_Id (UNam));
end Corresponding_Unit;
---------------
-- File_Name --
---------------
function File_Name (U_Id : Unit_Id) return File_Name_Type is
pragma Assert (Present (U_Id));
U_Rec : Unit_Record renames ALI.Units.Table (U_Id);
begin
return U_Rec.Sfile;
end File_Name;
--------------------
-- Finalize_Units --
--------------------
procedure Finalize_Units is
begin
Signature_Sets.Destroy (Elaborable_Constructs);
Unit_Sets.Destroy (Elaborable_Units);
end Finalize_Units;
------------------------------
-- For_Each_Elaborable_Unit --
------------------------------
procedure For_Each_Elaborable_Unit (Processor : Unit_Processor_Ptr) is
Iter : Elaborable_Units_Iterator;
U_Id : Unit_Id;
begin
Iter := Iterate_Elaborable_Units;
while Has_Next (Iter) loop
Next (Iter, U_Id);
Processor.all (U_Id);
end loop;
end For_Each_Elaborable_Unit;
-------------------
-- For_Each_Unit --
-------------------
procedure For_Each_Unit (Processor : Unit_Processor_Ptr) is
begin
for U_Id in ALI.Units.First .. ALI.Units.Last loop
Processor.all (U_Id);
end loop;
end For_Each_Unit;
--------------
-- Has_Next --
--------------
function Has_Next (Iter : Elaborable_Units_Iterator) return Boolean is
begin
return Unit_Sets.Has_Next (Unit_Sets.Iterator (Iter));
end Has_Next;
-----------------------------
-- Has_No_Elaboration_Code --
-----------------------------
function Has_No_Elaboration_Code (U_Id : Unit_Id) return Boolean is
pragma Assert (Present (U_Id));
U_Rec : Unit_Record renames ALI.Units.Table (U_Id);
begin
return U_Rec.No_Elab;
end Has_No_Elaboration_Code;
-------------------------------
-- Hash_Invocation_Signature --
-------------------------------
function Hash_Invocation_Signature
(IS_Id : Invocation_Signature_Id) return Bucket_Range_Type
is
begin
pragma Assert (Present (IS_Id));
return Bucket_Range_Type (IS_Id);
end Hash_Invocation_Signature;
---------------
-- Hash_Unit --
---------------
function Hash_Unit (U_Id : Unit_Id) return Bucket_Range_Type is
begin
pragma Assert (Present (U_Id));
return Bucket_Range_Type (U_Id);
end Hash_Unit;
----------------------
-- Initialize_Units --
----------------------
procedure Initialize_Units is
begin
Elaborable_Constructs := Signature_Sets.Create (Number_Of_Units);
Elaborable_Units := Unit_Sets.Create (Number_Of_Units);
end Initialize_Units;
-------------------------------
-- Invocation_Graph_Encoding --
-------------------------------
function Invocation_Graph_Encoding
(U_Id : Unit_Id) return Invocation_Graph_Encoding_Kind
is
pragma Assert (Present (U_Id));
U_Rec : Unit_Record renames ALI.Units.Table (U_Id);
U_ALI : ALIs_Record renames ALI.ALIs.Table (U_Rec.My_ALI);
begin
return U_ALI.Invocation_Graph_Encoding;
end Invocation_Graph_Encoding;
-------------------------------
-- Is_Dynamically_Elaborated --
-------------------------------
function Is_Dynamically_Elaborated (U_Id : Unit_Id) return Boolean is
pragma Assert (Present (U_Id));
U_Rec : Unit_Record renames ALI.Units.Table (U_Id);
begin
return U_Rec.Dynamic_Elab;
end Is_Dynamically_Elaborated;
----------------------
-- Is_Internal_Unit --
----------------------
function Is_Internal_Unit (U_Id : Unit_Id) return Boolean is
pragma Assert (Present (U_Id));
U_Rec : Unit_Record renames ALI.Units.Table (U_Id);
begin
return U_Rec.Internal;
end Is_Internal_Unit;
------------------------
-- Is_Predefined_Unit --
------------------------
function Is_Predefined_Unit (U_Id : Unit_Id) return Boolean is
pragma Assert (Present (U_Id));
U_Rec : Unit_Record renames ALI.Units.Table (U_Id);
begin
return U_Rec.Predefined;
end Is_Predefined_Unit;
---------------------------------
-- Is_Stand_Alone_Library_Unit --
---------------------------------
function Is_Stand_Alone_Library_Unit (U_Id : Unit_Id) return Boolean is
pragma Assert (Present (U_Id));
U_Rec : Unit_Record renames ALI.Units.Table (U_Id);
begin
return U_Rec.SAL_Interface;
end Is_Stand_Alone_Library_Unit;
------------------------------
-- Iterate_Elaborable_Units --
------------------------------
function Iterate_Elaborable_Units return Elaborable_Units_Iterator is
begin
return Elaborable_Units_Iterator (Unit_Sets.Iterate (Elaborable_Units));
end Iterate_Elaborable_Units;
----------
-- Name --
----------
function Name (U_Id : Unit_Id) return Unit_Name_Type is
pragma Assert (Present (U_Id));
U_Rec : Unit_Record renames ALI.Units.Table (U_Id);
begin
return U_Rec.Uname;
end Name;
-----------------------
-- Needs_Elaboration --
-----------------------
function Needs_Elaboration
(IS_Id : Invocation_Signature_Id) return Boolean
is
begin
pragma Assert (Present (IS_Id));
return Signature_Sets.Contains (Elaborable_Constructs, IS_Id);
end Needs_Elaboration;
-----------------------
-- Needs_Elaboration --
-----------------------
function Needs_Elaboration (U_Id : Unit_Id) return Boolean is
begin
pragma Assert (Present (U_Id));
return Unit_Sets.Contains (Elaborable_Units, U_Id);
end Needs_Elaboration;
----------
-- Next --
----------
procedure Next
(Iter : in out Elaborable_Units_Iterator;
U_Id : out Unit_Id)
is
begin
Unit_Sets.Next (Unit_Sets.Iterator (Iter), U_Id);
end Next;
--------------------------------
-- Number_Of_Elaborable_Units --
--------------------------------
function Number_Of_Elaborable_Units return Natural is
begin
return Unit_Sets.Size (Elaborable_Units);
end Number_Of_Elaborable_Units;
---------------------
-- Number_Of_Units --
---------------------
function Number_Of_Units return Natural is
begin
return Natural (ALI.Units.Last) - Natural (ALI.Units.First) + 1;
end Number_Of_Units;
----------------------------------
-- Process_Invocation_Construct --
----------------------------------
procedure Process_Invocation_Construct (IC_Id : Invocation_Construct_Id) is
pragma Assert (Present (IC_Id));
IS_Id : constant Invocation_Signature_Id := Signature (IC_Id);
pragma Assert (Present (IS_Id));
begin
Signature_Sets.Insert (Elaborable_Constructs, IS_Id);
end Process_Invocation_Construct;
-----------------------------------
-- Process_Invocation_Constructs --
-----------------------------------
procedure Process_Invocation_Constructs (U_Id : Unit_Id) is
pragma Assert (Present (U_Id));
U_Rec : Unit_Record renames ALI.Units.Table (U_Id);
begin
for IC_Id in U_Rec.First_Invocation_Construct ..
U_Rec.Last_Invocation_Construct
loop
Process_Invocation_Construct (IC_Id);
end loop;
end Process_Invocation_Constructs;
------------------
-- Process_Unit --
------------------
procedure Process_Unit (U_Id : Unit_Id) is
begin
pragma Assert (Present (U_Id));
-- A stand-alone library unit must not be elaborated as part of the
-- current compilation because the library already carries its own
-- elaboration code.
if Is_Stand_Alone_Library_Unit (U_Id) then
null;
-- Otherwise the unit needs to be elaborated. Add it to the set
-- of units that require elaboration, as well as all invocation
-- signatures of constructs it declares.
else
Unit_Sets.Insert (Elaborable_Units, U_Id);
Process_Invocation_Constructs (U_Id);
end if;
end Process_Unit;
end Bindo.Units;
|
alloy4fun_models/trashltl/models/15/mD569Bu9uNYEXjmyR.als | Kaixi26/org.alloytools.alloy | 0 | 925 | open main
pred idmD569Bu9uNYEXjmyR_prop16 {
File in Protected historically File in Protected
}
pred __repair { idmD569Bu9uNYEXjmyR_prop16 }
check __repair { idmD569Bu9uNYEXjmyR_prop16 <=> prop16o } |
PMOO/ADA/LAB2/PARTE_1/probar_listas.adb | usainzg/EHU | 0 | 15102 | <reponame>usainzg/EHU
with Ada.Integer_Text_IO, Ada.Text_IO;
use Ada.Integer_Text_IO, Ada.Text_IO;
with Listas;
with Es_Abundante;
with Crear_Sublista_4Primos;
with Crear_Sublista_Pares;
procedure Probar_Listas is
procedure Crear_Sublista_3Abundantes is new Listas.Crear_Sublista(Cuantos => 3, Filtro => Es_Abundante);
procedure Escribir_Contenido(L: in out Listas.Lista; Lista: String) is
N: Integer;
begin
-- Contenido de L1 con los 10 primeros enteros
Put_Line("El contenido de la Lista "&Lista&" es:");
Put("===> ");
while not Listas.Es_Vacia(L) loop
Listas.Obtener_Primero(L, N);
Put(N,2);
Put(" ");
Listas.Borrar_Primero(L);
end loop;
New_Line; New_Line;
end Escribir_Contenido;
procedure Escribir_Contenidos(L1: in out Listas.Lista; L1s: String; L2: in out Listas.Lista; L2s: String) is
N1, N2: Integer;
begin
Put_Line("===> El contenido de las Listas "&L1s&" y "&L2s&" es:");
while not Listas.Es_Vacia(L1) loop
Listas.Obtener_Primero(L1, N1);
Listas.Obtener_Primero(L2, N2);
Put(N1, 4);
Put(" -- ");
Put(N2, 4);
New_Line;
Listas.Borrar_Primero(L1);
Listas.Borrar_Primero(L2);
end loop;
end Escribir_Contenidos;
L1,
L1p,
L2,
L3,
L4,
L2p,
Lp1,
Lp2,
L3primos,
L4abudantes : Listas.Lista;
N,
N1,
N2 : Integer;
begin
-- Crear lista de enteros L1 con los 10 primeros enteros
Put("===> Creando L1 ...");
Listas.Crear_Vacia(L1);
for I in 1..10 loop
Listas.Colocar(L1, I);
if Listas.Esta(L1, I) then
Put(I, 0);
Put(" ");
else
Put("NO");
Put(I, 0);
Put(" ");
end if;
end loop;
Crear_Sublista_Pares(L1, L1p); -- Los pares de L1
New_Line; New_Line;
-- Crear lista de enteros L2 con los enteros desde el 11 al 23
Put("===> Creando L2 ...");
Listas.Crear_Vacia(L2);
for I in 11..23 loop
Listas.Colocar(L2, I);
if Listas.Esta(L2, I) then
Put(I, 0);
Put(" ");
else
Put("NO");
Put(I, 0);
Put(" ");
end if;
end loop;
Crear_Sublista_Pares(L2, L2p); -- Los pares de L2
New_Line; New_Line;
Put("===> Creando L3 ...");
Listas.Crear_Vacia(L3);
for I in 11..23 loop
Listas.Colocar(L3, I);
if Listas.Esta(L3, I) then
Put(I, 0);
Put(" ");
else
Put("NO");
Put(I, 0);
Put(" ");
end if;
end loop;
Crear_Sublista_4Primos(L3, L3primos); -- Los pares de L2
New_Line; New_Line;
Put("===> Creando L4 ...");
Listas.Crear_Vacia(L4);
for I in 11..23 loop
Listas.Colocar(L4, I);
if Listas.Esta(L4, I) then
Put(I, 0);
Put(" ");
else
Put("NO");
Put(I, 0);
Put(" ");
end if;
end loop;
Crear_Sublista_3Abundantes(L4, L4abudantes); -- Los pares de L2
New_Line; New_Line;
-- Contenido de L1 con los 10 primeros enteros
Put("===> ");
Escribir_Contenido(L1, "L1");
-- Contenido de L2 con los 10 primeros enteros
Put("===> ");
Escribir_Contenido(L2, "L2");
Put("===> ");
Escribir_Contenido(L3, "L3");
Put("===> ");
Escribir_Contenido(L3primos, "L3primos");
Put("===> ");
Escribir_Contenido(L4, "L4");
Put("===> ");
Escribir_Contenido(L4abudantes, "L4abudantes");
-- Crear lista de enteros pares Lp con los 5 primeros pares del 2 al 8
Listas.Crear_Vacia(Lp1);
N:= 2;
while N<=10 loop
Listas.Colocar(Lp1, N);
N:= N+2;
end loop;
-- Trataremos las listas de pares L1p y Lp1
if Listas.Igual(Lp1, L1p) then
Put_Line("La lista Lp1 y la obtenida como sublista de pares L1p son iguales");
Escribir_Contenidos(L1p, "L1p", Lp1, "Lp1");
else
Put_Line("La lista Lp1 y la obtenida como sublista de pares L1p NO son iguales");
-- Contenido de L1p
Put("===> ");
Escribir_Contenido(L1p, "L1p");
end if;
New_Line; New_Line;
-- Trataremos las listas de pares L2p y Lp2
Listas.Copiar(Lp2, L2p);
if Listas.Igual(Lp2, L2p) then
Put_Line("La lista Lp2 y la obtenida como copia L2p son iguales");
Escribir_Contenidos(L2p, "L2p", Lp2, "Lp2");
else
Put_Line("La lista Lp2 y la obtenida como copia L2p NO son iguales");
-- Contenido de L2p
Put("===> ");
Escribir_Contenido(L2p, "L2p");
end if;
end Probar_Listas; |
electrum/src/main/resources/models/examples/systems/marksweepgc.als | haslab/Electrum | 29 | 3604 | module examples/systems/marksweepgc
/*
* Model of mark and sweep garbage collection.
*/
// a node in the heap
sig Node {}
sig HeapState {
left, right : Node -> lone Node,
marked : set Node,
freeList : lone Node
}
pred clearMarks[hs, hs1 : HeapState] {
// clear marked set
no hs1.marked
// left and right fields are unchanged
hs1.left = hs.left
hs1.right = hs.right
}
/**
* simulate the recursion of the mark() function using transitive closure
*/
fun reachable[hs: HeapState, n: Node] : set Node {
n + n.^(hs.left + hs.right)
}
pred mark[hs: HeapState, from : Node, hs1: HeapState] {
hs1.marked = hs.reachable[from]
hs1.left = hs.left
hs1.right = hs.right
}
/**
* complete hack to simulate behavior of code to set freeList
*/
pred setFreeList[hs, hs1: HeapState] {
// especially hackish
hs1.freeList.*(hs1.left) in (Node - hs.marked)
all n: Node |
(n !in hs.marked) => {
no hs1.right[n]
hs1.left[n] in (hs1.freeList.*(hs1.left))
n in hs1.freeList.*(hs1.left)
} else {
hs1.left[n] = hs.left[n]
hs1.right[n] = hs.right[n]
}
hs1.marked = hs.marked
}
pred GC[hs: HeapState, root : Node, hs1: HeapState] {
some hs1, hs2: HeapState |
hs.clearMarks[hs1] && hs1.mark[root, hs2] && hs2.setFreeList[hs1]
}
assert Soundness1 {
all h, h1 : HeapState, root : Node |
h.GC[root, h1] =>
(all live : h.reachable[root] | {
h1.left[live] = h.left[live]
h1.right[live] = h.right[live]
})
}
assert Soundness2 {
all h, h1 : HeapState, root : Node |
h.GC[root, h1] =>
no h1.reachable[root] & h1.reachable[h1.freeList]
}
assert Completeness {
all h, h1 : HeapState, root : Node |
h.GC[root, h1] =>
(Node - h1.reachable[root]) in h1.reachable[h1.freeList]
}
check Soundness1 for 3 expect 0
check Soundness2 for 3 expect 0
check Completeness for 3 expect 0
|
programs/oeis/020/A020524.asm | ckrause/cm | 22 | 84168 | ; A020524: a(n) = 4th Euler polynomial evaluated at 2^n.
; 0,2,132,3080,57360,983072,16252992,264241280,4261413120,68451041792,1097364145152,17575006177280,281337537761280,4502500115750912,72048797944922112,1152851135862702080,18446181123756195840,295143401579725586432,4722330454072626511872,75557575495538172231680,1208923513771619962060800,19342794667089993087844352,309484862247392479052562432,4951758976549900382193582080,79228153069531371854270300160,1267650524670365675582413340672,20282408999188760616632731041792,324518548822723448324639455969280,5192296819849201400862363007057920,83076749427072232235142873079611392
seq $0,267816 ; Decimal representation of the n-th iteration of the "Rule 221" elementary cellular automaton starting with a single ON (black) cell.
pow $0,2
div $0,4
|
oeis/158/A158626.asm | neoneye/loda-programs | 11 | 27016 | <reponame>neoneye/loda-programs<gh_stars>10-100
; A158626: a(n) = 42*n^2 - 1.
; Submitted by <NAME>
; 41,167,377,671,1049,1511,2057,2687,3401,4199,5081,6047,7097,8231,9449,10751,12137,13607,15161,16799,18521,20327,22217,24191,26249,28391,30617,32927,35321,37799,40361,43007,45737,48551,51449,54431,57497,60647,63881,67199,70601,74087,77657,81311,85049,88871,92777,96767,100841,104999,109241,113567,117977,122471,127049,131711,136457,141287,146201,151199,156281,161447,166697,172031,177449,182951,188537,194207,199961,205799,211721,217727,223817,229991,236249,242591,249017,255527,262121,268799,275561
add $0,1
pow $0,2
mul $0,42
sub $0,1
|
alloy4fun_models/trashltl/models/4/nHcB37qGMq2tQjL9Y.als | Kaixi26/org.alloytools.alloy | 0 | 2038 | <gh_stars>0
open main
pred idnHcB37qGMq2tQjL9Y_prop5 {
eventually File' not in File
}
pred __repair { idnHcB37qGMq2tQjL9Y_prop5 }
check __repair { idnHcB37qGMq2tQjL9Y_prop5 <=> prop5o } |
projects/Kirbys_Dream_Land_2.windfish/disassembly/bank_16.asm | jverkoey/awaken | 68 | 95413 | <gh_stars>10-100
SECTION "ROM Bank 16", ROMX[$4000], BANK[$16]
db $D3, $78, $15, $FF, $00, $80, $62, $7D
db $06, $00, $00, $02, $0C, $07, $06, $06
db $23, $80, $E0, $25, $26, $F9, $F8, $3D
db $08, $1B, $1B, $2E, $2A, $82, $80, $7C
db $09, $0A, $0A, $2E, $2E, $80, $3D, $80
db $7D, $32, $08, $80, $7D, $36, $34, $80
db $80, $22, $24, $22, $7F, $32, $36, $7D
db $7D, $80, $22, $32, $E0, $30, $80, $36
db $7D, $34, $80, $32, $F8, $2B, $26, $7E
db $24, $7E, $22, $7D, $82, $7D, $28, $2A
db $2C, $2E, $40, $80, $44, $46, $7D, $3D
db $51, $80, $7D, $2B, $80, $47, $2B, $80
db $7D, $3D, $3D, $80, $51, $80, $82, $22
db $82, $34, $82, $7E, $82, $80, $48, $62
db $4A, $13, $49, $80, $82, $7D, $4A, $FD
db $81, $4D, $F0, $80, $7D, $80, $7F, $7E
db $82, $7D, $80, $34, $7F, $7C, $C4, $00
db $64, $19, $32, $82, $24, $7D, $0C, $82
db $7F, $F8, $F8, $7D, $2B, $F9, $F8, $80
db $48, $4A, $4C, $3D, $80, $4E, $FD, $7D
db $4A, $80, $4D, $80, $83, $00, $97, $00
db $24, $23, $80, $41, $82, $80, $05, $2B
db $80, $3D, $80, $F9, $F8, $83, $00, $8F
db $11, $7C, $80, $F9, $F8, $80, $3C, $7D
db $80, $7C, $7D, $04, $7E, $80, $39, $80
db $80, $7C, $00, $22, $80, $11, $7F, $82
db $80, $F6, $4A, $F8, $7D, $2B, $3D, $80
db $7D, $7D, $80, $09, $0A, $0A, $2B, $09
db $22, $0A, $02, $09, $0A, $4B, $41, $80
db $82, $08, $7F, $7E, $3C, $38, $7D, $26
db $36, $22, $34, $83, $00, $38, $83, $00
db $40, $06, $80, $32, $22, $7D, $32, $7C
db $7C, $83, $00, $00, $06, $10, $10, $12
db $1C, $16, $16, $17, $23, $80, $E0, $4B
db $36, $FB, $F8, $80, $0B, $0B, $18, $3C
db $38, $84, $80, $7C, $1A, $1A, $19, $3C
db $3C, $2F, $80, $80, $7D, $22, $80, $18
db $39, $26, $24, $80, $80, $32, $34, $32
db $7F, $26, $22, $7D, $7D, $22, $80, $22
db $22, $26, $80, $24, $7D, $22, $80, $F8
db $7D, $7E, $36, $7E, $34, $7D, $32, $84
db $7D, $38, $3A, $3C, $3E, $50, $80, $54
db $56, $7D, $2F, $43, $80, $39, $7D, $55
db $80, $39, $80, $7D, $41, $2F, $80, $09
db $43, $84, $32, $84, $7D, $84, $7E, $84
db $80, $58, $62, $5A, $08, $59, $80, $84
db $7D, $5A, $FD, $81, $5D, $F1, $84, $00
db $75, $E0, $29, $84, $7D, $80, $24, $7F
db $7F, $84, $24, $84, $32, $84, $22, $84
db $34, $7D, $1C, $84, $7F, $F8, $F8, $39
db $7D, $FB, $F8, $80, $58, $5A, $5C, $80
db $2F, $5E, $FD, $7D, $5A, $80, $5D, $80
db $80, $FB, $F8, $39, $34, $23, $80, $41
db $84, $80, $01, $39, $80, $84, $01, $95
db $02, $FB, $F8, $80, $83, $01, $9D, $0D
db $2F, $2E, $7D, $80, $7D, $7D, $14, $7E
db $80, $80, $2B, $80, $10, $10, $83, $00
db $C8, $16, $84, $80, $F7, $5A, $F8, $39
db $7D, $80, $2F, $7D, $7D, $80, $1A, $1A
db $19, $39, $1A, $1A, $19, $1A, $1A, $19
db $5B, $41, $80, $84, $0B, $7F, $7E, $2E
db $2A, $7D, $36, $22, $32, $24, $26, $80
db $24, $84, $01, $3E, $04, $22, $80, $7D
db $32, $26, $85, $00, $FD, $0F, $01, $01
db $03, $80, $08, $80, $80, $07, $06, $06
db $16, $27, $4F, $FD, $7D, $08, $C3, $00
db $0C, $02, $83, $80, $7C, $23, $80, $E0
db $3B, $07, $80, $39, $20, $21, $33, $08
db $80, $7D, $37, $35, $80, $30, $23, $25
db $23, $7F, $33, $37, $7D, $31, $80, $33
db $33, $F3, $80, $37, $7D, $35, $80, $33
db $33, $2F, $27, $7E, $25, $7E, $23, $7D
db $83, $7D, $29, $80, $2D, $80, $42, $80
db $45, $80, $39, $7D, $80, $55, $39, $80
db $55, $80, $80, $2F, $39, $C3, $01, $D5
db $E0, $20, $43, $83, $23, $83, $35, $83
db $7E, $83, $80, $49, $4B, $80, $4A, $49
db $F6, $83, $7D, $4A, $7D, $81, $4A, $80
db $F1, $F7, $F1, $7F, $7E, $83, $7D, $80
db $35, $7F, $7F, $C4, $02, $62, $06, $33
db $83, $23, $F5, $80, $83, $7F, $C3, $00
db $C5, $13, $FA, $F8, $80, $49, $4B, $4A
db $7D, $2F, $4F, $FD, $7D, $4A, $0A, $4A
db $80, $80, $FA, $F8, $39, $25, $23, $80
db $05, $83, $80, $83, $F1, $80, $2F, $84
db $02, $8C, $00, $FA, $83, $01, $B3, $17
db $FA, $F8, $2F, $16, $F3, $80, $7D, $7D
db $05, $7E, $80, $3D, $80, $80, $01, $01
db $80, $F1, $06, $7F, $83, $06, $4A, $F4
db $84, $01, $56, $01, $39, $7D, $C3, $00
db $0B, $00, $80, $22, $06, $10, $07, $07
db $06, $80, $80, $83, $F1, $83, $7F, $7E
db $16, $16, $F1, $27, $37, $23, $35, $83
db $02, $36, $83, $02, $3E, $04, $80, $33
db $23, $7D, $33, $85, $00, $FD, $02, $11
db $11, $13, $22, $80, $08, $18, $16, $16
db $17, $06, $37, $FC, $F8, $3D, $84, $03
db $05, $00, $85, $85, $02, $17, $1B, $16
db $2B, $80, $30, $31, $23, $80, $18, $3D
db $27, $25, $20, $80, $33, $35, $33, $7F
db $27, $23, $21, $7D, $23, $80, $23, $F2
db $27, $80, $25, $83, $03, $30, $18, $7D
db $7E, $37, $7E, $35, $7D, $33, $85, $7D
db $80, $3B, $80, $3F, $52, $80, $80, $57
db $2B, $7D, $80, $47, $80, $2B, $80, $47
db $C3, $00, $D4, $E0, $2E, $3D, $7D, $51
db $80, $85, $33, $85, $7D, $85, $7E, $85
db $80, $59, $5B, $80, $5A, $59, $F7, $85
db $7D, $5A, $7D, $81, $5A, $80, $F0, $F6
db $F0, $7F, $7E, $85, $7D, $80, $25, $7C
db $7F, $85, $25, $85, $33, $85, $23, $85
db $33, $F4, $80, $85, $C3, $00, $CB, $14
db $2B, $FC, $F8, $80, $59, $5B, $5A, $3D
db $7D, $5F, $FD, $7D, $5A, $1A, $5A, $80
db $80, $FC, $F8, $80, $35, $23, $80, $03
db $85, $80, $85, $F0, $C3, $00, $AF, $01
db $FC, $F8, $83, $03, $8C, $E0, $20, $80
db $7C, $5F, $FD, $7D, $06, $F2, $80, $7D
db $7C, $15, $7E, $80, $80, $2F, $80, $11
db $7C, $80, $F0, $16, $7F, $85, $16, $5A
db $F5, $80, $80, $2B, $3D, $7D, $2B, $7D
db $C3, $01, $0A, $03, $80, $16, $17, $16
db $84, $01, $07, $0E, $85, $F0, $85, $7F
db $7E, $06, $06, $F0, $37, $23, $33, $25
db $27, $80, $25, $84, $03, $3C, $06, $23
db $80, $7D, $33, $27, $7C, $7C, $23, $00
db $22, $01, $23, $03, $24, $00, $02, $31
db $01, $00, $84, $04, $04, $01, $21, $20
db $2C, $00, $86, $04, $15, $01, $40, $10
db $86, $04, $24, $26, $00, $00, $02, $84
db $04, $15, $87, $04, $12, $00, $69, $8B
db $04, $18, $00, $20, $C4, $04, $55, $43
db $00, $21, $26, $00, $00, $21, $A4, $04
db $30, $83, $04, $06, $07, $10, $10, $21
db $00, $00, $10, $FD, $FE, $89, $04, $5C
db $07, $21, $10, $02, $02, $20, $20, $31
db $01, $83, $04, $53, $87, $04, $8A, $0C
db $20, $30, $31, $01, $00, $08, $28, $00
db $28, $38, $59, $00, $21, $87, $04, $07
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db $8A, $06, $F0, $A4, $00, $BF, $F4, $2F
db $05, $40, $8F, $04, $50, $03, $89, $76
db $99, $66, $42, $93, $6C, $42, $27, $D8
db $8F, $05, $B8, $41, $27, $D8, $41, $4F
db $B0, $41, $9F, $60, $41, $BF, $40, $AB
db $07, $F0, $83, $04, $A4, $A3, $08, $06
db $83, $07, $0A, $01, $C1, $3E, $F4, $2B
db $06, $CA, $F4, $3A, $07, $F6, $00, $E0
db $8D, $05, $D2, $AF, $09, $30, $CC, $04
db $3F, $02, $C0, $00, $C0, $43, $1F, $60
db $41, $0F, $30, $45, $0F, $F0, $43, $1F
db $E0, $43, $F8, $07, $87, $05, $B0, $8F
db $06, $2E, $41, $0C, $F3, $41, $86, $79
db $41, $C3, $3C, $41, $E1, $1E, $AF, $06
db $B0, $A7, $08, $C0, $03, $E3, $1C, $F7
db $08, $41, $FF, $00, $00, $3C, $8E, $07
db $D1, $88, $09, $30, $00, $02, $42, $FF
db $01, $AF, $09, $E0, $F0, $2F, $00, $00
db $FF, $77, $75, $16, $FF, $00, $80, $62
db $7D, $00, $10, $22, $7D, $E0, $62, $04
db $04, $7D, $15, $08, $35, $55, $D1, $CE
db $03, $7D, $47, $E3, $7D, $38, $3E, $3E
db $D2, $29, $49, $80, $7D, $59, $7D, $4C
db $E5, $4A, $2E, $3E, $3E, $7D, $53, $CE
db $80, $21, $40, $E5, $32, $31, $18, $0F
db $3E, $3E, $42, $53, $51, $2E, $3E, $5E
db $1C, $80, $40, $1D, $23, $28, $7D, $80
db $28, $80, $E4, $E4, $80, $80, $E3, $80
db $7D, $7D, $DC, $D6, $7D, $DC, $7D, $DD
db $D7, $D2, $DD, $DD, $D7, $CF, $E1, $CE
db $D7, $7D, $CE, $DB, $DD, $D9, $7D, $DD
db $DA, $7D, $7D, $DA, $D5, $7D, $E1, $DA
db $80, $DE, $22, $7D, $17, $D0, $80, $04
db $81, $FE, $FE, $EE, $EE, $EC, $EC, $EA
db $EA, $7F, $7C, $E8, $E8, $E6, $E6, $C9
db $FA, $C9, $F4, $FC, $FC, $E4, $79, $80
db $62, $7D, $00, $00, $22, $7D, $E0, $55
db $80, $D1, $05, $25, $08, $45, $04, $7D
db $CE, $CD, $37, $57, $E4, $7D, $7D, $3E
db $1F, $D2, $39, $7D, $80, $31, $0A, $3C
db $5F, $E2, $21, $3E, $3E, $4E, $5A, $54
db $CE, $80, $7D, $7D, $E4, $7D, $7D, $28
db $3E, $3E, $4E, $40, $54, $7D, $3E, $3E
db $0C, $2C, $18, $42, $54, $7D, $80, $3C
db $13, $80, $E5, $E5, $CD, $18, $CD, $E4
db $80, $7D, $7D, $D4, $7D, $DA, $7D, $7D
db $D5, $D2, $DA, $D2, $D5, $7D, $E0, $CF
db $D5, $CE, $D0, $CE, $7D, $7D, $C3, $00
db $6E, $08, $D9, $7D, $D2, $D7, $CF, $CF
db $7D, $CB, $DF, $83, $00, $05, $16, $80
db $D1, $80, $FF, $FF, $EF, $EF, $ED, $ED
db $EB, $EB, $7F, $7F, $E9, $E9, $E7, $E7
db $C6, $F7, $C6, $F1, $FD, $FD, $E4, $79
db $80, $62, $7D, $E0, $41, $11, $14, $07
db $34, $7D, $7D, $04, $16, $17, $36, $56
db $7D, $5D, $80, $7D, $58, $CD, $7D, $19
db $3F, $4B, $D3, $1A, $2D, $80, $3D, $7D
db $7D, $5F, $E2, $20, $43, $3F, $3F, $30
db $11, $0E, $E4, $3D, $41, $E2, $50, $2D
db $0B, $2B, $3F, $3F, $CC, $11, $52, $2F
db $3F, $12, $5C, $80, $41, $11, $7D, $3A
db $7D, $E4, $3A, $E5, $E3, $E3, $E4, $22
db $80, $E0, $22, $DB, $7D, $DD, $D7, $04
db $80, $D1, $DD, $D8, $D3, $DD, $E1, $D7
db $7D, $7D, $CB, $DF, $DB, $80, $DC, $DD
db $DA, $D0, $80, $DA, $D1, $D4, $DA, $D5
db $7D, $7D, $E0, $80, $80, $D0, $C4, $01
db $6E, $00, $80, $43, $C8, $F3, $01, $7F
db $7F, $41, $C8, $F3, $05, $CA, $FB, $CA
db $F5, $C8, $F9, $E4, $79, $80, $62, $7D
db $E0, $38, $01, $24, $07, $44, $7D, $D0
db $06, $26, $27, $46, $7D, $7D, $1E, $E5
db $48, $09, $E3, $30, $7D, $3B, $5B, $D3
db $20, $3D, $E5, $4D, $2A, $7D, $02, $80
db $7D, $3F, $3F, $4F, $1B, $01, $5D, $80
db $4D, $22, $E3, $7D, $3D, $3A, $3F, $3F
db $4F, $41, $01, $7D, $3F, $3B, $5E, $0D
db $0B, $33, $01, $41, $7D, $80, $0A, $E5
db $E2, $E2, $E4, $0B, $E5, $E3, $CD, $7D
db $D9, $D5, $83, $02, $69, $04, $D5, $D3
db $DA, $D3, $D5, $C3, $00, $6D, $01, $CB
db $7D, $C5, $02, $6F, $0C, $04, $DA, $D6
db $D3, $D7, $7D, $CF, $CF, $80, $80, $04
db $80, $D1, $83, $01, $04, $43, $C5, $F0
db $01, $7C, $7F, $41, $C5, $F0, $05, $C7
db $F8, $C7, $F2, $C5, $F6, $E4, $78, $80
db $2A, $00, $01, $03, $03, $C3, $04, $07
db $03, $04, $00, $00, $01, $83, $04, $04
db $C5, $04, $13, $02, $00, $00, $01, $86
db $04, $06, $00, $01, $84, $04, $0E, $00
db $01, $85, $04, $07, $01, $03, $03, $85
db $04, $0E, $02, $01, $00, $05, $27, $01
db $E4, $30, $00, $01, $FD, $FE, $23, $00
db $02, $18, $00, $10, $E4, $7B, $00, $FF
db $00, $00, $00, $00, $00, $00, $00, $00
db $00, $00, $00, $00, $00, $00, $00, $00
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $00, $00, $00, $00, $00, $00, $00, $00
db $00, $00, $00, $10, $00, $00, $00, $00
db $00, $00, $00, $00, $00, $00, $00, $00
db $00, $00, $00, $00, $00, $00, $00, $00
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $00, $00, $00, $00, $00, $00, $00, $00
db $00, $00, $10, $00, $00, $00, $00, $00
db $00, $00, $00, $00, $00, $00, $00, $00
db $00, $00, $00, $00, $00, $00, $00, $00
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $00, $80, $00, $00, $00, $20, $00, $01
db $00, $00, $40, $00, $00, $00, $40, $10
db $00, $00, $00, $00, $00, $00, $00, $00
db $00, $00, $00, $00, $00, $08, $00, $00
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $00, $00, $00, $00, $00, $00, $00, $04
db $00, $00, $00, $00, $00, $00, $00, $00
db $00, $00, $00, $00, $00, $00, $00, $00
db $00, $00, $00, $00, $00, $00, $00, $00
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FB, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $00, $00, $00, $00, $00, $00, $00, $00
db $00, $00, $00, $00, $00, $00, $00, $00
db $00, $00, $00, $00, $00, $00, $00, $00
db $00, $00, $00, $00, $00, $00, $00, $00
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $00, $00, $00, $00, $00, $00, $00, $00
db $00, $00, $00, $00, $00, $00, $00, $00
db $00, $00, $00, $00, $00, $00, $00, $00
db $00, $00, $00, $00, $00, $00, $00, $00
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $00, $00, $80, $00, $00, $00, $00, $01
db $00, $00, $00, $0C, $00, $01, $00, $00
db $00, $00, $00, $00, $00, $00, $00, $00
db $40, $00, $00, $00, $00, $00, $00, $00
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $00, $00, $00, $00, $00, $00, $00, $00
db $00, $00, $00, $00, $00, $00, $04, $00
db $00, $00, $00, $00, $00, $00, $00, $00
db $00, $00, $00, $00, $00, $00, $00, $00
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $00, $80, $00, $00, $00, $00, $00, $00
db $08, $00, $00, $00, $00, $00, $00, $00
db $00, $00, $00, $00, $00, $00, $00, $00
db $00, $00, $00, $00, $00, $00, $00, $00
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $00, $00, $00, $00, $00, $00, $00, $00
db $00, $00, $00, $00, $00, $00, $00, $00
db $00, $00, $00, $00, $00, $00, $00, $00
db $00, $00, $00, $00, $00, $00, $00, $00
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $00, $08, $00, $20, $00, $00, $00, $00
db $01, $00, $00, $00, $00, $00, $00, $00
db $00, $00, $00, $00, $00, $00, $00, $00
db $00, $00, $00, $00, $00, $00, $00, $00
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $00, $00, $80, $00, $00, $00, $00, $00
db $00, $00, $20, $00, $00, $00, $00, $00
db $00, $00, $00, $00, $00, $00, $00, $00
db $00, $00, $00, $00, $00, $00, $00, $00
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $00, $00, $00, $00, $00, $00, $00, $80
db $00, $00, $00, $00, $80, $00, $00, $00
db $00, $00, $00, $00, $00, $00, $00, $00
db $00, $00, $00, $00, $00, $00, $00, $00
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
db $FF, $FF, $FF, $FF, $FF, $FF, $FF, $FF
|
CSC 35/lab5.asm | jvniorrr/CSUS-Computer-Science | 0 | 83528 | .intel_syntax noprefix
.data
Description:
.ascii "Let's play Chuck-a-Luck!\nEnter 0 to exit\n\0"
# direct storage for our dies
Die1:
.quad 0
Die2:
.quad 0
Die3:
.quad 0
# funds to track the users betting allowance
Funds:
.quad 100 # initialize the users fund to 100
# Statements for our die functions
Die1State:
.ascii "First Die is: \0"
Die2State:
.ascii "\nSecond Die is: \0"
Die3State:
.ascii "\nThird Die is: \0"
# Statements for the total $ left
MoneyLeft:
.ascii "\nYou have $\0"
# Statement to retrieve betting input
Betting:
.ascii "\nHow much are you betting?\n\0"
# Winner and loser Labels
Loser:
.ascii "\n\nYou Lose!\n\0"
Winner:
.ascii "\n\nYou win!\n\0"
.text
.global _start
_start:
lea rcx, Description
call PrintStringZ # print out the description of the program
Do:
lea rcx, MoneyLeft
call PrintStringZ # print the total ammount they currently have - You have X money left
mov rcx, Funds
call PrintInt
lea rcx, Betting
call PrintStringZ
call ScanInt # retrieve input from user for the bet ammount - money ammount
mov rbx, rcx # store the users bet ammount into RBX
# check if the user enters a be less than 0
cmp rcx, 0 # compare the users bet with 0 to see if want to continue
jle End
lea rcx, Die1State
call PrintStringZ
mov rcx, 6 # retrieve a random num using cook library
call Random
add rcx, 1
mov Die1, rcx # store Die 1
call PrintInt # print the random number for Die 1
lea rcx, Die2State
call PrintStringZ
mov rcx, 6 # retrieve a random num using cook library
call Random
add rcx, 1
mov Die2, rcx # store Die 2
call PrintInt # print the random number for Die 1
lea rcx, Die3State
call PrintStringZ
mov rcx, 6 # retrieve a random num using cook library
call Random
add rcx, 1
mov Die3, rcx # store Die 3
call PrintInt # print the random number for Die 1
cmpq Die1, 6 # compare die1 with 6 to see if they the same
je callWinner
cmpq Die2, 6 # compare die2 with 6 to see if they the same
je callWinner
cmpq Die3, 6 # compare die3 with 6 to see if they the same
je callWinner
# if the user not a winner continue to this one and subtract
jmp callLoser # call the loser statement
callLoser:
lea rcx, Loser
call PrintStringZ
sub Funds, rbx # subtract the users bet ammount from the total
jmp Do # continue the while loop
callWinner:
lea rcx, Winner
call PrintStringZ
add Funds, rbx # add the users bet ammount from the total
jmp Do # continue the while loop
End:
call Exit
|
LibraBFT/Impl/Consensus/ChainedBFT/EventProcessor/Properties.agda | haroldcarr/bft-consensus-agda | 0 | 11493 | <filename>LibraBFT/Impl/Consensus/ChainedBFT/EventProcessor/Properties.agda
{- Byzantine Fault Tolerant Consensus Verification in Agda, version 0.9.
Copyright (c) 2021, Oracle and/or its affiliates.
Licensed under the Universal Permissive License v 1.0 as shown at https://opensource.oracle.com/licenses/upl
-}
-- This module contains properties that are only about the behavior of the handlers, nothing to do
-- with system state
open import Optics.All
open import LibraBFT.Prelude
open import LibraBFT.Base.ByteString
open import LibraBFT.Base.Types
open import LibraBFT.Hash
open import LibraBFT.Impl.Base.Types
open import LibraBFT.Impl.Consensus.Types
open import LibraBFT.Impl.Util.Util
module LibraBFT.Impl.Consensus.ChainedBFT.EventProcessor.Properties
(hash : BitString → Hash)
(hash-cr : ∀{x y} → hash x ≡ hash y → Collision hash x y ⊎ x ≡ y)
where
open import LibraBFT.Impl.Consensus.ChainedBFT.EventProcessor hash hash-cr
-- The quorum certificates sent in SyncInfo with votes are those from the peer state
procPMCerts≡ : ∀ {ts pm pre vm αs}
→ (SendVote vm αs) ∈ LBFT-outs (processProposalMsg ts pm) pre
→ vm ^∙ vmSyncInfo ≡ mkSyncInfo (₋epHighestQC pre) (₋epHighestCommitQC pre)
procPMCerts≡ (there x) = ⊥-elim (¬Any[] x) -- processProposalMsg sends only one vote
procPMCerts≡ (here refl) = refl
|
audio/sfx/battle_31.asm | etdv-thevoid/pokemon-rgb-enhanced | 1 | 5989 | <gh_stars>1-10
SFX_Battle_31_Ch4:
duty 2
unknownsfx0x20 15, 255, 224, 7
unknownsfx0x20 15, 255, 224, 7
unknownsfx0x20 15, 255, 224, 7
unknownsfx0x20 15, 255, 224, 7
unknownsfx0x20 15, 242, 224, 7
endchannel
SFX_Battle_31_Ch5:
duty 3
unknownsfx0x20 15, 255, 226, 7
unknownsfx0x20 15, 255, 225, 7
unknownsfx0x20 15, 255, 226, 7
unknownsfx0x20 15, 255, 225, 7
unknownsfx0x20 15, 242, 226, 7
endchannel
|
json_database/recognizer/Database.g4 | tsudmi/JSONDatabase | 0 | 2820 | grammar Database;
commands
: (command ';')* command
;
command
: 'SELECT' selectStatement
| 'CREATE' createStatement
| 'INSERT' insertStatement
| 'UPDATE' updateStatement
| 'DELETE' deleteStatement
| 'DROP' dropStatement
;
selectStatement
: ((columnName ',')* columnName | '*') 'FROM' tableName ('WHERE' where)?
;
createStatement
: 'TABLE' tableName
;
insertStatement
: 'INTO' tableName 'SET' (columnName '=' value ',')* columnName '=' value
;
updateStatement
: tableName 'SET' (columnName '=' value ',')* columnName '=' value ('WHERE' where)?
;
deleteStatement
: 'FROM' tableName ('WHERE' where)?
;
dropStatement
: 'TABLE' (tableName ',')* tableName
;
where
: whereAND 'OR' where
| whereAND
;
whereAND
: columnName operator value 'AND' whereAND
| columnName operator value
;
operator
: '=' | '!=' | '>' | '<' | '>=' | '<='
;
tableName
: NAME
;
columnName
: NAME
;
NAME
: [a-zA-Z] [0-9a-zA-Z$_]*
;
value
: number
| boolean
| STRING
;
STRING
: '"' ~["\r\n]*? '"'
;
number
: INT
| FLOAT
;
INT
: '-'? [1-9] [0-9]* ('.' [0-9]+)?
;
FLOAT
: '-'? '0' ('.' [0-9]+)?
;
boolean
: 'true'
| 'false'
;
LINE_COMMENT
: ('--' | '#') ~[\r\n]* -> skip
;
BLOCK_COMMENT
: '/*' .*? '*/' -> skip
;
WS
: [ \t\n\r]+ -> skip
;
|
oeis/005/A005329.asm | neoneye/loda-programs | 11 | 89816 | <reponame>neoneye/loda-programs
; A005329: a(n) = Product_{i=1..n} (2^i - 1). Also called 2-factorial numbers.
; Submitted by <NAME>
; 1,1,3,21,315,9765,615195,78129765,19923090075,10180699028325,10414855105976475,21319208401933844325,87302158405919092510875,715091979502883286756577125,11715351900195736886933003038875,383876935713713710574133710574817125,25157374981998228022475852722520640286875,3297402296265489745133932492193502843040993125,864390930149924278258644465301081415783295060766875,453188927595513350075389930779308072236776417524282593125,475202579753465411055301996666912961845677832005524620086046875
mov $2,1
mov $3,1
lpb $0
sub $0,$2
add $1,1
mul $3,$1
mul $1,2
lpe
mov $0,$3
|
libsrc/stdio/ansi/pc6001/f_ansi_bel.asm | meesokim/z88dk | 0 | 102453 | <reponame>meesokim/z88dk
;
; ANSI Video handling for the PC6001
;
; BEL - chr(7) Beep it out
;
;
; <NAME> - Jan 2013
;
;
; $Id: f_ansi_bel.asm,v 1.2 2015/01/19 01:33:19 pauloscustodio Exp $
;
PUBLIC ansi_BEL
.ansi_BEL
ld a,7
jp $26c7
|
oeis/211/A211813.asm | neoneye/loda-programs | 11 | 14128 | <gh_stars>10-100
; A211813: Number of (n+1) X (n+1) -10..10 symmetric matrices with every 2 X 2 subblock having sum zero and two distinct values.
; 32,44,62,92,140,218,344,548,878,1412,2276,3674,5936,9596,15518,25100,40604,65690,106280,171956,278222,450164,728372,1178522,1906880,3085388,4992254,8077628,13069868,21147482,34217336,55364804,89582126,144946916,234529028,379475930,614004944,993480860,1607485790,2600966636,4208452412,6809419034,11017871432,17827290452,28845161870,46672452308,75517614164,122190066458,197707680608,319897747052,517605427646,837503174684,1355108602316,2192611776986,3547720379288,5740332156260,9288052535534
mov $1,6
mov $2,9
lpb $0
sub $0,2
add $1,$2
add $2,$1
lpe
lpb $0
sub $0,1
add $2,$1
lpe
mov $0,$2
add $0,7
mul $0,2
|
source/nodes/program-nodes-selected_components.ads | reznikmm/gela | 0 | 11653 | <filename>source/nodes/program-nodes-selected_components.ads
-- SPDX-FileCopyrightText: 2019 <NAME> <<EMAIL>>
--
-- SPDX-License-Identifier: MIT
-------------------------------------------------------------
with Program.Elements.Expressions;
with Program.Lexical_Elements;
with Program.Elements.Selected_Components;
with Program.Element_Visitors;
package Program.Nodes.Selected_Components is
pragma Preelaborate;
type Selected_Component is
new Program.Nodes.Node
and Program.Elements.Selected_Components.Selected_Component
and Program.Elements.Selected_Components.Selected_Component_Text
with private;
function Create
(Prefix : not null Program.Elements.Expressions.Expression_Access;
Dot_Token : not null Program.Lexical_Elements.Lexical_Element_Access;
Selector : not null Program.Elements.Expressions.Expression_Access)
return Selected_Component;
type Implicit_Selected_Component is
new Program.Nodes.Node
and Program.Elements.Selected_Components.Selected_Component
with private;
function Create
(Prefix : not null Program.Elements.Expressions
.Expression_Access;
Selector : not null Program.Elements.Expressions
.Expression_Access;
Is_Part_Of_Implicit : Boolean := False;
Is_Part_Of_Inherited : Boolean := False;
Is_Part_Of_Instance : Boolean := False)
return Implicit_Selected_Component
with Pre =>
Is_Part_Of_Implicit or Is_Part_Of_Inherited or Is_Part_Of_Instance;
private
type Base_Selected_Component is
abstract new Program.Nodes.Node
and Program.Elements.Selected_Components.Selected_Component
with record
Prefix : not null Program.Elements.Expressions.Expression_Access;
Selector : not null Program.Elements.Expressions.Expression_Access;
end record;
procedure Initialize (Self : in out Base_Selected_Component'Class);
overriding procedure Visit
(Self : not null access Base_Selected_Component;
Visitor : in out Program.Element_Visitors.Element_Visitor'Class);
overriding function Prefix
(Self : Base_Selected_Component)
return not null Program.Elements.Expressions.Expression_Access;
overriding function Selector
(Self : Base_Selected_Component)
return not null Program.Elements.Expressions.Expression_Access;
overriding function Is_Selected_Component
(Self : Base_Selected_Component)
return Boolean;
overriding function Is_Expression
(Self : Base_Selected_Component)
return Boolean;
type Selected_Component is
new Base_Selected_Component
and Program.Elements.Selected_Components.Selected_Component_Text
with record
Dot_Token : not null Program.Lexical_Elements.Lexical_Element_Access;
end record;
overriding function To_Selected_Component_Text
(Self : in out Selected_Component)
return Program.Elements.Selected_Components
.Selected_Component_Text_Access;
overriding function Dot_Token
(Self : Selected_Component)
return not null Program.Lexical_Elements.Lexical_Element_Access;
type Implicit_Selected_Component is
new Base_Selected_Component
with record
Is_Part_Of_Implicit : Boolean;
Is_Part_Of_Inherited : Boolean;
Is_Part_Of_Instance : Boolean;
end record;
overriding function To_Selected_Component_Text
(Self : in out Implicit_Selected_Component)
return Program.Elements.Selected_Components
.Selected_Component_Text_Access;
overriding function Is_Part_Of_Implicit
(Self : Implicit_Selected_Component)
return Boolean;
overriding function Is_Part_Of_Inherited
(Self : Implicit_Selected_Component)
return Boolean;
overriding function Is_Part_Of_Instance
(Self : Implicit_Selected_Component)
return Boolean;
end Program.Nodes.Selected_Components;
|
programs/oeis/098/A098308.asm | neoneye/loda | 22 | 83030 | <reponame>neoneye/loda
; A098308: Unsigned member r=-8 of the family of Chebyshev sequences S_r(n) defined in A092184.
; 0,1,8,81,800,7921,78408,776161,7683200,76055841,752875208,7452696241,73774087200,730288175761,7229107670408,71560788528321,708378777612800,7012226987599681,69413891098384008,687126683996240401
seq $0,1079 ; a(n) = 10*a(n-1) - a(n-2); a(0) = 1, a(1) = 5.
add $0,1
div $0,6
|
src/utilities_package.ads | MorganPeterson/avi-editor | 0 | 23795 | with Ada.Strings.Unbounded; use Ada.Strings.Unbounded;
with Buffer_Package; use Buffer_Package;
package Utilities_Package is
type ERR_TYPE is (
ENDOFFILE,
NOBLOCKMARKED,
INVALIDEFUNCTIONNUMBER,
BEGINNINGOFLINE,
ENDOFLINE,
TOPOFFILE,
OUTOFMEMORY,
EMPTYCOMMAND,
COULDNOTOPENFILE,
COULDNOTOPENTEMPORARYFILE,
COULDNOTFORK,
NOPREVIOUSPOSITION,
INVALIDBOOKMARK,
BOOKMARKNOTSET,
CURSORINSIDEBLOCK,
INVALIDLINE,
INVALIDMAPPINGSPECIFICATION,
INVALIDPAGEHEIGHT,
NOBLOCKDEFINED,
INVALIDDELAYVALUE,
LEFTMARGINWOULDEXCEEDRIGHTMARGIN,
RIGHTMARINWOULDEXCEEDLEFTMARGIN,
INVALIDMARGIN,
SEARCHFAILED,
INVALIDTABWIDTH,
NOTHINGTOUNDO,
UNKNOWNCOMMAND);
type View is record
B : Buffer;
P : Pos;
GB : POS;
BS : Integer;
BE : Integer;
EX : Boolean;
Status_Callback : Boolean;
end record;
function Read_File
(Name : Unbounded_String; V : View) return Boolean;
end Utilities_Package;
|
libsrc/stdlib/8080/asm_atol.asm | Frodevan/z88dk | 640 | 170931 | ; long __FASTCALL__ atol(char *s)
; 12.2006 aralbrec
SECTION code_clib
PUBLIC asm_atol
EXTERN l_long_neg, asm_isspace
EXTERN l_long_mult
; FASTCALL
; enter : hl = char*
; exit : dehl = long result
; bc = & next char to interpret in char*
.asm_atol
ld a,(hl) ; eat whitespace
inc hl
call asm_isspace
jr z, asm_atol
; ate up one too many chars, see if it's a sign
cp '+'
jr z, signdone
dec hl
cp '-'
jr nz, signdone
inc hl ; this is a negative number
call signdone ; do atol but come back here to negate result
jp l_long_neg ; dehl = -dehl
.signdone
ld b,h
ld c,l
ld de,0
ld l,e
ld h,d
; bc = char *
; dehl = result
dec bc
.loop
inc bc
ld a,(bc)
sub '0' ; inlined isdigit
ret c
cp 10
ret nc
push bc
push af ;Save value
; dehl *= 10
push de
push hl
ld hl,10
ld de,0
call l_long_mult
; dehl + value
pop af ;Value
pop bc ;str pointer
add a,l
ld l,a
jp nc, loop
inc h
jp nz, loop
inc de
jp loop
|
src/Relation/Binary/PropositionalEquality/Extensionality.agda | metaborg/mj.agda | 10 | 16988 | import Relation.Binary.PropositionalEquality as PEq
module Relation.Binary.PropositionalEquality.Extensionality
(funext : ∀ {ℓ₁ ℓ₂} → PEq.Extensionality ℓ₁ ℓ₂) where
funext² : ∀ {p q r}{P : Set p}{Q : P → Set q}
{R : (p : P) → Q p → Set r} →
{f g : ∀ (p : P)(q : Q p) → R p q} → (∀ p q → f p q PEq.≡ g p q) →
f PEq.≡ g
funext² f = funext λ p → funext λ q → f p q
funext³ : ∀ {p q r s}{P : Set p}{Q : P → Set q}
{R : (p : P) → Q p → Set r}{S : (p : P)(q : Q p) → R p q → Set s} →
{f g : ∀ (p : P)(q : Q p)(r : R p q) → S p q r} → (∀ p q r → f p q r PEq.≡ g p q r) →
f PEq.≡ g
funext³ f = funext λ p → funext λ q → funext λ r → f p q r
|
FormalLanguage/Equals.agda | Lolirofle/stuff-in-agda | 6 | 2965 | <gh_stars>1-10
{-# OPTIONS --sized-types #-}
module FormalLanguage.Equals{ℓ} where
import Lvl
open import FormalLanguage
open import Lang.Size
open import Logic.Propositional
open import Relator.Equals using ([≡]-intro) renaming (_≡_ to _≡ₑ_)
open import Relator.Equals.Proofs
import Structure.Relator.Names as Names
open import Structure.Setoid
open import Structure.Relator.Equivalence
open import Structure.Relator.Properties
open import Type
private variable s : Size
module _ {Σ : Alphabet{ℓ}} where
record _≅[_]≅_ (A : Language(Σ){∞ˢⁱᶻᵉ}) (s : Size) (B : Language(Σ){∞ˢⁱᶻᵉ}) : Type{ℓ} where
constructor intro
coinductive
field
accepts-ε : Language.accepts-ε(A) ≡ₑ Language.accepts-ε(B)
suffix-lang : ∀{c : Σ}{sₛ : <ˢⁱᶻᵉ s} → (Language.suffix-lang A c ≅[ sₛ ]≅ Language.suffix-lang B c)
_≅_ : ∀{s : Size} → Language(Σ){∞ˢⁱᶻᵉ} → Language(Σ){∞ˢⁱᶻᵉ} → Type
_≅_ {s} = _≅[ s ]≅_
[≅]-reflexivity-raw : Names.Reflexivity(_≅[ s ]≅_)
_≅[_]≅_.accepts-ε ([≅]-reflexivity-raw) = [≡]-intro
_≅[_]≅_.suffix-lang ([≅]-reflexivity-raw) = [≅]-reflexivity-raw
[≅]-symmetry-raw : Names.Symmetry(_≅[ s ]≅_)
_≅[_]≅_.accepts-ε ([≅]-symmetry-raw ab) = symmetry(_≡ₑ_) (_≅[_]≅_.accepts-ε ab)
_≅[_]≅_.suffix-lang ([≅]-symmetry-raw ab) = [≅]-symmetry-raw (_≅[_]≅_.suffix-lang ab)
[≅]-transitivity-raw : Names.Transitivity(_≅[ s ]≅_)
_≅[_]≅_.accepts-ε ([≅]-transitivity-raw ab bc) = transitivity(_≡ₑ_) (_≅[_]≅_.accepts-ε ab) (_≅[_]≅_.accepts-ε bc)
_≅[_]≅_.suffix-lang ([≅]-transitivity-raw ab bc) = [≅]-transitivity-raw (_≅[_]≅_.suffix-lang ab) (_≅[_]≅_.suffix-lang bc)
instance
[≅]-reflexivity : Reflexivity(_≅[ s ]≅_)
Reflexivity.proof([≅]-reflexivity) = [≅]-reflexivity-raw
instance
[≅]-symmetry : Symmetry(_≅[ s ]≅_)
Symmetry.proof([≅]-symmetry) = [≅]-symmetry-raw
instance
[≅]-transitivity : Transitivity(_≅[ s ]≅_)
Transitivity.proof([≅]-transitivity) = [≅]-transitivity-raw
instance
[≅]-equivalence : Equivalence(_≅[ s ]≅_)
[≅]-equivalence = record{}
instance
[≅]-equiv : let _ = s in Equiv(Language(Σ))
[≅]-equiv {s = s} = intro(_≅[ s ]≅_) ⦃ [≅]-equivalence ⦄
|
gcc-gcc-7_3_0-release/gcc/ada/g-shshco.ads | best08618/asylo | 7 | 5158 | ------------------------------------------------------------------------------
-- --
-- GNAT LIBRARY COMPONENTS --
-- --
-- G N A T . S E C U R E _ H A S H E S . S H A 2 _ C O M M O N --
-- --
-- S p e c --
-- --
-- Copyright (C) 2009, Free Software Foundation, Inc. --
-- --
-- GNAT is free software; you can redistribute it and/or modify it under --
-- terms of the GNU General Public License as published by the Free Soft- --
-- ware Foundation; either version 3, or (at your option) any later ver- --
-- sion. GNAT is distributed in the hope that it will be useful, but WITH- --
-- OUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY --
-- or FITNESS FOR A PARTICULAR PURPOSE. --
-- --
-- As a special exception under Section 7 of GPL version 3, you are granted --
-- additional permissions described in the GCC Runtime Library Exception, --
-- version 3.1, as published by the Free Software Foundation. --
-- --
-- You should have received a copy of the GNU General Public License and --
-- a copy of the GCC Runtime Library Exception along with this program; --
-- see the files COPYING3 and COPYING.RUNTIME respectively. If not, see --
-- <http://www.gnu.org/licenses/>. --
-- --
-- GNAT was originally developed by the GNAT team at New York University. --
-- Extensive contributions were provided by Ada Core Technologies Inc. --
-- --
------------------------------------------------------------------------------
-- This package provides supporting code for implementation of the following
-- secure hash functions described in FIPS PUB 180-3: SHA-224, SHA-256,
-- SHA-384, SHA-512. It contains the generic transform operation that is
-- common to the above four functions. The complete text of FIPS PUB 180-3
-- can be found at:
-- http://csrc.nist.gov/publications/fips/fips180-3/fips180-3_final.pdf
-- This is an internal unit and should not be used directly in applications.
-- Use GNAT.SHA* instead.
package GNAT.Secure_Hashes.SHA2_Common is
Block_Words : constant := 16;
-- All functions operate on blocks of 16 words
generic
with package Hash_State is new Hash_Function_State (<>);
Rounds : Natural;
-- Number of transformation rounds
K : Hash_State.State;
-- Constants used in the transform operation
with function Sigma0 (X : Hash_State.Word) return Hash_State.Word is <>;
with function Sigma1 (X : Hash_State.Word) return Hash_State.Word is <>;
with function S0 (X : Hash_State.Word) return Hash_State.Word is <>;
with function S1 (X : Hash_State.Word) return Hash_State.Word is <>;
-- FIPS PUB 180-3 elementary functions
procedure Transform
(H_St : in out Hash_State.State;
M_St : in out Message_State);
end GNAT.Secure_Hashes.SHA2_Common;
|
programs/oeis/017/A017229.asm | neoneye/loda | 22 | 80793 | ; A017229: a(n) = (9*n + 5)^9.
; 1953125,20661046784,1801152661463,35184372088832,327381934393961,1953125000000000,8662995818654939,31087100296429568,95151694449171437,257327417311663616,630249409724609375,1423311812421484544,3004041937984268273,5987402799531080192,11361656654439817571,20661046784000000000,36197319879620191349,61364017143100579328,101029508532509551847,162036931496379416576,253831523037259765625,389238302031137391104,585415667401849109483,865013227009378353152,1257565061957837936381,1801152661463000000000,2544374934440439784559,3548666015583712575488,4891005035897482905857,6667065620433171892736,8994856609344482421875,12018909372337102782464,15915071101130977289093,20895967619684767411712,27217203547650508966391,35184372088832000000000,45160951293313130130569,57577168359402185282048,72939918399605131977467,91843829093495002628096,114983567789585767578125,143167492898147491034624,177332756837315126431103,218561973355846012239872,268101567757470981763601,327381934393961000000000,398039531776795387285379,481941051780668983083008,581209805676014043990677,698254476132238257798656,835800390878492990234375,996923480394485762883584,1185087088830137989679513,1404181814319763175301632,1658568561963902101824011,1953125000000000000000000,2293295617071746318664989,2685145586036120469882368,3135418647416996838649487,3651599233424559404220416,4241979061410760525390625,4915728433722629794425344,5682972489147397363698323,6554872659516141795540992,7543713593546005279283621,8662995818654939000000000,9927534420277448531045399,11353564027144903357104128,12958850400069656016137897,14762808930988484877349376,16786630368377730248046875,19053414094649936325115904,21588309290779841476671533,24418664333186176456381952,27574184777814934416918431,31087100296429568000000000,34992340940313947338562609,39327723116934878511692288,44134145675592534845119907,49455796508709293449281536,55340370086170196533203125,61839296351031571325771264,69007981415958243876303143,76906060510934270593728512,85597663644117187118144441,95151694449171437000000000,105642122704022892690712619,117148291017723218524110848,129755236194000249690739517,143554025792098572676752896,158642110417683091255859375,175123692288887547886567424,193110110635039743277817153,212720244498185556943964672,234080933520264818775017651,257327417311663616000000000,282603794009879741420351429,310063498650190697436343808,339869801983506966182620727,372196330390027139029139456
mul $0,9
add $0,5
pow $0,9
|
oeis/212/A212323.asm | neoneye/loda-programs | 11 | 94898 | <reponame>neoneye/loda-programs<gh_stars>10-100
; A212323: a(n) = 3^n - Fibonacci(n).
; Submitted by <NAME>(s2)
; 1,2,8,25,78,238,721,2174,6540,19649,58994,177058,531297,1594090,4782592,14348297,43045734,129138566,387417905,1162257286,3486777636,10460342257,31381041898,94143150170,282429490113,847288534418,2541865706936,7625597288569,22876792137150,68630376850654,205891131262609,617673394937678,1853020186673532,5559060563030945,16677181693963682,50031545089772242,150094635282068769,450283905866839546,1350851717633903920,4052555152955730281,12157665458954594646,36472996377005206262,109418989131244444913
mov $1,3
pow $1,$0
seq $0,45 ; Fibonacci numbers: F(n) = F(n-1) + F(n-2) with F(0) = 0 and F(1) = 1.
mov $2,$1
sub $2,$0
mov $0,$2
|
alloy4fun_models/trashltl/models/0/4DBAMBnqWn5bnwqkG.als | Kaixi26/org.alloytools.alloy | 0 | 3804 | <filename>alloy4fun_models/trashltl/models/0/4DBAMBnqWn5bnwqkG.als
open main
pred id4DBAMBnqWn5bnwqkG_prop1 {
no Trash
}
pred __repair { id4DBAMBnqWn5bnwqkG_prop1 }
check __repair { id4DBAMBnqWn5bnwqkG_prop1 <=> prop1o } |
gcc-gcc-7_3_0-release/gcc/testsuite/ada/acats/tests/c8/c87b48a.ada | best08618/asylo | 7 | 24258 | -- C87B48A.ADA
-- Grant of Unlimited Rights
--
-- Under contracts F33600-87-D-0337, F33600-84-D-0280, MDA903-79-C-0687,
-- F08630-91-C-0015, and DCA100-97-D-0025, the U.S. Government obtained
-- unlimited rights in the software and documentation contained herein.
-- Unlimited rights are defined in DFAR 252.227-7013(a)(19). By making
-- this public release, the Government intends to confer upon all
-- recipients unlimited rights equal to those held by the Government.
-- These rights include rights to use, duplicate, release or disclose the
-- released technical data and computer software in whole or in part, in
-- any manner and for any purpose whatsoever, and to have or permit others
-- to do so.
--
-- DISCLAIMER
--
-- ALL MATERIALS OR INFORMATION HEREIN RELEASED, MADE AVAILABLE OR
-- DISCLOSED ARE AS IS. THE GOVERNMENT MAKES NO EXPRESS OR IMPLIED
-- WARRANTY AS TO ANY MATTER WHATSOEVER, INCLUDING THE CONDITIONS OF THE
-- SOFTWARE, DOCUMENTATION OR OTHER INFORMATION RELEASED, MADE AVAILABLE
-- OR DISCLOSED, OR THE OWNERSHIP, MERCHANTABILITY, OR FITNESS FOR A
-- PARTICULAR PURPOSE OF SAID MATERIAL.
--*
-- CHECK THAT OVERLOADING RESOLUTION USES THE RULE THAT:
--
-- NAMED ACTUAL PARAMETERS CAN RESOLVE OVERLOADING OF SUBPROGRAMS.
-- THIS TEST USES FUNCTIONS AND OPERATOR SYMBOLS ONLY.
-- TRH 13 AUG 82
WITH REPORT; USE REPORT;
PROCEDURE C87B48A IS
ERR, B1, B2 : BOOLEAN := FALSE;
PACKAGE A IS
FUNCTION "-" (X : BOOLEAN) RETURN BOOLEAN;
FUNCTION TOGGLE (X : BOOLEAN) RETURN BOOLEAN
RENAMES "-";
END A;
PACKAGE BODY A IS
FUNCTION "-" (X : BOOLEAN) RETURN BOOLEAN IS
BEGIN
RETURN NOT X;
END "-";
END A;
PACKAGE B IS
FUNCTION "-" (Y : BOOLEAN) RETURN BOOLEAN;
FUNCTION TOGGLE (Y : BOOLEAN) RETURN BOOLEAN
RENAMES "-";
END B;
PACKAGE BODY B IS
FUNCTION "-" (Y : BOOLEAN) RETURN BOOLEAN IS
BEGIN
ERR := TRUE;
RETURN NOT Y;
END "-";
END B;
PACKAGE C IS
FUNCTION "-" (Z : BOOLEAN) RETURN BOOLEAN;
FUNCTION TOGGLE (Z : BOOLEAN) RETURN BOOLEAN
RENAMES "-";
END C;
PACKAGE BODY C IS
FUNCTION "-" (Z : BOOLEAN) RETURN BOOLEAN IS
BEGIN
ERR := TRUE;
RETURN NOT Z;
END "-";
END C;
USE A, B, C;
BEGIN
TEST ("C87B48A","RESOLUTION OF OVERLOADED SUBPROGRAMS BY NAMED " &
"ACTUAL PARAMETERS");
B1 := "-" (X => FALSE);
B2 := TOGGLE (X => FALSE);
IF ERR OR ELSE NOT B1 OR ELSE NOT B2 THEN
FAILED ("RESOLUTION INCORRECT FOR OVERLOADED SUBPROGRAMS" &
" WITH NAMED ACTUAL PARAMETERS");
END IF;
RESULT;
END C87B48A;
|
oeis/279/A279673.asm | neoneye/loda-programs | 11 | 164256 | <gh_stars>10-100
; A279673: The maximum number of coins that can be processed in n weighings where all coins are real except for one LHR-coin starting in the light state.
; Submitted by <NAME>
; 1,3,9,19,41,99,233,531,1225,2851,6601,15251,35305,81763,189225,437907,1013641,2346275,5430537,12569363,29093289,67339363,155862889,360759571,835013705,1932719395,4473463369,10354262163,23965938537,55471468387,128394046889,297180379539,687852585737,1592100979491,3685070891401,8529451146259,19742235319081,45695303057507,105766175380969,244805988980755,566627014810569,1311512742164259,3035622425440969,7026240167959955,16262908879135977,37642067292075875,87126186376855593,201661940978179219
mul $0,2
seq $0,77882 ; Expansion of x/((1-x)*(1-x^2-2*x^3)).
mul $0,2
add $0,1
|
programs/oeis/068/A068628.asm | karttu/loda | 1 | 102268 | <reponame>karttu/loda<gh_stars>1-10
; A068628: Numbers occurring twice in A068627.
; 0,60,216,468,816,1260,1800,2436,3168,3996,4920,5940,7056,8268,9576,10980,12480,14076,15768,17556,19440,21420,23496,25668,27936,30300,32760,35316,37968,40716,43560,46500,49536,52668,55896,59220,62640,66156,69768,73476
mov $1,$0
mul $1,4
add $1,1
mul $1,$0
mul $1,12
|
asg/asm/lz4.asm | asgkafka/librdkafka | 0 | 176746 | <reponame>asgkafka/librdkafka<gh_stars>0
*PROCESS DUPALIAS
*
* Compiled by DCC Version 2.25.07 Mar 6 2021 08:51:07
* on Fri Apr 30 15:35:12 2021
*
WXTRN @@ZARCH#
*
*
*
* Code Section
*
@CODE ALIAS C'@LZ4'
@CODE CSECT
@CODE AMODE ANY
@CODE RMODE ANY
@DATA ALIAS C'@lz4'
rd_kafka_mem_malloc ALIAS X'99846D92818692816D9485946D948193939683'
EXTRN rd_kafka_mem_malloc
rd_kafka_mem_calloc ALIAS X'99846D92818692816D9485946D838193939683'
EXTRN rd_kafka_mem_calloc
rd_kafka_mem_free ALIAS X'99846D92818692816D9485946D86998585'
EXTRN rd_kafka_mem_free
memmove ALIAS C'memmove'
EXTRN memmove
*
*
*
* ....... start of LZ4_isAligned
@LNAME449 DS 0H
DC X'0000000D'
DC C'LZ4_isAligned'
DC X'00'
$L$Z4_is$Aligned DCCPRLG CINDEX=449,BASER=0,FRAME=168,SAVEAREA=NO,ENTRY*
=NO,ARCH=ZARCH,LNAMEADDR=@LNAME449
* ******* End of Prologue
* *
* *** return ((size_t)ptr & (alignment -1)) == 0;
LG 15,0(0,1) ; ptr
LG 1,8(0,1) ; alignment
AGHI 1,-1
NGR 15,1
LPGR 15,15
AGHI 15,-1
SRLG 15,15,63(0)
LGFR 15,15
* *** }
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
*
* DSECT for automatic variables in "LZ4_isAligned"
* (FUNCTION #449)
*
@AUTO#$L$Z4_is$Aligned DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_isLittleEndian
@LNAME450 DS 0H
DC X'00000012'
DC C'LZ4_isLittleEndian'
DC X'00'
$L$Z4_is$Little$Endian DCCPRLG CINDEX=450,BASER=12,FRAME=176,ENTRY=NO,A*
RCH=ZARCH,LNAMEADDR=@LNAME450
* ******* End of Prologue
* *
* *** const union { U32 u; BYTE c[4]; } one = { 1 };
MVHI 168(13),1
* *** return one.c[0];
LLC 15,168(0,13)
LLGFR 15,15
* *** }
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DS 0D
@FRAMESIZE_450 DC F'176'
DROP 12
*
* DSECT for automatic variables in "LZ4_isLittleEndian"
* (FUNCTION #450)
*
@AUTO#$L$Z4_is$Little$Endian DSECT
DS XL168
$L$Z4_is$Little$Endian#one#0 DS 4XL1 ; one
*
@CODE CSECT
*
*
*
* ....... start of LZ4_read16
@LNAME451 DS 0H
DC X'0000000A'
DC C'LZ4_read16'
DC X'00'
$L$Z4_read16 DCCPRLG CINDEX=451,BASER=12,FRAME=176,ENTRY=NO,ARCH=ZARCH,*
LNAMEADDR=@LNAME451
* ******* End of Prologue
* *
* *** U16 val; __memcpy(&val,memPtr,sizeof(val)); return val;
LG 15,0(0,1)
LA 1,168(0,13)
MVC 0(2,1),0(15)
LLGH 15,168(0,13) ; val
* *** }
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DS 0D
@FRAMESIZE_451 DC F'176'
DROP 12
*
* DSECT for automatic variables in "LZ4_read16"
* (FUNCTION #451)
*
@AUTO#$L$Z4_read16 DSECT
DS XL168
$L$Z4_read16#val#0 DS 1H ; val
*
@CODE CSECT
*
*
*
* ....... start of LZ4_read32
@LNAME452 DS 0H
DC X'0000000A'
DC C'LZ4_read32'
DC X'00'
$L$Z4_read32 DCCPRLG CINDEX=452,BASER=12,FRAME=176,ENTRY=NO,ARCH=ZARCH,*
LNAMEADDR=@LNAME452
* ******* End of Prologue
* *
* *** U32 val; __memcpy(&val,memPtr,sizeof(val)); return val;
LG 15,0(0,1)
LA 1,168(0,13)
MVC 0(4,1),0(15)
LLGF 15,168(0,13) ; val
* *** }
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DS 0D
@FRAMESIZE_452 DC F'176'
DROP 12
*
* DSECT for automatic variables in "LZ4_read32"
* (FUNCTION #452)
*
@AUTO#$L$Z4_read32 DSECT
DS XL168
$L$Z4_read32#val#0 DS 1F ; val
*
@CODE CSECT
*
*
*
* ....... start of LZ4_read_ARCH
@LNAME453 DS 0H
DC X'0000000D'
DC C'LZ4_read_ARCH'
DC X'00'
$L$Z4_read_$A$R$C$H DCCPRLG CINDEX=453,BASER=12,FRAME=176,ENTRY=NO,ARCH*
=ZARCH,LNAMEADDR=@LNAME453
* ******* End of Prologue
* *
* *** reg_t val; __memcpy(&val,memPtr,sizeof(val)); return val;
LG 15,0(0,1)
LA 1,168(0,13)
MVC 0(8,1),0(15)
LG 15,168(0,13) ; val
* *** }
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DS 0D
@FRAMESIZE_453 DC F'176'
DROP 12
*
* DSECT for automatic variables in "LZ4_read_ARCH"
* (FUNCTION #453)
*
@AUTO#$L$Z4_read_$A$R$C$H DSECT
DS XL168
$L$Z4_read_$A$R$C$H#val#0 DS 8XL1 ; val
*
@CODE CSECT
*
*
*
* ....... start of LZ4_write16
@LNAME454 DS 0H
DC X'0000000B'
DC C'LZ4_write16'
DC X'00'
$L$Z4_write16 DCCPRLG CINDEX=454,BASER=0,FRAME=168,SAVEAREA=NO,ENTRY=NO*
,ARCH=ZARCH,LNAMEADDR=@LNAME454
* ******* End of Prologue
* *
* *** __memcpy(memPtr,&value,sizeof(value));
LA 15,14(0,1)
LG 1,0(0,1)
MVC 0(2,1),0(15)
* *** }
@ret_lab_454 DS 0H
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
*
* DSECT for automatic variables in "LZ4_write16"
* (FUNCTION #454)
*
@AUTO#$L$Z4_write16 DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_write32
@LNAME455 DS 0H
DC X'0000000B'
DC C'LZ4_write32'
DC X'00'
$L$Z4_write32 DCCPRLG CINDEX=455,BASER=0,FRAME=168,SAVEAREA=NO,ENTRY=NO*
,ARCH=ZARCH,LNAMEADDR=@LNAME455
* ******* End of Prologue
* *
* *** __memcpy(memPtr,&value,sizeof(value));
LA 15,12(0,1)
LG 1,0(0,1)
MVC 0(4,1),0(15)
* *** }
@ret_lab_455 DS 0H
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
*
* DSECT for automatic variables in "LZ4_write32"
* (FUNCTION #455)
*
@AUTO#$L$Z4_write32 DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_readLE16
@LNAME456 DS 0H
DC X'0000000C'
DC C'LZ4_readLE16'
DC X'00'
$L$Z4_read$L$E16 DCCPRLG CINDEX=456,BASER=12,FRAME=184,ENTRY=NO,ARCH=ZA*
RCH,LNAMEADDR=@LNAME456
LGR 2,1 ; ptr to parm area
* ******* End of Prologue
* *
* *** if (LZ4_isLittleEndian()) {
LG 15,@lit_456_4 ; LZ4_isLittleEndian
@@gen_label0 DS 0H
BALR 14,15
@@gen_label1 DS 0H
LTR 15,15
BZ @L17
* *** return LZ4_read16(memPtr);
LG 15,0(0,2) ; memPtr
STG 15,176(0,13)
LA 1,176(0,13)
LG 15,@lit_456_5 ; LZ4_read16
@@gen_label3 DS 0H
BALR 14,15
@@gen_label4 DS 0H
LLGHR 15,15
B @ret_lab_456
DS 0D
@FRAMESIZE_456 DC F'184'
@lit_456_4 DC AD($L$Z4_is$Little$Endian)
@lit_456_5 DC AD($L$Z4_read16)
* *** } else {
@L17 DS 0H
* *** const BYTE* p = (const BYTE*)memPtr;
LG 15,0(0,2) ; memPtr
* *** return (U16)((U16)p[0] + (p[1]<<8));
LLC 1,0(0,15)
LLC 15,1(0,15)
SLL 15,8(0)
AR 1,15
LLGHR 15,1
* *** }
* *** }
@ret_lab_456 DS 0H
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DROP 12
*
* DSECT for automatic variables in "LZ4_readLE16"
* (FUNCTION #456)
*
@AUTO#$L$Z4_read$L$E16 DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_writeLE16
@LNAME457 DS 0H
DC X'0000000D'
DC C'LZ4_writeLE16'
DC X'00'
$L$Z4_write$L$E16 DCCPRLG CINDEX=457,BASER=12,FRAME=192,ENTRY=NO,ARCH=Z*
ARCH,LNAMEADDR=@LNAME457
LGR 2,1 ; ptr to parm area
* ******* End of Prologue
* *
* *** if (LZ4_isLittleEndian()) {
LG 15,@lit_457_7 ; LZ4_isLittleEndian
@@gen_label5 DS 0H
BALR 14,15
@@gen_label6 DS 0H
LTR 15,15
BZ @L19
* *** LZ4_write16(memPtr, value);
LG 15,0(0,2) ; memPtr
STG 15,176(0,13)
LLGH 15,14(0,2) ; value
STG 15,184(0,13)
LA 1,176(0,13)
LG 15,@lit_457_8 ; LZ4_write16
@@gen_label8 DS 0H
BALR 14,15
@@gen_label9 DS 0H
* *** } else {
B @ret_lab_457
DS 0D
@FRAMESIZE_457 DC F'192'
@lit_457_7 DC AD($L$Z4_is$Little$Endian)
@lit_457_8 DC AD($L$Z4_write16)
@L19 DS 0H
* *** BYTE* p = (BYTE*)memPtr;
LG 15,0(0,2) ; memPtr
* *** p[0] = (BYTE) value;
LH 1,14(0,2) ; value
STC 1,0(0,15)
* *** p[1] = (BYTE)(value>>8);
LLHR 1,1
SRA 1,8(0)
STC 1,1(0,15)
* *** }
@L20 DS 0H
* *** }
@ret_lab_457 DS 0H
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DROP 12
*
* DSECT for automatic variables in "LZ4_writeLE16"
* (FUNCTION #457)
*
@AUTO#$L$Z4_write$L$E16 DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_wildCopy8
@LNAME458 DS 0H
DC X'0000000D'
DC C'LZ4_wildCopy8'
DC X'00'
$L$Z4_wild$Copy8 DCCPRLG CINDEX=458,BASER=12,FRAME=176,SAVEAREA=NO,ENTR*
Y=NO,ARCH=ZARCH,LNAMEADDR=@LNAME458
LGR 2,1 ; ptr to parm area
* ******* End of Prologue
* *
* *** BYTE* d = (BYTE*)dstPtr;
LG 15,0(0,2) ; dstPtr
* *** const BYTE* s = (const BYTE*)srcPtr;
LMG 1,2,8(2) ; srcPtr
* *** BYTE* const e = (BYTE*)dstEnd;
* ***
* *** do { __memcpy(d,s,8); d+=8; s+=8; } while (d<e);
@L21 DS 0H
MVC 0(8,15),0(1)
LA 15,8(0,15)
LA 1,8(0,1)
CGR 15,2
BL @L21
* *** }
@ret_lab_458 DS 0H
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DROP 12
*
* DSECT for automatic variables in "LZ4_wildCopy8"
* (FUNCTION #458)
*
@AUTO#$L$Z4_wild$Copy8 DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_NbCommonBytes
@LNAME459 DS 0H
DC X'00000011'
DC C'LZ4_NbCommonBytes'
DC X'00'
$L$Z4_$Nb$Common$Bytes DCCPRLG CINDEX=459,BASER=12,FRAME=176,ENTRY=NO,A*
RCH=ZARCH,LNAMEADDR=@LNAME459
* ******* End of Prologue
* *
* *** ((void)0);
LG 2,0(0,1) ; val
* *** if (LZ4_isLittleEndian()) {
LG 15,@lit_459_10 ; LZ4_isLittleEndian
@@gen_label11 DS 0H
BALR 14,15
@@gen_label12 DS 0H
LTR 15,15
BZ @L24
* *** if (sizeof(val) == 8) {
* *** # 533 "C:\asgkafka\librdkafka\src\lz4.c"
* *** const U64 m = 0x0101010101010101ULL;
LG 15,@lit_459_12 ; 72340172838076673
* *** val ^= val - 1;
LGR 1,2
AGHI 1,-1
XGR 2,1
* *** return (unsigned)(((U64)((val & (m - 1)) * m)) >> \
* 56);
LGR 1,15
AGHI 1,-1
NGR 2,1
MSGR 2,15
SRLG 15,2,56(0)
LLGFR 15,15
B @ret_lab_459
DS 0D
@FRAMESIZE_459 DC F'176'
@lit_459_10 DC AD($L$Z4_is$Little$Endian)
@lit_459_12 DC FD'72340172838076673' 0x0101010101010101
@lit_459_17 DC FD'36099303471055874' 0x0080402010080402
@lit_459_16 DC AD(@DATA)
* ***
* *** } else {
@L25 DS 0H
* *** # 547 "C:\asgkafka\librdkafka\src\lz4.c"
* *** const U32 m = 0x01010101;
* *** return (unsigned)((((val - 1) ^ val) & (m - 1)) * \
* m) >> 24;
* ***
* *** }
* *** } else {
@L24 DS 0H
* *** if (sizeof(val)==8) {
* *** # 559 "C:\asgkafka\librdkafka\src\lz4.c"
* ***
* ***
* *** static const unsigned char ctz7_tab[128] = {
* *** 7, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0\
* ,
* *** 4, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0\
* ,
* *** 5, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0\
* ,
* *** 4, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0\
* ,
* *** 6, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0\
* ,
* *** 4, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0\
* ,
* *** 5, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0\
* ,
* *** 4, 0, 1, 0, 2, 0, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0\
* ,
* *** };
* *** U64 const mask = 0x0101010101010101ULL;
LG 15,@lit_459_12 ; 72340172838076673
* *** U64 const t = (((val >> 8) - mask) | val) & mask;
SRLG 1,2,8(0)
SLGR 1,15
OGR 1,2
NGR 1,15
* *** return ctz7_tab[(t * 0x0080402010080402ULL) >> 57]\
* ;
LG 15,@lit_459_16
MSG 1,@lit_459_17
SRLG 1,1,57(0)
LLC 15,68(1,15)
LLGFR 15,15
* *** # 588 "C:\asgkafka\librdkafka\src\lz4.c"
* *** } else {
@L28 DS 0H
* *** # 594 "C:\asgkafka\librdkafka\src\lz4.c"
* *** val >>= 8;
* *** val = ((((val + 0x00FFFF00) | 0x00FFFFFF) + val) |
* *** (val + 0x00FF0000)) >> 24;
* *** return (unsigned)val ^ 3;
* ***
* *** }
* *** }
* *** }
@ret_lab_459 DS 0H
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DROP 12
*
* DSECT for automatic variables in "LZ4_NbCommonBytes"
* (FUNCTION #459)
*
@AUTO#$L$Z4_$Nb$Common$Bytes DSECT
DS XL168
$L$Z4_$Nb$Common$Bytes#t#5 DS 8XL1 ; t
ORG @AUTO#$L$Z4_$Nb$Common$Bytes+168
$L$Z4_$Nb$Common$Bytes#mask#5 DS 8XL1 ; mask
ORG @AUTO#$L$Z4_$Nb$Common$Bytes+168
$L$Z4_$Nb$Common$Bytes#m#3 DS 1F ; m
ORG @AUTO#$L$Z4_$Nb$Common$Bytes+168
$L$Z4_$Nb$Common$Bytes#m#2 DS 8XL1 ; m
*
@CODE CSECT
*
*
*
* ....... start of LZ4_count
@LNAME460 DS 0H
DC X'00000009'
DC C'LZ4_count'
DC X'00'
$L$Z4_count DCCPRLG CINDEX=460,BASER=12,FRAME=184,ENTRY=NO,ARCH=ZARCH,L*
NAMEADDR=@LNAME460
* ******* End of Prologue
* *
* *** const BYTE* const pStart = pIn;
LG 5,0(0,1) ; pIn
LGR 2,5
LMG 3,4,8(1) ; pMatch
* ***
* *** if (((pIn < pInLimit-(sizeof(reg_t)-1)) != 0)) {
LGHI 15,-7 ; -7
LA 15,0(15,4)
CGR 5,15
BNL @@gen_label14
LHI 15,1
B @@gen_label15
DS 0D
@FRAMESIZE_460 DC F'184'
@lit_460_20 DC AD($L$Z4_read_$A$R$C$H)
@lit_460_22 DC AD($L$Z4_$Nb$Common$Bytes)
@lit_460_28 DC AD($L$Z4_read32)
@lit_460_31 DC AD($L$Z4_read16)
@@gen_label14 DS 0H
LHI 15,0
@@gen_label15 DS 0H
LTR 15,15
BE @L36
* *** reg_t const diff = LZ4_read_ARCH(pMatch) ^ LZ4_read_AR\
* CH(pIn);
STG 3,176(0,13)
LA 1,176(0,13)
LG 6,@lit_460_20 ; LZ4_read_ARCH
LGR 15,6
@@gen_label17 DS 0H
BALR 14,15
@@gen_label18 DS 0H
LGR 7,15
STG 2,176(0,13)
LA 1,176(0,13)
LGR 15,6
@@gen_label19 DS 0H
BALR 14,15
@@gen_label20 DS 0H
XGR 7,15
* *** if (!diff) {
LTGR 1,7
BNZ @L31
* *** pIn+=sizeof(reg_t); pMatch+=sizeof(reg_t);
LA 2,8(0,2)
LA 3,8(0,3)
* *** } else {
B @L32
@L31 DS 0H
* *** return LZ4_NbCommonBytes(diff);
STG 7,176(0,13)
LA 1,176(0,13)
LG 15,@lit_460_22 ; LZ4_NbCommonBytes
@@gen_label22 DS 0H
BALR 14,15
@@gen_label23 DS 0H
LLGFR 15,15
B @ret_lab_460
* *** } }
@L32 DS 0H
@L30 DS 0H
* ***
* *** while (((pIn < pInLimit-(sizeof(reg_t)-1)) != 0)) {
B @L36
@L35 DS 0H
* *** reg_t const diff = LZ4_read_ARCH(pMatch) ^ LZ4_read_AR\
* CH(pIn);
STG 3,176(0,13)
LA 1,176(0,13)
LG 6,@lit_460_20 ; LZ4_read_ARCH
LGR 15,6
@@gen_label24 DS 0H
BALR 14,15
@@gen_label25 DS 0H
LGR 7,15
STG 2,176(0,13)
LA 1,176(0,13)
LGR 15,6
@@gen_label26 DS 0H
BALR 14,15
@@gen_label27 DS 0H
XGR 7,15
* *** if (!diff) { pIn+=sizeof(reg_t); pMatch+=sizeof(reg_t)\
* ; continue; }
LTGR 1,7
BNZ @L37
LA 2,8(0,2)
LA 3,8(0,3)
B @L36
@L37 DS 0H
* *** pIn += LZ4_NbCommonBytes(diff);
STG 7,176(0,13)
LA 1,176(0,13)
LG 15,@lit_460_22 ; LZ4_NbCommonBytes
@@gen_label29 DS 0H
BALR 14,15
@@gen_label30 DS 0H
LLGFR 15,15
LA 15,0(15,2)
* *** return (unsigned)(pIn - pStart);
SGR 15,5
LLGFR 15,15
B @ret_lab_460
* *** }
@L36 DS 0H
LGHI 15,-7 ; -7
LA 15,0(15,4)
CGR 2,15
BNL @@gen_label31
LHI 15,1
B @@gen_label32
@@gen_label31 DS 0H
LHI 15,0
@@gen_label32 DS 0H
LTR 15,15
BNE @L35
* ***
* *** if ((sizeof(reg_t)==8) && (pIn<(pInLimit-3)) && (LZ4_read3\
* 2(pMatch) == LZ4_read32(pIn))) { pIn+=4; pMatch+=4; }
LGHI 15,-3 ; -3
LA 15,0(15,4)
CGR 2,15
BNL @L38
STG 3,176(0,13)
LA 1,176(0,13)
LG 6,@lit_460_28 ; LZ4_read32
LGR 15,6
@@gen_label35 DS 0H
BALR 14,15
@@gen_label36 DS 0H
LR 7,15
STG 2,176(0,13)
LA 1,176(0,13)
LGR 15,6
@@gen_label37 DS 0H
BALR 14,15
@@gen_label38 DS 0H
CLR 7,15
BNE @L38
LA 2,4(0,2)
LA 3,4(0,3)
@L38 DS 0H
* *** if ((pIn<(pInLimit-1)) && (LZ4_read16(pMatch) == LZ4_read1\
* 6(pIn))) { pIn+=2; pMatch+=2; }
LGHI 15,-1 ; -1
LA 15,0(15,4)
CGR 2,15
BNL @L39
STG 3,176(0,13)
LA 1,176(0,13)
LG 6,@lit_460_31 ; LZ4_read16
LGR 15,6
@@gen_label41 DS 0H
BALR 14,15
@@gen_label42 DS 0H
LLHR 7,15
STG 2,176(0,13)
LA 1,176(0,13)
LGR 15,6
@@gen_label43 DS 0H
BALR 14,15
@@gen_label44 DS 0H
LLHR 15,15
CR 7,15
BNE @L39
LA 2,2(0,2)
LA 3,2(0,3)
@L39 DS 0H
* *** if ((pIn<pInLimit) && (*pMatch == *pIn)) pIn++;
CGR 2,4
BNL @L40
CLC 0(1,3),0(2)
BNE @L40
LA 2,1(0,2)
@L40 DS 0H
* *** return (unsigned)(pIn - pStart);
SGR 2,5
LLGFR 15,2
* *** }
@ret_lab_460 DS 0H
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DROP 12
*
* DSECT for automatic variables in "LZ4_count"
* (FUNCTION #460)
*
@AUTO#$L$Z4_count DSECT
DS XL168
$L$Z4_count#diff#4 DS 8XL1 ; diff
ORG @AUTO#$L$Z4_count+168
$L$Z4_count#diff#1 DS 8XL1 ; diff
*
@CODE CSECT
*
*
*
* ....... start of LZ4_versionNumber
$L$Z4_version$Number ALIAS X'D3E9F46DA58599A2899695D5A494828599'
@LNAME340 DS 0H
DC X'00000011'
DC C'LZ4_versionNumber'
DC X'00'
$L$Z4_version$Number DCCPRLG CINDEX=340,BASER=0,FRAME=168,SAVEAREA=NO,E*
NTRY=YES,ARCH=ZARCH,LNAMEADDR=@LNAME340
* ******* End of Prologue
* *
LGHI 15,10903 ; 10903
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
*
* DSECT for automatic variables in "LZ4_versionNumber"
* (FUNCTION #340)
*
@AUTO#$L$Z4_version$Number DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_versionString
$L$Z4_version$String ALIAS X'D3E9F46DA58599A2899695E2A399899587'
@LNAME341 DS 0H
DC X'00000011'
DC C'LZ4_versionString'
DC X'00'
$L$Z4_version$String DCCPRLG CINDEX=341,BASER=12,FRAME=168,SAVEAREA=NO,*
ENTRY=YES,ARCH=ZARCH,LNAMEADDR=@LNAME341
* ******* End of Prologue
* *
LG 15,@lit_341_35
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DS 0D
@lit_341_35 DC AD(@strings@)
DROP 12
*
* DSECT for automatic variables in "LZ4_versionString"
* (FUNCTION #341)
*
@AUTO#$L$Z4_version$String DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_compressBound
$L$Z4_compress$Bound ALIAS X'D3E9F46D839694979985A2A2C296A49584'
@LNAME344 DS 0H
DC X'00000011'
DC C'LZ4_compressBound'
DC X'00'
$L$Z4_compress$Bound DCCPRLG CINDEX=344,BASER=12,FRAME=168,SAVEAREA=NO,*
ENTRY=YES,ARCH=ZARCH,LNAMEADDR=@LNAME344
* ******* End of Prologue
* *
L 15,4(0,1) ; isize
CLFI 15,X'7E000000'
BNH @L41
LHI 15,0 ; 0
B @L42
DS 0D
@lit_344_37 DC F'-2139062143' 0x80808081
@L41 DS 0H
LR 1,15 ; /0xff
LR 3,15 ; .
SRL 1,31(0) ; .
M 2,@lit_344_37 ; .
ALR 2,15 ; .
SRA 2,7(0) ; .
ALR 2,1 ; .
AR 15,2
AHI 15,16
@L42 DS 0H
LGFR 15,15
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DROP 12
*
* DSECT for automatic variables in "LZ4_compressBound"
* (FUNCTION #344)
*
@AUTO#$L$Z4_compress$Bound DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_sizeofState
$L$Z4_sizeof$State ALIAS X'D3E9F46DA289A9859686E2A381A385'
@LNAME346 DS 0H
DC X'0000000F'
DC C'LZ4_sizeofState'
DC X'00'
$L$Z4_sizeof$State DCCPRLG CINDEX=346,BASER=0,FRAME=168,SAVEAREA=NO,ENT*
RY=YES,ARCH=ZARCH,LNAMEADDR=@LNAME346
* ******* End of Prologue
* *
LGHI 15,16416 ; 16416
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
*
* DSECT for automatic variables in "LZ4_sizeofState"
* (FUNCTION #346)
*
@AUTO#$L$Z4_sizeof$State DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_hash4
@LNAME463 DS 0H
DC X'00000009'
DC C'LZ4_hash4'
DC X'00'
$L$Z4_hash4 DCCPRLG CINDEX=463,BASER=12,FRAME=168,SAVEAREA=NO,ENTRY=NO,*
ARCH=ZARCH,LNAMEADDR=@LNAME463
* ******* End of Prologue
* *
* *** if (tableType == byU16)
CHSI 12(1),3
BNE @L43
* *** return ((sequence * 2654435761U) >> ((4*8)-((14-2)+1))\
* );
L 15,4(0,1) ; sequence
MSFI 15,X'9E3779B1'
SRL 15,19(0)
LLGFR 15,15
B @ret_lab_463
* *** else
@L43 DS 0H
* *** return ((sequence * 2654435761U) >> ((4*8)-(14-2)));
L 15,4(0,1) ; sequence
MSFI 15,X'9E3779B1'
SRL 15,20(0)
LLGFR 15,15
* *** }
@ret_lab_463 DS 0H
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DROP 12
*
* DSECT for automatic variables in "LZ4_hash4"
* (FUNCTION #463)
*
@AUTO#$L$Z4_hash4 DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_hash5
@LNAME464 DS 0H
DC X'00000009'
DC C'LZ4_hash5'
DC X'00'
$L$Z4_hash5 DCCPRLG CINDEX=464,BASER=12,FRAME=176,ENTRY=NO,ARCH=ZARCH,L*
NAMEADDR=@LNAME464
LGR 3,1 ; ptr to parm area
* ******* End of Prologue
* *
* *** const U32 hashLog = (tableType == byU16) ? (14-2)+1 : (14-\
* 2);
CHSI 12(3),3
BNE @L45
LHI 2,13 ; 13
B @L46
DS 0D
@FRAMESIZE_464 DC F'176'
@lit_464_41 DC AD($L$Z4_is$Little$Endian)
@lit_464_43 DC FD'889523592379' 0x000000cf1bbcdcbb
@lit_464_46 DC FD'-7046029288634856825' 0x9e3779b185ebca87
@L45 DS 0H
LHI 2,12 ; 12
@L46 DS 0H
* *** if (LZ4_isLittleEndian()) {
LG 15,@lit_464_41 ; LZ4_isLittleEndian
@@gen_label51 DS 0H
BALR 14,15
@@gen_label52 DS 0H
LTR 15,15
BZ @L47
* *** const U64 prime5bytes = 889523592379ULL;
LG 15,@lit_464_43 ; 889523592379
* *** return (U32)(((sequence << 24) * prime5bytes) >> (64 -\
* hashLog));
LG 1,0(0,3) ; sequence
SLLG 1,1,24(0)
MSGR 1,15
LHI 15,64 ; 64
SLR 15,2
SRLG 15,1,0(15)
LLGFR 15,15
B @ret_lab_464
* *** } else {
@L47 DS 0H
* *** const U64 prime8bytes = 11400714785074694791ULL;
LG 15,@lit_464_46 ; -7046029288634856825
* *** return (U32)(((sequence >> 24) * prime8bytes) >> (64 -\
* hashLog));
LG 1,0(0,3) ; sequence
SRLG 1,1,24(0)
MSGR 1,15
LHI 15,64 ; 64
SLR 15,2
SRLG 15,1,0(15)
LLGFR 15,15
* *** }
* *** }
@ret_lab_464 DS 0H
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DROP 12
*
* DSECT for automatic variables in "LZ4_hash5"
* (FUNCTION #464)
*
@AUTO#$L$Z4_hash5 DSECT
DS XL168
$L$Z4_hash5#prime8bytes#2 DS 8XL1 ; prime8bytes
ORG @AUTO#$L$Z4_hash5+168
$L$Z4_hash5#prime5bytes#1 DS 8XL1 ; prime5bytes
ORG @AUTO#$L$Z4_hash5+168
$L$Z4_hash5#hash$Log#0 DS 1F ; hashLog
*
@CODE CSECT
*
*
*
* ....... start of LZ4_hashPosition
@LNAME465 DS 0H
DC X'00000010'
DC C'LZ4_hashPosition'
DC X'00'
$L$Z4_hash$Position DCCPRLG CINDEX=465,BASER=12,FRAME=184,ENTRY=NO,ARCH*
=ZARCH,LNAMEADDR=@LNAME465
* ******* End of Prologue
* *
* *** if ((sizeof(reg_t)==8) && (tableType != byU16)) return LZ4\
* _hash5(LZ4_read_ARCH(p), tableType);
L 2,12(0,1) ; tableType
CHI 2,3
BE @L49
LG 15,0(0,1) ; p
STG 15,168(0,13)
LA 1,168(0,13)
LG 15,@lit_465_49 ; LZ4_read_ARCH
@@gen_label55 DS 0H
BALR 14,15
@@gen_label56 DS 0H
STG 15,168(0,13)
LGFR 15,2
STG 15,176(0,13)
LA 1,168(0,13)
LG 15,@lit_465_50 ; LZ4_hash5
@@gen_label57 DS 0H
BALR 14,15
@@gen_label58 DS 0H
LLGFR 15,15
B @ret_lab_465
DS 0D
@FRAMESIZE_465 DC F'184'
@lit_465_49 DC AD($L$Z4_read_$A$R$C$H)
@lit_465_50 DC AD($L$Z4_hash5)
@lit_465_51 DC AD($L$Z4_read32)
@lit_465_52 DC AD($L$Z4_hash4)
@L49 DS 0H
* *** return LZ4_hash4(LZ4_read32(p), tableType);
LG 15,0(0,1) ; p
STG 15,168(0,13)
LA 1,168(0,13)
LG 15,@lit_465_51 ; LZ4_read32
@@gen_label59 DS 0H
BALR 14,15
@@gen_label60 DS 0H
LLGFR 15,15
STG 15,168(0,13)
LGFR 15,2
STG 15,176(0,13)
LA 1,168(0,13)
LG 15,@lit_465_52 ; LZ4_hash4
@@gen_label61 DS 0H
BALR 14,15
@@gen_label62 DS 0H
LLGFR 15,15
* *** }
@ret_lab_465 DS 0H
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DROP 12
*
* DSECT for automatic variables in "LZ4_hashPosition"
* (FUNCTION #465)
*
@AUTO#$L$Z4_hash$Position DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_clearHash
@LNAME466 DS 0H
DC X'0000000D'
DC C'LZ4_clearHash'
DC X'00'
$L$Z4_clear$Hash DCCPRLG CINDEX=466,BASER=12,FRAME=176,SAVEAREA=NO,ENTR*
Y=NO,ARCH=ZARCH,LNAMEADDR=@LNAME466
LGR 2,1 ; ptr to parm area
* ******* End of Prologue
* *
* *** switch (tableType)
L 15,4(0,2) ; h
LG 1,8(0,2) ; tableBase
B @L50
* *** {
* *** default:
* *** case clearedTable: { ((void)0); return; }
@L53 DS 0H
B @ret_lab_466
* *** case byPtr: { const BYTE** hashTable = (const BYTE**)table\
* Base; hashTable[h] = ((void *)0); return; }
@L54 DS 0H
LLGFR 15,15
SLLG 15,15,3(0) ; *0x8
LGHI 2,0 ; 0
STG 2,0(15,1)
B @ret_lab_466
* *** case byU32: { U32* hashTable = (U32*) tableBase; hashTable\
* [h] = 0; return; }
@L55 DS 0H
LLGFR 15,15
SLLG 15,15,2(0) ; *0x4
LA 15,0(15,1)
MVHI 0(15),0
B @ret_lab_466
* *** case byU16: { U16* hashTable = (U16*) tableBase; hashTable\
* [h] = 0; return; }
@L56 DS 0H
LLGFR 15,15
AGR 15,15 ; *0x2
LA 15,0(15,1)
MVHHI 0(15),0
B @ret_lab_466
* *** }
@L50 DS 0H
L 2,20(0,2) ; tableType
CLFI 2,X'00000003'
BH @ret_lab_466
LGFR 2,2
LA 3,@@gen_label63
SLLG 2,2,3(0)
LG 2,0(3,2)
B 0(2,12)
@@gen_label63 DS 0D
DC AD(@L53-@REGION_466_1)
DC AD(@L54-@REGION_466_1)
DC AD(@L55-@REGION_466_1)
DC AD(@L56-@REGION_466_1)
* *** }
@ret_lab_466 DS 0H
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DROP 12
*
* DSECT for automatic variables in "LZ4_clearHash"
* (FUNCTION #466)
*
@AUTO#$L$Z4_clear$Hash DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_putIndexOnHash
@LNAME467 DS 0H
DC X'00000012'
DC C'LZ4_putIndexOnHash'
DC X'00'
$L$Z4_put$Index$On$Hash DCCPRLG CINDEX=467,BASER=12,FRAME=176,SAVEAREA=*
NO,ENTRY=NO,ARCH=ZARCH,LNAMEADDR=@LNAME467
* ******* End of Prologue
* *
* *** switch (tableType)
B @L57
DS 0D
@lit_467_56 DC FD'3' 0x0000000000000003
@lit_467_57 DC FD'4' 0x0000000000000004
@lit_467_58 DC FD'8' 0x0000000000000008
* *** {
* *** default:
* *** case clearedTable:
* *** case byPtr: { ((void)0); return; }
* *** case byU32: { U32* hashTable = (U32*) tableBase; hashTable\
* [h] = idx; return; }
@L62 DS 0H
LG 15,16(0,1) ; tableBase
LLGF 2,12(0,1) ; h
SLLG 2,2,2(0) ; *0x4
L 1,4(0,1) ; idx
ST 1,0(2,15)
B @ret_lab_467
* *** case byU16: { U16* hashTable = (U16*) tableBase; ((void)0)\
* ; hashTable[h] = (U16)idx; return; }
@L63 DS 0H
LG 15,16(0,1) ; tableBase
LLGF 2,12(0,1) ; h
AGR 2,2 ; *0x2
L 1,4(0,1) ; idx
STH 1,0(2,15)
B @ret_lab_467
* *** }
@L57 DS 0H
L 15,28(0,1) ; tableType
CLFI 15,X'00000003'
BH @ret_lab_467
LGFR 15,15
LGHI 2,1
SLLG 2,2,0(15)
LGR 15,2
NG 15,@lit_467_56
BNZ @ret_lab_467
LGR 15,2
NG 15,@lit_467_57
BNZ @L62
NG 2,@lit_467_58
BNZ @L63
* *** }
@ret_lab_467 DS 0H
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DROP 12
*
* DSECT for automatic variables in "LZ4_putIndexOnHash"
* (FUNCTION #467)
*
@AUTO#$L$Z4_put$Index$On$Hash DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_putPositionOnHash
@LNAME468 DS 0H
DC X'00000015'
DC C'LZ4_putPositionOnHash'
DC X'00'
$L$Z4_put$Position$On$Hash DCCPRLG CINDEX=468,BASER=12,FRAME=176,SAVEAR*
EA=NO,ENTRY=NO,ARCH=ZARCH,LNAMEADDR=@LNAME468
LGR 3,1 ; ptr to parm area
* ******* End of Prologue
* *
* *** switch (tableType)
LG 15,0(0,3) ; p
L 1,12(0,3) ; h
LG 2,16(0,3) ; tableBase
B @L64
* *** {
* *** case clearedTable: { ((void)0); return; }
@L66 DS 0H
B @ret_lab_468
* *** case byPtr: { const BYTE** hashTable = (const BYTE**)table\
* Base; hashTable[h] = p; return; }
@L67 DS 0H
LLGFR 1,1
SLLG 1,1,3(0) ; *0x8
STG 15,0(1,2)
B @ret_lab_468
* *** case byU32: { U32* hashTable = (U32*) tableBase; hashTable\
* [h] = (U32)(p-srcBase); return; }
@L68 DS 0H
LLGFR 1,1
SLLG 1,1,2(0) ; *0x4
SG 15,32(0,3)
ST 15,0(1,2)
B @ret_lab_468
* *** case byU16: { U16* hashTable = (U16*) tableBase; hashTable\
* [h] = (U16)(p-srcBase); return; }
@L69 DS 0H
LLGFR 1,1
AGR 1,1 ; *0x2
SG 15,32(0,3)
STH 15,0(1,2)
B @ret_lab_468
* *** }
@L64 DS 0H
L 4,28(0,3) ; tableType
CLFI 4,X'00000003'
BH @ret_lab_468
LGFR 4,4
LA 5,@@gen_label64
SLLG 4,4,3(0)
LG 4,0(5,4)
B 0(4,12)
@@gen_label64 DS 0D
DC AD(@L66-@REGION_468_1)
DC AD(@L67-@REGION_468_1)
DC AD(@L68-@REGION_468_1)
DC AD(@L69-@REGION_468_1)
* *** }
@ret_lab_468 DS 0H
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DROP 12
*
* DSECT for automatic variables in "LZ4_putPositionOnHash"
* (FUNCTION #468)
*
@AUTO#$L$Z4_put$Position$On$Hash DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_putPosition
@LNAME469 DS 0H
DC X'0000000F'
DC C'LZ4_putPosition'
DC X'00'
$L$Z4_put$Position DCCPRLG CINDEX=469,BASER=12,FRAME=216,ENTRY=NO,ARCH=*
ZARCH,LNAMEADDR=@LNAME469
LGR 2,1 ; ptr to parm area
* ******* End of Prologue
* *
* *** U32 const h = LZ4_hashPosition(p, tableType);
LG 15,0(0,2) ; p
STG 15,176(0,13)
LGF 15,20(0,2) ; tableType
STG 15,184(0,13)
LA 1,176(0,13)
LG 15,@lit_469_60 ; LZ4_hashPosition
@@gen_label65 DS 0H
BALR 14,15
@@gen_label66 DS 0H
* *** LZ4_putPositionOnHash(p, h, tableBase, tableType, srcBase)\
* ;
LG 1,0(0,2) ; p
STG 1,176(0,13)
LLGFR 15,15
STG 15,184(0,13)
LG 15,8(0,2) ; tableBase
STG 15,192(0,13)
LGF 15,20(0,2) ; tableType
STG 15,200(0,13)
LG 15,24(0,2) ; srcBase
STG 15,208(0,13)
LA 1,176(0,13)
LG 15,@lit_469_61 ; LZ4_putPositionOnHash
@@gen_label67 DS 0H
BALR 14,15
@@gen_label68 DS 0H
* *** }
@ret_lab_469 DS 0H
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DS 0D
@FRAMESIZE_469 DC F'216'
@lit_469_60 DC AD($L$Z4_hash$Position)
@lit_469_61 DC AD($L$Z4_put$Position$On$Hash)
DROP 12
*
* DSECT for automatic variables in "LZ4_putPosition"
* (FUNCTION #469)
*
@AUTO#$L$Z4_put$Position DSECT
DS XL168
$L$Z4_put$Position#h#0 DS 1F ; h
*
@CODE CSECT
*
*
*
* ....... start of LZ4_getIndexOnHash
@LNAME470 DS 0H
DC X'00000012'
DC C'LZ4_getIndexOnHash'
DC X'00'
$L$Z4_get$Index$On$Hash DCCPRLG CINDEX=470,BASER=12,FRAME=176,SAVEAREA=*
NO,ENTRY=NO,ARCH=ZARCH,LNAMEADDR=@LNAME470
* ******* End of Prologue
* *
* *** { enum { LZ4_static_assert = 1/(int)(!!(14 > 2)) }; };
* *** if (tableType == byU32) {
CHSI 20(1),2
BNE @L70
* *** const U32* const hashTable = (const U32*) tableBase;
LG 15,8(0,1) ; tableBase
* *** ((void)0);
* *** return hashTable[h];
LLGF 1,4(0,1) ; h
SLLG 1,1,2(0) ; *0x4
LLGF 15,0(1,15)
B @ret_lab_470
* *** }
@L70 DS 0H
* *** if (tableType == byU16) {
CHSI 20(1),3
BNE @L71
* *** const U16* const hashTable = (const U16*) tableBase;
LG 15,8(0,1) ; tableBase
* *** ((void)0);
* *** return hashTable[h];
LLGF 1,4(0,1) ; h
AGR 1,1 ; *0x2
LLH 15,0(1,15)
LLGFR 15,15
B @ret_lab_470
* *** }
@L71 DS 0H
* *** ((void)0); return 0;
LGHI 15,0 ; 0
* *** }
@ret_lab_470 DS 0H
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DROP 12
*
* DSECT for automatic variables in "LZ4_getIndexOnHash"
* (FUNCTION #470)
*
@AUTO#$L$Z4_get$Index$On$Hash DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_getPositionOnHash
@LNAME471 DS 0H
DC X'00000015'
DC C'LZ4_getPositionOnHash'
DC X'00'
$L$Z4_get$Position$On$Hash DCCPRLG CINDEX=471,BASER=12,FRAME=176,SAVEAR*
EA=NO,ENTRY=NO,ARCH=ZARCH,LNAMEADDR=@LNAME471
LGR 2,1 ; ptr to parm area
* ******* End of Prologue
* *
* *** if (tableType == byPtr) { const BYTE* const* hashTable = (\
* const BYTE* const*) tableBase; return hashTable[h]; }
L 15,4(0,2) ; h
LG 1,8(0,2) ; tableBase
CHSI 20(2),1
BNE @L72
LLGFR 15,15
SLLG 15,15,3(0) ; *0x8
LG 15,0(15,1)
B @ret_lab_471
@L72 DS 0H
* *** if (tableType == byU32) { const U32* const hashTable = (co\
* nst U32*) tableBase; return hashTable[h] + srcBase; }
CHSI 20(2),2
BNE @L73
LLGFR 15,15
SLLG 15,15,2(0) ; *0x4
LLGF 15,0(15,1)
LG 1,24(0,2) ; srcBase
LA 15,0(15,1)
B @ret_lab_471
@L73 DS 0H
* *** { const U16* const hashTable = (const U16*) tableBase; ret\
* urn hashTable[h] + srcBase; }
LLGFR 15,15
AGR 15,15 ; *0x2
LLGH 15,0(15,1)
LG 1,24(0,2) ; srcBase
LA 15,0(15,1)
* *** }
@ret_lab_471 DS 0H
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DROP 12
*
* DSECT for automatic variables in "LZ4_getPositionOnHash"
* (FUNCTION #471)
*
@AUTO#$L$Z4_get$Position$On$Hash DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_getPosition
@LNAME472 DS 0H
DC X'0000000F'
DC C'LZ4_getPosition'
DC X'00'
$L$Z4_get$Position DCCPRLG CINDEX=472,BASER=12,FRAME=208,ENTRY=NO,ARCH=*
ZARCH,LNAMEADDR=@LNAME472
LGR 2,1 ; ptr to parm area
* ******* End of Prologue
* *
* *** U32 const h = LZ4_hashPosition(p, tableType);
LG 15,0(0,2) ; p
STG 15,176(0,13)
LGF 15,20(0,2) ; tableType
STG 15,184(0,13)
LA 1,176(0,13)
LG 15,@lit_472_64 ; LZ4_hashPosition
@@gen_label73 DS 0H
BALR 14,15
@@gen_label74 DS 0H
* *** return LZ4_getPositionOnHash(h, tableBase, tableType, srcB\
* ase);
LLGFR 15,15
STG 15,176(0,13)
LG 15,8(0,2) ; tableBase
STG 15,184(0,13)
LGF 15,20(0,2) ; tableType
STG 15,192(0,13)
LG 15,24(0,2) ; srcBase
STG 15,200(0,13)
LA 1,176(0,13)
LG 15,@lit_472_65 ; LZ4_getPositionOnHash
@@gen_label75 DS 0H
BALR 14,15
@@gen_label76 DS 0H
* *** }
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DS 0D
@FRAMESIZE_472 DC F'208'
@lit_472_64 DC AD($L$Z4_hash$Position)
@lit_472_65 DC AD($L$Z4_get$Position$On$Hash)
DROP 12
*
* DSECT for automatic variables in "LZ4_getPosition"
* (FUNCTION #472)
*
@AUTO#$L$Z4_get$Position DSECT
DS XL168
$L$Z4_get$Position#h#0 DS 1F ; h
*
@CODE CSECT
*
*
*
* ....... start of LZ4_prepareTable
@LNAME473 DS 0H
DC X'00000010'
DC C'LZ4_prepareTable'
DC X'00'
$L$Z4_prepare$Table DCCPRLG CINDEX=473,BASER=12,FRAME=168,SAVEAREA=NO,E*
NTRY=NO,ARCH=ZARCH,LNAMEADDR=@LNAME473
LGR 2,1 ; ptr to parm area
* ******* End of Prologue
* *
LG 15,0(0,2) ; cctx
L 1,20(0,2) ; tableType
* ***
* ***
* ***
* ***
* *** if ((tableType_t)cctx->tableType != clearedTable) {
LGHI 3,16388 ; 16388
LA 4,0(3,15)
CHSI 0(4),0
BE @L74
* *** ((void)0);
* *** if ((tableType_t)cctx->tableType != tableType
* *** || ((tableType == byU16) && cctx->currentOffset + (u\
* nsigned)inputSize >= 0xFFFFU)
C 1,0(3,15)
BNE @L79
CHI 1,3
BNE @L75
LGHI 3,16384 ; 16384
L 3,0(3,15) ; offset of currentOffset in LZ4_stream_t_in*
ternal
AL 3,12(0,2)
CLFI 3,X'0000FFFF'
BNL @L79
* *** || ((tableType == byU32) && cctx->currentOffset > 1 \
* *(1U<<30))
@L75 DS 0H
CHI 1,2
BNE @L76
LGHI 3,16384 ; 16384
LA 3,0(3,15)
L 3,0(0,3)
CLFI 3,X'40000000'
BH @L79
* *** || tableType == byPtr
@L76 DS 0H
* *** || inputSize >= 4 *(1 <<10))
CHI 1,1
BE @L79
@L77 DS 0H
CHSI 12(2),4096
BL @L74
@L79 DS 0H
* *** {
* *** {};
* *** __memset((cctx->hashTable),(0),((1 << 14)));
* setting 16384 bytes to 0x00
LGR 3,15
LGHI 2,64 ; 64
@@gen_label85 DS 0H
XC 0(256,3),0(3)
LA 3,256(0,3)
BCTG 2,@@gen_label85
* *** cctx->currentOffset = 0;
LGHI 2,16384 ; 16384
LA 2,0(2,15)
MVHI 0(2),0 ; offset of currentOffset in LZ4_stream_t_in*
ternal
* *** cctx->tableType = (U32)clearedTable;
LGHI 2,16388 ; 16388
LA 2,0(2,15)
MVHI 0(2),0 ; offset of tableType in LZ4_stream_t_intern*
al
* *** } else {
* *** {};
* *** }
* *** }
@L74 DS 0H
* ***
* ***
* ***
* ***
* ***
* *** if (cctx->currentOffset != 0 && tableType == byU32) {
LGHI 2,16384 ; 16384
LA 3,0(2,15)
CLFHSI 0(3),0
BE @L81
CHI 1,2
BNE @L81
* *** {};
* *** cctx->currentOffset += 64 *(1 <<10);
L 1,0(2,15)
AFI 1,X'00010000'
ST 1,0(2,15)
* *** }
@L81 DS 0H
* ***
* ***
* *** cctx->dictCtx = ((void *)0);
LGHI 1,16400 ; 16400
LGHI 2,0 ; 0
STG 2,0(1,15) ; offset of dictCtx in LZ4_stream_t_internal
* *** cctx->dictionary = ((void *)0);
LGHI 1,16392 ; 16392
STG 2,0(1,15) ; offset of dictionary in LZ4_stream_t_inter*
nal
* *** cctx->dictSize = 0;
LGHI 1,16408 ; 16408
LA 15,0(1,15)
MVHI 0(15),0 ; offset of dictSize in LZ4_stream_t_interna*
l
* *** }
@ret_lab_473 DS 0H
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DROP 12
*
* DSECT for automatic variables in "LZ4_prepareTable"
* (FUNCTION #473)
*
@AUTO#$L$Z4_prepare$Table DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_compress_generic_validated
@LNAME474 DS 0H
DC X'0000001E'
DC C'LZ4_compress_generic_validated'
DC X'00'
$L$Z4_compress_generic_validated DCCPRLG CINDEX=474,BASER=12,FRAME=352,*
ENTRY=NO,ARCH=ZARCH,LNAMEADDR=@LNAME474
LGR 7,1
* ******* End of Prologue
* *
LG 6,0(0,7) ; cctx
LG 3,8(0,7) ; source
STG 3,244(0,13) ; spill
L 15,28(0,7) ; inputSize
L 1,52(0,7) ; outputDirective
ST 1,232(0,13) ; spill
L 5,60(0,7) ; tableType
L 9,68(0,7) ; dictDirective
* *** int result;
* *** const BYTE* ip = (const BYTE*) source;
* ***
* *** U32 const startIndex = cctx->currentOffset;
LGHI 11,16384 ; 16384
L 1,0(11,6) ; offset of currentOffset in LZ4_stream_t_in*
ternal
ST 1,268(0,13) ; spill
* *** const BYTE* base = (const BYTE*) source - startIndex;
LLGFR 1,1
LGR 8,3
SGR 8,1
* *** const BYTE* lowLimit;
* ***
* *** const LZ4_stream_t_internal* dictCtx = (const LZ4_stream_t\
* _internal*) cctx->dictCtx;
LGHI 14,16400 ; 16400
LG 1,0(14,6) ; offset of dictCtx in LZ4_stream_t_internal
STG 1,272(0,13) ; spill
* *** const BYTE* const dictionary =
* *** dictDirective == usingDictCtx ? dictCtx->dictionary : \
* cctx->dictionary;
CHI 9,3
BNE @L82
LGHI 1,16392 ; 16392
LG 2,272(0,13) ; spill
LG 10,0(1,2) ; offset of dictionary in LZ4_stream_t_inter*
nal
B @L83
DS 0D
@FRAMESIZE_474 DC F'352'
@lit_region_diff_474_1_3 DC A(@REGION_474_3-@REGION_474_1)
@lit_474_97 DC AD(@DATA)
@lit_region_diff_474_1_2 DC A(@REGION_474_2-@REGION_474_1)
@lit_474_107 DC AD($L$Z4_put$Position)
@lit_474_108 DC AD($L$Z4_hash$Position)
@lit_474_112 DC AD($L$Z4_get$Position$On$Hash)
@lit_474_114 DC AD($L$Z4_put$Position$On$Hash)
@lit_474_170 DC AD($L$Z4_read32)
@lit_474_120 DC AD($L$Z4_get$Index$On$Hash)
@lit_474_124 DC AD($L$Z4_put$Index$On$Hash)
@lit_474_131 DC F'-2139062143' 0x80808081
@L82 DS 0H
LGHI 1,16392 ; 16392
LG 10,0(1,6) ; offset of dictionary in LZ4_stream_t_inter*
nal
@L83 DS 0H
* *** const U32 dictSize =
* *** dictDirective == usingDictCtx ? dictCtx->dictSize : cc\
* tx->dictSize;
CHI 9,3
BNE @L84
LGHI 1,16408 ; 16408
LG 2,272(0,13) ; spill
L 4,0(1,2) ; offset of dictSize in LZ4_stream_t_interna*
l
B @L85
@L84 DS 0H
LGHI 1,16408 ; 16408
L 4,0(1,6) ; offset of dictSize in LZ4_stream_t_interna*
l
@L85 DS 0H
* *** const U32 dictDelta = (dictDirective == usingDictCtx) ? st\
* artIndex - dictCtx->currentOffset : 0;
CHI 9,3
BNE @L86
L 1,268(0,13) ; spill
LG 2,272(0,13) ; spill
SL 1,0(11,2)
B @L87
@L86 DS 0H
LHI 1,0 ; 0
@L87 DS 0H
ST 1,344(0,13) ; spill
* ***
* *** int const maybe_extMem = (dictDirective == usingExtDict) |\
* | (dictDirective == usingDictCtx);
CHI 9,2
BE @L88
CHI 9,3
BNE @L90
@L88 DS 0H
LHI 1,1 ; 1
B @L89
@L90 DS 0H
LHI 1,0 ; 0
@L89 DS 0H
ST 1,300(0,13) ; spill
* *** U32 const prefixIdxLimit = startIndex - dictSize;
L 1,268(0,13) ; spill
SLR 1,4
ST 1,324(0,13) ; spill
* *** const BYTE* const dictEnd = dictionary ? dictionary + dict\
* Size : dictionary;
LTGR 1,10
BZ @L91
LLGFR 1,4
LA 1,0(1,10)
B @L92
@L91 DS 0H
LGR 1,10
@L92 DS 0H
STG 1,328(0,13) ; spill
* *** const BYTE* anchor = (const BYTE*) source;
LG 1,244(0,13) ; spill
STG 1,236(0,13) ; spill
* *** const BYTE* const iend = ip + inputSize;
LGFR 1,15
LA 1,0(1,3)
STG 1,336(0,13) ; spill
* *** const BYTE* const mflimitPlusOne = iend - 12 + 1;
LGHI 2,-12 ; -12
LA 2,1(2,1)
STG 2,304(0,13) ; spill
* *** const BYTE* const matchlimit = iend - 5;
LGHI 2,-5 ; -5
LA 1,0(2,1)
STG 1,292(0,13) ; spill
* ***
* ***
* ***
* *** const BYTE* dictBase = !dictionary ? ((void *)0) : (dictDi\
* rective == usingDictCtx) ?
LTGR 1,10
BNZ @L93
LGHI 1,0 ; 0
B @L96
@L93 DS 0H
CHI 9,3
BNE @L94
* *** dictionary + dictSize - dictCtx->c\
* urrentOffset :
LLGFR 1,4
LA 1,0(1,10)
LG 2,272(0,13) ; spill
LLGF 2,0(11,2)
SGR 1,2
B @L95
@L94 DS 0H
* *** dictionary + dictSize - startIndex\
* ;
LLGFR 1,4
LA 1,0(1,10)
LLGF 2,268(0,13) ; spill
SGR 1,2
@L95 DS 0H
@L96 DS 0H
STG 1,280(0,13) ; spill
* ***
* *** BYTE* op = (BYTE*) dest;
LG 2,16(0,7) ; dest
* *** BYTE* const olimit = op + maxOutputSize;
LGF 1,44(0,7) ; maxOutputSize
LA 1,0(1,2)
STG 1,252(0,13) ; spill
* ***
* *** U32 offset = 0;
LHI 0,0 ; 0
ST 0,312(0,13) ; spill
* *** U32 forwardH;
* ***
* *** {};
* *** ((void)0);
* ***
* ***
* *** if (outputDirective == fillOutput && maxOutputSize < 1) { \
* return 0; }
L 1,232(0,13) ; spill
CHI 1,2
BNE @L97
CHSI 44(7),1
BNL @L97
LGHI 15,0 ; 0
ALGF 12,@lit_region_diff_474_1_3
DROP 12
USING @REGION_474_3,12
B @ret_lab_474
DROP 12
USING @REGION_474_1,12
@L97 DS 0H
* *** if ((tableType == byU16) && (inputSize>=LZ4_64Klimit)) { r\
* eturn 0; }
CHI 5,3
BNE @L98
LG 1,@lit_474_97
C 15,196(0,1)
BL @L98
LGHI 15,0 ; 0
ALGF 12,@lit_region_diff_474_1_3
DROP 12
USING @REGION_474_3,12
B @ret_lab_474
DROP 12
USING @REGION_474_1,12
@L98 DS 0H
* *** if (tableType==byPtr) ((void)0);
CHI 5,1
@L99 DS 0H
* *** ((void)0);
* ***
* *** lowLimit = (const BYTE*)source - (dictDirective == withPre\
* fix64k ? dictSize : 0);
LG 1,244(0,13) ; spill
CHI 9,1
BNE @L100
B @L101
@L100 DS 0H
LR 4,0
@L101 DS 0H
LLGFR 4,4
SGR 1,4
STG 1,224(0,13) ; spill
* ***
* ***
* *** if (dictDirective == usingDictCtx) {
CHI 9,3
BNE @L102
* ***
* ***
* *** cctx->dictCtx = ((void *)0);
LGHI 1,0 ; 0
STG 1,0(14,6) ; offset of dictCtx in LZ4_stream_t_internal
* *** cctx->dictSize = (U32)inputSize;
LGHI 1,16408 ; 16408
ST 15,0(1,6) ; offset of dictSize in LZ4_stream_t_interna*
l
* *** } else {
B @L103
@L102 DS 0H
* *** cctx->dictSize += (U32)inputSize;
LGHI 4,16408 ; 16408
LR 1,15
AL 1,0(4,6)
ST 1,0(4,6)
* *** }
@L103 DS 0H
* *** cctx->currentOffset += (U32)inputSize;
LR 1,15
AL 1,0(11,6)
ST 1,0(11,6)
* *** cctx->tableType = (U32)tableType;
LGHI 1,16388 ; 16388
ST 5,0(1,6) ; offset of tableType in LZ4_stream_t_intern*
al
* ***
* *** if (inputSize<LZ4_minLength) goto _last_literals;
LG 1,@lit_474_97
C 15,0(0,1)
BNL *+14 Around region break
ALGF 12,@lit_region_diff_474_1_2
DROP 12
USING @REGION_474_2,12
B @__last_literals@474@0
DROP 12
USING @REGION_474_1,12
@L104 DS 0H
* ***
* ***
* *** LZ4_putPosition(ip, cctx->hashTable, tableType, base);
STG 3,176(0,13)
STG 6,184(0,13)
LGFR 15,5
STG 15,192(0,13)
STG 8,200(0,13)
LA 1,176(0,13)
LG 15,@lit_474_107 ; LZ4_putPosition
@@gen_label104 DS 0H
BALR 14,15
@@gen_label105 DS 0H
* *** ip++; forwardH = LZ4_hashPosition(ip, tableType);
LA 3,1(0,3)
STG 3,176(0,13)
LGFR 15,5
STG 15,184(0,13)
LA 1,176(0,13)
LG 15,@lit_474_108 ; LZ4_hashPosition
@@gen_label106 DS 0H
BALR 14,15
@@gen_label107 DS 0H
ST 15,216(0,13) ; spill
* ***
* ***
* *** for ( ; ; ) {
@L105 DS 0H
* *** const BYTE* match;
* *** BYTE* token;
* *** const BYTE* filledIp;
* ***
* ***
* *** if (tableType == byPtr) {
CHI 5,1
BNE @L108
* *** const BYTE* forwardIp = ip;
LGR 11,3 ; forwardIp
* *** int step = 1;
LHI 15,1 ; 1
ST 15,260(0,13) ; spill
* *** int searchMatchNb = acceleration << LZ4_skipTrigge\
* r;
L 15,84(0,7) ; acceleration
LG 1,@lit_474_97
L 1,200(0,1) ; LZ4_skipTrigger
SLL 15,0(1)
ST 15,220(0,13) ; spill
* *** do {
@L109 DS 0H
* *** U32 const h = forwardH;
L 15,216(0,13) ; spill
ST 15,264(0,13) ; spill
* *** ip = forwardIp;
LGR 3,11 ; ip
* *** forwardIp += step;
L 15,260(0,13) ; spill
LGFR 15,15
LA 11,0(15,11)
* *** step = (searchMatchNb++ >> LZ4_skipTrigger);
L 1,220(0,13) ; spill
LR 15,1
AHI 15,1
ST 15,220(0,13) ; spill
LG 15,@lit_474_97
L 15,200(0,15) ; LZ4_skipTrigger
SRA 1,0(15)
ST 1,260(0,13) ; spill
* ***
* *** if (((forwardIp > mflimitPlusOne) != 0)) goto \
* _last_literals;
LG 15,304(0,13) ; spill
CGR 11,15
BNH @@gen_label109
LHI 15,1
B @@gen_label110
@@gen_label109 DS 0H
LHI 15,0
@@gen_label110 DS 0H
LTR 15,15
BE *+14 Around region break
ALGF 12,@lit_region_diff_474_1_2
DROP 12
USING @REGION_474_2,12
B @__last_literals@474@0
DROP 12
USING @REGION_474_1,12
@L112 DS 0H
* *** ((void)0);
* ***
* *** match = LZ4_getPositionOnHash(h, cctx->hashTab\
* le, tableType, base);
LLGF 15,264(0,13) ; spill
STG 15,176(0,13)
STG 6,184(0,13)
LGFR 15,5
STG 15,192(0,13)
STG 8,200(0,13)
LA 1,176(0,13)
LG 15,@lit_474_112 ; LZ4_getPositionOnHash
@@gen_label112 DS 0H
BALR 14,15
@@gen_label113 DS 0H
LGR 4,15 ; match
* *** forwardH = LZ4_hashPosition(forwardIp, tableTy\
* pe);
STG 11,176(0,13)
LGFR 15,5
STG 15,184(0,13)
LA 1,176(0,13)
LG 15,@lit_474_108 ; LZ4_hashPosition
@@gen_label114 DS 0H
BALR 14,15
@@gen_label115 DS 0H
ST 15,216(0,13) ; spill
* *** LZ4_putPositionOnHash(ip, h, cctx->hashTable, \
* tableType, base);
STG 3,176(0,13)
LLGF 15,264(0,13) ; spill
STG 15,184(0,13)
STG 6,192(0,13)
LGFR 15,5
STG 15,200(0,13)
STG 8,208(0,13)
LA 1,176(0,13)
LG 15,@lit_474_114 ; LZ4_putPositionOnHash
@@gen_label116 DS 0H
BALR 14,15
@@gen_label117 DS 0H
* ***
* *** } while ( (match+65535 < ip)
* *** || (LZ4_read32(match) != LZ4_read32(ip)) );
LLILF 15,X'0000FFFF' ; 65535
LA 15,0(15,4)
CGR 15,3
BL @L109
STG 4,176(0,13)
LA 1,176(0,13)
LG 15,@lit_474_170 ; LZ4_read32
@@gen_label119 DS 0H
BALR 14,15
@@gen_label120 DS 0H
ST 15,264(0,13) ; spill
STG 3,176(0,13)
LA 1,176(0,13)
LG 15,@lit_474_170 ; LZ4_read32
@@gen_label121 DS 0H
BALR 14,15
@@gen_label122 DS 0H
L 1,264(0,13) ; spill
CLR 1,15
BE @L114
B @L109
@L113 DS 0H
* ***
* *** } else {
@L108 DS 0H
* ***
* *** const BYTE* forwardIp = ip;
STG 3,260(0,13) ; spill
* *** int step = 1;
LHI 15,1 ; 1
ST 15,316(0,13) ; spill
* *** int searchMatchNb = acceleration << LZ4_skipTrigge\
* r;
L 15,84(0,7) ; acceleration
LG 1,@lit_474_97
L 1,200(0,1) ; LZ4_skipTrigger
SLL 15,0(1)
ST 15,220(0,13) ; spill
* *** do {
@L115 DS 0H
* *** U32 const h = forwardH;
L 15,216(0,13) ; spill
ST 15,320(0,13) ; spill
* *** U32 const current = (U32)(forwardIp - base);
LG 15,260(0,13) ; spill
SGR 15,8
ST 15,288(0,13) ; spill
* *** U32 matchIndex = LZ4_getIndexOnHash(h, cctx->h\
* ashTable, tableType);
LLGF 15,216(0,13) ; spill
STG 15,176(0,13)
STG 6,184(0,13)
LGFR 15,5
STG 15,192(0,13)
LA 1,176(0,13)
LG 4,@lit_474_120 ; LZ4_getIndexOnHash
LGR 15,4
@@gen_label124 DS 0H
BALR 14,15
@@gen_label125 DS 0H
LR 11,15 ; matchIndex
* *** ((void)0);
* *** ((void)0);
* *** ip = forwardIp;
* *** forwardIp += step;
L 15,316(0,13) ; spill
LGFR 15,15
LG 3,260(0,13) ; spill
LA 14,0(15,3)
STG 14,260(0,13) ; spill
* *** step = (searchMatchNb++ >> LZ4_skipTrigger);
L 1,220(0,13) ; spill
LR 15,1
AHI 15,1
ST 15,220(0,13) ; spill
LG 15,@lit_474_97
L 15,200(0,15) ; LZ4_skipTrigger
SRA 1,0(15)
ST 1,316(0,13) ; spill
* ***
* *** if (((forwardIp > mflimitPlusOne) != 0)) goto \
* _last_literals;
LG 15,304(0,13) ; spill
CGR 14,15
BNH @@gen_label126
LHI 15,1
B @@gen_label127
@@gen_label126 DS 0H
LHI 15,0
@@gen_label127 DS 0H
LTR 15,15
BE *+14 Around region break
ALGF 12,@lit_region_diff_474_1_2
DROP 12
USING @REGION_474_2,12
B @__last_literals@474@0
DROP 12
USING @REGION_474_1,12
@L118 DS 0H
* *** ((void)0);
* ***
* *** if (dictDirective == usingDictCtx) {
CHI 9,3
BNE @L119
* *** if (matchIndex < startIndex) {
L 1,268(0,13) ; spill
CLR 11,1
BNL @L120
* ***
* *** ((void)0);
* *** matchIndex = LZ4_getIndexOnHash(h, dic\
* tCtx->hashTable, byU32);
LLGF 15,320(0,13) ; spill
STG 15,176(0,13)
LG 1,272(0,13) ; spill
STG 1,184(0,13)
MVGHI 192(13),2
LA 1,176(0,13)
LGR 15,4
@@gen_label131 DS 0H
BALR 14,15
@@gen_label132 DS 0H
LR 11,15
* *** match = dictBase + matchIndex;
LLGFR 15,11
LG 1,280(0,13) ; spill
LA 4,0(15,1)
* *** matchIndex += dictDelta;
L 1,344(0,13) ; spill
ALR 11,1
* *** lowLimit = dictionary;
STG 10,224(0,13) ; spill
* *** } else {
B @L122
@L120 DS 0H
* *** match = base + matchIndex;
LLGFR 15,11
LA 4,0(15,8)
* *** lowLimit = (const BYTE*)source;
LG 1,244(0,13) ; spill
STG 1,224(0,13) ; spill
* *** }
@L121 DS 0H
* *** } else if (dictDirective==usingExtDict) {
B @L122
@L119 DS 0H
CHI 9,2
BNE @L123
* *** if (matchIndex < startIndex) {
L 1,268(0,13) ; spill
CLR 11,1
BNL @L124
* *** {};
* *** ((void)0);
* *** match = dictBase + matchIndex;
LLGFR 15,11
LG 1,280(0,13) ; spill
LA 4,0(15,1)
* *** lowLimit = dictionary;
STG 10,224(0,13) ; spill
* *** } else {
B @L122
@L124 DS 0H
* *** match = base + matchIndex;
LLGFR 15,11
LA 4,0(15,8)
* *** lowLimit = (const BYTE*)source;
LG 1,244(0,13) ; spill
STG 1,224(0,13) ; spill
* *** }
@L125 DS 0H
* *** } else {
B @L122
@L123 DS 0H
* *** match = base + matchIndex;
LLGFR 15,11
LA 4,0(15,8)
* *** }
@L126 DS 0H
* *** forwardH = LZ4_hashPosition(forwardIp, tableTy\
* pe);
@L122 DS 0H
LG 15,260(0,13) ; spill
STG 15,176(0,13)
LGFR 15,5
STG 15,184(0,13)
LA 1,176(0,13)
LG 15,@lit_474_108 ; LZ4_hashPosition
@@gen_label135 DS 0H
BALR 14,15
@@gen_label136 DS 0H
ST 15,216(0,13) ; spill
* *** LZ4_putIndexOnHash(current, h, cctx->hashTable\
* , tableType);
LLGF 15,288(0,13) ; spill
STG 15,176(0,13)
LLGF 15,320(0,13) ; spill
STG 15,184(0,13)
STG 6,192(0,13)
LGFR 15,5
STG 15,200(0,13)
LA 1,176(0,13)
LG 15,@lit_474_124 ; LZ4_putIndexOnHash
@@gen_label137 DS 0H
BALR 14,15
@@gen_label138 DS 0H
* ***
* *** {};
* *** if ((dictIssue == dictSmall) && (matchIndex < \
* prefixIdxLimit)) { continue; }
CHSI 76(7),1
BNE @L127
L 1,324(0,13) ; spill
CLR 11,1
BL @L115
@L127 DS 0H
* *** ((void)0);
* *** if ( ((tableType != byU16) || (65535 < 65535))
* *** && (matchIndex+65535 < current)) {
CHI 5,3
BE @L128
LR 15,11
AFI 15,X'0000FFFF'
L 1,288(0,13) ; spill
CLR 15,1
BNL @L128
* *** continue;
B @L115
* *** }
@L128 DS 0H
* *** ((void)0);
* ***
* *** if (LZ4_read32(match) == LZ4_read32(ip)) {
STG 4,176(0,13)
LA 1,176(0,13)
LG 15,@lit_474_170 ; LZ4_read32
@@gen_label143 DS 0H
BALR 14,15
@@gen_label144 DS 0H
ST 15,320(0,13) ; spill
STG 3,176(0,13)
LA 1,176(0,13)
LG 15,@lit_474_170 ; LZ4_read32
@@gen_label145 DS 0H
BALR 14,15
@@gen_label146 DS 0H
L 1,320(0,13) ; spill
CLR 1,15
BNE @L129
* *** if (maybe_extMem) offset = current - match\
* Index;
LT 1,300(0,13) ; spill
BZ @L116
L 15,288(0,13) ; spill
SLR 15,11
ST 15,312(0,13) ; spill
@L130 DS 0H
* *** break;
B @L116
* *** }
@L129 DS 0H
* ***
* *** } while(1);
@L117 DS 0H
B @L115
@L116 DS 0H
* *** }
@L114 DS 0H
* ***
* ***
* *** filledIp = ip;
STG 3,316(0,13) ; spill
* *** while (((ip>anchor) & (match > lowLimit)) && (((ip[-1]\
* ==match[-1]) != 0))) { ip--; match--; }
B @L134
@L133 DS 0H
LGHI 15,-1 ; -1
LA 3,0(15,3)
LA 4,0(15,4)
@L134 DS 0H
LG 1,236(0,13) ; spill
CGR 3,1
BNH @@gen_label149
LHI 15,1
B @@gen_label150
@@gen_label149 DS 0H
LHI 15,0
@@gen_label150 DS 0H
LG 1,224(0,13) ; spill
CGR 4,1
BNH @@gen_label151
LHI 1,1
B @@gen_label152
@@gen_label151 DS 0H
LHI 1,0
@@gen_label152 DS 0H
NR 15,1
BZ @L135
LGHI 15,-1 ; -1
LLC 1,0(15,3)
LLC 15,0(15,4)
XR 1,15
LPR 15,1
AHI 15,-1
SRL 15,31(0)
LTR 15,15
BNE @L133
@L135 DS 0H
* ***
* ***
* *** { unsigned const litLength = (unsigned)(ip - anchor)\
* ;
LGR 11,3
LG 1,236(0,13) ; spill
SGR 11,1
* *** token = op++;
LGR 15,2
LA 2,1(0,2)
STG 15,216(0,13) ; spill
* *** if ((outputDirective == limitedOutput) &&
L 1,232(0,13) ; spill
CHI 1,1
BNE @L136
* *** (((op + litLength + (2 + 1 + 5) + (litLength/2\
* 55) > olimit) != 0)) ) {
LLGFR 1,11
LR 15,11 ; .
ML 14,@lit_474_131 ; .
SRL 14,7(0) ; .
LLGFR 15,14
LA 15,0(1,15)
LA 15,8(15,2)
LG 1,252(0,13) ; spill
CGR 15,1
BNH @@gen_label156
LHI 15,1
B @@gen_label157
@@gen_label156 DS 0H
LHI 15,0
@@gen_label157 DS 0H
LTR 15,15
BE @L136
* *** return 0;
LGHI 15,0 ; 0
ALGF 12,@lit_region_diff_474_1_3
DROP 12
USING @REGION_474_3,12
B @ret_lab_474
DROP 12
USING @REGION_474_1,12
* *** }
@L136 DS 0H
* *** if ((outputDirective == fillOutput) &&
L 1,232(0,13) ; spill
CHI 1,2
BE *+14 Around region break
ALGF 12,@lit_region_diff_474_1_2
DROP 12
USING @REGION_474_2,12
B @L137
DROP 12
USING @REGION_474_1,12
ALGF 12,@lit_region_diff_474_1_2
@REGION_474_2 DS 0H
DROP 12
USING @REGION_474_2,12
* *** (((op + (litLength+240)/255 + litLength + 2 + \
* 1 + 12 - 4 > olimit) != 0))) {
LR 15,11
AHI 15,240
ML 14,@lit_474_133 ; .
SRL 14,7(0) ; .
LLGFR 15,14
LLGFR 1,11
LA 15,0(15,1)
LA 15,11(15,2)
LG 1,252(0,13) ; spill
CGR 15,1
BNH @@gen_label160
LHI 15,1
B @@gen_label161
DS 0D
@lit_474_133 DC F'-2139062143' 0x80808081
@lit_474_135 DC AD($L$Z4_wild$Copy8)
@lit_474_136 DC AD($L$Z4_write$L$E16)
@lit_474_174 DC AD($L$Z4_count)
@lit_474_142 DC AD($L$Z4_hash$Position)
@lit_474_143 DC AD($L$Z4_clear$Hash)
@lit_region_diff_474_2_3 DC A(@REGION_474_3-@REGION_474_2)
@lit_474_146 DC AD($L$Z4_write32)
@lit_474_150 DC F'255' 0x000000ff
@lit_474_152 DC AD($L$Z4_put$Position)
@lit_474_153 DC AD($L$Z4_get$Position)
@lit_474_156 DC AD($L$Z4_read32)
@lit_474_159 DC AD($L$Z4_get$Index$On$Hash)
@lit_474_161 DC AD($L$Z4_put$Index$On$Hash)
@lit_region_diff_474_2_1 DC A(@REGION_474_2-@REGION_474_1)
@lit_474_167 DC FD'255' 0x00000000000000ff
@@gen_label160 DS 0H
LHI 15,0
@@gen_label161 DS 0H
LTR 15,15
BE @L137
* *** op--;
LGHI 15,-1 ; -1
LA 2,0(15,2)
* *** goto _last_literals;
B @__last_literals@474@0
* *** }
@L137 DS 0H
* *** if (litLength >= ((1U<<(8-4))-1)) {
CLFI 11,X'0000000F'
BL @L138
* *** int len = (int)(litLength - ((1U<<(8-4))-1));
LR 15,11
AHI 15,-15
* *** *token = (((1U<<(8-4))-1)<<4);
LG 1,216(0,13) ; spill
MVI 0(1),240 ; token
* *** for(; len >= 255 ; len-=255) *op++ = 255;
B @L140
@L139 DS 0H
LGR 1,2
LA 2,1(0,2)
MVI 0(1),255
AHI 15,-255
@L140 DS 0H
CHI 15,255
BNL @L139
* *** *op++ = (BYTE)len;
LGR 1,2
LA 2,1(0,2)
STC 15,0(0,1)
* *** }
B @L143
* *** else *token = (BYTE)(litLength<<4);
@L138 DS 0H
LR 15,11
SLL 15,4(0)
LG 1,216(0,13) ; spill
STC 15,0(0,1) ; token
@L143 DS 0H
* ***
* ***
* *** LZ4_wildCopy8(op, anchor, op+litLength);
STG 2,176(0,13)
LG 1,236(0,13) ; spill
STG 1,184(0,13)
LLGFR 15,11
LA 15,0(15,2)
STG 15,192(0,13)
LA 1,176(0,13)
LG 15,@lit_474_135 ; LZ4_wildCopy8
@@gen_label165 DS 0H
BALR 14,15
@@gen_label166 DS 0H
* *** op+=litLength;
LLGFR 15,11
LA 2,0(15,2)
* *** {};
* ***
* *** }
* ***
* *** _next_match:
* ***
* ***
* *** # 1060 "C:\asgkafka\librdkafka\src\lz4.c"
* *** if ((outputDirective == fillOutput) &&
@__next_match@474@1 DS 0H
L 1,232(0,13) ; spill
CHI 1,2
BNE @L144
* *** (op + 2 + 1 + 12 - 4 > olimit)) {
LA 15,11(0,2)
LG 1,252(0,13) ; spill
CGR 15,1
BNH @L144
* ***
* *** op = token;
LG 2,216(0,13) ; spill
* *** goto _last_literals;
B @__last_literals@474@0
* *** }
@L144 DS 0H
* ***
* ***
* *** if (maybe_extMem) {
LT 1,300(0,13) ; spill
BZ @L145
* *** {};
* *** ((void)0);
* *** LZ4_writeLE16(op, (U16)offset); op+=2;
STG 2,176(0,13)
L 0,312(0,13) ; spill
LLGHR 15,0
STG 15,184(0,13)
LA 1,176(0,13)
LG 15,@lit_474_136 ; LZ4_writeLE16
@@gen_label170 DS 0H
BALR 14,15
@@gen_label171 DS 0H
LA 2,2(0,2)
* *** } else {
B @L146
@L145 DS 0H
* *** {};
* *** ((void)0);
* *** LZ4_writeLE16(op, (U16)(ip - match)); op+=2;
STG 2,176(0,13)
LGR 15,3
SGR 15,4
LLGHR 15,15
STG 15,184(0,13)
LA 1,176(0,13)
LG 15,@lit_474_136 ; LZ4_writeLE16
@@gen_label172 DS 0H
BALR 14,15
@@gen_label173 DS 0H
LA 2,2(0,2)
* *** }
@L146 DS 0H
* ***
* ***
* *** { unsigned matchCode;
* ***
* *** if ( (dictDirective==usingExtDict || dictDirective\
* ==usingDictCtx)
CHI 9,2
BE @L147
CHI 9,3
BNE @L148
* *** && (lowLimit==dictionary) ) {
@L147 DS 0H
LG 1,224(0,13) ; spill
CGR 1,10
BNE @L148
* *** const BYTE* limit = ip + (dictEnd-match);
LG 15,328(0,13) ; spill
SGR 15,4
LA 11,0(15,3)
* *** ((void)0);
* *** if (limit > matchlimit) limit = matchlimit;
LG 1,292(0,13) ; spill
CGR 11,1
BNH @L149
LG 11,292(0,13) ; spill
@L149 DS 0H
* *** matchCode = LZ4_count(ip+4, match+4, limit);
LA 15,4(0,3)
STG 15,176(0,13)
LA 15,4(0,4)
STG 15,184(0,13)
STG 11,192(0,13)
LA 1,176(0,13)
LG 15,@lit_474_174 ; LZ4_count
@@gen_label178 DS 0H
BALR 14,15
@@gen_label179 DS 0H
LR 4,15 ; matchCode
* *** ip += (size_t)matchCode + 4;
LLGFR 15,15
AGHI 15,4
LA 3,0(15,3)
* *** if (ip==limit) {
CGR 3,11
BNE @L151
* *** unsigned const more = LZ4_count(limit, (co\
* nst BYTE*)source, matchlimit);
STG 11,176(0,13)
LG 1,244(0,13) ; spill
STG 1,184(0,13)
LG 1,292(0,13) ; spill
STG 1,192(0,13)
LA 1,176(0,13)
LG 15,@lit_474_174 ; LZ4_count
@@gen_label181 DS 0H
BALR 14,15
@@gen_label182 DS 0H
* *** matchCode += more;
ALR 4,15
* *** ip += more;
LLGFR 15,15
LA 3,0(15,3)
* *** }
@L150 DS 0H
* *** {};
* *** } else {
B @L151
@L148 DS 0H
* *** matchCode = LZ4_count(ip+4, match+4, matchlimi\
* t);
LA 15,4(0,3)
STG 15,176(0,13)
LA 15,4(0,4)
STG 15,184(0,13)
LG 1,292(0,13) ; spill
STG 1,192(0,13)
LA 1,176(0,13)
LG 15,@lit_474_174 ; LZ4_count
@@gen_label183 DS 0H
BALR 14,15
@@gen_label184 DS 0H
LR 4,15 ; matchCode
* *** ip += (size_t)matchCode + 4;
LLGFR 15,15
AGHI 15,4
LA 3,0(15,3)
* *** {};
* *** }
@L151 DS 0H
* ***
* *** if ((outputDirective) &&
LT 1,232(0,13) ; spill
BZ @L152
* *** (((op + (1 + 5) + (matchCode+240)/255 > olimit\
* ) != 0)) ) {
LR 15,4
AHI 15,240
ML 14,@lit_474_133 ; .
SRL 14,7(0) ; .
LLGFR 15,14
LA 15,6(15,2)
LG 1,252(0,13) ; spill
CGR 15,1
BNH @@gen_label186
LHI 15,1
B @@gen_label187
@@gen_label186 DS 0H
LHI 15,0
@@gen_label187 DS 0H
LTR 15,15
BE @L152
* *** if (outputDirective == fillOutput) {
L 1,232(0,13) ; spill
CHI 1,2
BNE @L153
* ***
* *** U32 newMatchCode = 15 - 1 + ((U32)(olimi\
* t - op) - 1 - 5) * 255;
LG 15,252(0,13) ; spill
SGR 15,2
AHI 15,-1
AHI 15,-5
LR 1,15 ; *0xff
SLL 1,8(0) ; .
SLR 1,15 ; .
AHI 1,14
* *** ip -= matchCode - newMatchCode;
SLR 4,1
LLGFR 15,4
SGR 3,15
* *** ((void)0);
* *** matchCode = newMatchCode;
LR 4,1 ; matchCode
* *** if (((ip <= filledIp) != 0)) {
LG 15,316(0,13) ; spill
CGR 3,15
BH @@gen_label190
LHI 15,1
B @@gen_label191
@@gen_label190 DS 0H
LHI 15,0
@@gen_label191 DS 0H
LTR 15,15
BE @L152
* ***
* ***
* ***
* ***
* ***
* *** const BYTE* ptr;
* *** {};
* *** for (ptr = ip; ptr <= filledIp; ++ptr)\
* {
LGR 11,3
B @L156
@L155 DS 0H
* *** U32 const h = LZ4_hashPosition(ptr\
* , tableType);
STG 11,176(0,13)
LGFR 15,5
STG 15,184(0,13)
LA 1,176(0,13)
LG 15,@lit_474_142 ; LZ4_hashPosition
@@gen_label193 DS 0H
BALR 14,15
@@gen_label194 DS 0H
* *** LZ4_clearHash(h, cctx->hashTable, \
* tableType);
LLGFR 15,15
STG 15,176(0,13)
STG 6,184(0,13)
LGFR 15,5
STG 15,192(0,13)
LA 1,176(0,13)
LG 15,@lit_474_143 ; LZ4_clearHash
@@gen_label195 DS 0H
BALR 14,15
@@gen_label196 DS 0H
* *** }
LA 11,1(0,11)
@L156 DS 0H
LG 15,316(0,13) ; spill
CGR 11,15
BNH @L155
* *** }
@L154 DS 0H
* *** } else {
B @L152
@L153 DS 0H
* *** ((void)0);
* *** return 0;
LGHI 15,0 ; 0
ALGF 12,@lit_region_diff_474_2_3
DROP 12
USING @REGION_474_3,12
B @ret_lab_474
DROP 12
USING @REGION_474_2,12
* *** }
* *** }
@L152 DS 0H
* *** if (matchCode >= ((1U<<4)-1)) {
CLFI 4,X'0000000F'
BL @L160
* *** *token += ((1U<<4)-1);
LG 1,216(0,13) ; spill
LLC 15,0(0,1)
AHI 15,15
LG 1,216(0,13) ; spill
STC 15,0(0,1)
* *** matchCode -= ((1U<<4)-1);
AHI 4,-15
* *** LZ4_write32(op, 0xFFFFFFFF);
STG 2,176(0,13)
LLILF 15,X'FFFFFFFF' ; 4294967295
STG 15,184(0,13)
LA 1,176(0,13)
LG 15,@lit_474_146 ; LZ4_write32
@@gen_label199 DS 0H
BALR 14,15
@@gen_label200 DS 0H
* *** while (matchCode >= 4*255) {
B @L164
@L163 DS 0H
* *** op+=4;
LA 2,4(0,2)
* *** LZ4_write32(op, 0xFFFFFFFF);
STG 2,176(0,13)
LLILF 15,X'FFFFFFFF' ; 4294967295
STG 15,184(0,13)
LA 1,176(0,13)
LG 15,@lit_474_146 ; LZ4_write32
@@gen_label201 DS 0H
BALR 14,15
@@gen_label202 DS 0H
* *** matchCode -= 4*255;
AHI 4,-1020
* *** }
@L164 DS 0H
CLFI 4,X'000003FC'
BNL @L163
* *** op += matchCode / 255;
LR 15,4 ; .
ML 14,@lit_474_133 ; .
SRL 14,7(0) ; .
LLGFR 15,14
LA 15,0(15,2)
* *** *op++ = (BYTE)(matchCode % 255);
LA 2,1(0,15)
LHI 0,0
LR 1,4
DL 0,@lit_474_150
STC 0,0(0,15)
* *** } else
B @L165
@L160 DS 0H
* *** *token += (BYTE)(matchCode);
LG 1,216(0,13) ; spill
LLC 15,0(0,1)
NILF 4,X'000000FF'
AR 15,4
LG 1,216(0,13) ; spill
STC 15,0(0,1)
@L165 DS 0H
* *** }
* ***
* *** ((void)0);
* ***
* *** anchor = ip;
STG 3,236(0,13) ; spill
* ***
* ***
* *** if (ip >= mflimitPlusOne) break;
LG 15,304(0,13) ; spill
CGR 3,15
BNL @__last_literals@474@0
@L166 DS 0H
* ***
* ***
* *** LZ4_putPosition(ip-2, cctx->hashTable, tableType, base\
* );
LGHI 15,-2 ; -2
LA 15,0(15,3)
STG 15,176(0,13)
STG 6,184(0,13)
LGFR 15,5
STG 15,192(0,13)
STG 8,200(0,13)
LA 1,176(0,13)
LG 11,@lit_474_152 ; LZ4_putPosition
LGR 15,11
@@gen_label205 DS 0H
BALR 14,15
@@gen_label206 DS 0H
* ***
* ***
* *** if (tableType == byPtr) {
CHI 5,1
BNE @L167
* ***
* *** match = LZ4_getPosition(ip, cctx->hashTable, table\
* Type, base);
STG 3,176(0,13)
STG 6,184(0,13)
LGFR 15,5
STG 15,192(0,13)
STG 8,200(0,13)
LA 1,176(0,13)
LG 15,@lit_474_153 ; LZ4_getPosition
@@gen_label208 DS 0H
BALR 14,15
@@gen_label209 DS 0H
LGR 4,15 ; match
* *** LZ4_putPosition(ip, cctx->hashTable, tableType, ba\
* se);
STG 3,176(0,13)
STG 6,184(0,13)
LGFR 15,5
STG 15,192(0,13)
STG 8,200(0,13)
LA 1,176(0,13)
LGR 15,11
@@gen_label210 DS 0H
BALR 14,15
@@gen_label211 DS 0H
* *** if ( (match+65535 >= ip)
* *** && (LZ4_read32(match) == LZ4_read32(ip)) )
LLILF 15,X'0000FFFF' ; 65535
LA 15,0(15,4)
CGR 15,3
BL @L169
STG 4,176(0,13)
LA 1,176(0,13)
LG 11,@lit_474_156 ; LZ4_read32
LGR 15,11
@@gen_label213 DS 0H
BALR 14,15
@@gen_label214 DS 0H
ST 15,216(0,13) ; spill
STG 3,176(0,13)
LA 1,176(0,13)
LGR 15,11
@@gen_label215 DS 0H
BALR 14,15
@@gen_label216 DS 0H
L 1,216(0,13) ; spill
CLR 1,15
BNE @L169
* *** { token=op++; *token=0; goto _next_match; }
LGR 15,2
LA 2,1(0,2)
STG 15,216(0,13) ; spill
MVI 0(15),0 ; token
B @__next_match@474@1
* ***
* *** } else {
@L167 DS 0H
* ***
* *** U32 const h = LZ4_hashPosition(ip, tableType);
STG 3,176(0,13)
LGFR 15,5
STG 15,184(0,13)
LA 1,176(0,13)
LG 15,@lit_474_142 ; LZ4_hashPosition
@@gen_label218 DS 0H
BALR 14,15
@@gen_label219 DS 0H
ST 15,216(0,13) ; spill
* *** U32 const current = (U32)(ip-base);
LGR 1,3
SGR 1,8
ST 1,260(0,13) ; spill
* *** U32 matchIndex = LZ4_getIndexOnHash(h, cctx->hashT\
* able, tableType);
LLGFR 15,15
STG 15,176(0,13)
STG 6,184(0,13)
LGFR 15,5
STG 15,192(0,13)
LA 1,176(0,13)
LG 4,@lit_474_159 ; LZ4_getIndexOnHash
LGR 15,4
@@gen_label220 DS 0H
BALR 14,15
@@gen_label221 DS 0H
LR 11,15
* *** ((void)0);
* *** if (dictDirective == usingDictCtx) {
CHI 9,3
BNE @L170
* *** if (matchIndex < startIndex) {
L 1,268(0,13) ; spill
CLR 11,1
BNL @L171
* ***
* *** matchIndex = LZ4_getIndexOnHash(h, dictCtx\
* ->hashTable, byU32);
LLGF 15,216(0,13) ; spill
STG 15,176(0,13)
LG 1,272(0,13) ; spill
STG 1,184(0,13)
MVGHI 192(13),2
LA 1,176(0,13)
LGR 15,4
@@gen_label224 DS 0H
BALR 14,15
@@gen_label225 DS 0H
LR 1,15
* *** match = dictBase + matchIndex;
LLGFR 15,1
LG 4,280(0,13) ; spill
LA 4,0(15,4)
* *** lowLimit = dictionary;
STG 10,224(0,13) ; spill
* *** matchIndex += dictDelta;
LR 15,1
L 1,344(0,13) ; spill
ALR 15,1
LR 11,15
* *** } else {
B @L173
@L171 DS 0H
* *** match = base + matchIndex;
LLGFR 15,11
LA 4,0(15,8)
* *** lowLimit = (const BYTE*)source;
LG 1,244(0,13) ; spill
STG 1,224(0,13) ; spill
* *** }
@L172 DS 0H
* *** } else if (dictDirective==usingExtDict) {
B @L173
@L170 DS 0H
CHI 9,2
BNE @L174
* *** if (matchIndex < startIndex) {
L 1,268(0,13) ; spill
CLR 11,1
BNL @L175
* *** match = dictBase + matchIndex;
LLGFR 15,11
LG 1,280(0,13) ; spill
LA 4,0(15,1)
* *** lowLimit = dictionary;
STG 10,224(0,13) ; spill
* *** } else {
B @L173
@L175 DS 0H
* *** match = base + matchIndex;
LLGFR 15,11
LA 4,0(15,8)
* *** lowLimit = (const BYTE*)source;
LG 1,244(0,13) ; spill
STG 1,224(0,13) ; spill
* *** }
@L176 DS 0H
* *** } else {
B @L173
@L174 DS 0H
* *** match = base + matchIndex;
LLGFR 15,11
LA 4,0(15,8)
* *** }
@L177 DS 0H
* *** LZ4_putIndexOnHash(current, h, cctx->hashTable, ta\
* bleType);
@L173 DS 0H
L 1,260(0,13) ; spill
LLGFR 15,1
STG 15,176(0,13)
LLGF 15,216(0,13) ; spill
STG 15,184(0,13)
STG 6,192(0,13)
LGFR 15,5
STG 15,200(0,13)
LA 1,176(0,13)
LG 15,@lit_474_161 ; LZ4_putIndexOnHash
@@gen_label228 DS 0H
BALR 14,15
@@gen_label229 DS 0H
* *** ((void)0);
* *** if ( ((dictIssue==dictSmall) ? (matchIndex >= pref\
* ixIdxLimit) : 1)
CHSI 76(7),1
BNE @L178
L 1,324(0,13) ; spill
CLR 11,1
BL @@gen_label231
LHI 15,1
B @@gen_label232
@@gen_label231 DS 0H
LHI 15,0
@@gen_label232 DS 0H
B @L179
@L178 DS 0H
LHI 15,1 ; 1
@L179 DS 0H
* *** && (((tableType==byU16) && (65535 == 65535)) ? 1\
* : (matchIndex+65535 >= current))
LTR 15,15
BZ @L182
CHI 5,3
BNE @L180
LHI 15,1 ; 1
B @L181
@L180 DS 0H
LR 15,11
AFI 15,X'0000FFFF'
L 1,260(0,13) ; spill
CLR 15,1
BL @@gen_label235
LHI 15,1
B @@gen_label236
@@gen_label235 DS 0H
LHI 15,0
@@gen_label236 DS 0H
@L181 DS 0H
* *** && (LZ4_read32(match) == LZ4_read32(ip)) ) {
LTR 15,15
BZ @L182
STG 4,176(0,13)
LA 1,176(0,13)
LG 15,@lit_474_156 ; LZ4_read32
@@gen_label238 DS 0H
BALR 14,15
@@gen_label239 DS 0H
ST 15,216(0,13) ; spill
STG 3,176(0,13)
LA 1,176(0,13)
LG 15,@lit_474_156 ; LZ4_read32
@@gen_label240 DS 0H
BALR 14,15
@@gen_label241 DS 0H
L 1,216(0,13) ; spill
CLR 1,15
BNE @L182
* *** token=op++;
LGR 15,2
LA 2,1(0,2)
STG 15,216(0,13) ; spill
* *** *token=0;
MVI 0(15),0 ; token
* *** if (maybe_extMem) offset = current - matchInde\
* x;
LT 1,300(0,13) ; spill
BZ @__next_match@474@1
L 1,260(0,13) ; spill
SLR 1,11
ST 1,312(0,13) ; spill
@L183 DS 0H
* *** {};
* ***
* *** goto _next_match;
B @__next_match@474@1
* *** }
@L182 DS 0H
* *** }
@L169 DS 0H
* ***
* ***
* *** forwardH = LZ4_hashPosition(++ip, tableType);
LGR 15,3
LA 3,1(0,3)
LA 15,1(0,15)
STG 15,176(0,13)
LGFR 15,5
STG 15,184(0,13)
LA 1,176(0,13)
LG 15,@lit_474_142 ; LZ4_hashPosition
@@gen_label244 DS 0H
BALR 14,15
@@gen_label245 DS 0H
ST 15,216(0,13) ; spill
* ***
* *** }
SLGF 12,@lit_region_diff_474_2_1
DROP 12
USING @REGION_474_1,12
B @L105
DROP 12
USING @REGION_474_2,12
* ***
* *** _last_literals:
* ***
* *** { size_t lastRun = (size_t)(iend - anchor);
@__last_literals@474@0 DS 0H
LG 1,336(0,13) ; spill
LG 3,236(0,13) ; spill
SGR 1,3
* *** if ( (outputDirective) &&
LT 15,232(0,13) ; spill
BZ @L184
* *** (op + lastRun + 1 + ((lastRun+255-((1U<<(8-4))-1))\
* /255) > olimit)) {
LGR 5,1
AGHI 5,255
AGHI 5,-15
LGHI 4,0
DLG 4,@lit_474_167
LA 15,0(1,5)
LA 15,1(15,2)
LG 3,252(0,13) ; spill
CGR 15,3
BNH @L184
* *** if (outputDirective == fillOutput) {
L 1,232(0,13) ; spill
CHI 1,2
BNE @L185
* ***
* *** ((void)0);
* *** lastRun = (size_t)(olimit-op) - 1;
LG 1,252(0,13) ; spill
SGR 1,2
AGHI 1,-1
* *** lastRun -= (lastRun + 256 - ((1U<<(8-4))-1)) /\
* 256;
LGR 15,1
AGHI 15,256
AGHI 15,-15
SRLG 15,15,8(0) ; /0x100
SLGR 1,15
* *** } else {
B @L184
@L185 DS 0H
* *** ((void)0);
* *** return 0;
LGHI 15,0 ; 0
ALGF 12,@lit_region_diff_474_2_3
DROP 12
USING @REGION_474_3,12
B @ret_lab_474
DROP 12
USING @REGION_474_2,12
* *** }
* *** }
@L184 DS 0H
* *** {};
* *** if (lastRun >= ((1U<<(8-4))-1)) {
CLGFI 1,X'0000000F'
BL @L187
* *** size_t accumulator = lastRun - ((1U<<(8-4))-1);
LGR 15,1
AGHI 15,-15
* *** *op++ = ((1U<<(8-4))-1) << 4;
LGR 3,2
LA 2,1(0,2)
MVI 0(3),240
* *** for(; accumulator >= 255 ; accumulator-=255) *op++\
* = 255;
B @L189
@L188 DS 0H
LGR 3,2
LA 2,1(0,2)
MVI 0(3),255
AGHI 15,-255
@L189 DS 0H
CLGFI 15,X'000000FF'
BNL @L188
* *** *op++ = (BYTE) accumulator;
LGR 3,2
LA 2,1(0,2)
STC 15,0(0,3)
* *** } else {
B @L192
@L187 DS 0H
* *** *op++ = (BYTE)(lastRun<<4);
LGR 15,2
LA 2,1(0,2)
SLLG 3,1,4(0)
STC 3,0(0,15)
* *** }
@L192 DS 0H
* *** __memcpy(op,anchor,lastRun);
LG 3,236(0,13) ; spill
LGR 4,2
LTGR 15,1
BNZ *+14 Around region break
ALGF 12,@lit_region_diff_474_2_3
DROP 12
USING @REGION_474_3,12
B @@gen_label253
DROP 12
USING @REGION_474_2,12
ALGF 12,@lit_region_diff_474_2_3
@REGION_474_3 DS 0H
DROP 12
USING @REGION_474_3,12
AGHI 15,-1
SRAG 5,15,8(0)
LTGR 5,5
BZ @@gen_label252
@@gen_label251 DS 0H
MVC 0(256,4),0(3)
LA 4,256(0,4)
LA 3,256(0,3)
BCTG 5,@@gen_label251
@@gen_label252 DS 0H
EX 15,@lit_474_169
@@gen_label253 DS 0H
* *** ip = anchor + lastRun;
LG 3,236(0,13) ; spill
LA 3,0(1,3)
* *** op += lastRun;
LA 2,0(1,2)
* *** }
* ***
* *** if (outputDirective == fillOutput) {
L 1,232(0,13) ; spill
CHI 1,2
BNE @L193
* *** *inputConsumed = (int) (((const char*)ip)-source);
LG 15,32(0,7) ; inputConsumed
LG 8,244(0,13) ; spill
SGR 3,8
ST 3,0(0,15) ; inputConsumed
* *** }
@L193 DS 0H
* *** result = (int)(((char*)op) - dest);
SG 2,16(0,7)
* *** ((void)0);
* *** {};
* *** return result;
LGFR 15,2
B @ret_lab_474
DS 0D
@lit_474_169 MVC 0(1,4),0(3)
* *** }
@ret_lab_474 DS 0H
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DROP 12
*
* DSECT for automatic variables in "LZ4_compress_generic_validated"
* (FUNCTION #474)
*
@AUTO#$L$Z4_compress_generic_validated DSECT
DS XL168
$L$Z4_compress_generic_validated#accumulator#65 DS 8XL1 ; accumulator
ORG @AUTO#$L$Z4_compress_generic_validated+168
$L$Z4_compress_generic_validated#last$Run#60 DS 8XL1 ; lastRun
ORG @AUTO#$L$Z4_compress_generic_validated+168
$L$Z4_compress_generic_validated#match$Index#50 DS 1F ; matchIndex
ORG @AUTO#$L$Z4_compress_generic_validated+168
$L$Z4_compress_generic_validated#current#50 DS 1F ; current
ORG @AUTO#$L$Z4_compress_generic_validated+168
$L$Z4_compress_generic_validated#h#50 DS 1F ; h
ORG @AUTO#$L$Z4_compress_generic_validated+168
$L$Z4_compress_generic_validated#h#44 DS 1F ; h
ORG @AUTO#$L$Z4_compress_generic_validated+168
$L$Z4_compress_generic_validated#new$Match$Code#41 DS 1F ; newMatchCode
ORG @AUTO#$L$Z4_compress_generic_validated+168
$L$Z4_compress_generic_validated#more#36 DS 1F ; more
ORG @AUTO#$L$Z4_compress_generic_validated+168
$L$Z4_compress_generic_validated#match$Code#34 DS 1F ; matchCode
ORG @AUTO#$L$Z4_compress_generic_validated+168
$L$Z4_compress_generic_validated#len#27 DS 1F ; len
ORG @AUTO#$L$Z4_compress_generic_validated+168
$L$Z4_compress_generic_validated#lit$Length#24 DS 1F ; litLength
ORG @AUTO#$L$Z4_compress_generic_validated+168
$L$Z4_compress_generic_validated#match$Index#10 DS 1F ; matchIndex
ORG @AUTO#$L$Z4_compress_generic_validated+168
$L$Z4_compress_generic_validated#current#10 DS 1F ; current
ORG @AUTO#$L$Z4_compress_generic_validated+168
$L$Z4_compress_generic_validated#h#10 DS 1F ; h
ORG @AUTO#$L$Z4_compress_generic_validated+168
$L$Z4_compress_generic_validated#search$Match$Nb#9 DS 1F ; searchMatchN*
b
ORG @AUTO#$L$Z4_compress_generic_validated+168
$L$Z4_compress_generic_validated#step#9 DS 1F ; step
ORG @AUTO#$L$Z4_compress_generic_validated+168
$L$Z4_compress_generic_validated#h#8 DS 1F ; h
ORG @AUTO#$L$Z4_compress_generic_validated+168
$L$Z4_compress_generic_validated#search$Match$Nb#7 DS 1F ; searchMatchN*
b
ORG @AUTO#$L$Z4_compress_generic_validated+168
$L$Z4_compress_generic_validated#step#7 DS 1F ; step
ORG @AUTO#$L$Z4_compress_generic_validated+168
$L$Z4_compress_generic_validated#forward$H#0 DS 1F ; forwardH
ORG @AUTO#$L$Z4_compress_generic_validated+168
$L$Z4_compress_generic_validated#offset#0 DS 1F ; offset
ORG @AUTO#$L$Z4_compress_generic_validated+168
$L$Z4_compress_generic_validated#prefix$Idx$Limit#0 DS 1F ; prefixIdxLi*
mit
ORG @AUTO#$L$Z4_compress_generic_validated+168
$L$Z4_compress_generic_validated#maybe_ext$Mem#0 DS 1F ; maybe_extMem
ORG @AUTO#$L$Z4_compress_generic_validated+168
$L$Z4_compress_generic_validated#dict$Delta#0 DS 1F ; dictDelta
ORG @AUTO#$L$Z4_compress_generic_validated+168
$L$Z4_compress_generic_validated#dict$Size#0 DS 1F ; dictSize
ORG @AUTO#$L$Z4_compress_generic_validated+168
$L$Z4_compress_generic_validated#start$Index#0 DS 1F ; startIndex
ORG @AUTO#$L$Z4_compress_generic_validated+168
$L$Z4_compress_generic_validated#result#0 DS 1F ; result
*
@CODE CSECT
*
*
*
* ....... start of LZ4_compress_generic
@LNAME475 DS 0H
DC X'00000014'
DC C'LZ4_compress_generic'
DC X'00'
$L$Z4_compress_generic DCCPRLG CINDEX=475,BASER=12,FRAME=256,ENTRY=NO,A*
RCH=ZARCH,LNAMEADDR=@LNAME475
LGR 2,1 ; ptr to parm area
* ******* End of Prologue
* *
L 15,28(0,2) ; srcSize
L 1,52(0,2) ; outputDirective
* *** {};
* ***
* ***
* *** if ((U32)srcSize > (U32)0x7E000000) { return 0; }
CLFI 15,X'7E000000'
BNH @L194
LGHI 15,0 ; 0
B @ret_lab_475
DS 0D
@FRAMESIZE_475 DC F'256'
@lit_475_198 DC AD($L$Z4_compress_generic_validated)
@L194 DS 0H
* *** if (srcSize == 0) {
LTR 15,15
BNE @L195
* *** if (outputDirective != notLimited && dstCapacity <= 0)\
* return 0;
LTR 1,1
BE @L196
CHSI 44(2),0
BH @L196
LGHI 15,0 ; 0
B @ret_lab_475
@L196 DS 0H
* *** {};
* *** ((void)0);
* *** ((void)0);
* *** dst[0] = 0;
LG 15,16(0,2) ; dst
MVI 0(15),0
* *** if (outputDirective == fillOutput) {
CHI 1,2
BNE @L197
* *** ((void)0);
* *** *inputConsumed = 0;
LG 15,32(0,2) ; inputConsumed
MVHI 0(15),0 ; inputConsumed
* *** }
@L197 DS 0H
* *** return 1;
LGHI 15,1 ; 1
B @ret_lab_475
* *** }
@L195 DS 0H
* *** ((void)0);
* ***
* *** return LZ4_compress_generic_validated(cctx, src, dst, srcS\
* ize,
* *** inputConsumed,
* *** dstCapacity, outputDirective,
* *** tableType, dictDirective, dictIssue, accelerat\
* ion);
LG 3,0(0,2) ; cctx
STG 3,168(0,13)
LG 3,8(0,2) ; src
STG 3,176(0,13)
LG 3,16(0,2) ; dst
STG 3,184(0,13)
LGFR 15,15
STG 15,192(0,13)
LG 15,32(0,2) ; inputConsumed
STG 15,200(0,13)
LGF 15,44(0,2) ; dstCapacity
STG 15,208(0,13)
LGFR 15,1
STG 15,216(0,13)
LGF 15,60(0,2) ; tableType
STG 15,224(0,13)
LGF 15,68(0,2) ; dictDirective
STG 15,232(0,13)
LGF 15,76(0,2) ; dictIssue
STG 15,240(0,13)
LGF 15,84(0,2) ; acceleration
STG 15,248(0,13)
LA 1,168(0,13)
LG 15,@lit_475_198 ; LZ4_compress_generic_validated
@@gen_label260 DS 0H
BALR 14,15
@@gen_label261 DS 0H
LGFR 15,15
* *** }
@ret_lab_475 DS 0H
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DROP 12
*
* DSECT for automatic variables in "LZ4_compress_generic"
* (FUNCTION #475)
*
@AUTO#$L$Z4_compress_generic DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_compress_fast_extState
$L$Z4_compress_fast_ext$State ALIAS X'D3E9F46D839694979985A2A26D8681A2A*
36D85A7A3E2A381A385'
@LNAME347 DS 0H
DC X'0000001A'
DC C'LZ4_compress_fast_extState'
DC X'00'
$L$Z4_compress_fast_ext$State DCCPRLG CINDEX=347,BASER=12,FRAME=264,ENT*
RY=YES,ARCH=ZARCH,LNAMEADDR=@LNAME347
* ******* End of Prologue
* *
* *** LZ4_stream_t_internal* const ctx = & LZ4_initStream(state,\
* sizeof(LZ4_stream_t)) -> internal_donotuse;
LMG 3,4,8(1) ; source
L 5,28(0,1) ; inputSize
L 6,36(0,1) ; maxOutputSize
L 2,44(0,1) ; acceleration
LG 15,0(0,1) ; state
STG 15,176(0,13)
MVGHI 184(13),16416
LA 1,176(0,13)
LG 15,@lit_347_200 ; LZ4_initStream
@@gen_label262 DS 0H
BALR 14,15
@@gen_label263 DS 0H
LGR 7,15
* *** ((void)0);
* *** if (acceleration < 1) acceleration = 1;
CHI 2,1
BNL @L198
LHI 2,1 ; 1
@L198 DS 0H
* *** if (acceleration > 65537) acceleration = 65537;
CFI 2,X'00010001'
BNH @L199
IILF 2,X'00010001' ; 65537
@L199 DS 0H
* *** if (maxOutputSize >= LZ4_compressBound(inputSize)) {
LGFR 15,5
STG 15,176(0,13)
LA 1,176(0,13)
LG 15,@lit_347_203 ; LZ4_compressBound
@@gen_label266 DS 0H
BALR 14,15
@@gen_label267 DS 0H
CR 6,15
BL @L200
* *** if (inputSize < LZ4_64Klimit) {
LG 15,@lit_347_204
C 5,196(0,15)
BNL @L201
* *** return LZ4_compress_generic(ctx, source, dest, inp\
* utSize, ((void *)0), 0, notLimited, byU16, noDict, noDictIssue, acce\
* leration);
STG 7,176(0,13)
STMG 3,4,184(13)
LGFR 15,5
STG 15,200(0,13)
XC 208(24,13),208(13)
MVGHI 232(13),3
XC 240(16,13),240(13)
LGFR 15,2
STG 15,256(0,13)
LA 1,176(0,13)
LG 15,@lit_347_205 ; LZ4_compress_generic
@@gen_label270 DS 0H
BALR 14,15
@@gen_label271 DS 0H
LGFR 15,15
B @ret_lab_347
DS 0D
@FRAMESIZE_347 DC F'264'
@lit_347_200 DC AD($L$Z4_init$Stream)
@lit_347_203 DC AD($L$Z4_compress$Bound)
@lit_347_204 DC AD(@DATA)
@lit_347_205 DC AD($L$Z4_compress_generic)
* *** } else {
@L201 DS 0H
* *** const tableType_t tableType = ((sizeof(void*)==4) \
* && ((uptrval)source > 65535)) ? byPtr : byU32;
LHI 15,2 ; 2
* *** return LZ4_compress_generic(ctx, source, dest, inp\
* utSize, ((void *)0), 0, notLimited, tableType, noDict, noDictIssue, \
* acceleration);
STG 7,176(0,13)
STMG 3,4,184(13)
LGFR 1,5
STG 1,200(0,13)
XC 208(24,13),208(13)
LGFR 15,15
STG 15,232(0,13)
XC 240(16,13),240(13)
LGFR 15,2
STG 15,256(0,13)
LA 1,176(0,13)
LG 15,@lit_347_205 ; LZ4_compress_generic
@@gen_label272 DS 0H
BALR 14,15
@@gen_label273 DS 0H
LGFR 15,15
B @ret_lab_347
* *** }
* *** } else {
@L200 DS 0H
* *** if (inputSize < LZ4_64Klimit) {
LG 15,@lit_347_204
C 5,196(0,15)
BNL @L204
* *** return LZ4_compress_generic(ctx, source, dest, inp\
* utSize, ((void *)0), maxOutputSize, limitedOutput, byU16, noDict, no\
* DictIssue, acceleration);
STG 7,176(0,13)
STMG 3,4,184(13)
LGFR 15,5
STG 15,200(0,13)
XC 208(8,13),208(13)
LGFR 15,6
STG 15,216(0,13)
MVGHI 224(13),1
MVGHI 232(13),3
XC 240(16,13),240(13)
LGFR 15,2
STG 15,256(0,13)
LA 1,176(0,13)
LG 15,@lit_347_205 ; LZ4_compress_generic
@@gen_label275 DS 0H
BALR 14,15
@@gen_label276 DS 0H
LGFR 15,15
B @ret_lab_347
* *** } else {
@L204 DS 0H
* *** const tableType_t tableType = ((sizeof(void*)==4) \
* && ((uptrval)source > 65535)) ? byPtr : byU32;
LHI 15,2 ; 2
* *** return LZ4_compress_generic(ctx, source, dest, inp\
* utSize, ((void *)0), maxOutputSize, limitedOutput, tableType, noDict\
* , noDictIssue, acceleration);
STG 7,176(0,13)
STMG 3,4,184(13)
LGFR 1,5
STG 1,200(0,13)
XC 208(8,13),208(13)
LGFR 1,6
STG 1,216(0,13)
MVGHI 224(13),1
LGFR 15,15
STG 15,232(0,13)
XC 240(16,13),240(13)
LGFR 15,2
STG 15,256(0,13)
LA 1,176(0,13)
LG 15,@lit_347_205 ; LZ4_compress_generic
@@gen_label277 DS 0H
BALR 14,15
@@gen_label278 DS 0H
LGFR 15,15
* *** }
* *** }
* *** }
@ret_lab_347 DS 0H
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DROP 12
*
* DSECT for automatic variables in "LZ4_compress_fast_extState"
* (FUNCTION #347)
*
@AUTO#$L$Z4_compress_fast_ext$State DSECT
DS XL168
$L$Z4_compress_fast_ext$State#table$Type#6 DS 1F ; tableType
ORG @AUTO#$L$Z4_compress_fast_ext$State+168
$L$Z4_compress_fast_ext$State#table$Type#3 DS 1F ; tableType
*
@CODE CSECT
*
*
*
* ....... start of LZ4_compress_fast_extState_fastReset
$L$Z4_compress_fast_ext$State_fast$Reset ALIAS X'D3E9F46D839694979985A2*
A26D8681A2A36D85A7A3E2A381A3856D8681A2A3D985A285A3'
@LNAME362 DS 0H
DC X'00000024'
DC C'LZ4_compress_fast_extState_fastR'
DC C'eset'
DC X'00'
$L$Z4_compress_fast_ext$State_fast$Reset DCCPRLG CINDEX=362,BASER=12,FR*
AME=264,ENTRY=YES,ARCH=ZARCH,LNAMEADDR=@LNAME362
* ******* End of Prologue
* *
* *** LZ4_stream_t_internal* ctx = &((LZ4_stream_t*)state)->inte\
* rnal_donotuse;
LMG 3,4,8(1) ; src
L 5,28(0,1) ; srcSize
L 6,36(0,1) ; dstCapacity
L 2,44(0,1) ; acceleration
LG 7,0(0,1) ; state
* *** if (acceleration < 1) acceleration = 1;
CHI 2,1
BNL @L206
LHI 2,1 ; 1
@L206 DS 0H
* *** if (acceleration > 65537) acceleration = 65537;
CFI 2,X'00010001'
BNH @L207
IILF 2,X'00010001' ; 65537
@L207 DS 0H
* ***
* *** if (dstCapacity >= LZ4_compressBound(srcSize)) {
LGFR 15,5
STG 15,176(0,13)
LA 1,176(0,13)
LG 15,@lit_362_215 ; LZ4_compressBound
@@gen_label281 DS 0H
BALR 14,15
@@gen_label282 DS 0H
CR 6,15
BL @L208
* *** if (srcSize < LZ4_64Klimit) {
LG 15,@lit_362_216
C 5,196(0,15)
BNL @L209
* *** const tableType_t tableType = byU16;
LHI 6,3 ; 3
* *** LZ4_prepareTable(ctx, srcSize, tableType);
STG 7,176(0,13)
LGFR 15,5
STG 15,184(0,13)
LGFR 15,6
STG 15,192(0,13)
LA 1,176(0,13)
LG 15,@lit_362_218 ; LZ4_prepareTable
@@gen_label285 DS 0H
BALR 14,15
@@gen_label286 DS 0H
* *** if (ctx->currentOffset) {
LGHI 15,16384 ; 16384
LT 15,0(15,7) ; offset of currentOffset in LZ4_stream_t_in*
ternal
BZ @L210
* *** return LZ4_compress_generic(ctx, src, dst, src\
* Size, ((void *)0), 0, notLimited, tableType, noDict, dictSmall, acce\
* leration);
STG 7,176(0,13)
STMG 3,4,184(13)
LGFR 15,5
STG 15,200(0,13)
XC 208(24,13),208(13)
LGFR 15,6
STG 15,232(0,13)
XC 240(8,13),240(13)
MVGHI 248(13),1
LGFR 15,2
STG 15,256(0,13)
LA 1,176(0,13)
LG 15,@lit_362_220 ; LZ4_compress_generic
@@gen_label288 DS 0H
BALR 14,15
@@gen_label289 DS 0H
LGFR 15,15
B @ret_lab_362
DS 0D
@FRAMESIZE_362 DC F'264'
@lit_362_215 DC AD($L$Z4_compress$Bound)
@lit_362_216 DC AD(@DATA)
@lit_362_218 DC AD($L$Z4_prepare$Table)
@lit_362_220 DC AD($L$Z4_compress_generic)
* *** } else {
@L210 DS 0H
* *** return LZ4_compress_generic(ctx, src, dst, src\
* Size, ((void *)0), 0, notLimited, tableType, noDict, noDictIssue, ac\
* celeration);
STG 7,176(0,13)
STMG 3,4,184(13)
LGFR 15,5
STG 15,200(0,13)
XC 208(24,13),208(13)
LGFR 15,6
STG 15,232(0,13)
XC 240(16,13),240(13)
LGFR 15,2
STG 15,256(0,13)
LA 1,176(0,13)
LG 15,@lit_362_220 ; LZ4_compress_generic
@@gen_label290 DS 0H
BALR 14,15
@@gen_label291 DS 0H
LGFR 15,15
B @ret_lab_362
* *** }
* *** } else {
@L209 DS 0H
* *** const tableType_t tableType = ((sizeof(void*)==4) \
* && ((uptrval)src > 65535)) ? byPtr : byU32;
LHI 6,2 ; 2
* *** LZ4_prepareTable(ctx, srcSize, tableType);
STG 7,176(0,13)
LGFR 15,5
STG 15,184(0,13)
LGFR 15,6
STG 15,192(0,13)
LA 1,176(0,13)
LG 15,@lit_362_218 ; LZ4_prepareTable
@@gen_label292 DS 0H
BALR 14,15
@@gen_label293 DS 0H
* *** return LZ4_compress_generic(ctx, src, dst, srcSize\
* , ((void *)0), 0, notLimited, tableType, noDict, noDictIssue, accele\
* ration);
STG 7,176(0,13)
STMG 3,4,184(13)
LGFR 15,5
STG 15,200(0,13)
XC 208(24,13),208(13)
LGFR 15,6
STG 15,232(0,13)
XC 240(16,13),240(13)
LGFR 15,2
STG 15,256(0,13)
LA 1,176(0,13)
LG 15,@lit_362_220 ; LZ4_compress_generic
@@gen_label294 DS 0H
BALR 14,15
@@gen_label295 DS 0H
LGFR 15,15
B @ret_lab_362
* *** }
* *** } else {
@L208 DS 0H
* *** if (srcSize < LZ4_64Klimit) {
LG 15,@lit_362_216
C 5,196(0,15)
BNL @L214
* *** const tableType_t tableType = byU16;
LHI 8,3 ; 3
* *** LZ4_prepareTable(ctx, srcSize, tableType);
STG 7,176(0,13)
LGFR 15,5
STG 15,184(0,13)
LGFR 15,8
STG 15,192(0,13)
LA 1,176(0,13)
LG 15,@lit_362_218 ; LZ4_prepareTable
@@gen_label297 DS 0H
BALR 14,15
@@gen_label298 DS 0H
* *** if (ctx->currentOffset) {
LGHI 15,16384 ; 16384
LT 15,0(15,7) ; offset of currentOffset in LZ4_stream_t_in*
ternal
BZ @L215
* *** return LZ4_compress_generic(ctx, src, dst, src\
* Size, ((void *)0), dstCapacity, limitedOutput, tableType, noDict, di\
* ctSmall, acceleration);
STG 7,176(0,13)
STMG 3,4,184(13)
LGFR 15,5
STG 15,200(0,13)
XC 208(8,13),208(13)
LGFR 15,6
STG 15,216(0,13)
MVGHI 224(13),1
LGFR 15,8
STG 15,232(0,13)
XC 240(8,13),240(13)
MVGHI 248(13),1
LGFR 15,2
STG 15,256(0,13)
LA 1,176(0,13)
LG 15,@lit_362_220 ; LZ4_compress_generic
@@gen_label300 DS 0H
BALR 14,15
@@gen_label301 DS 0H
LGFR 15,15
B @ret_lab_362
* *** } else {
@L215 DS 0H
* *** return LZ4_compress_generic(ctx, src, dst, src\
* Size, ((void *)0), dstCapacity, limitedOutput, tableType, noDict, no\
* DictIssue, acceleration);
STG 7,176(0,13)
STMG 3,4,184(13)
LGFR 15,5
STG 15,200(0,13)
XC 208(8,13),208(13)
LGFR 15,6
STG 15,216(0,13)
MVGHI 224(13),1
LGFR 15,8
STG 15,232(0,13)
XC 240(16,13),240(13)
LGFR 15,2
STG 15,256(0,13)
LA 1,176(0,13)
LG 15,@lit_362_220 ; LZ4_compress_generic
@@gen_label302 DS 0H
BALR 14,15
@@gen_label303 DS 0H
LGFR 15,15
B @ret_lab_362
* *** }
* *** } else {
@L214 DS 0H
* *** const tableType_t tableType = ((sizeof(void*)==4) \
* && ((uptrval)src > 65535)) ? byPtr : byU32;
LHI 8,2 ; 2
* *** LZ4_prepareTable(ctx, srcSize, tableType);
STG 7,176(0,13)
LGFR 15,5
STG 15,184(0,13)
LGFR 15,8
STG 15,192(0,13)
LA 1,176(0,13)
LG 15,@lit_362_218 ; LZ4_prepareTable
@@gen_label304 DS 0H
BALR 14,15
@@gen_label305 DS 0H
* *** return LZ4_compress_generic(ctx, src, dst, srcSize\
* , ((void *)0), dstCapacity, limitedOutput, tableType, noDict, noDict\
* Issue, acceleration);
STG 7,176(0,13)
STMG 3,4,184(13)
LGFR 15,5
STG 15,200(0,13)
XC 208(8,13),208(13)
LGFR 15,6
STG 15,216(0,13)
MVGHI 224(13),1
LGFR 15,8
STG 15,232(0,13)
XC 240(16,13),240(13)
LGFR 15,2
STG 15,256(0,13)
LA 1,176(0,13)
LG 15,@lit_362_220 ; LZ4_compress_generic
@@gen_label306 DS 0H
BALR 14,15
@@gen_label307 DS 0H
LGFR 15,15
* *** }
* *** }
* *** }
@ret_lab_362 DS 0H
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DROP 12
*
* DSECT for automatic variables in "LZ4_compress_fast_extState_fastR
* eset"
* (FUNCTION #362)
*
@AUTO#$L$Z4_compress_fast_ext$State_fast$Reset DSECT
DS XL168
$L$Z4_compress_fast_ext$State_fast$Reset#table$Type#10 DS 1F ; tableTyp*
e
ORG @AUTO#$L$Z4_compress_fast_ext$State_fast$Reset+168
$L$Z4_compress_fast_ext$State_fast$Reset#table$Type#7 DS 1F ; tableType
ORG @AUTO#$L$Z4_compress_fast_ext$State_fast$Reset+168
$L$Z4_compress_fast_ext$State_fast$Reset#table$Type#5 DS 1F ; tableType
ORG @AUTO#$L$Z4_compress_fast_ext$State_fast$Reset+168
$L$Z4_compress_fast_ext$State_fast$Reset#table$Type#2 DS 1F ; tableType
*
@CODE CSECT
*
*
*
* ....... start of LZ4_compress_fast
$L$Z4_compress_fast ALIAS X'D3E9F46D839694979985A2A26D8681A2A3'
@LNAME345 DS 0H
DC X'00000011'
DC C'LZ4_compress_fast'
DC X'00'
$L$Z4_compress_fast DCCPRLG CINDEX=345,BASER=12,FRAME=16736,ENTRY=YES,A*
RCH=ZARCH,LNAMEADDR=@LNAME345
* ******* End of Prologue
* *
* *** int result;
* ***
* ***
* ***
* ***
* *** LZ4_stream_t ctx;
* *** LZ4_stream_t* const ctxPtr = &ctx;
LA 15,272(0,13)
* ***
* *** result = LZ4_compress_fast_extState(ctxPtr, source, dest, \
* inputSize, maxOutputSize, acceleration);
LGR 2,13
AGHI 2,16384
STG 15,304(0,2)
LG 15,0(0,1) ; source
STG 15,312(0,2)
LG 15,8(0,1) ; dest
STG 15,320(0,2)
LGF 15,20(0,1) ; inputSize
STG 15,328(0,2)
LGF 15,28(0,1) ; maxOutputSize
STG 15,336(0,2)
LGF 15,36(0,1) ; acceleration
STG 15,344(0,2)
LA 1,304(0,2)
LG 15,@lit_345_235 ; LZ4_compress_fast_extState
@@gen_label308 DS 0H
BALR 14,15
@@gen_label309 DS 0H
* ***
* ***
* ***
* ***
* *** return result;
LGFR 15,15
* *** }
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DS 0D
@FRAMESIZE_345 DC F'16736'
@lit_345_235 DC AD($L$Z4_compress_fast_ext$State)
DROP 12
*
* DSECT for automatic variables in "LZ4_compress_fast"
* (FUNCTION #345)
*
@AUTO#$L$Z4_compress_fast DSECT
DS XL272
$L$Z4_compress_fast#ctx#0 DS 16416XL1 ; ctx
ORG @AUTO#$L$Z4_compress_fast+272
$L$Z4_compress_fast#result#0 DS 1F ; result
*
@CODE CSECT
*
*
*
* ....... start of LZ4_compress_default
$L$Z4_compress_default ALIAS X'D3E9F46D839694979985A2A26D84858681A493A3*
'
@LNAME342 DS 0H
DC X'00000014'
DC C'LZ4_compress_default'
DC X'00'
$L$Z4_compress_default DCCPRLG CINDEX=342,BASER=12,FRAME=208,ENTRY=YES,*
ARCH=ZARCH,LNAMEADDR=@LNAME342
* ******* End of Prologue
* *
* *** return LZ4_compress_fast(src, dst, srcSize, maxOutputSize,\
* 1);
LG 15,0(0,1) ; src
STG 15,168(0,13)
LG 15,8(0,1) ; dst
STG 15,176(0,13)
LGF 15,20(0,1) ; srcSize
STG 15,184(0,13)
LGF 15,28(0,1) ; maxOutputSize
STG 15,192(0,13)
MVGHI 200(13),1
LA 1,168(0,13)
LG 15,@lit_342_237 ; LZ4_compress_fast
@@gen_label310 DS 0H
BALR 14,15
@@gen_label311 DS 0H
LGFR 15,15
* *** }
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DS 0D
@FRAMESIZE_342 DC F'208'
@lit_342_237 DC AD($L$Z4_compress_fast)
DROP 12
*
* DSECT for automatic variables in "LZ4_compress_default"
* (FUNCTION #342)
*
@AUTO#$L$Z4_compress_default DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_compress_destSize_extState
@LNAME476 DS 0H
DC X'0000001E'
DC C'LZ4_compress_destSize_extState'
DC X'00'
$L$Z4_compress_dest$Size_ext$State DCCPRLG CINDEX=476,BASER=12,FRAME=26*
4,ENTRY=NO,ARCH=ZARCH,LNAMEADDR=@LNAME476
* ******* End of Prologue
* *
* *** void* const s = LZ4_initStream(state, sizeof (*state));
LMG 2,5,0(1) ; state
L 6,36(0,1) ; targetDstSize
STG 2,176(0,13)
MVGHI 184(13),16416
LA 1,176(0,13)
LG 15,@lit_476_239 ; LZ4_initStream
@@gen_label312 DS 0H
BALR 14,15
@@gen_label313 DS 0H
* *** ((void)0); (void)s;
* ***
* *** if (targetDstSize >= LZ4_compressBound(*srcSizePtr)) {
LGF 15,0(0,5)
STG 15,176(0,13)
LA 1,176(0,13)
LG 15,@lit_476_240 ; LZ4_compressBound
@@gen_label314 DS 0H
BALR 14,15
@@gen_label315 DS 0H
CR 6,15
BL @L218
* *** return LZ4_compress_fast_extState(state, src, dst, *sr\
* cSizePtr, targetDstSize, 1);
STMG 2,4,176(13)
LGF 15,0(0,5)
STG 15,200(0,13)
LGFR 15,6
STG 15,208(0,13)
MVGHI 216(13),1
LA 1,176(0,13)
LG 15,@lit_476_241 ; LZ4_compress_fast_extState
@@gen_label317 DS 0H
BALR 14,15
@@gen_label318 DS 0H
LGFR 15,15
B @ret_lab_476
DS 0D
@FRAMESIZE_476 DC F'264'
@lit_476_239 DC AD($L$Z4_init$Stream)
@lit_476_240 DC AD($L$Z4_compress$Bound)
@lit_476_241 DC AD($L$Z4_compress_fast_ext$State)
@lit_476_242 DC AD(@DATA)
@lit_476_243 DC AD($L$Z4_compress_generic)
* *** } else {
@L218 DS 0H
* *** if (*srcSizePtr < LZ4_64Klimit) {
L 15,0(0,5) ; srcSizePtr
LG 1,@lit_476_242
C 15,196(0,1)
BNL @L220
* *** return LZ4_compress_generic(&state->internal_donot\
* use, src, dst, *srcSizePtr, srcSizePtr, targetDstSize, fillOutput, b\
* yU16, noDict, noDictIssue, 1);
STMG 2,4,176(13)
LGF 15,0(0,5)
STG 15,200(0,13)
STG 5,208(0,13)
LGFR 15,6
STG 15,216(0,13)
MVGHI 224(13),2
MVGHI 232(13),3
XC 240(16,13),240(13)
MVGHI 256(13),1
LA 1,176(0,13)
LG 15,@lit_476_243 ; LZ4_compress_generic
@@gen_label320 DS 0H
BALR 14,15
@@gen_label321 DS 0H
LGFR 15,15
B @ret_lab_476
* *** } else {
@L220 DS 0H
* *** tableType_t const addrMode = ((sizeof(void*)==4) &\
* & ((uptrval)src > 65535)) ? byPtr : byU32;
LHI 15,2 ; 2
* *** return LZ4_compress_generic(&state->internal_donot\
* use, src, dst, *srcSizePtr, srcSizePtr, targetDstSize, fillOutput, a\
* ddrMode, noDict, noDictIssue, 1);
STMG 2,4,176(13)
LGF 1,0(0,5)
STG 1,200(0,13)
STG 5,208(0,13)
LGFR 1,6
STG 1,216(0,13)
MVGHI 224(13),2
LGFR 15,15
STG 15,232(0,13)
XC 240(16,13),240(13)
MVGHI 256(13),1
LA 1,176(0,13)
LG 15,@lit_476_243 ; LZ4_compress_generic
@@gen_label322 DS 0H
BALR 14,15
@@gen_label323 DS 0H
LGFR 15,15
* *** } }
* *** }
@ret_lab_476 DS 0H
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DROP 12
*
* DSECT for automatic variables in "LZ4_compress_destSize_extState"
* (FUNCTION #476)
*
@AUTO#$L$Z4_compress_dest$Size_ext$State DSECT
DS XL168
$L$Z4_compress_dest$Size_ext$State#addr$Mode#4 DS 1F ; addrMode
*
@CODE CSECT
*
*
*
* ....... start of LZ4_compress_destSize
$L$Z4_compress_dest$Size ALIAS X'D3E9F46D839694979985A2A26D8485A2A3E289*
A985'
@LNAME348 DS 0H
DC X'00000015'
DC C'LZ4_compress_destSize'
DC X'00'
$L$Z4_compress_dest$Size DCCPRLG CINDEX=348,BASER=12,FRAME=16728,ENTRY=*
YES,ARCH=ZARCH,LNAMEADDR=@LNAME348
* ******* End of Prologue
* *
* ***
* ***
* ***
* ***
* *** LZ4_stream_t ctxBody;
* *** LZ4_stream_t* ctx = &ctxBody;
LA 15,272(0,13)
* ***
* ***
* *** int result = LZ4_compress_destSize_extState(ctx, src, dst,\
* srcSizePtr, targetDstSize);
LGR 2,13
AGHI 2,16384
STG 15,304(0,2)
LG 15,0(0,1) ; src
STG 15,312(0,2)
LG 15,8(0,1) ; dst
STG 15,320(0,2)
LG 15,16(0,1) ; srcSizePtr
STG 15,328(0,2)
LGF 15,28(0,1) ; targetDstSize
STG 15,336(0,2)
LA 1,304(0,2)
LG 15,@lit_348_247 ; LZ4_compress_destSize_extState
@@gen_label324 DS 0H
BALR 14,15
@@gen_label325 DS 0H
* ***
* ***
* ***
* ***
* *** return result;
LGFR 15,15
* *** }
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DS 0D
@FRAMESIZE_348 DC F'16728'
@lit_348_247 DC AD($L$Z4_compress_dest$Size_ext$State)
DROP 12
*
* DSECT for automatic variables in "LZ4_compress_destSize"
* (FUNCTION #348)
*
@AUTO#$L$Z4_compress_dest$Size DSECT
DS XL272
$L$Z4_compress_dest$Size#result#0 DS 1F ; result
ORG @AUTO#$L$Z4_compress_dest$Size+272
$L$Z4_compress_dest$Size#ctx$Body#0 DS 16416XL1 ; ctxBody
*
@CODE CSECT
*
*
*
* ....... start of LZ4_createStream
$L$Z4_create$Stream ALIAS X'D3E9F46D83998581A385E2A399858194'
@LNAME350 DS 0H
DC X'00000010'
DC C'LZ4_createStream'
DC X'00'
$L$Z4_create$Stream DCCPRLG CINDEX=350,BASER=12,FRAME=192,ENTRY=YES,ARC*
H=ZARCH,LNAMEADDR=@LNAME350
* ******* End of Prologue
* *
* *** LZ4_stream_t* const lz4s = (LZ4_stream_t*)rd_kafka_mem_mal\
* loc(((void *)0), sizeof(LZ4_stream_t));
XC 176(8,13),176(13)
MVGHI 184(13),16416
LA 1,176(0,13)
LG 15,@lit_350_249 ; rd_kafka_mem_malloc
@@gen_label326 DS 0H
BALR 14,15
@@gen_label327 DS 0H
LGR 2,15
* *** { enum { LZ4_static_assert = 1/(int)(!!(16416 >= sizeof(LZ\
* 4_stream_t_internal))) }; };
* *** {};
* *** if (lz4s == ((void *)0)) return ((void *)0);
LTGR 15,2
BNE @L222
LGHI 15,0 ; 0
B @ret_lab_350
DS 0D
@FRAMESIZE_350 DC F'192'
@lit_350_249 DC AD(rd_kafka_mem_malloc)
@lit_350_251 DC AD($L$Z4_init$Stream)
@L222 DS 0H
* *** LZ4_initStream(lz4s, sizeof(*lz4s));
STG 2,176(0,13)
MVGHI 184(13),16416
LA 1,176(0,13)
LG 15,@lit_350_251 ; LZ4_initStream
@@gen_label329 DS 0H
BALR 14,15
@@gen_label330 DS 0H
* *** return lz4s;
LGR 15,2
* *** }
@ret_lab_350 DS 0H
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DROP 12
*
* DSECT for automatic variables in "LZ4_createStream"
* (FUNCTION #350)
*
@AUTO#$L$Z4_create$Stream DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_stream_t_alignment
@LNAME477 DS 0H
DC X'00000016'
DC C'LZ4_stream_t_alignment'
DC X'00'
$L$Z4_stream_t_alignment DCCPRLG CINDEX=477,BASER=0,FRAME=168,SAVEAREA=*
NO,ENTRY=NO,ARCH=ZARCH,LNAMEADDR=@LNAME477
* ******* End of Prologue
* *
* ***
* *** typedef struct { char c; LZ4_stream_t t; } t_a;
* *** return sizeof(t_a) - sizeof(LZ4_stream_t);
LGHI 15,8 ; 8
* ***
* ***
* ***
* *** }
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
*
* DSECT for automatic variables in "LZ4_stream_t_alignment"
* (FUNCTION #477)
*
@AUTO#$L$Z4_stream_t_alignment DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_initStream
$L$Z4_init$Stream ALIAS X'D3E9F46D899589A3E2A399858194'
@LNAME364 DS 0H
DC X'0000000E'
DC C'LZ4_initStream'
DC X'00'
$L$Z4_init$Stream DCCPRLG CINDEX=364,BASER=12,FRAME=184,ENTRY=YES,ARCH=*
ZARCH,LNAMEADDR=@LNAME364
* ******* End of Prologue
* *
LG 2,0(0,1) ; buffer
* *** {};
* *** if (buffer == ((void *)0)) { return ((void *)0); }
LTGR 15,2
BNE @L223
LGHI 15,0 ; 0
B @ret_lab_364
DS 0D
@FRAMESIZE_364 DC F'184'
@lit_364_256 DC AD($L$Z4_stream_t_alignment)
@lit_364_257 DC AD($L$Z4_is$Aligned)
@L223 DS 0H
* *** if (size < sizeof(LZ4_stream_t)) { return ((void *)0); }
CLGHSI 8(1),16416
BNL @L224
LGHI 15,0 ; 0
B @ret_lab_364
@L224 DS 0H
* *** if (!LZ4_isAligned(buffer, LZ4_stream_t_alignment())) retu\
* rn ((void *)0);
LG 15,@lit_364_256 ; LZ4_stream_t_alignment
@@gen_label333 DS 0H
BALR 14,15
@@gen_label334 DS 0H
STG 2,168(0,13)
STG 15,176(0,13)
LA 1,168(0,13)
LG 15,@lit_364_257 ; LZ4_isAligned
@@gen_label335 DS 0H
BALR 14,15
@@gen_label336 DS 0H
LTR 15,15
BNZ @L225
LGHI 15,0 ; 0
B @ret_lab_364
@L225 DS 0H
* *** __memset((buffer),(0),(sizeof(LZ4_stream_t_internal)));
* setting 16416 bytes to 0x00
LGR 1,2
LGHI 15,64 ; 64
@@gen_label338 DS 0H
XC 0(256,1),0(1)
LA 1,256(0,1)
BCTG 15,@@gen_label338
XC 0(32,1),0(1)
* *** return (LZ4_stream_t*)buffer;
LGR 15,2
* *** }
@ret_lab_364 DS 0H
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DROP 12
*
* DSECT for automatic variables in "LZ4_initStream"
* (FUNCTION #364)
*
@AUTO#$L$Z4_init$Stream DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_resetStream
$L$Z4_reset$Stream ALIAS X'D3E9F46D9985A285A3E2A399858194'
@LNAME382 DS 0H
DC X'0000000F'
DC C'LZ4_resetStream'
DC X'00'
$L$Z4_reset$Stream DCCPRLG CINDEX=382,BASER=12,FRAME=168,SAVEAREA=NO,EN*
TRY=YES,ARCH=ZARCH,LNAMEADDR=@LNAME382
* ******* End of Prologue
* *
* *** {};
* *** __memset((LZ4_stream),(0),(sizeof(LZ4_stream_t_internal)))\
* ;
LG 1,0(0,1)
* setting 16416 bytes to 0x00
LGHI 15,64 ; 64
@@gen_label339 DS 0H
XC 0(256,1),0(1)
LA 1,256(0,1)
BCTG 15,@@gen_label339
XC 0(32,1),0(1)
* *** }
@ret_lab_382 DS 0H
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DROP 12
*
* DSECT for automatic variables in "LZ4_resetStream"
* (FUNCTION #382)
*
@AUTO#$L$Z4_reset$Stream DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_resetStream_fast
$L$Z4_reset$Stream_fast ALIAS X'D3E9F46D9985A285A3E2A3998581946D8681A2A*
3'
@LNAME352 DS 0H
DC X'00000014'
DC C'LZ4_resetStream_fast'
DC X'00'
$L$Z4_reset$Stream_fast DCCPRLG CINDEX=352,BASER=12,FRAME=192,ENTRY=YES*
,ARCH=ZARCH,LNAMEADDR=@LNAME352
* ******* End of Prologue
* *
* *** LZ4_prepareTable(&(ctx->internal_donotuse), 0, byU32);
LG 15,0(0,1) ; ctx
STG 15,168(0,13)
XC 176(8,13),176(13)
MVGHI 184(13),2
LA 1,168(0,13)
LG 15,@lit_352_262 ; LZ4_prepareTable
@@gen_label340 DS 0H
BALR 14,15
@@gen_label341 DS 0H
* *** }
@ret_lab_352 DS 0H
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DS 0D
@FRAMESIZE_352 DC F'192'
@lit_352_262 DC AD($L$Z4_prepare$Table)
DROP 12
*
* DSECT for automatic variables in "LZ4_resetStream_fast"
* (FUNCTION #352)
*
@AUTO#$L$Z4_reset$Stream_fast DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_freeStream
$L$Z4_free$Stream ALIAS X'D3E9F46D86998585E2A399858194'
@LNAME351 DS 0H
DC X'0000000E'
DC C'LZ4_freeStream'
DC X'00'
$L$Z4_free$Stream DCCPRLG CINDEX=351,BASER=12,FRAME=184,ENTRY=YES,ARCH=*
ZARCH,LNAMEADDR=@LNAME351
* ******* End of Prologue
* *
* *** if (!LZ4_stream) return 0;
LG 15,0(0,1) ; LZ4_stream
LTGR 1,15
BNZ @L226
LGHI 15,0 ; 0
B @ret_lab_351
DS 0D
@FRAMESIZE_351 DC F'184'
@lit_351_265 DC AD(rd_kafka_mem_free)
@L226 DS 0H
* *** {};
* *** rd_kafka_mem_free(((void *)0), LZ4_stream);
XC 168(8,13),168(13)
STG 15,176(0,13)
LA 1,168(0,13)
LG 15,@lit_351_265 ; rd_kafka_mem_free
@@gen_label343 DS 0H
BALR 14,15
@@gen_label344 DS 0H
* *** return (0);
LGHI 15,0 ; 0
* *** }
@ret_lab_351 DS 0H
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DROP 12
*
* DSECT for automatic variables in "LZ4_freeStream"
* (FUNCTION #351)
*
@AUTO#$L$Z4_free$Stream DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_loadDict
$L$Z4_load$Dict ALIAS X'D3E9F46D93968184C48983A3'
@LNAME353 DS 0H
DC X'0000000C'
DC C'LZ4_loadDict'
DC X'00'
$L$Z4_load$Dict DCCPRLG CINDEX=353,BASER=12,FRAME=208,ENTRY=YES,ARCH=ZA*
RCH,LNAMEADDR=@LNAME353
LGR 6,1 ; ptr to parm area
* ******* End of Prologue
* *
* *** LZ4_stream_t_internal* dict = &LZ4_dict->internal_donotuse\
* ;
LG 3,0(0,6) ; LZ4_dict
* *** const tableType_t tableType = byU32;
LHI 4,2 ; 2
* *** const BYTE* p = (const BYTE*)dictionary;
LG 2,8(0,6) ; dictionary
* *** const BYTE* const dictEnd = p + dictSize;
LGF 15,20(0,6) ; dictSize
LA 5,0(15,2)
* *** const BYTE* base;
* ***
* *** {};
* ***
* ***
* ***
* ***
* ***
* *** LZ4_resetStream(LZ4_dict);
STG 3,176(0,13)
LA 1,176(0,13)
LG 15,@lit_353_269 ; LZ4_resetStream
@@gen_label345 DS 0H
BALR 14,15
@@gen_label346 DS 0H
* ***
* ***
* *** # 1500 "C:\asgkafka\librdkafka\src\lz4.c"
* *** dict->currentOffset += 64 *(1 <<10);
LGHI 15,16384 ; 16384
L 1,0(15,3)
AFI 1,X'00010000'
ST 1,0(15,3)
* ***
* *** if (dictSize < (int)sizeof(reg_t)) {
CHSI 20(6),8
BNL @L227
* *** return 0;
LGHI 15,0 ; 0
B @ret_lab_353
DS 0D
@FRAMESIZE_353 DC F'208'
@lit_353_269 DC AD($L$Z4_reset$Stream)
@lit_353_273 DC F'-65536' 0xffff0000
@lit_353_278 DC AD($L$Z4_put$Position)
* *** }
@L227 DS 0H
* ***
* *** if ((dictEnd - p) > 64 *(1 <<10)) p = dictEnd - 64 *(1 <<1\
* 0);
LGR 1,5
SGR 1,2
CGFI 1,X'00010000'
BNH @L228
LGF 1,@lit_353_273 ; -65536
LA 2,0(1,5)
@L228 DS 0H
* *** base = dictEnd - dict->currentOffset;
LLGF 15,0(15,3)
LGR 6,5
SGR 6,15
* *** dict->dictionary = p;
LGHI 15,16392 ; 16392
STG 2,0(15,3) ; offset of dictionary in LZ4_stream_t_inter*
nal
* *** dict->dictSize = (U32)(dictEnd - p);
LGHI 15,16408 ; 16408
LGR 1,5
SGR 1,2
ST 1,0(15,3) ; offset of dictSize in LZ4_stream_t_interna*
l
* *** dict->tableType = (U32)tableType;
LGHI 15,16388 ; 16388
ST 4,0(15,3) ; offset of tableType in LZ4_stream_t_intern*
al
* ***
* *** while (p <= dictEnd-sizeof(reg_t)) {
B @L232
@L231 DS 0H
* *** LZ4_putPosition(p, dict->hashTable, tableType, base);
STMG 2,3,176(13)
LGFR 15,4
STG 15,192(0,13)
STG 6,200(0,13)
LA 1,176(0,13)
LG 15,@lit_353_278 ; LZ4_putPosition
@@gen_label349 DS 0H
BALR 14,15
@@gen_label350 DS 0H
* *** p+=3;
LA 2,3(0,2)
* *** }
@L232 DS 0H
LGHI 15,-8 ; -8
LA 15,0(15,5)
CGR 2,15
BNH @L231
* ***
* *** return (int)dict->dictSize;
LGHI 15,16408 ; 16408
LGF 15,0(15,3)
* *** }
@ret_lab_353 DS 0H
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DROP 12
*
* DSECT for automatic variables in "LZ4_loadDict"
* (FUNCTION #353)
*
@AUTO#$L$Z4_load$Dict DSECT
DS XL168
$L$Z4_load$Dict#table$Type#0 DS 1F ; tableType
*
@CODE CSECT
*
*
*
* ....... start of LZ4_attach_dictionary
$L$Z4_attach_dictionary ALIAS X'D3E9F46D81A3A38183886D848983A3899695819*
9A8'
@LNAME363 DS 0H
DC X'00000015'
DC C'LZ4_attach_dictionary'
DC X'00'
$L$Z4_attach_dictionary DCCPRLG CINDEX=363,BASER=12,FRAME=176,SAVEAREA=*
NO,ENTRY=YES,ARCH=ZARCH,LNAMEADDR=@LNAME363
* ******* End of Prologue
* *
* *** const LZ4_stream_t_internal* dictCtx = dictionaryStream ==\
* ((void *)0) ? ((void *)0) :
LG 15,0(0,1) ; workingStream
LG 1,8(0,1) ; dictionaryStream
LTGR 2,1
BNE @L233
LGHI 1,0 ; 0
B @L234
@L233 DS 0H
* *** &(dictionaryStream->internal_donotuse);
@L234 DS 0H
* ***
* *** {};
* ***
* ***
* ***
* *** if (dictCtx != ((void *)0)) {
LTGR 2,1
BE @L235
* ***
* ***
* ***
* ***
* ***
* *** if (workingStream->internal_donotuse.currentOffset == \
* 0) {
LGHI 2,16384 ; 16384
LA 3,0(2,15)
CLFHSI 0(3),0
BNE @L236
* *** workingStream->internal_donotuse.currentOffset = 6\
* 4 *(1 <<10);
LA 2,0(2,15)
IILF 3,X'00010000' ; 65536
ST 3,0(0,2) ; offset of currentOffset in LZ4_stream_t_in*
ternal
* *** }
@L236 DS 0H
* ***
* ***
* ***
* *** if (dictCtx->dictSize == 0) {
LGHI 2,16408 ; 16408
LA 2,0(2,1)
CLFHSI 0(2),0
BNE @L235
* *** dictCtx = ((void *)0);
LGHI 1,0 ; 0
* *** }
@L237 DS 0H
* *** }
@L235 DS 0H
* *** workingStream->internal_donotuse.dictCtx = dictCtx;
LGHI 2,16400 ; 16400
STG 1,0(2,15) ; offset of dictCtx in LZ4_stream_t_internal
* *** }
@ret_lab_363 DS 0H
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DROP 12
*
* DSECT for automatic variables in "LZ4_attach_dictionary"
* (FUNCTION #363)
*
@AUTO#$L$Z4_attach_dictionary DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_renormDictT
@LNAME478 DS 0H
DC X'0000000F'
DC C'LZ4_renormDictT'
DC X'00'
$L$Z4_renorm$Dict$T DCCPRLG CINDEX=478,BASER=12,FRAME=176,SAVEAREA=NO,E*
NTRY=NO,ARCH=ZARCH,LNAMEADDR=@LNAME478
* ******* End of Prologue
* *
* *** ((void)0);
LG 15,0(0,1) ; LZ4_dict
* *** if (LZ4_dict->currentOffset + (unsigned)nextSize > 0x80000\
* 000) {
LGHI 2,16384 ; 16384
L 3,0(2,15) ; offset of currentOffset in LZ4_stream_t_in*
ternal
AL 3,12(0,1)
CLFI 3,X'80000000'
BNH @ret_lab_478
* ***
* *** U32 const delta = LZ4_dict->currentOffset - 64 *(1 <<1\
* 0);
L 1,0(2,15) ; offset of currentOffset in LZ4_stream_t_in*
ternal
SLFI 1,X'00010000'
* *** const BYTE* dictEnd = LZ4_dict->dictionary + LZ4_dict-\
* >dictSize;
LGHI 2,16392 ; 16392
LG 2,0(2,15) ; offset of dictionary in LZ4_stream_t_inter*
nal
LGHI 3,16408 ; 16408
LLGF 3,0(3,15)
LA 2,0(3,2)
* *** int i;
* *** {};
* *** for (i=0; i<(1 << (14-2)); i++) {
LHI 3,0 ; 0
B @L240
@L239 DS 0H
* *** if (LZ4_dict->hashTable[i] < delta) LZ4_dict->hash\
* Table[i]=0;
LGFR 4,3
SLLG 4,4,2(0) ; *0x4
L 4,0(4,15)
CLR 4,1
BNL @L243
LGFR 4,3
SLLG 4,4,2(0) ; *0x4
LA 4,0(4,15)
MVHI 0(4),0
B @L244
* *** else LZ4_dict->hashTable[i] -= delta;
@L243 DS 0H
LGFR 4,3
SLLG 4,4,2(0) ; *0x4
L 5,0(4,15)
SLR 5,1
ST 5,0(4,15)
@L244 DS 0H
* *** }
AHI 3,1
@L240 DS 0H
CHI 3,4096
BL @L239
* *** LZ4_dict->currentOffset = 64 *(1 <<10);
LGHI 1,16384 ; 16384
LA 1,0(1,15)
IILF 3,X'00010000' ; 65536
ST 3,0(0,1) ; offset of currentOffset in LZ4_stream_t_in*
ternal
* *** if (LZ4_dict->dictSize > 64 *(1 <<10)) LZ4_dict->dictS\
* ize = 64 *(1 <<10);
LGHI 1,16408 ; 16408
LA 4,0(1,15)
L 4,0(0,4)
CLFI 4,X'00010000'
BNH @L245
LA 4,0(1,15)
ST 3,0(0,4) ; offset of dictSize in LZ4_stream_t_interna*
l
@L245 DS 0H
* *** LZ4_dict->dictionary = dictEnd - LZ4_dict->dictSize;
LGHI 3,16392 ; 16392
LLGF 1,0(1,15)
SGR 2,1
STG 2,0(3,15) ; offset of dictionary in LZ4_stream_t_inter*
nal
* *** }
@L238 DS 0H
* *** }
@ret_lab_478 DS 0H
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DROP 12
*
* DSECT for automatic variables in "LZ4_renormDictT"
* (FUNCTION #478)
*
@AUTO#$L$Z4_renorm$Dict$T DSECT
DS XL168
$L$Z4_renorm$Dict$T#i#1 DS 1F ; i
ORG @AUTO#$L$Z4_renorm$Dict$T+168
$L$Z4_renorm$Dict$T#delta#1 DS 1F ; delta
*
@CODE CSECT
*
*
*
* ....... start of LZ4_compress_fast_continue
$L$Z4_compress_fast_continue ALIAS X'D3E9F46D839694979985A2A26D8681A2A3*
6D839695A38995A485'
@LNAME354 DS 0H
DC X'0000001A'
DC C'LZ4_compress_fast_continue'
DC X'00'
$L$Z4_compress_fast_continue DCCPRLG CINDEX=354,BASER=12,FRAME=264,ENTR*
Y=YES,ARCH=ZARCH,LNAMEADDR=@LNAME354
* ******* End of Prologue
* *
* *** const tableType_t tableType = byU32;
LMG 4,5,8(1) ; source
L 6,28(0,1) ; inputSize
L 7,36(0,1) ; maxOutputSize
L 2,44(0,1) ; acceleration
LHI 8,2 ; 2
* *** LZ4_stream_t_internal* streamPtr = &LZ4_stream->internal_d\
* onotuse;
LG 9,0(0,1) ; LZ4_stream
* *** const BYTE* dictEnd = streamPtr->dictionary + streamPtr->d\
* ictSize;
LGHI 10,16392 ; 16392
LG 15,0(10,9) ; offset of dictionary in LZ4_stream_t_inter*
nal
LGHI 11,16408 ; 16408
LLGF 1,0(11,9)
LA 3,0(1,15)
* ***
* *** {};
* ***
* *** LZ4_renormDictT(streamPtr, inputSize);
STG 9,176(0,13)
LGFR 15,6
STG 15,184(0,13)
LA 1,176(0,13)
LG 15,@lit_354_304 ; LZ4_renormDictT
@@gen_label360 DS 0H
BALR 14,15
@@gen_label361 DS 0H
* *** if (acceleration < 1) acceleration = 1;
CHI 2,1
BNL @L246
LHI 2,1 ; 1
@L246 DS 0H
* *** if (acceleration > 65537) acceleration = 65537;
CFI 2,X'00010001'
BNH @L247
IILF 2,X'00010001' ; 65537
@L247 DS 0H
* ***
* ***
* *** if ( (streamPtr->dictSize-1 < 4-1)
* *** && (dictEnd != (const BYTE*)source) ) {
L 15,0(11,9) ; offset of dictSize in LZ4_stream_t_interna*
l
AHI 15,-1
CLFI 15,X'00000003'
BNL @L248
CGR 3,4
BE @L248
* *** {};
* *** streamPtr->dictSize = 0;
LA 15,0(11,9)
MVHI 0(15),0 ; offset of dictSize in LZ4_stream_t_interna*
l
* *** streamPtr->dictionary = (const BYTE*)source;
STG 4,0(10,9) ; offset of dictionary in LZ4_stream_t_inter*
nal
* *** dictEnd = (const BYTE*)source;
LGR 3,4 ; dictEnd
* *** }
@L248 DS 0H
* ***
* ***
* *** { const BYTE* sourceEnd = (const BYTE*) source + inputSi\
* ze;
LGFR 15,6
LA 15,0(15,4)
* *** if ((sourceEnd > streamPtr->dictionary) && (sourceEnd \
* < dictEnd)) {
LG 1,0(10,9) ; offset of dictionary in LZ4_stream_t_inter*
nal
CGR 15,1
BNH @L249
CGR 15,3
BNL @L249
* *** streamPtr->dictSize = (U32)(dictEnd - sourceEnd);
LGR 1,3
SGR 1,15
ST 1,0(11,9) ; offset of dictSize in LZ4_stream_t_interna*
l
* *** if (streamPtr->dictSize > 64 *(1 <<10)) streamPtr-\
* >dictSize = 64 *(1 <<10);
LA 15,0(11,9)
L 15,0(0,15)
CLFI 15,X'00010000'
BNH @L250
LA 15,0(11,9)
IILF 1,X'00010000' ; 65536
ST 1,0(0,15) ; offset of dictSize in LZ4_stream_t_interna*
l
@L250 DS 0H
* *** if (streamPtr->dictSize < 4) streamPtr->dictSize =\
* 0;
LA 15,0(11,9)
CLFHSI 0(15),4
BNL @L251
LA 15,0(11,9)
MVHI 0(15),0 ; offset of dictSize in LZ4_stream_t_interna*
l
@L251 DS 0H
* *** streamPtr->dictionary = dictEnd - streamPtr->dictS\
* ize;
LLGF 15,0(11,9)
LGR 1,3
SGR 1,15
STG 1,0(10,9) ; offset of dictionary in LZ4_stream_t_inter*
nal
* *** }
@L249 DS 0H
* *** }
* ***
* ***
* *** if (dictEnd == (const BYTE*)source) {
CGR 3,4
BNE @L252
* *** if ((streamPtr->dictSize < 64 *(1 <<10)) && (streamPtr\
* ->dictSize < streamPtr->currentOffset))
LA 15,0(11,9)
L 15,0(0,15)
CLFI 15,X'00010000'
BNL @L253
L 15,0(11,9) ; offset of dictSize in LZ4_stream_t_interna*
l
LGHI 1,16384 ; 16384
CL 15,0(1,9)
BNL @L253
* *** return LZ4_compress_generic(streamPtr, source, des\
* t, inputSize, ((void *)0), maxOutputSize, limitedOutput, tableType, \
* withPrefix64k, dictSmall, acceleration);
STG 9,176(0,13)
STMG 4,5,184(13)
LGFR 15,6
STG 15,200(0,13)
XC 208(8,13),208(13)
LGFR 15,7
STG 15,216(0,13)
MVGHI 224(13),1
LGFR 15,8
STG 15,232(0,13)
MVGHI 240(13),1
MVGHI 248(13),1
LGFR 15,2
STG 15,256(0,13)
LA 1,176(0,13)
LG 15,@lit_354_322 ; LZ4_compress_generic
@@gen_label373 DS 0H
BALR 14,15
@@gen_label374 DS 0H
LGFR 15,15
B @ret_lab_354
DS 0D
@FRAMESIZE_354 DC F'264'
@lit_354_304 DC AD($L$Z4_renorm$Dict$T)
@lit_354_322 DC AD($L$Z4_compress_generic)
* *** else
@L253 DS 0H
* *** return LZ4_compress_generic(streamPtr, source, des\
* t, inputSize, ((void *)0), maxOutputSize, limitedOutput, tableType, \
* withPrefix64k, noDictIssue, acceleration);
STG 9,176(0,13)
STMG 4,5,184(13)
LGFR 15,6
STG 15,200(0,13)
XC 208(8,13),208(13)
LGFR 15,7
STG 15,216(0,13)
MVGHI 224(13),1
LGFR 15,8
STG 15,232(0,13)
MVGHI 240(13),1
XC 248(8,13),248(13)
LGFR 15,2
STG 15,256(0,13)
LA 1,176(0,13)
LG 15,@lit_354_322 ; LZ4_compress_generic
@@gen_label375 DS 0H
BALR 14,15
@@gen_label376 DS 0H
LGFR 15,15
B @ret_lab_354
* *** }
@L252 DS 0H
* ***
* ***
* *** { int result;
* *** if (streamPtr->dictCtx) {
LGHI 15,16400 ; 16400
LTG 1,0(15,9) ; offset of dictCtx in LZ4_stream_t_internal
BZ @L255
* ***
* *** # 1619 "C:\asgkafka\librdkafka\src\lz4.c"
* *** if (inputSize > 4 *(1 <<10)) {
CHI 6,4096
BNH @L256
* ***
* ***
* ***
* ***
* *** __memcpy(streamPtr,streamPtr->dictCtx,sizeof(*\
* streamPtr));
LG 15,0(15,9)
LGR 1,9
LGHI 3,64 ; 64
@@gen_label379 DS 0H
MVC 0(256,1),0(15)
LA 1,256(0,1)
LA 15,256(0,15)
BCTG 3,@@gen_label379
MVC 0(32,1),0(15)
* *** result = LZ4_compress_generic(streamPtr, sourc\
* e, dest, inputSize, ((void *)0), maxOutputSize, limitedOutput, table\
* Type, usingExtDict, noDictIssue, acceleration);
STG 9,176(0,13)
STMG 4,5,184(13)
LGFR 15,6
STG 15,200(0,13)
XC 208(8,13),208(13)
LGFR 15,7
STG 15,216(0,13)
MVGHI 224(13),1
LGFR 15,8
STG 15,232(0,13)
MVGHI 240(13),2
XC 248(8,13),248(13)
LGFR 15,2
STG 15,256(0,13)
LA 1,176(0,13)
LG 15,@lit_354_322 ; LZ4_compress_generic
@@gen_label380 DS 0H
BALR 14,15
@@gen_label381 DS 0H
* *** } else {
B @L258
@L256 DS 0H
* *** result = LZ4_compress_generic(streamPtr, sourc\
* e, dest, inputSize, ((void *)0), maxOutputSize, limitedOutput, table\
* Type, usingDictCtx, noDictIssue, acceleration);
STG 9,176(0,13)
STMG 4,5,184(13)
LGFR 15,6
STG 15,200(0,13)
XC 208(8,13),208(13)
LGFR 15,7
STG 15,216(0,13)
MVGHI 224(13),1
LGFR 15,8
STG 15,232(0,13)
MVGHI 240(13),3
XC 248(8,13),248(13)
LGFR 15,2
STG 15,256(0,13)
LA 1,176(0,13)
LG 15,@lit_354_322 ; LZ4_compress_generic
@@gen_label382 DS 0H
BALR 14,15
@@gen_label383 DS 0H
* *** }
@L257 DS 0H
* *** } else {
B @L258
@L255 DS 0H
* *** if ((streamPtr->dictSize < 64 *(1 <<10)) && (strea\
* mPtr->dictSize < streamPtr->currentOffset)) {
LA 15,0(11,9)
L 15,0(0,15)
CLFI 15,X'00010000'
BNL @L259
L 15,0(11,9) ; offset of dictSize in LZ4_stream_t_interna*
l
LGHI 1,16384 ; 16384
CL 15,0(1,9)
BNL @L259
* *** result = LZ4_compress_generic(streamPtr, sourc\
* e, dest, inputSize, ((void *)0), maxOutputSize, limitedOutput, table\
* Type, usingExtDict, dictSmall, acceleration);
STG 9,176(0,13)
STMG 4,5,184(13)
LGFR 15,6
STG 15,200(0,13)
XC 208(8,13),208(13)
LGFR 15,7
STG 15,216(0,13)
MVGHI 224(13),1
LGFR 15,8
STG 15,232(0,13)
MVGHI 240(13),2
MVGHI 248(13),1
LGFR 15,2
STG 15,256(0,13)
LA 1,176(0,13)
LG 15,@lit_354_322 ; LZ4_compress_generic
@@gen_label386 DS 0H
BALR 14,15
@@gen_label387 DS 0H
* *** } else {
B @L258
@L259 DS 0H
* *** result = LZ4_compress_generic(streamPtr, sourc\
* e, dest, inputSize, ((void *)0), maxOutputSize, limitedOutput, table\
* Type, usingExtDict, noDictIssue, acceleration);
STG 9,176(0,13)
STMG 4,5,184(13)
LGFR 15,6
STG 15,200(0,13)
XC 208(8,13),208(13)
LGFR 15,7
STG 15,216(0,13)
MVGHI 224(13),1
LGFR 15,8
STG 15,232(0,13)
MVGHI 240(13),2
XC 248(8,13),248(13)
LGFR 15,2
STG 15,256(0,13)
LA 1,176(0,13)
LG 15,@lit_354_322 ; LZ4_compress_generic
@@gen_label388 DS 0H
BALR 14,15
@@gen_label389 DS 0H
* *** }
@L260 DS 0H
* *** }
@L258 DS 0H
* *** streamPtr->dictionary = (const BYTE*)source;
LGHI 1,16392 ; 16392
STG 4,0(1,9) ; offset of dictionary in LZ4_stream_t_inter*
nal
* *** streamPtr->dictSize = (U32)inputSize;
LGHI 1,16408 ; 16408
ST 6,0(1,9) ; offset of dictSize in LZ4_stream_t_interna*
l
* *** return result;
LGFR 15,15
* *** }
* *** }
@ret_lab_354 DS 0H
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DROP 12
*
* DSECT for automatic variables in "LZ4_compress_fast_continue"
* (FUNCTION #354)
*
@AUTO#$L$Z4_compress_fast_continue DSECT
DS XL168
$L$Z4_compress_fast_continue#result#7 DS 1F ; result
ORG @AUTO#$L$Z4_compress_fast_continue+168
$L$Z4_compress_fast_continue#table$Type#0 DS 1F ; tableType
*
@CODE CSECT
*
*
*
* ....... start of LZ4_compress_forceExtDict
$L$Z4_compress_force$Ext$Dict ALIAS X'D3E9F46D839694979985A2A26D8696998*
385C5A7A3C48983A3'
@LNAME461 DS 0H
DC X'00000019'
DC C'LZ4_compress_forceExtDict'
DC X'00'
$L$Z4_compress_force$Ext$Dict DCCPRLG CINDEX=461,BASER=12,FRAME=264,ENT*
RY=YES,ARCH=ZARCH,LNAMEADDR=@LNAME461
LGR 5,1 ; ptr to parm area
* ******* End of Prologue
* *
* *** LZ4_stream_t_internal* streamPtr = &LZ4_dict->internal_don\
* otuse;
LG 2,8(0,5) ; source
L 3,28(0,5) ; srcSize
LG 4,0(0,5) ; LZ4_dict
* *** int result;
* ***
* *** LZ4_renormDictT(streamPtr, srcSize);
STG 4,176(0,13)
LGFR 15,3
STG 15,184(0,13)
LA 1,176(0,13)
LG 15,@lit_461_337 ; LZ4_renormDictT
@@gen_label390 DS 0H
BALR 14,15
@@gen_label391 DS 0H
* ***
* *** if ((streamPtr->dictSize < 64 *(1 <<10)) && (streamPtr->di\
* ctSize < streamPtr->currentOffset)) {
LGHI 6,16408 ; 16408
LA 15,0(6,4)
L 15,0(0,15)
CLFI 15,X'00010000'
BNL @L261
L 15,0(6,4) ; offset of dictSize in LZ4_stream_t_interna*
l
LGHI 1,16384 ; 16384
CL 15,0(1,4)
BNL @L261
* *** result = LZ4_compress_generic(streamPtr, source, dest,\
* srcSize, ((void *)0), 0, notLimited, byU32, usingExtDict, dictSmall\
* , 1);
STG 4,176(0,13)
STG 2,184(0,13)
LG 15,16(0,5) ; dest
STG 15,192(0,13)
LGFR 15,3
STG 15,200(0,13)
XC 208(24,13),208(13)
MVGHI 232(13),2
MVGHI 240(13),2
MVGHI 248(13),1
MVGHI 256(13),1
LA 1,176(0,13)
LG 15,@lit_461_341 ; LZ4_compress_generic
@@gen_label394 DS 0H
BALR 14,15
@@gen_label395 DS 0H
* *** } else {
B @L262
DS 0D
@FRAMESIZE_461 DC F'264'
@lit_461_337 DC AD($L$Z4_renorm$Dict$T)
@lit_461_341 DC AD($L$Z4_compress_generic)
@L261 DS 0H
* *** result = LZ4_compress_generic(streamPtr, source, dest,\
* srcSize, ((void *)0), 0, notLimited, byU32, usingExtDict, noDictIss\
* ue, 1);
STG 4,176(0,13)
STG 2,184(0,13)
LG 15,16(0,5) ; dest
STG 15,192(0,13)
LGFR 15,3
STG 15,200(0,13)
XC 208(24,13),208(13)
MVGHI 232(13),2
MVGHI 240(13),2
XC 248(8,13),248(13)
MVGHI 256(13),1
LA 1,176(0,13)
LG 15,@lit_461_341 ; LZ4_compress_generic
@@gen_label396 DS 0H
BALR 14,15
@@gen_label397 DS 0H
* *** }
@L262 DS 0H
* ***
* *** streamPtr->dictionary = (const BYTE*)source;
LGHI 1,16392 ; 16392
STG 2,0(1,4) ; offset of dictionary in LZ4_stream_t_inter*
nal
* *** streamPtr->dictSize = (U32)srcSize;
ST 3,0(6,4) ; offset of dictSize in LZ4_stream_t_interna*
l
* ***
* *** return result;
LGFR 15,15
* *** }
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DROP 12
*
* DSECT for automatic variables in "LZ4_compress_forceExtDict"
* (FUNCTION #461)
*
@AUTO#$L$Z4_compress_force$Ext$Dict DSECT
DS XL168
$L$Z4_compress_force$Ext$Dict#result#0 DS 1F ; result
*
@CODE CSECT
*
*
*
* ....... start of LZ4_saveDict
$L$Z4_save$Dict ALIAS X'D3E9F46DA281A585C48983A3'
@LNAME355 DS 0H
DC X'0000000C'
DC C'LZ4_saveDict'
DC X'00'
$L$Z4_save$Dict DCCPRLG CINDEX=355,BASER=12,FRAME=200,ENTRY=YES,ARCH=ZA*
RCH,LNAMEADDR=@LNAME355
* ******* End of Prologue
* *
* *** LZ4_stream_t_internal* const dict = &LZ4_dict->internal_do\
* notuse;
LG 3,8(0,1) ; safeBuffer
L 2,20(0,1) ; dictSize
LG 4,0(0,1) ; LZ4_dict
* *** const BYTE* const previousDictEnd = dict->dictionary + dic\
* t->dictSize;
LGHI 5,16392 ; 16392
LG 15,0(5,4) ; offset of dictionary in LZ4_stream_t_inter*
nal
LGHI 6,16408 ; 16408
LLGF 1,0(6,4)
LA 15,0(1,15)
* ***
* *** if ((U32)dictSize > 64 *(1 <<10)) { dictSize = 64 *(1 <<10\
* ); }
CLFI 2,X'00010000'
BNH @L263
IILF 2,X'00010000' ; 65536
@L263 DS 0H
* *** if ((U32)dictSize > dict->dictSize) { dictSize = (int)dict\
* ->dictSize; }
CL 2,0(6,4)
BNH @L264
L 2,0(6,4) ; offset of dictSize in LZ4_stream_t_interna*
l
@L264 DS 0H
* ***
* *** if (safeBuffer == ((void *)0)) ((void)0);
LTGR 1,3
@L265 DS 0H
* *** if (dictSize > 0)
LTR 2,2
BNH @L266
* *** memmove(safeBuffer, previousDictEnd - dictSize, dictSi\
* ze);
STG 3,176(0,13)
LGFR 1,2
SGR 15,1
STG 15,184(0,13)
LGFR 15,2
STG 15,192(0,13)
LA 1,176(0,13)
LG 15,@lit_355_351 ; memmove
@@gen_label402 DS 0H
BALR 14,15
@@gen_label403 DS 0H
@L266 DS 0H
* ***
* *** dict->dictionary = (const BYTE*)safeBuffer;
STG 3,0(5,4) ; offset of dictionary in LZ4_stream_t_inter*
nal
* *** dict->dictSize = (U32)dictSize;
ST 2,0(6,4) ; offset of dictSize in LZ4_stream_t_interna*
l
* ***
* *** return dictSize;
LGFR 15,2
* *** }
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DS 0D
@FRAMESIZE_355 DC F'200'
@lit_355_351 DC AD(memmove)
DROP 12
*
* DSECT for automatic variables in "LZ4_saveDict"
* (FUNCTION #355)
*
@AUTO#$L$Z4_save$Dict DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of read_variable_length
@LNAME479 DS 0H
DC X'00000014'
DC C'read_variable_length'
DC X'00'
read_variable_length DCCPRLG CINDEX=479,BASER=12,FRAME=176,SAVEAREA=NO,*
ENTRY=NO,ARCH=ZARCH,LNAMEADDR=@LNAME479
LGR 3,1 ; ptr to parm area
* ******* End of Prologue
* *
* *** U32 length = 0;
LG 15,0(0,3) ; ip
LHI 1,0 ; 0
* *** U32 s;
* *** if (initial_check && (((*ip) >= lencheck) != 0)) {
LT 2,28(0,3) ; initial_check
BZ @L268
LG 2,0(0,15) ; ip
LG 4,8(0,3) ; lencheck
CGR 2,4
BL @@gen_label405
LHI 2,1
B @@gen_label406
@@gen_label405 DS 0H
LHI 2,0
@@gen_label406 DS 0H
LTR 2,2
BE @L268
* *** *error = initial_error;
LG 15,32(0,3) ; error
MVHI 0(15),-1 ; error
* *** return length;
LLGFR 15,1
B @ret_lab_479
* *** }
* *** do {
@L268 DS 0H
* *** s = **ip;
LG 2,0(0,15) ; ip
LLC 2,0(0,2)
* *** (*ip)++;
LG 4,0(0,15)
LA 4,1(0,4)
STG 4,0(0,15)
* *** length += s;
ALR 1,2
* *** if (loop_check && (((*ip) >= lencheck) != 0)) {
LT 4,20(0,3) ; loop_check
BZ @L271
LG 4,0(0,15) ; ip
LG 5,8(0,3) ; lencheck
CGR 4,5
BL @@gen_label409
LHI 4,1
B @@gen_label410
@@gen_label409 DS 0H
LHI 4,0
@@gen_label410 DS 0H
LTR 4,4
BE @L271
* *** *error = loop_error;
LG 15,32(0,3) ; error
MVHI 0(15),-2 ; error
* *** return length;
LLGFR 15,1
B @ret_lab_479
* *** }
@L271 DS 0H
* *** } while (s==255);
CHI 2,255
BE @L268
* ***
* *** return length;
LLGFR 15,1
* *** }
@ret_lab_479 DS 0H
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DROP 12
*
* DSECT for automatic variables in "read_variable_length"
* (FUNCTION #479)
*
@AUTO#read_variable_length DSECT
DS XL168
read_variable_length#s#0 DS 1F ; s
ORG @AUTO#read_variable_length+168
read_variable_length#length#0 DS 1F ; length
*
@CODE CSECT
*
*
*
* ....... start of LZ4_decompress_generic
@LNAME480 DS 0H
DC X'00000016'
DC C'LZ4_decompress_generic'
DC X'00'
$L$Z4_decompress_generic DCCPRLG CINDEX=480,BASER=12,FRAME=288,ENTRY=NO*
,ARCH=ZARCH,LNAMEADDR=@LNAME480
STG 1,276(0,13) ; spill
* ******* End of Prologue
* *
* *** if (src == ((void *)0)) { return -1; }
LG 10,0(0,1) ; src
LG 1,276(0,13) ; spill
L 15,20(0,1) ; srcSize
LG 1,276(0,13) ; spill
L 1,28(0,1) ; outputSize
LG 2,276(0,13) ; spill
L 6,36(0,2) ; endOnInput
LG 2,276(0,13) ; spill
L 11,44(0,2) ; partialDecoding
LG 2,276(0,13) ; spill
LG 8,56(0,2) ; lowPrefix
LG 2,276(0,13) ; spill
LG 2,72(0,2) ; dictSize
STG 2,232(0,13) ; spill
LTGR 2,10
BNE @L272
LGHI 15,-1 ; -1
ALGF 12,@lit_region_diff_480_1_2
DROP 12
USING @REGION_480_2,12
B @ret_lab_480
DROP 12
USING @REGION_480_1,12
DS 0D
@FRAMESIZE_480 DC F'288'
@lit_region_diff_480_1_2 DC A(@REGION_480_2-@REGION_480_1)
@lit_480_375 MVC 0(1,4),0(1)
@lit_480_376 DC AD($L$Z4_read$L$E16)
@lit_480_378 DC AD(read_variable_length)
@lit_480_382 DC AD(memmove)
@lit_480_384 DC AD($L$Z4_wild$Copy8)
@L272 DS 0H
* ***
* *** { const BYTE* ip = (const BYTE*) src;
STG 10,168(0,13) ; ip
* *** const BYTE* const iend = ip + srcSize;
LGFR 2,15
LA 9,0(2,10)
* ***
* *** BYTE* op = (BYTE*) dst;
LG 3,276(0,13) ; spill
LG 2,8(0,3) ; dst
* *** BYTE* const oend = op + outputSize;
LGFR 3,1
LA 5,0(3,2)
* *** BYTE* cpy;
* ***
* *** const BYTE* const dictEnd = (dictStart == ((void *)0))\
* ? ((void *)0) : dictStart + dictSize;
LG 3,276(0,13) ; spill
LG 3,64(0,3) ; dictStart
LTGR 4,3
BNE @L273
LGHI 3,0 ; 0
B @L274
@L273 DS 0H
LG 4,232(0,13) ; spill
LA 3,0(4,3)
@L274 DS 0H
STG 3,244(0,13) ; spill
* ***
* *** const int safeDecode = (endOnInput==endOnInputSize);
LR 3,6
XILF 3,X'00000001'
LPR 3,3
AHI 3,-1
SRL 3,31(0)
ST 3,240(0,13) ; spill
* *** const int checkOffset = ((safeDecode) && (dictSize < (\
* int)(64 *(1 <<10))));
LTR 3,3
BZ @L276
LG 4,232(0,13) ; spill
CLGFI 4,X'00010000'
BNL @L276
LHI 3,1 ; 1
B @L275
@L276 DS 0H
LHI 3,0 ; 0
@L275 DS 0H
ST 3,256(0,13) ; spill
* ***
* ***
* ***
* *** const BYTE* const shortiend = iend - (endOnInput ? 14 \
* : 8) - 2 ;
LTR 6,6
BZ @L277
LHI 3,14 ; 14
B @L278
@L277 DS 0H
LHI 3,8 ; 8
@L278 DS 0H
LGFR 4,3
LGR 3,9
SGR 3,4
LGHI 4,-2 ; -2
LA 3,0(4,3)
STG 3,260(0,13) ; spill
* *** const BYTE* const shortoend = oend - (endOnInput ? 14 \
* : 8) - 18 ;
LTR 6,6
BZ @L279
LHI 3,14 ; 14
B @L280
@L279 DS 0H
LHI 3,8 ; 8
@L280 DS 0H
LGFR 4,3
LGR 3,5
SGR 3,4
LGHI 4,-18 ; -18
LA 3,0(4,3)
STG 3,268(0,13) ; spill
* ***
* *** const BYTE* match;
* *** size_t offset;
* *** unsigned token;
* *** size_t length;
* ***
* ***
* *** {};
* ***
* ***
* *** ((void)0);
* *** if ((endOnInput) && (((outputSize==0) != 0))) {
LTR 6,6
BZ @L281
LPR 3,1
AHI 3,-1
SRL 3,31(0)
LTR 3,3
BE @L281
* ***
* *** if (partialDecoding) return 0;
LTR 11,11
BZ @L282
LGHI 15,0 ; 0
ALGF 12,@lit_region_diff_480_1_2
DROP 12
USING @REGION_480_2,12
B @ret_lab_480
DROP 12
USING @REGION_480_1,12
@L282 DS 0H
* *** return ((srcSize==1) && (*ip==0)) ? 0 : -1;
CHI 15,1
BNE @L283
CLI 0(10),0
BNE @L283
LHI 15,0 ; 0
B @L284
@L283 DS 0H
LHI 15,-1 ; -1
@L284 DS 0H
LGFR 15,15
ALGF 12,@lit_region_diff_480_1_2
DROP 12
USING @REGION_480_2,12
B @ret_lab_480
DROP 12
USING @REGION_480_1,12
* *** }
@L281 DS 0H
* *** if ((!endOnInput) && (((outputSize==0) != 0))) { retur\
* n (*ip==0 ? 1 : -1); }
LTR 6,6
BNZ @L285
LPR 1,1
AHI 1,-1
SRL 1,31(0)
LTR 1,1
BE @L285
CLI 0(10),0
BNE @L286
LHI 15,1 ; 1
B @L287
@L286 DS 0H
LHI 15,-1 ; -1
@L287 DS 0H
LGFR 15,15
ALGF 12,@lit_region_diff_480_1_2
DROP 12
USING @REGION_480_2,12
B @ret_lab_480
DROP 12
USING @REGION_480_1,12
@L285 DS 0H
* *** if ((endOnInput) && ((srcSize==0) != 0)) { return -1; \
* }
LTR 6,6
BZ @L291
LPR 15,15
AHI 15,-1
SRL 15,31(0)
LTR 15,15
BE @L291
LGHI 15,-1 ; -1
ALGF 12,@lit_region_diff_480_1_2
DROP 12
USING @REGION_480_2,12
B @ret_lab_480
DROP 12
USING @REGION_480_1,12
* ***
* ***
* ***
* *** # 1931 "C:\asgkafka\librdkafka\src\lz4.c"
* ***
* *** while (1) {
@L291 DS 0H
* *** token = *ip++;
LG 15,168(0,13) ; ip
LA 1,1(0,15)
STG 1,168(0,13) ; ip
LLC 15,0(0,15)
ST 15,252(0,13) ; spill
* *** length = token >> 4;
SRL 15,4(0)
LLGFR 3,15
* ***
* *** ((void)0);
* ***
* ***
* *** # 1947 "C:\asgkafka\librdkafka\src\lz4.c"
* *** if ( (endOnInput ? length != ((1U<<(8-4))-1) : len\
* gth <= 8)
LTR 6,6
BZ @L293
CGHI 3,15
BE @L298
B @L297
@L293 DS 0H
CLGFI 3,X'00000008'
BH @L298
* ***
* *** && (((endOnInput ? ip < shortiend : 1) & (op <= \
* shortoend)) != 0) ) {
@L297 DS 0H
LTR 6,6
BZ @L295
LG 15,260(0,13) ; spill
CGR 1,15
BNL @@gen_label433
LHI 15,1
B @@gen_label434
@@gen_label433 DS 0H
LHI 15,0
@@gen_label434 DS 0H
B @L296
@L295 DS 0H
LHI 15,1 ; 1
@L296 DS 0H
LG 4,268(0,13) ; spill
CGR 2,4
BH @@gen_label435
LHI 4,1
B @@gen_label436
@@gen_label435 DS 0H
LHI 4,0
@@gen_label436 DS 0H
NR 15,4
LTR 15,15
BE @L298
* ***
* *** __memcpy(op,ip,endOnInput ? 16 : 8);
LTR 6,6
BZ @L299
LHI 15,16 ; 16
B @L300
@L299 DS 0H
LHI 15,8 ; 8
@L300 DS 0H
LGFR 15,15
LGR 4,2
LTGR 15,15
BZ @@gen_label441
AGHI 15,-1
SRAG 7,15,8(0)
LTGR 7,7
BZ @@gen_label440
@@gen_label439 DS 0H
MVC 0(256,4),0(1)
LA 4,256(0,4)
LA 1,256(0,1)
BCTG 7,@@gen_label439
@@gen_label440 DS 0H
EX 15,@lit_480_375
@@gen_label441 DS 0H
* *** op += length; ip += length;
LA 2,0(3,2)
LG 15,168(0,13) ; ip
LA 1,0(3,15)
STG 1,168(0,13) ; ip
* ***
* ***
* ***
* *** length = token & ((1U<<4)-1);
L 15,252(0,13) ; spill
NILF 15,X'0000000F'
LLGFR 3,15
* *** offset = LZ4_readLE16(ip); ip += 2;
STG 1,184(0,13)
LA 1,184(0,13)
LG 15,@lit_480_376 ; LZ4_readLE16
@@gen_label442 DS 0H
BALR 14,15
@@gen_label443 DS 0H
LLGHR 15,15
STG 15,224(0,13) ; spill
LG 1,168(0,13) ; ip
LA 1,2(0,1)
STG 1,168(0,13) ; ip
* *** match = op - offset;
LGR 4,2
SGR 4,15
* *** ((void)0);
* ***
* ***
* *** if ( (length != ((1U<<4)-1))
* *** && (offset >= 8)
CGHI 3,15
BE @__copy_match@480@2
* *** && (dict==withPrefix64k || match >= lowPrefi\
* x) ) {
LG 15,224(0,13) ; spill
CLGFI 15,X'00000008'
BL @__copy_match@480@2
LG 1,276(0,13) ; spill
CHSI 52(1),1
BE @L302
CGR 4,8
BL @__copy_match@480@2
@L302 DS 0H
* ***
* *** __memcpy(op + 0,match + 0,8);
MVC 0(8,2),0(4)
* *** __memcpy(op + 8,match + 8,8);
LA 15,8(0,4)
LA 1,8(0,2)
MVC 0(8,1),0(15)
* *** __memcpy(op +16,match +16,2);
LA 15,16(0,4)
LA 1,16(0,2)
MVC 0(2,1),0(15)
* *** op += length + 4;
AGHI 3,4
LA 2,0(3,2)
* ***
* *** continue;
B @L291
* *** }
* ***
* ***
* ***
* *** goto _copy_match;
* *** }
@L298 DS 0H
* ***
* ***
* *** if (length == ((1U<<(8-4))-1)) {
CGHI 3,15
BNE @L303
* *** variable_length_error error = ok;
MVHI 176(13),0 ; error
* *** length += read_variable_length(&ip, iend-((1U<\
* <(8-4))-1), (int)endOnInput, (int)endOnInput, &error);
LA 15,168(0,13)
STG 15,184(0,13)
LGHI 15,-15 ; -15
LA 15,0(15,9)
STG 15,192(0,13)
LGFR 15,6
STG 15,200(0,13)
LGFR 15,6
STG 15,208(0,13)
LA 15,176(0,13)
STG 15,216(0,13)
LA 1,184(0,13)
LG 15,@lit_480_378 ; read_variable_length
@@gen_label449 DS 0H
BALR 14,15
@@gen_label450 DS 0H
ALGFR 3,15
* *** if (error == initial_error) { goto _output_err\
* or; }
CHSI 176(13),-1
BNE *+14 Around region break
ALGF 12,@lit_region_diff_480_1_2
DROP 12
USING @REGION_480_2,12
B @__output_error@480@3
DROP 12
USING @REGION_480_1,12
@L304 DS 0H
* *** if ((safeDecode) && (((uptrval)(op)+length<(up\
* trval)(op)) != 0)) { goto _output_error; }
LT 15,240(0,13) ; spill
BZ @L305
LGR 15,2
ALGR 15,3
CLGR 15,2
BNL @@gen_label453
LHI 15,1
B @@gen_label454
@@gen_label453 DS 0H
LHI 15,0
@@gen_label454 DS 0H
LTR 15,15
BE *+14 Around region break
ALGF 12,@lit_region_diff_480_1_2
DROP 12
USING @REGION_480_2,12
B @__output_error@480@3
DROP 12
USING @REGION_480_1,12
@L305 DS 0H
* *** if ((safeDecode) && (((uptrval)(ip)+length<(up\
* trval)(ip)) != 0)) { goto _output_error; }
LT 15,240(0,13) ; spill
BZ @L306
LG 1,168(0,13) ; ip
LGR 15,1
ALGR 15,3
CLGR 15,1
BNL @@gen_label457
LHI 15,1
B @@gen_label458
@@gen_label457 DS 0H
LHI 15,0
@@gen_label458 DS 0H
LTR 15,15
BE *+14 Around region break
ALGF 12,@lit_region_diff_480_1_2
DROP 12
USING @REGION_480_2,12
B @__output_error@480@3
DROP 12
USING @REGION_480_1,12
@L306 DS 0H
* *** }
@L303 DS 0H
* ***
* ***
* *** cpy = op+length;
LA 7,0(3,2)
* ***
* ***
* ***
* *** { enum { LZ4_static_assert = 1/(int)(!!(12 >= 8)) \
* }; };
* *** if ( ((endOnInput) && ((cpy>oend-12) || (ip+length\
* >iend-(2+1+5))) )
LTR 6,6
BZ @L307
LGHI 15,-12 ; -12
LA 15,0(15,5)
CGR 7,15
BH @L309
LG 15,168(0,13) ; ip
LA 15,0(3,15)
LGHI 1,-8 ; -8
LA 1,0(1,9)
CGR 15,1
BH @L309
* *** || ((!endOnInput) && (cpy>oend-8)) )
@L307 DS 0H
LTR 6,6
BNZ @L308
LGHI 15,-8 ; -8
LA 15,0(15,5)
CGR 7,15
BNH @L308
@L309 DS 0H
* *** {
* ***
* ***
* ***
* ***
* ***
* *** if (partialDecoding) {
LTR 11,11
BZ @L310
* ***
* ***
* ***
* *** ((void)0);
* *** {}
* *** {};
* *** {};
* *** {};
* ***
* ***
* ***
* *** if (ip+length > iend) {
LG 15,168(0,13) ; ip
LA 1,0(3,15)
CGR 1,9
BNH @L311
* *** length = (size_t)(iend-ip);
LGR 3,9
SGR 3,15
* *** cpy = op + length;
LA 7,0(3,2)
* *** }
@L311 DS 0H
* ***
* ***
* ***
* *** if (cpy > oend) {
CGR 7,5
BNH @L313
* *** cpy = oend;
LGR 7,5 ; cpy
* *** ((void)0);
* *** length = (size_t)(oend-op);
LGR 3,5
SGR 3,2
* *** }
@L312 DS 0H
* *** } else {
B @L313
@L310 DS 0H
* ***
* ***
* ***
* *** if ((!endOnInput) && (cpy != oend)) { goto\
* _output_error; }
LTR 6,6
BNZ @L314
CGR 7,5
BE *+14 Around region break
ALGF 12,@lit_region_diff_480_1_2
DROP 12
USING @REGION_480_2,12
B @__output_error@480@3
DROP 12
USING @REGION_480_1,12
@L314 DS 0H
* ***
* ***
* ***
* *** if ((endOnInput) && ((ip+length != iend) |\
* | (cpy > oend))) {
LTR 6,6
BZ @L313
LG 15,168(0,13) ; ip
LA 15,0(3,15)
CGR 15,9
BE *+14 Around region break
ALGF 12,@lit_region_diff_480_1_2
DROP 12
USING @REGION_480_2,12
B @__output_error@480@3
DROP 12
USING @REGION_480_1,12
CGR 7,5
BNH @L313
@L316 DS 0H
* *** {}
* *** {};
* *** {};
* *** goto _output_error;
ALGF 12,@lit_region_diff_480_1_2
DROP 12
USING @REGION_480_2,12
B @__output_error@480@3
DROP 12
USING @REGION_480_1,12
* *** }
* *** }
@L313 DS 0H
* *** memmove(op, ip, length);
STG 2,184(0,13)
LG 15,168(0,13) ; ip
STG 15,192(0,13)
STG 3,200(0,13)
LA 1,184(0,13)
LG 15,@lit_480_382 ; memmove
@@gen_label473 DS 0H
BALR 14,15
@@gen_label474 DS 0H
* *** ip += length;
LG 15,168(0,13) ; ip
LA 15,0(3,15)
STG 15,168(0,13) ; ip
* *** op += length;
LA 2,0(3,2)
* ***
* ***
* ***
* ***
* ***
* *** if (!partialDecoding || (cpy == oend) || (ip >\
* = (iend-2))) {
LTR 11,11
BNZ *+14 Around region break
ALGF 12,@lit_region_diff_480_1_2
DROP 12
USING @REGION_480_2,12
B @L289
DROP 12
USING @REGION_480_1,12
CGR 7,5
BNE *+14 Around region break
ALGF 12,@lit_region_diff_480_1_2
DROP 12
USING @REGION_480_2,12
B @L289
DROP 12
USING @REGION_480_1,12
@L317 DS 0H
LGHI 1,-2 ; -2
LA 1,0(1,9)
CGR 15,1
BL @L320
@L319 DS 0H
* *** break;
ALGF 12,@lit_region_diff_480_1_2
DROP 12
USING @REGION_480_2,12
B @L289
DROP 12
USING @REGION_480_1,12
* *** }
* *** } else {
@L308 DS 0H
* *** LZ4_wildCopy8(op, ip, cpy);
STG 2,184(0,13)
LG 15,168(0,13) ; ip
STG 15,192(0,13)
STG 7,200(0,13)
LA 1,184(0,13)
LG 15,@lit_480_384 ; LZ4_wildCopy8
@@gen_label478 DS 0H
BALR 14,15
@@gen_label479 DS 0H
* *** ip += length; op = cpy;
LG 15,168(0,13) ; ip
LA 15,0(3,15)
STG 15,168(0,13) ; ip
LGR 2,7 ; op
* *** }
@L320 DS 0H
* ***
* ***
* *** offset = LZ4_readLE16(ip); ip+=2;
LG 15,168(0,13) ; ip
STG 15,184(0,13)
LA 1,184(0,13)
LG 15,@lit_480_376 ; LZ4_readLE16
@@gen_label480 DS 0H
BALR 14,15
@@gen_label481 DS 0H
LLGHR 15,15
STG 15,224(0,13) ; spill
LG 1,168(0,13) ; ip
LA 1,2(0,1)
STG 1,168(0,13) ; ip
* *** match = op - offset;
LGR 4,2
SGR 4,15
* ***
* ***
* *** length = token & ((1U<<4)-1);
L 15,252(0,13) ; spill
NILF 15,X'0000000F'
LLGFR 3,15
* ***
* *** _copy_match:
* *** if (length == ((1U<<4)-1)) {
@__copy_match@480@2 DS 0H
CGHI 3,15
BNE @L321
* *** variable_length_error error = ok;
MVHI 176(13),0 ; error
* *** length += read_variable_length(&ip, iend - 5 + 1\
* , (int)endOnInput, 0, &error);
LA 15,168(0,13)
STG 15,184(0,13)
LGHI 15,-5 ; -5
LA 15,1(15,9)
STG 15,192(0,13)
LGFR 15,6
STG 15,200(0,13)
XC 208(8,13),208(13)
LA 15,176(0,13)
STG 15,216(0,13)
LA 1,184(0,13)
LG 15,@lit_480_378 ; read_variable_length
@@gen_label483 DS 0H
BALR 14,15
@@gen_label484 DS 0H
ALGFR 3,15
* *** if (error != ok) goto _output_error;
CHSI 176(13),0
BE *+14 Around region break
ALGF 12,@lit_region_diff_480_1_2
DROP 12
USING @REGION_480_2,12
B @__output_error@480@3
DROP 12
USING @REGION_480_1,12
@L322 DS 0H
* *** if ((safeDecode) && (((uptrval)(op)+length<(up\
* trval)op) != 0)) goto _output_error;
LT 15,240(0,13) ; spill
BZ @L323
LGR 15,2
ALGR 15,3
CLGR 15,2
BNL @@gen_label487
LHI 15,1
B @@gen_label488
@@gen_label487 DS 0H
LHI 15,0
@@gen_label488 DS 0H
LTR 15,15
BE *+14 Around region break
ALGF 12,@lit_region_diff_480_1_2
DROP 12
USING @REGION_480_2,12
B @__output_error@480@3
DROP 12
USING @REGION_480_1,12
@L323 DS 0H
* *** }
@L321 DS 0H
* *** length += 4;
AGHI 3,4
* ***
* ***
* ***
* ***
* *** if ((checkOffset) && (((match + dictSize < lowPref\
* ix) != 0))) goto _output_error;
LT 15,256(0,13) ; spill
BZ @L324
LG 15,232(0,13) ; spill
LA 15,0(15,4)
CGR 15,8
BNL @@gen_label491
LHI 15,1
B @@gen_label492
@@gen_label491 DS 0H
LHI 15,0
@@gen_label492 DS 0H
LTR 15,15
BE *+14 Around region break
ALGF 12,@lit_region_diff_480_1_2
DROP 12
USING @REGION_480_2,12
B @__output_error@480@3
DROP 12
USING @REGION_480_1,12
@L324 DS 0H
* ***
* *** if ((dict==usingExtDict) && (match < lowPrefix)) {
LG 1,276(0,13) ; spill
CHSI 52(1),2
BE *+14 Around region break
ALGF 12,@lit_region_diff_480_1_2
DROP 12
USING @REGION_480_2,12
B @L325
DROP 12
USING @REGION_480_1,12
CGR 4,8
BL *+14 Around region break
ALGF 12,@lit_region_diff_480_1_2
DROP 12
USING @REGION_480_2,12
B @L325
DROP 12
USING @REGION_480_1,12
* *** if (((op+length > oend-5) != 0)) {
LA 15,0(3,2)
LGHI 1,-5 ; -5
LA 1,0(1,5)
CGR 15,1
BNH @@gen_label496
LHI 15,1
B @@gen_label497
@@gen_label496 DS 0H
LHI 15,0
@@gen_label497 DS 0H
LTR 15,15
BNE *+14 Around region break
ALGF 12,@lit_region_diff_480_1_2
DROP 12
USING @REGION_480_2,12
B @L326
DROP 12
USING @REGION_480_1,12
* *** if (partialDecoding) length = ( (length) <\
* ((size_t)(oend-op)) ? (length) : ((size_t)(oend-op)) );
LTR 11,11
BNZ *+14 Around region break
ALGF 12,@lit_region_diff_480_1_2
DROP 12
USING @REGION_480_2,12
B @__output_error@480@3
DROP 12
USING @REGION_480_1,12
ALGF 12,@lit_region_diff_480_1_2
@REGION_480_2 DS 0H
DROP 12
USING @REGION_480_2,12
LGR 15,5
SGR 15,2
CLGR 3,15
BNL @L328
B @L329
DS 0D
@lit_480_389 DC AD(memmove)
@lit_region_diff_480_2_1 DC A(@REGION_480_2-@REGION_480_1)
@lit_480_390 MVC 0(1,3),0(1)
@lit_480_393 MVC 0(1,2),0(4)
@lit_480_394 DC AD($L$Z4_write32)
@lit_480_395 DC AD(@DATA)
@lit_480_399 DC AD($L$Z4_wild$Copy8)
@L328 DS 0H
LGR 3,5
SGR 3,2
@L329 DS 0H
* *** else goto _output_error;
* *** }
@L326 DS 0H
* ***
* *** if (length <= (size_t)(lowPrefix-match)) {
LGR 15,8
SGR 15,4
CLGR 3,15
BH @L331
* ***
* *** memmove(op, dictEnd - (lowPrefix-match), l\
* ength);
STG 2,184(0,13)
LGR 1,8
SGR 1,4
LG 15,244(0,13) ; spill
SGR 15,1
STG 15,192(0,13)
STG 3,200(0,13)
LA 1,184(0,13)
LG 15,@lit_480_389 ; memmove
@@gen_label502 DS 0H
BALR 14,15
@@gen_label503 DS 0H
* *** op += length;
LA 2,0(3,2)
* *** } else {
SLGF 12,@lit_region_diff_480_2_1
DROP 12
USING @REGION_480_1,12
B @L291
DROP 12
USING @REGION_480_2,12
@L331 DS 0H
* ***
* *** size_t const copySize = (size_t)(lowPrefix\
* - match);
LGR 7,8
SGR 7,4
* *** size_t const restSize = length - copySize;
LGR 14,3
SLGR 14,7
* *** __memcpy(op,dictEnd - copySize,copySize);
LG 1,244(0,13) ; spill
SGR 1,7
LGR 3,2
LTGR 15,7
BZ @@gen_label506
AGHI 15,-1
SRAG 4,15,8(0)
LTGR 4,4
BZ @@gen_label505
@@gen_label504 DS 0H
MVC 0(256,3),0(1)
LA 3,256(0,3)
LA 1,256(0,1)
BCTG 4,@@gen_label504
@@gen_label505 DS 0H
EX 15,@lit_480_390
@@gen_label506 DS 0H
* *** op += copySize;
LA 2,0(7,2)
* *** if (restSize > (size_t)(op - lowPrefix)) {\
*
LGR 15,2
SGR 15,8
CLGR 14,15
BNH @L333
* *** BYTE* const endOfMatch = op + restSize\
* ;
LA 1,0(14,2)
* *** const BYTE* copyFrom = lowPrefix;
LGR 15,8 ; copyFrom
* *** while (op < endOfMatch) *op++ = *copyF\
* rom++;
B @L337
@L336 DS 0H
LGR 3,2
LA 2,1(0,2)
LGR 4,15
LA 15,1(0,15)
IC 4,0(0,4)
STC 4,0(0,3)
@L337 DS 0H
CGR 2,1
BL @L336
* *** } else {
B @L338
@L333 DS 0H
* *** __memcpy(op,lowPrefix,restSize);
LGR 1,8
LGR 3,2
LTGR 15,14
BZ @@gen_label511
AGHI 15,-1
SRAG 4,15,8(0)
LTGR 4,4
BZ @@gen_label510
@@gen_label509 DS 0H
MVC 0(256,3),0(1)
LA 3,256(0,3)
LA 1,256(0,1)
BCTG 4,@@gen_label509
@@gen_label510 DS 0H
EX 15,@lit_480_390
@@gen_label511 DS 0H
* *** op += restSize;
LA 2,0(14,2)
* *** } }
@L338 DS 0H
@L332 DS 0H
* *** continue;
SLGF 12,@lit_region_diff_480_2_1
DROP 12
USING @REGION_480_1,12
B @L291
DROP 12
USING @REGION_480_2,12
* *** }
@L325 DS 0H
* *** ((void)0);
* ***
* ***
* *** cpy = op + length;
LA 7,0(3,2)
* ***
* ***
* *** ((void)0);
* *** if (partialDecoding && (cpy > oend-((2*8) - 4))) {
LTR 11,11
BZ @L339
LGHI 15,-12 ; -12
LA 15,0(15,5)
CGR 7,15
BNH @L339
* *** size_t const mlen = ( (length) < ((size_t)(oen\
* d-op)) ? (length) : ((size_t)(oend-op)) );
LGR 15,5
SGR 15,2
CLGR 3,15
BNL @L340
B @L341
@L340 DS 0H
LGR 3,5
SGR 3,2
@L341 DS 0H
* *** const BYTE* const matchEnd = match + mlen;
LA 15,0(3,4)
* *** BYTE* const copyEnd = op + mlen;
LA 7,0(3,2)
* *** if (matchEnd > op) {
CGR 15,2
BNH @L342
* *** while (op < copyEnd) { *op++ = *match++; }
B @L346
@L345 DS 0H
LGR 15,2
LA 2,1(0,2)
LGR 1,4
LA 4,1(0,4)
IC 1,0(0,1)
STC 1,0(0,15)
@L346 DS 0H
CGR 2,7
BL @L345
* *** } else {
B @L347
@L342 DS 0H
* *** __memcpy(op,match,mlen);
LTGR 15,3
BZ @@gen_label519
AGHI 15,-1
SRAG 1,15,8(0)
LTGR 1,1
BZ @@gen_label518
@@gen_label517 DS 0H
MVC 0(256,2),0(4)
LA 2,256(0,2)
LA 4,256(0,4)
BCTG 1,@@gen_label517
@@gen_label518 DS 0H
EX 15,@lit_480_393
@@gen_label519 DS 0H
* *** }
@L347 DS 0H
* *** op = copyEnd;
LGR 2,7 ; op
* *** if (op == oend) { break; }
CGR 7,5
BE *+14 Around region break
SLGF 12,@lit_region_diff_480_2_1
DROP 12
USING @REGION_480_1,12
B @L291
DROP 12
USING @REGION_480_2,12
B @L289
* *** continue;
* *** }
@L339 DS 0H
* ***
* *** if (((offset<8) != 0)) {
LG 15,224(0,13) ; spill
CLGFI 15,X'00000008'
BNL @@gen_label521
LHI 15,1
B @@gen_label522
@@gen_label521 DS 0H
LHI 15,0
@@gen_label522 DS 0H
LTR 15,15
BE @L349
* *** LZ4_write32(op, 0);
STG 2,184(0,13)
XC 192(8,13),192(13)
LA 1,184(0,13)
LG 15,@lit_480_394 ; LZ4_write32
@@gen_label524 DS 0H
BALR 14,15
@@gen_label525 DS 0H
* *** op[0] = match[0];
IC 15,0(0,4)
STC 15,0(0,2)
* *** op[1] = match[1];
IC 15,1(0,4)
STC 15,1(0,2)
* *** op[2] = match[2];
IC 15,2(0,4)
STC 15,2(0,2)
* *** op[3] = match[3];
IC 15,3(0,4)
STC 15,3(0,2)
* *** match += inc32table[offset];
LG 15,@lit_480_395
LG 1,224(0,13) ; spill
SLLG 1,1,2(0) ; *0x4
LLGF 1,4(1,15)
LA 4,0(1,4)
* *** __memcpy(op+4,match,4);
LA 1,4(0,2)
MVC 0(4,1),0(4)
* *** match -= dec64table[offset];
LG 1,224(0,13) ; spill
SLLG 1,1,2(0) ; *0x4
LGF 15,36(1,15)
SGR 4,15
* *** } else {
B @L350
@L349 DS 0H
* *** __memcpy(op,match,8);
MVC 0(8,2),0(4)
* *** match += 8;
LA 4,8(0,4)
* *** }
@L350 DS 0H
* *** op += 8;
LA 2,8(0,2)
* ***
* *** if (((cpy > oend-((2*8) - 4)) != 0)) {
LGHI 15,-12 ; -12
LA 15,0(15,5)
CGR 7,15
BNH @@gen_label526
LHI 15,1
B @@gen_label527
@@gen_label526 DS 0H
LHI 15,0
@@gen_label527 DS 0H
LTR 15,15
BE @L351
* *** BYTE* const oCopyLimit = oend - (8-1);
LGHI 15,-7 ; -7
LA 3,0(15,5)
* *** if (cpy > oend-5) { goto _output_error; }
LGHI 15,-5 ; -5
LA 15,0(15,5)
CGR 7,15
BH @__output_error@480@3
@L352 DS 0H
* *** if (op < oCopyLimit) {
CGR 2,3
BNL @L357
* *** LZ4_wildCopy8(op, match, oCopyLimit);
STG 2,184(0,13)
STG 4,192(0,13)
STG 3,200(0,13)
LA 1,184(0,13)
LG 15,@lit_480_399 ; LZ4_wildCopy8
@@gen_label531 DS 0H
BALR 14,15
@@gen_label532 DS 0H
* *** match += oCopyLimit - op;
LGR 15,3
SGR 15,2
LA 4,0(15,4)
* *** op = oCopyLimit;
LGR 2,3 ; op
* *** }
@L353 DS 0H
* *** while (op < cpy) { *op++ = *match++; }
B @L357
@L356 DS 0H
LGR 15,2
LA 2,1(0,2)
LGR 1,4
LA 4,1(0,4)
IC 1,0(0,1)
STC 1,0(0,15)
@L357 DS 0H
CGR 2,7
BL @L356
* *** } else {
B @L358
@L351 DS 0H
* *** __memcpy(op,match,8);
MVC 0(8,2),0(4)
* *** if (length > 16) { LZ4_wildCopy8(op+8, match+\
* 8, cpy); }
CLGFI 3,X'00000010'
BNH @L358
LA 15,8(0,2)
STG 15,184(0,13)
LA 15,8(0,4)
STG 15,192(0,13)
STG 7,200(0,13)
LA 1,184(0,13)
LG 15,@lit_480_399 ; LZ4_wildCopy8
@@gen_label535 DS 0H
BALR 14,15
@@gen_label536 DS 0H
@L359 DS 0H
* *** }
@L358 DS 0H
* *** op = cpy;
LGR 2,7 ; op
* *** }
@L290 DS 0H
@L292 DS 0H
SLGF 12,@lit_region_diff_480_2_1
DROP 12
USING @REGION_480_1,12
B @L291
DROP 12
USING @REGION_480_2,12
@L289 DS 0H
* ***
* ***
* *** if (endOnInput) {
LTR 6,6
BZ @L360
* *** {};
* *** return (int) (((char*)op)-dst);
LG 1,276(0,13) ; spill
SG 2,8(0,1)
LGFR 15,2
B @ret_lab_480
* *** } else {
@L360 DS 0H
* *** return (int) (((const char*)ip)-src);
LG 15,168(0,13) ; ip
SGR 15,10
LGFR 15,15
B @ret_lab_480
* *** }
* ***
* ***
* *** _output_error:
* *** return (int) (-(((const char*)ip)-src))-1;
@__output_error@480@3 DS 0H
LG 15,168(0,13) ; ip
SGR 15,10
LCGR 15,15
AHI 15,-1
LGFR 15,15
* *** }
* *** }
@ret_lab_480 DS 0H
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DROP 12
*
* DSECT for automatic variables in "LZ4_decompress_generic"
* (FUNCTION #480)
*
@AUTO#$L$Z4_decompress_generic DSECT
DS XL168
$L$Z4_decompress_generic#mlen#38 DS 8XL1 ; mlen
ORG @AUTO#$L$Z4_decompress_generic+168
$L$Z4_decompress_generic#rest$Size#35 DS 8XL1 ; restSize
ORG @AUTO#$L$Z4_decompress_generic+168
$L$Z4_decompress_generic#copy$Size#35 DS 8XL1 ; copySize
ORG @AUTO#$L$Z4_decompress_generic+168
$L$Z4_decompress_generic#length#2 DS 8XL1 ; length
ORG @AUTO#$L$Z4_decompress_generic+168
$L$Z4_decompress_generic#token#2 DS 1F ; token
ORG @AUTO#$L$Z4_decompress_generic+168
$L$Z4_decompress_generic#offset#2 DS 8XL1 ; offset
ORG @AUTO#$L$Z4_decompress_generic+168
$L$Z4_decompress_generic#check$Offset#2 DS 1F ; checkOffset
ORG @AUTO#$L$Z4_decompress_generic+168
$L$Z4_decompress_generic#safe$Decode#2 DS 1F ; safeDecode
ORG @AUTO#$L$Z4_decompress_generic+176
$L$Z4_decompress_generic#error#31 DS 1F ; error
ORG @AUTO#$L$Z4_decompress_generic+176
$L$Z4_decompress_generic#error#10 DS 1F ; error
*
@CODE CSECT
*
*
*
* ....... start of LZ4_decompress_safe
$L$Z4_decompress_safe ALIAS X'D3E9F46D8485839694979985A2A26DA2818685'
@LNAME343 DS 0H
DC X'00000013'
DC C'LZ4_decompress_safe'
DC X'00'
$L$Z4_decompress_safe DCCPRLG CINDEX=343,BASER=12,FRAME=248,ENTRY=YES,A*
RCH=ZARCH,LNAMEADDR=@LNAME343
* ******* End of Prologue
* *
* *** return LZ4_decompress_generic(source, dest, compressedSize\
* , maxDecompressedSize,
* *** endOnInputSize, decode_full_\
* block, noDict,
* *** (BYTE*)dest, ((void *)0), 0)\
* ;
LG 15,0(0,1) ; source
STG 15,168(0,13)
LG 15,8(0,1) ; dest
STG 15,176(0,13)
LGF 15,20(0,1) ; compressedSize
STG 15,184(0,13)
LGF 15,28(0,1) ; maxDecompressedSize
STG 15,192(0,13)
MVGHI 200(13),1
XC 208(16,13),208(13)
LG 15,8(0,1) ; dest
STG 15,224(0,13)
XC 232(16,13),232(13)
LA 1,168(0,13)
LG 15,@lit_343_436 ; LZ4_decompress_generic
@@gen_label538 DS 0H
BALR 14,15
@@gen_label539 DS 0H
LGFR 15,15
* *** }
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DS 0D
@FRAMESIZE_343 DC F'248'
@lit_343_436 DC AD($L$Z4_decompress_generic)
DROP 12
*
* DSECT for automatic variables in "LZ4_decompress_safe"
* (FUNCTION #343)
*
@AUTO#$L$Z4_decompress_safe DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_decompress_safe_partial
$L$Z4_decompress_safe_partial ALIAS X'D3E9F46D8485839694979985A2A26DA28*
186856D978199A3898193'
@LNAME349 DS 0H
DC X'0000001B'
DC C'LZ4_decompress_safe_partial'
DC X'00'
$L$Z4_decompress_safe_partial DCCPRLG CINDEX=349,BASER=12,FRAME=248,ENT*
RY=YES,ARCH=ZARCH,LNAMEADDR=@LNAME349
* ******* End of Prologue
* *
* *** dstCapacity = ( (targetOutputSize) < (dstCapacity) ? (targ\
* etOutputSize) : (dstCapacity) );
L 15,36(0,1) ; dstCapacity
L 2,28(0,1) ; targetOutputSize
CR 2,15
BNL @L362
B @L363
DS 0D
@FRAMESIZE_349 DC F'248'
@lit_349_438 DC AD($L$Z4_decompress_generic)
@L362 DS 0H
LR 2,15
@L363 DS 0H
* *** return LZ4_decompress_generic(src, dst, compressedSize, ds\
* tCapacity,
* *** endOnInputSize, partial_deco\
* de,
* *** noDict, (BYTE*)dst, ((void *\
* )0), 0);
LG 15,0(0,1) ; src
STG 15,168(0,13)
LG 15,8(0,1) ; dst
STG 15,176(0,13)
LGF 15,20(0,1) ; compressedSize
STG 15,184(0,13)
LGFR 15,2
STG 15,192(0,13)
MVGHI 200(13),1
MVGHI 208(13),1
XC 216(8,13),216(13)
LG 15,8(0,1) ; dst
STG 15,224(0,13)
XC 232(16,13),232(13)
LA 1,168(0,13)
LG 15,@lit_349_438 ; LZ4_decompress_generic
@@gen_label541 DS 0H
BALR 14,15
@@gen_label542 DS 0H
LGFR 15,15
* *** }
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DROP 12
*
* DSECT for automatic variables in "LZ4_decompress_safe_partial"
* (FUNCTION #349)
*
@AUTO#$L$Z4_decompress_safe_partial DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_decompress_fast
$L$Z4_decompress_fast ALIAS X'D3E9F46D8485839694979985A2A26D8681A2A3'
@LNAME379 DS 0H
DC X'00000013'
DC C'LZ4_decompress_fast'
DC X'00'
$L$Z4_decompress_fast DCCPRLG CINDEX=379,BASER=12,FRAME=248,ENTRY=YES,A*
RCH=ZARCH,LNAMEADDR=@LNAME379
* ******* End of Prologue
* *
* *** return LZ4_decompress_generic(source, dest, 0, originalSiz\
* e,
* *** endOnOutputSize, decode_full\
* _block, withPrefix64k,
* *** (BYTE*)dest - 64 *(1 <<10), \
* ((void *)0), 0);
LG 15,0(0,1) ; source
STG 15,168(0,13)
LG 15,8(0,1) ; dest
STG 15,176(0,13)
XC 184(8,13),184(13)
LGF 15,20(0,1) ; originalSize
STG 15,192(0,13)
XC 200(16,13),200(13)
MVGHI 216(13),1
LG 15,8(0,1) ; dest
LGF 1,@lit_379_441 ; -65536
LA 15,0(1,15)
STG 15,224(0,13)
XC 232(16,13),232(13)
LA 1,168(0,13)
LG 15,@lit_379_442 ; LZ4_decompress_generic
@@gen_label543 DS 0H
BALR 14,15
@@gen_label544 DS 0H
LGFR 15,15
* *** }
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DS 0D
@FRAMESIZE_379 DC F'248'
@lit_379_442 DC AD($L$Z4_decompress_generic)
@lit_379_441 DC F'-65536' 0xffff0000
DROP 12
*
* DSECT for automatic variables in "LZ4_decompress_fast"
* (FUNCTION #379)
*
@AUTO#$L$Z4_decompress_fast DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_decompress_safe_withPrefix64k
$L$Z4_decompress_safe_with$Prefix64k ALIAS X'D3E9F46D8485839694979985A2*
A26DA28186856DA689A388D799858689A7F6F492'
@LNAME377 DS 0H
DC X'00000021'
DC C'LZ4_decompress_safe_withPrefix64'
DC C'k'
DC X'00'
$L$Z4_decompress_safe_with$Prefix64k DCCPRLG CINDEX=377,BASER=12,FRAME=*
248,ENTRY=YES,ARCH=ZARCH,LNAMEADDR=@LNAME377
* ******* End of Prologue
* *
* *** return LZ4_decompress_generic(source, dest, compressedSize\
* , maxOutputSize,
* *** endOnInputSize, decode_full_\
* block, withPrefix64k,
* *** (BYTE*)dest - 64 *(1 <<10), \
* ((void *)0), 0);
LG 15,0(0,1) ; source
STG 15,168(0,13)
LG 15,8(0,1) ; dest
STG 15,176(0,13)
LGF 15,20(0,1) ; compressedSize
STG 15,184(0,13)
LGF 15,28(0,1) ; maxOutputSize
STG 15,192(0,13)
MVGHI 200(13),1
XC 208(8,13),208(13)
MVGHI 216(13),1
LG 15,8(0,1) ; dest
LGF 1,@lit_377_445 ; -65536
LA 15,0(1,15)
STG 15,224(0,13)
XC 232(16,13),232(13)
LA 1,168(0,13)
LG 15,@lit_377_446 ; LZ4_decompress_generic
@@gen_label545 DS 0H
BALR 14,15
@@gen_label546 DS 0H
LGFR 15,15
* *** }
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DS 0D
@FRAMESIZE_377 DC F'248'
@lit_377_446 DC AD($L$Z4_decompress_generic)
@lit_377_445 DC F'-65536' 0xffff0000
DROP 12
*
* DSECT for automatic variables in "LZ4_decompress_safe_withPrefix64
* k"
* (FUNCTION #377)
*
@AUTO#$L$Z4_decompress_safe_with$Prefix64k DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_decompress_fast_withPrefix64k
$L$Z4_decompress_fast_with$Prefix64k ALIAS X'D3E9F46D8485839694979985A2*
A26D8681A2A36DA689A388D799858689A7F6F492'
@LNAME378 DS 0H
DC X'00000021'
DC C'LZ4_decompress_fast_withPrefix64'
DC C'k'
DC X'00'
$L$Z4_decompress_fast_with$Prefix64k DCCPRLG CINDEX=378,BASER=12,FRAME=*
192,ENTRY=YES,ARCH=ZARCH,LNAMEADDR=@LNAME378
* ******* End of Prologue
* *
* ***
* ***
* *** return LZ4_decompress_fast(source, dest, originalSize);
LG 15,0(0,1) ; source
STG 15,168(0,13)
LG 15,8(0,1) ; dest
STG 15,176(0,13)
LGF 15,20(0,1) ; originalSize
STG 15,184(0,13)
LA 1,168(0,13)
LG 15,@lit_378_448 ; LZ4_decompress_fast
@@gen_label547 DS 0H
BALR 14,15
@@gen_label548 DS 0H
LGFR 15,15
* *** }
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DS 0D
@FRAMESIZE_378 DC F'192'
@lit_378_448 DC AD($L$Z4_decompress_fast)
DROP 12
*
* DSECT for automatic variables in "LZ4_decompress_fast_withPrefix64
* k"
* (FUNCTION #378)
*
@AUTO#$L$Z4_decompress_fast_with$Prefix64k DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_decompress_safe_withSmallPrefix
@LNAME481 DS 0H
DC X'00000023'
DC C'LZ4_decompress_safe_withSmallPre'
DC C'fix'
DC X'00'
$L$Z4_decompress_safe_with$Small$Prefix DCCPRLG CINDEX=481,BASER=12,FRA*
ME=248,ENTRY=NO,ARCH=ZARCH,LNAMEADDR=@LNAME481
* ******* End of Prologue
* *
* *** return LZ4_decompress_generic(source, dest, compressedSize\
* , maxOutputSize,
* *** endOnInputSize, decode_full_\
* block, noDict,
* *** (BYTE*)dest-prefixSize, ((vo\
* id *)0), 0);
LG 15,0(0,1) ; source
STG 15,168(0,13)
LG 15,8(0,1) ; dest
STG 15,176(0,13)
LGF 15,20(0,1) ; compressedSize
STG 15,184(0,13)
LGF 15,28(0,1) ; maxOutputSize
STG 15,192(0,13)
MVGHI 200(13),1
XC 208(16,13),208(13)
LG 15,8(0,1) ; dest
LG 1,32(0,1) ; prefixSize
SGR 15,1
STG 15,224(0,13)
XC 232(16,13),232(13)
LA 1,168(0,13)
LG 15,@lit_481_450 ; LZ4_decompress_generic
@@gen_label549 DS 0H
BALR 14,15
@@gen_label550 DS 0H
LGFR 15,15
* *** }
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DS 0D
@FRAMESIZE_481 DC F'248'
@lit_481_450 DC AD($L$Z4_decompress_generic)
DROP 12
*
* DSECT for automatic variables in "LZ4_decompress_safe_withSmallPre
* fix"
* (FUNCTION #481)
*
@AUTO#$L$Z4_decompress_safe_with$Small$Prefix DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_decompress_safe_forceExtDict
$L$Z4_decompress_safe_force$Ext$Dict ALIAS X'D3E9F46D8485839694979985A2*
A26DA28186856D8696998385C5A7A3C48983A3'
@LNAME462 DS 0H
DC X'00000020'
DC C'LZ4_decompress_safe_forceExtDict'
DC X'00'
$L$Z4_decompress_safe_force$Ext$Dict DCCPRLG CINDEX=462,BASER=12,FRAME=*
248,ENTRY=YES,ARCH=ZARCH,LNAMEADDR=@LNAME462
* ******* End of Prologue
* *
* *** return LZ4_decompress_generic(source, dest, compressedSize\
* , maxOutputSize,
* *** endOnInputSize, decode_full_\
* block, usingExtDict,
* *** (BYTE*)dest, (const BYTE*)di\
* ctStart, dictSize);
LG 15,0(0,1) ; source
STG 15,168(0,13)
LG 15,8(0,1) ; dest
STG 15,176(0,13)
LGF 15,20(0,1) ; compressedSize
STG 15,184(0,13)
LGF 15,28(0,1) ; maxOutputSize
STG 15,192(0,13)
MVGHI 200(13),1
XC 208(8,13),208(13)
MVGHI 216(13),2
LG 15,8(0,1) ; dest
STG 15,224(0,13)
LG 15,32(0,1) ; dictStart
STG 15,232(0,13)
LG 15,40(0,1) ; dictSize
STG 15,240(0,13)
LA 1,168(0,13)
LG 15,@lit_462_452 ; LZ4_decompress_generic
@@gen_label551 DS 0H
BALR 14,15
@@gen_label552 DS 0H
LGFR 15,15
* *** }
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DS 0D
@FRAMESIZE_462 DC F'248'
@lit_462_452 DC AD($L$Z4_decompress_generic)
DROP 12
*
* DSECT for automatic variables in "LZ4_decompress_safe_forceExtDict"
* (FUNCTION #462)
*
@AUTO#$L$Z4_decompress_safe_force$Ext$Dict DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_decompress_fast_extDict
@LNAME482 DS 0H
DC X'0000001B'
DC C'LZ4_decompress_fast_extDict'
DC X'00'
$L$Z4_decompress_fast_ext$Dict DCCPRLG CINDEX=482,BASER=12,FRAME=248,EN*
TRY=NO,ARCH=ZARCH,LNAMEADDR=@LNAME482
* ******* End of Prologue
* *
* *** return LZ4_decompress_generic(source, dest, 0, originalSiz\
* e,
* *** endOnOutputSize, decode_full\
* _block, usingExtDict,
* *** (BYTE*)dest, (const BYTE*)di\
* ctStart, dictSize);
LG 15,0(0,1) ; source
STG 15,168(0,13)
LG 15,8(0,1) ; dest
STG 15,176(0,13)
XC 184(8,13),184(13)
LGF 15,20(0,1) ; originalSize
STG 15,192(0,13)
XC 200(16,13),200(13)
MVGHI 216(13),2
LG 15,8(0,1) ; dest
STG 15,224(0,13)
LG 15,24(0,1) ; dictStart
STG 15,232(0,13)
LG 15,32(0,1) ; dictSize
STG 15,240(0,13)
LA 1,168(0,13)
LG 15,@lit_482_454 ; LZ4_decompress_generic
@@gen_label553 DS 0H
BALR 14,15
@@gen_label554 DS 0H
LGFR 15,15
* *** }
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DS 0D
@FRAMESIZE_482 DC F'248'
@lit_482_454 DC AD($L$Z4_decompress_generic)
DROP 12
*
* DSECT for automatic variables in "LZ4_decompress_fast_extDict"
* (FUNCTION #482)
*
@AUTO#$L$Z4_decompress_fast_ext$Dict DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_decompress_safe_doubleDict
@LNAME483 DS 0H
DC X'0000001E'
DC C'LZ4_decompress_safe_doubleDict'
DC X'00'
$L$Z4_decompress_safe_double$Dict DCCPRLG CINDEX=483,BASER=12,FRAME=248*
,ENTRY=NO,ARCH=ZARCH,LNAMEADDR=@LNAME483
* ******* End of Prologue
* *
* *** return LZ4_decompress_generic(source, dest, compressedSize\
* , maxOutputSize,
* *** endOnInputSize, decode_full_\
* block, usingExtDict,
* *** (BYTE*)dest-prefixSize, (con\
* st BYTE*)dictStart, dictSize);
LG 15,0(0,1) ; source
STG 15,168(0,13)
LG 15,8(0,1) ; dest
STG 15,176(0,13)
LGF 15,20(0,1) ; compressedSize
STG 15,184(0,13)
LGF 15,28(0,1) ; maxOutputSize
STG 15,192(0,13)
MVGHI 200(13),1
XC 208(8,13),208(13)
MVGHI 216(13),2
LG 15,8(0,1) ; dest
LG 2,32(0,1) ; prefixSize
SGR 15,2
STG 15,224(0,13)
LG 15,40(0,1) ; dictStart
STG 15,232(0,13)
LG 15,48(0,1) ; dictSize
STG 15,240(0,13)
LA 1,168(0,13)
LG 15,@lit_483_456 ; LZ4_decompress_generic
@@gen_label555 DS 0H
BALR 14,15
@@gen_label556 DS 0H
LGFR 15,15
* *** }
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DS 0D
@FRAMESIZE_483 DC F'248'
@lit_483_456 DC AD($L$Z4_decompress_generic)
DROP 12
*
* DSECT for automatic variables in "LZ4_decompress_safe_doubleDict"
* (FUNCTION #483)
*
@AUTO#$L$Z4_decompress_safe_double$Dict DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_decompress_fast_doubleDict
@LNAME484 DS 0H
DC X'0000001E'
DC C'LZ4_decompress_fast_doubleDict'
DC X'00'
$L$Z4_decompress_fast_double$Dict DCCPRLG CINDEX=484,BASER=12,FRAME=248*
,ENTRY=NO,ARCH=ZARCH,LNAMEADDR=@LNAME484
* ******* End of Prologue
* *
* *** return LZ4_decompress_generic(source, dest, 0, originalSiz\
* e,
* *** endOnOutputSize, decode_full\
* _block, usingExtDict,
* *** (BYTE*)dest-prefixSize, (con\
* st BYTE*)dictStart, dictSize);
LG 15,0(0,1) ; source
STG 15,168(0,13)
LG 15,8(0,1) ; dest
STG 15,176(0,13)
XC 184(8,13),184(13)
LGF 15,20(0,1) ; originalSize
STG 15,192(0,13)
XC 200(16,13),200(13)
MVGHI 216(13),2
LG 15,8(0,1) ; dest
LG 2,24(0,1) ; prefixSize
SGR 15,2
STG 15,224(0,13)
LG 15,32(0,1) ; dictStart
STG 15,232(0,13)
LG 15,40(0,1) ; dictSize
STG 15,240(0,13)
LA 1,168(0,13)
LG 15,@lit_484_458 ; LZ4_decompress_generic
@@gen_label557 DS 0H
BALR 14,15
@@gen_label558 DS 0H
LGFR 15,15
* *** }
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DS 0D
@FRAMESIZE_484 DC F'248'
@lit_484_458 DC AD($L$Z4_decompress_generic)
DROP 12
*
* DSECT for automatic variables in "LZ4_decompress_fast_doubleDict"
* (FUNCTION #484)
*
@AUTO#$L$Z4_decompress_fast_double$Dict DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_createStreamDecode
$L$Z4_create$Stream$Decode ALIAS X'D3E9F46D83998581A385E2A399858194C485*
83968485'
@LNAME356 DS 0H
DC X'00000016'
DC C'LZ4_createStreamDecode'
DC X'00'
$L$Z4_create$Stream$Decode DCCPRLG CINDEX=356,BASER=12,FRAME=200,ENTRY=*
YES,ARCH=ZARCH,LNAMEADDR=@LNAME356
* ******* End of Prologue
* *
* *** LZ4_streamDecode_t* lz4s = (LZ4_streamDecode_t*) rd_kafka_\
* mem_calloc(((void *)0), 1, sizeof(LZ4_streamDecode_t));
XC 176(8,13),176(13)
MVGHI 184(13),1
MVGHI 192(13),32
LA 1,176(0,13)
LG 15,@lit_356_460 ; rd_kafka_mem_calloc
@@gen_label559 DS 0H
BALR 14,15
@@gen_label560 DS 0H
* *** { enum { LZ4_static_assert = 1/(int)(!!(((4 + ((sizeof(voi\
* d*)==16) ? 2 : 0) ) * sizeof(unsigned long long)) >= sizeof(LZ4_stre\
* amDecode_t_internal))) }; };
* *** return lz4s;
* *** }
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DS 0D
@FRAMESIZE_356 DC F'200'
@lit_356_460 DC AD(rd_kafka_mem_calloc)
DROP 12
*
* DSECT for automatic variables in "LZ4_createStreamDecode"
* (FUNCTION #356)
*
@AUTO#$L$Z4_create$Stream$Decode DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_freeStreamDecode
$L$Z4_free$Stream$Decode ALIAS X'D3E9F46D86998585E2A399858194C485839684*
85'
@LNAME357 DS 0H
DC X'00000014'
DC C'LZ4_freeStreamDecode'
DC X'00'
$L$Z4_free$Stream$Decode DCCPRLG CINDEX=357,BASER=12,FRAME=184,ENTRY=YE*
S,ARCH=ZARCH,LNAMEADDR=@LNAME357
* ******* End of Prologue
* *
* *** if (LZ4_stream == ((void *)0)) { return 0; }
LG 15,0(0,1) ; LZ4_stream
LTGR 1,15
BNE @L364
LGHI 15,0 ; 0
B @ret_lab_357
DS 0D
@FRAMESIZE_357 DC F'184'
@lit_357_463 DC AD(rd_kafka_mem_free)
@L364 DS 0H
* *** rd_kafka_mem_free(((void *)0), LZ4_stream);
XC 168(8,13),168(13)
STG 15,176(0,13)
LA 1,168(0,13)
LG 15,@lit_357_463 ; rd_kafka_mem_free
@@gen_label562 DS 0H
BALR 14,15
@@gen_label563 DS 0H
* *** return 0;
LGHI 15,0 ; 0
* *** }
@ret_lab_357 DS 0H
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DROP 12
*
* DSECT for automatic variables in "LZ4_freeStreamDecode"
* (FUNCTION #357)
*
@AUTO#$L$Z4_free$Stream$Decode DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_setStreamDecode
$L$Z4_set$Stream$Decode ALIAS X'D3E9F46DA285A3E2A399858194C48583968485'
@LNAME358 DS 0H
DC X'00000013'
DC C'LZ4_setStreamDecode'
DC X'00'
$L$Z4_set$Stream$Decode DCCPRLG CINDEX=358,BASER=0,FRAME=176,SAVEAREA=N*
O,ENTRY=YES,ARCH=ZARCH,LNAMEADDR=@LNAME358
* ******* End of Prologue
* *
* *** LZ4_streamDecode_t_internal* lz4sd = &LZ4_streamDecode->in\
* ternal_donotuse;
LG 15,0(0,1) ; LZ4_streamDecode
* *** lz4sd->prefixSize = (size_t) dictSize;
LGF 2,20(0,1) ; dictSize
STG 2,24(0,15) ; offset of prefixSize in 0000012
* *** lz4sd->prefixEnd = (const BYTE*) dictionary + dictSize;
LG 2,8(0,1) ; dictionary
LGF 1,20(0,1) ; dictSize
LA 1,0(1,2)
STG 1,16(0,15) ; offset of prefixEnd in 0000012
* *** lz4sd->externalDict = ((void *)0);
LGHI 1,0 ; 0
STG 1,0(0,15) ; lz4sd
* *** lz4sd->extDictSize = 0;
MVGHI 8(15),0 ; offset of extDictSize in 0000012
* *** return 1;
LGHI 15,1 ; 1
* *** }
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
*
* DSECT for automatic variables in "LZ4_setStreamDecode"
* (FUNCTION #358)
*
@AUTO#$L$Z4_set$Stream$Decode DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_decoderRingBufferSize
$L$Z4_decoder$Ring$Buffer$Size ALIAS X'D3E9F46D84858396848599D9899587C2*
A486868599E289A985'
@LNAME359 DS 0H
DC X'00000019'
DC C'LZ4_decoderRingBufferSize'
DC X'00'
$L$Z4_decoder$Ring$Buffer$Size DCCPRLG CINDEX=359,BASER=12,FRAME=168,SA*
VEAREA=NO,ENTRY=YES,ARCH=ZARCH,LNAMEADDR=@LNAME359
* ******* End of Prologue
* *
* *** if (maxBlockSize < 0) return 0;
LT 15,4(0,1) ; maxBlockSize
BNL @L365
LGHI 15,0 ; 0
B @ret_lab_359
@L365 DS 0H
* *** if (maxBlockSize > 0x7E000000) return 0;
CFI 15,X'7E000000'
BNH @L366
LGHI 15,0 ; 0
B @ret_lab_359
@L366 DS 0H
* *** if (maxBlockSize < 16) maxBlockSize = 16;
CHI 15,16
BNL @L367
LHI 15,16 ; 16
@L367 DS 0H
* *** return (65536 + 14 + (maxBlockSize));
AFI 15,X'0001000E'
LGFR 15,15
* *** }
@ret_lab_359 DS 0H
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DROP 12
*
* DSECT for automatic variables in "LZ4_decoderRingBufferSize"
* (FUNCTION #359)
*
@AUTO#$L$Z4_decoder$Ring$Buffer$Size DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_decompress_safe_continue
$L$Z4_decompress_safe_continue ALIAS X'D3E9F46D8485839694979985A2A26DA2*
8186856D839695A38995A485'
@LNAME360 DS 0H
DC X'0000001C'
DC C'LZ4_decompress_safe_continue'
DC X'00'
$L$Z4_decompress_safe_continue DCCPRLG CINDEX=360,BASER=12,FRAME=232,EN*
TRY=YES,ARCH=ZARCH,LNAMEADDR=@LNAME360
LGR 4,1 ; ptr to parm area
* ******* End of Prologue
* *
* *** LZ4_streamDecode_t_internal* lz4sd = &LZ4_streamDecode->in\
* ternal_donotuse;
LG 15,8(0,4) ; source
LG 2,16(0,4) ; dest
L 1,28(0,4) ; compressedSize
L 3,36(0,4) ; maxOutputSize
LG 4,0(0,4) ; LZ4_streamDecode
* *** int result;
* ***
* *** if (lz4sd->prefixSize == 0) {
CLGHSI 24(4),0
BNE @L368
* ***
* *** ((void)0);
* *** result = LZ4_decompress_safe(source, dest, compressedS\
* ize, maxOutputSize);
STG 15,176(0,13)
STG 2,184(0,13)
LGFR 15,1
STG 15,192(0,13)
LGFR 15,3
STG 15,200(0,13)
LA 1,176(0,13)
LG 15,@lit_360_471 ; LZ4_decompress_safe
@@gen_label568 DS 0H
BALR 14,15
@@gen_label569 DS 0H
* *** if (result <= 0) return result;
LTR 15,15
BH @L369
LGFR 15,15
B @ret_lab_360
DS 0D
@FRAMESIZE_360 DC F'232'
@lit_360_471 DC AD($L$Z4_decompress_safe)
@lit_360_472 DC AD($L$Z4_decompress_safe_with$Prefix64k)
@lit_360_473 DC AD($L$Z4_decompress_safe_with$Small$Prefix)
@lit_360_474 DC AD($L$Z4_decompress_safe_double$Dict)
@lit_360_475 DC AD($L$Z4_decompress_safe_force$Ext$Dict)
@L369 DS 0H
* *** lz4sd->prefixSize = (size_t)result;
LGFR 1,15
STG 1,24(0,4) ; offset of prefixSize in 0000012
* *** lz4sd->prefixEnd = (BYTE*)dest + result;
LGFR 1,15
LA 1,0(1,2)
STG 1,16(0,4) ; offset of prefixEnd in 0000012
* *** } else if (lz4sd->prefixEnd == (BYTE*)dest) {
B @L370
@L368 DS 0H
LG 5,16(0,4) ; offset of prefixEnd in 0000012
CGR 5,2
BNE @L371
* ***
* *** if (lz4sd->prefixSize >= 64 *(1 <<10) - 1)
CLGHSI 24(4),65535
BL @L372
* *** result = LZ4_decompress_safe_withPrefix64k(source,\
* dest, compressedSize, maxOutputSize);
STG 15,176(0,13)
STG 2,184(0,13)
LGFR 15,1
STG 15,192(0,13)
LGFR 15,3
STG 15,200(0,13)
LA 1,176(0,13)
LG 15,@lit_360_472 ; LZ4_decompress_safe_withPrefix64k
@@gen_label573 DS 0H
BALR 14,15
@@gen_label574 DS 0H
B @L373
* *** else if (lz4sd->extDictSize == 0)
@L372 DS 0H
CLGHSI 8(4),0
BNE @L374
* *** result = LZ4_decompress_safe_withSmallPrefix(sourc\
* e, dest, compressedSize, maxOutputSize,
* *** lz4sd\
* ->prefixSize);
STG 15,176(0,13)
STG 2,184(0,13)
LGFR 15,1
STG 15,192(0,13)
LGFR 15,3
STG 15,200(0,13)
LG 15,24(0,4)
STG 15,208(0,13)
LA 1,176(0,13)
LG 15,@lit_360_473 ; LZ4_decompress_safe_withSmallPrefix
@@gen_label576 DS 0H
BALR 14,15
@@gen_label577 DS 0H
B @L373
* *** else
@L374 DS 0H
* *** result = LZ4_decompress_safe_doubleDict(source, de\
* st, compressedSize, maxOutputSize,
* *** lz4sd->pre\
* fixSize, lz4sd->externalDict, lz4sd->extDictSize);
STG 15,176(0,13)
STG 2,184(0,13)
LGFR 15,1
STG 15,192(0,13)
LGFR 15,3
STG 15,200(0,13)
LG 15,24(0,4)
STG 15,208(0,13)
LG 15,0(0,4)
STG 15,216(0,13)
LG 15,8(0,4)
STG 15,224(0,13)
LA 1,176(0,13)
LG 15,@lit_360_474 ; LZ4_decompress_safe_doubleDict
@@gen_label578 DS 0H
BALR 14,15
@@gen_label579 DS 0H
@L375 DS 0H
* *** if (result <= 0) return result;
@L373 DS 0H
LTR 15,15
BH @L376
LGFR 15,15
B @ret_lab_360
@L376 DS 0H
* *** lz4sd->prefixSize += (size_t)result;
LGFR 1,15
ALG 1,24(0,4)
STG 1,24(0,4)
* *** lz4sd->prefixEnd += result;
LG 1,16(0,4)
LGFR 2,15
LA 1,0(2,1)
STG 1,16(0,4)
* *** } else {
B @L370
@L371 DS 0H
* ***
* *** lz4sd->extDictSize = lz4sd->prefixSize;
LG 5,24(0,4) ; offset of prefixSize in 0000012
STG 5,8(0,4) ; offset of extDictSize in 0000012
* *** lz4sd->externalDict = lz4sd->prefixEnd - lz4sd->extDic\
* tSize;
LG 5,16(0,4) ; offset of prefixEnd in 0000012
LG 6,8(0,4) ; offset of extDictSize in 0000012
SGR 5,6
STG 5,0(0,4) ; lz4sd
* *** result = LZ4_decompress_safe_forceExtDict(source, dest\
* , compressedSize, maxOutputSize,
* *** lz4sd->exter\
* nalDict, lz4sd->extDictSize);
STG 15,176(0,13)
STG 2,184(0,13)
LGFR 15,1
STG 15,192(0,13)
LGFR 15,3
STG 15,200(0,13)
LG 15,0(0,4)
STG 15,208(0,13)
LG 15,8(0,4)
STG 15,216(0,13)
LA 1,176(0,13)
LG 15,@lit_360_475 ; LZ4_decompress_safe_forceExtDict
@@gen_label581 DS 0H
BALR 14,15
@@gen_label582 DS 0H
* *** if (result <= 0) return result;
LTR 15,15
BH @L378
LGFR 15,15
B @ret_lab_360
@L378 DS 0H
* *** lz4sd->prefixSize = (size_t)result;
LGFR 1,15
STG 1,24(0,4) ; offset of prefixSize in 0000012
* *** lz4sd->prefixEnd = (BYTE*)dest + result;
LGFR 1,15
LA 1,0(1,2)
STG 1,16(0,4) ; offset of prefixEnd in 0000012
* *** }
@L377 DS 0H
* ***
* *** return result;
@L370 DS 0H
LGFR 15,15
* *** }
@ret_lab_360 DS 0H
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DROP 12
*
* DSECT for automatic variables in "LZ4_decompress_safe_continue"
* (FUNCTION #360)
*
@AUTO#$L$Z4_decompress_safe_continue DSECT
DS XL168
$L$Z4_decompress_safe_continue#result#0 DS 1F ; result
*
@CODE CSECT
*
*
*
* ....... start of LZ4_decompress_fast_continue
$L$Z4_decompress_fast_continue ALIAS X'D3E9F46D8485839694979985A2A26D86*
81A2A36D839695A38995A485'
@LNAME380 DS 0H
DC X'0000001C'
DC C'LZ4_decompress_fast_continue'
DC X'00'
$L$Z4_decompress_fast_continue DCCPRLG CINDEX=380,BASER=12,FRAME=224,EN*
TRY=YES,ARCH=ZARCH,LNAMEADDR=@LNAME380
* ******* End of Prologue
* *
* *** LZ4_streamDecode_t_internal* lz4sd = &LZ4_streamDecode->in\
* ternal_donotuse;
LG 15,8(0,1) ; source
LG 2,16(0,1) ; dest
L 3,28(0,1) ; originalSize
LG 4,0(0,1) ; LZ4_streamDecode
* *** int result;
* *** ((void)0);
* ***
* *** if (lz4sd->prefixSize == 0) {
CLGHSI 24(4),0
BNE @L379
* *** ((void)0);
* *** result = LZ4_decompress_fast(source, dest, originalSiz\
* e);
STG 15,176(0,13)
STG 2,184(0,13)
LGFR 15,3
STG 15,192(0,13)
LA 1,176(0,13)
LG 15,@lit_380_477 ; LZ4_decompress_fast
@@gen_label585 DS 0H
BALR 14,15
@@gen_label586 DS 0H
* *** if (result <= 0) return result;
LTR 15,15
BH @L380
LGFR 15,15
B @ret_lab_380
DS 0D
@FRAMESIZE_380 DC F'224'
@lit_380_477 DC AD($L$Z4_decompress_fast)
@lit_380_479 DC AD($L$Z4_decompress_fast_double$Dict)
@lit_380_480 DC AD($L$Z4_decompress_fast_ext$Dict)
@L380 DS 0H
* *** lz4sd->prefixSize = (size_t)originalSize;
LGFR 1,3
STG 1,24(0,4) ; offset of prefixSize in 0000012
* *** lz4sd->prefixEnd = (BYTE*)dest + originalSize;
LGFR 1,3
LA 1,0(1,2)
STG 1,16(0,4) ; offset of prefixEnd in 0000012
* *** } else if (lz4sd->prefixEnd == (BYTE*)dest) {
B @L381
@L379 DS 0H
LG 1,16(0,4) ; offset of prefixEnd in 0000012
CGR 1,2
BNE @L382
* *** if (lz4sd->prefixSize >= 64 *(1 <<10) - 1 || lz4sd->ex\
* tDictSize == 0)
CLGHSI 24(4),65535
BNL @L384
CLGHSI 8(4),0
BNE @L383
@L384 DS 0H
* *** result = LZ4_decompress_fast(source, dest, origina\
* lSize);
STG 15,176(0,13)
STG 2,184(0,13)
LGFR 15,3
STG 15,192(0,13)
LA 1,176(0,13)
LG 15,@lit_380_477 ; LZ4_decompress_fast
@@gen_label591 DS 0H
BALR 14,15
@@gen_label592 DS 0H
B @L385
* *** else
@L383 DS 0H
* *** result = LZ4_decompress_fast_doubleDict(source, de\
* st, originalSize,
* *** lz4sd->pre\
* fixSize, lz4sd->externalDict, lz4sd->extDictSize);
STG 15,176(0,13)
STG 2,184(0,13)
LGFR 15,3
STG 15,192(0,13)
LG 15,24(0,4)
STG 15,200(0,13)
LG 15,0(0,4)
STG 15,208(0,13)
LG 15,8(0,4)
STG 15,216(0,13)
LA 1,176(0,13)
LG 15,@lit_380_479 ; LZ4_decompress_fast_doubleDict
@@gen_label593 DS 0H
BALR 14,15
@@gen_label594 DS 0H
@L385 DS 0H
* *** if (result <= 0) return result;
LTR 15,15
BH @L386
LGFR 15,15
B @ret_lab_380
@L386 DS 0H
* *** lz4sd->prefixSize += (size_t)originalSize;
LGFR 1,3
ALG 1,24(0,4)
STG 1,24(0,4)
* *** lz4sd->prefixEnd += originalSize;
LG 1,16(0,4)
LGFR 2,3
LA 1,0(2,1)
STG 1,16(0,4)
* *** } else {
B @L381
@L382 DS 0H
* *** lz4sd->extDictSize = lz4sd->prefixSize;
LG 1,24(0,4) ; offset of prefixSize in 0000012
STG 1,8(0,4) ; offset of extDictSize in 0000012
* *** lz4sd->externalDict = lz4sd->prefixEnd - lz4sd->extDic\
* tSize;
LG 1,16(0,4) ; offset of prefixEnd in 0000012
LG 5,8(0,4) ; offset of extDictSize in 0000012
SGR 1,5
STG 1,0(0,4) ; lz4sd
* *** result = LZ4_decompress_fast_extDict(source, dest, ori\
* ginalSize,
* *** lz4sd->externalDi\
* ct, lz4sd->extDictSize);
STG 15,176(0,13)
STG 2,184(0,13)
LGFR 15,3
STG 15,192(0,13)
LG 15,0(0,4)
STG 15,200(0,13)
LG 15,8(0,4)
STG 15,208(0,13)
LA 1,176(0,13)
LG 15,@lit_380_480 ; LZ4_decompress_fast_extDict
@@gen_label596 DS 0H
BALR 14,15
@@gen_label597 DS 0H
* *** if (result <= 0) return result;
LTR 15,15
BH @L388
LGFR 15,15
B @ret_lab_380
@L388 DS 0H
* *** lz4sd->prefixSize = (size_t)originalSize;
LGFR 1,3
STG 1,24(0,4) ; offset of prefixSize in 0000012
* *** lz4sd->prefixEnd = (BYTE*)dest + originalSize;
LGFR 1,3
LA 1,0(1,2)
STG 1,16(0,4) ; offset of prefixEnd in 0000012
* *** }
@L387 DS 0H
* ***
* *** return result;
@L381 DS 0H
LGFR 15,15
* *** }
@ret_lab_380 DS 0H
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DROP 12
*
* DSECT for automatic variables in "LZ4_decompress_fast_continue"
* (FUNCTION #380)
*
@AUTO#$L$Z4_decompress_fast_continue DSECT
DS XL168
$L$Z4_decompress_fast_continue#result#0 DS 1F ; result
*
@CODE CSECT
*
*
*
* ....... start of LZ4_decompress_safe_usingDict
$L$Z4_decompress_safe_using$Dict ALIAS X'D3E9F46D8485839694979985A2A26D*
A28186856DA4A2899587C48983A3'
@LNAME361 DS 0H
DC X'0000001D'
DC C'LZ4_decompress_safe_usingDict'
DC X'00'
$L$Z4_decompress_safe_using$Dict DCCPRLG CINDEX=361,BASER=12,FRAME=216,*
ENTRY=YES,ARCH=ZARCH,LNAMEADDR=@LNAME361
LGR 5,1 ; ptr to parm area
* ******* End of Prologue
* *
* *** if (dictSize==0)
LG 15,0(0,5) ; source
LG 1,8(0,5) ; dest
L 2,20(0,5) ; compressedSize
L 3,28(0,5) ; maxOutputSize
LT 4,44(0,5) ; dictSize
BNE @L389
* *** return LZ4_decompress_safe(source, dest, compressedSiz\
* e, maxOutputSize);
STG 15,168(0,13)
STG 1,176(0,13)
LGFR 15,2
STG 15,184(0,13)
LGFR 15,3
STG 15,192(0,13)
LA 1,168(0,13)
LG 15,@lit_361_482 ; LZ4_decompress_safe
@@gen_label600 DS 0H
BALR 14,15
@@gen_label601 DS 0H
LGFR 15,15
B @ret_lab_361
DS 0D
@FRAMESIZE_361 DC F'216'
@lit_361_482 DC AD($L$Z4_decompress_safe)
@lit_361_483 DC AD($L$Z4_decompress_safe_with$Prefix64k)
@lit_361_484 DC AD($L$Z4_decompress_safe_with$Small$Prefix)
@lit_361_485 DC AD($L$Z4_decompress_safe_force$Ext$Dict)
@L389 DS 0H
* *** if (dictStart+dictSize == dest) {
LG 5,32(0,5) ; dictStart
LGFR 6,4
LA 6,0(6,5)
CGR 6,1
BNE @L390
* *** if (dictSize >= 64 *(1 <<10) - 1) {
CFI 4,X'0000FFFF'
BL @L391
* *** return LZ4_decompress_safe_withPrefix64k(source, d\
* est, compressedSize, maxOutputSize);
STG 15,168(0,13)
STG 1,176(0,13)
LGFR 15,2
STG 15,184(0,13)
LGFR 15,3
STG 15,192(0,13)
LA 1,168(0,13)
LG 15,@lit_361_483 ; LZ4_decompress_safe_withPrefix64k
@@gen_label604 DS 0H
BALR 14,15
@@gen_label605 DS 0H
LGFR 15,15
B @ret_lab_361
* *** }
@L391 DS 0H
* *** ((void)0);
* *** return LZ4_decompress_safe_withSmallPrefix(source, des\
* t, compressedSize, maxOutputSize, (size_t)dictSize);
STG 15,168(0,13)
STG 1,176(0,13)
LGFR 15,2
STG 15,184(0,13)
LGFR 15,3
STG 15,192(0,13)
LGFR 15,4
STG 15,200(0,13)
LA 1,168(0,13)
LG 15,@lit_361_484 ; LZ4_decompress_safe_withSmallPrefix
@@gen_label606 DS 0H
BALR 14,15
@@gen_label607 DS 0H
LGFR 15,15
B @ret_lab_361
* *** }
@L390 DS 0H
* *** ((void)0);
* *** return LZ4_decompress_safe_forceExtDict(source, dest, comp\
* ressedSize, maxOutputSize, dictStart, (size_t)dictSize);
STG 15,168(0,13)
STG 1,176(0,13)
LGFR 15,2
STG 15,184(0,13)
LGFR 15,3
STG 15,192(0,13)
STG 5,200(0,13)
LGFR 15,4
STG 15,208(0,13)
LA 1,168(0,13)
LG 15,@lit_361_485 ; LZ4_decompress_safe_forceExtDict
@@gen_label608 DS 0H
BALR 14,15
@@gen_label609 DS 0H
LGFR 15,15
* *** }
@ret_lab_361 DS 0H
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DROP 12
*
* DSECT for automatic variables in "LZ4_decompress_safe_usingDict"
* (FUNCTION #361)
*
@AUTO#$L$Z4_decompress_safe_using$Dict DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_decompress_fast_usingDict
$L$Z4_decompress_fast_using$Dict ALIAS X'D3E9F46D8485839694979985A2A26D*
8681A2A36DA4A2899587C48983A3'
@LNAME381 DS 0H
DC X'0000001D'
DC C'LZ4_decompress_fast_usingDict'
DC X'00'
$L$Z4_decompress_fast_using$Dict DCCPRLG CINDEX=381,BASER=12,FRAME=208,*
ENTRY=YES,ARCH=ZARCH,LNAMEADDR=@LNAME381
LGR 2,1 ; ptr to parm area
* ******* End of Prologue
* *
* *** if (dictSize==0 || dictStart+dictSize == dest)
LG 15,8(0,2) ; dest
LT 1,36(0,2) ; dictSize
BE @L393
LG 3,24(0,2) ; dictStart
LGFR 4,1
LA 4,0(4,3)
CGR 4,15
BNE @L392
@L393 DS 0H
* *** return LZ4_decompress_fast(source, dest, originalSize)\
* ;
LG 1,0(0,2) ; source
STG 1,168(0,13)
STG 15,176(0,13)
LGF 15,20(0,2) ; originalSize
STG 15,184(0,13)
LA 1,168(0,13)
LG 15,@lit_381_487 ; LZ4_decompress_fast
@@gen_label612 DS 0H
BALR 14,15
@@gen_label613 DS 0H
LGFR 15,15
B @ret_lab_381
DS 0D
@FRAMESIZE_381 DC F'208'
@lit_381_487 DC AD($L$Z4_decompress_fast)
@lit_381_488 DC AD($L$Z4_decompress_fast_ext$Dict)
@L392 DS 0H
* *** ((void)0);
* *** return LZ4_decompress_fast_extDict(source, dest, originalS\
* ize, dictStart, (size_t)dictSize);
LG 4,0(0,2) ; source
STG 4,168(0,13)
STG 15,176(0,13)
LGF 15,20(0,2) ; originalSize
STG 15,184(0,13)
STG 3,192(0,13)
LGFR 15,1
STG 15,200(0,13)
LA 1,168(0,13)
LG 15,@lit_381_488 ; LZ4_decompress_fast_extDict
@@gen_label614 DS 0H
BALR 14,15
@@gen_label615 DS 0H
LGFR 15,15
* *** }
@ret_lab_381 DS 0H
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DROP 12
*
* DSECT for automatic variables in "LZ4_decompress_fast_usingDict"
* (FUNCTION #381)
*
@AUTO#$L$Z4_decompress_fast_using$Dict DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_compress_limitedOutput
$L$Z4_compress_limited$Output ALIAS X'D3E9F46D839694979985A2A26D9389948*
9A38584D6A4A397A4A3'
@LNAME366 DS 0H
DC X'0000001A'
DC C'LZ4_compress_limitedOutput'
DC X'00'
$L$Z4_compress_limited$Output DCCPRLG CINDEX=366,BASER=12,FRAME=200,ENT*
RY=YES,ARCH=ZARCH,LNAMEADDR=@LNAME366
* ******* End of Prologue
* *
* *** return LZ4_compress_default(source, dest, inputSize, maxOu\
* tputSize);
LG 15,0(0,1) ; source
STG 15,168(0,13)
LG 15,8(0,1) ; dest
STG 15,176(0,13)
LGF 15,20(0,1) ; inputSize
STG 15,184(0,13)
LGF 15,28(0,1) ; maxOutputSize
STG 15,192(0,13)
LA 1,168(0,13)
LG 15,@lit_366_490 ; LZ4_compress_default
@@gen_label616 DS 0H
BALR 14,15
@@gen_label617 DS 0H
LGFR 15,15
* *** }
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DS 0D
@FRAMESIZE_366 DC F'200'
@lit_366_490 DC AD($L$Z4_compress_default)
DROP 12
*
* DSECT for automatic variables in "LZ4_compress_limitedOutput"
* (FUNCTION #366)
*
@AUTO#$L$Z4_compress_limited$Output DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_compress
$L$Z4_compress ALIAS X'D3E9F46D839694979985A2A2'
@LNAME365 DS 0H
DC X'0000000C'
DC C'LZ4_compress'
DC X'00'
$L$Z4_compress DCCPRLG CINDEX=365,BASER=12,FRAME=200,ENTRY=YES,ARCH=ZAR*
CH,LNAMEADDR=@LNAME365
LGR 2,1 ; ptr to parm area
* ******* End of Prologue
* *
* *** return LZ4_compress_default(src, dest, srcSize, LZ4_compre\
* ssBound(srcSize));
LGF 15,20(0,2) ; srcSize
STG 15,168(0,13)
LA 1,168(0,13)
LG 15,@lit_365_492 ; LZ4_compressBound
@@gen_label618 DS 0H
BALR 14,15
@@gen_label619 DS 0H
LG 1,0(0,2) ; src
STG 1,168(0,13)
LG 1,8(0,2) ; dest
STG 1,176(0,13)
LGF 1,20(0,2) ; srcSize
STG 1,184(0,13)
LGFR 15,15
STG 15,192(0,13)
LA 1,168(0,13)
LG 15,@lit_365_493 ; LZ4_compress_default
@@gen_label620 DS 0H
BALR 14,15
@@gen_label621 DS 0H
LGFR 15,15
* *** }
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DS 0D
@FRAMESIZE_365 DC F'200'
@lit_365_492 DC AD($L$Z4_compress$Bound)
@lit_365_493 DC AD($L$Z4_compress_default)
DROP 12
*
* DSECT for automatic variables in "LZ4_compress"
* (FUNCTION #365)
*
@AUTO#$L$Z4_compress DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_compress_limitedOutput_withState
$L$Z4_compress_limited$Output_with$State ALIAS X'D3E9F46D839694979985A2*
A26D93899489A38584D6A4A397A4A36DA689A388E2A381A385'
@LNAME368 DS 0H
DC X'00000024'
DC C'LZ4_compress_limitedOutput_withS'
DC C'tate'
DC X'00'
$L$Z4_compress_limited$Output_with$State DCCPRLG CINDEX=368,BASER=12,FR*
AME=216,ENTRY=YES,ARCH=ZARCH,LNAMEADDR=@LNAME368
* ******* End of Prologue
* *
* *** return LZ4_compress_fast_extState(state, src, dst, srcSize\
* , dstSize, 1);
LG 15,0(0,1) ; state
STG 15,168(0,13)
LG 15,8(0,1) ; src
STG 15,176(0,13)
LG 15,16(0,1) ; dst
STG 15,184(0,13)
LGF 15,28(0,1) ; srcSize
STG 15,192(0,13)
LGF 15,36(0,1) ; dstSize
STG 15,200(0,13)
MVGHI 208(13),1
LA 1,168(0,13)
LG 15,@lit_368_495 ; LZ4_compress_fast_extState
@@gen_label622 DS 0H
BALR 14,15
@@gen_label623 DS 0H
LGFR 15,15
* *** }
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DS 0D
@FRAMESIZE_368 DC F'216'
@lit_368_495 DC AD($L$Z4_compress_fast_ext$State)
DROP 12
*
* DSECT for automatic variables in "LZ4_compress_limitedOutput_withS
* tate"
* (FUNCTION #368)
*
@AUTO#$L$Z4_compress_limited$Output_with$State DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_compress_withState
$L$Z4_compress_with$State ALIAS X'D3E9F46D839694979985A2A26DA689A388E2A*
381A385'
@LNAME367 DS 0H
DC X'00000016'
DC C'LZ4_compress_withState'
DC X'00'
$L$Z4_compress_with$State DCCPRLG CINDEX=367,BASER=12,FRAME=216,ENTRY=Y*
ES,ARCH=ZARCH,LNAMEADDR=@LNAME367
LGR 2,1 ; ptr to parm area
* ******* End of Prologue
* *
* *** return LZ4_compress_fast_extState(state, src, dst, srcSize\
* , LZ4_compressBound(srcSize), 1);
LGF 15,28(0,2) ; srcSize
STG 15,168(0,13)
LA 1,168(0,13)
LG 15,@lit_367_497 ; LZ4_compressBound
@@gen_label624 DS 0H
BALR 14,15
@@gen_label625 DS 0H
LG 1,0(0,2) ; state
STG 1,168(0,13)
LG 1,8(0,2) ; src
STG 1,176(0,13)
LG 1,16(0,2) ; dst
STG 1,184(0,13)
LGF 1,28(0,2) ; srcSize
STG 1,192(0,13)
LGFR 15,15
STG 15,200(0,13)
MVGHI 208(13),1
LA 1,168(0,13)
LG 15,@lit_367_498 ; LZ4_compress_fast_extState
@@gen_label626 DS 0H
BALR 14,15
@@gen_label627 DS 0H
LGFR 15,15
* *** }
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DS 0D
@FRAMESIZE_367 DC F'216'
@lit_367_497 DC AD($L$Z4_compress$Bound)
@lit_367_498 DC AD($L$Z4_compress_fast_ext$State)
DROP 12
*
* DSECT for automatic variables in "LZ4_compress_withState"
* (FUNCTION #367)
*
@AUTO#$L$Z4_compress_with$State DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_compress_limitedOutput_continue
$L$Z4_compress_limited$Output_continue ALIAS X'D3E9F46D839694979985A2A2*
6D93899489A38584D6A4A397A4A36D839695A38995A485'
@LNAME370 DS 0H
DC X'00000023'
DC C'LZ4_compress_limitedOutput_conti'
DC C'nue'
DC X'00'
$L$Z4_compress_limited$Output_continue DCCPRLG CINDEX=370,BASER=12,FRAM*
E=216,ENTRY=YES,ARCH=ZARCH,LNAMEADDR=@LNAME370
* ******* End of Prologue
* *
* *** return LZ4_compress_fast_continue(LZ4_stream, src, dst, sr\
* cSize, dstCapacity, 1);
LG 15,0(0,1) ; LZ4_stream
STG 15,168(0,13)
LG 15,8(0,1) ; src
STG 15,176(0,13)
LG 15,16(0,1) ; dst
STG 15,184(0,13)
LGF 15,28(0,1) ; srcSize
STG 15,192(0,13)
LGF 15,36(0,1) ; dstCapacity
STG 15,200(0,13)
MVGHI 208(13),1
LA 1,168(0,13)
LG 15,@lit_370_500 ; LZ4_compress_fast_continue
@@gen_label628 DS 0H
BALR 14,15
@@gen_label629 DS 0H
LGFR 15,15
* *** }
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DS 0D
@FRAMESIZE_370 DC F'216'
@lit_370_500 DC AD($L$Z4_compress_fast_continue)
DROP 12
*
* DSECT for automatic variables in "LZ4_compress_limitedOutput_conti
* nue"
* (FUNCTION #370)
*
@AUTO#$L$Z4_compress_limited$Output_continue DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_compress_continue
$L$Z4_compress_continue ALIAS X'D3E9F46D839694979985A2A26D839695A38995A*
485'
@LNAME369 DS 0H
DC X'00000015'
DC C'LZ4_compress_continue'
DC X'00'
$L$Z4_compress_continue DCCPRLG CINDEX=369,BASER=12,FRAME=216,ENTRY=YES*
,ARCH=ZARCH,LNAMEADDR=@LNAME369
LGR 2,1 ; ptr to parm area
* ******* End of Prologue
* *
* *** return LZ4_compress_fast_continue(LZ4_stream, source, dest\
* , inputSize, LZ4_compressBound(inputSize), 1);
LGF 15,28(0,2) ; inputSize
STG 15,168(0,13)
LA 1,168(0,13)
LG 15,@lit_369_502 ; LZ4_compressBound
@@gen_label630 DS 0H
BALR 14,15
@@gen_label631 DS 0H
LG 1,0(0,2) ; LZ4_stream
STG 1,168(0,13)
LG 1,8(0,2) ; source
STG 1,176(0,13)
LG 1,16(0,2) ; dest
STG 1,184(0,13)
LGF 1,28(0,2) ; inputSize
STG 1,192(0,13)
LGFR 15,15
STG 15,200(0,13)
MVGHI 208(13),1
LA 1,168(0,13)
LG 15,@lit_369_503 ; LZ4_compress_fast_continue
@@gen_label632 DS 0H
BALR 14,15
@@gen_label633 DS 0H
LGFR 15,15
* *** }
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DS 0D
@FRAMESIZE_369 DC F'216'
@lit_369_502 DC AD($L$Z4_compress$Bound)
@lit_369_503 DC AD($L$Z4_compress_fast_continue)
DROP 12
*
* DSECT for automatic variables in "LZ4_compress_continue"
* (FUNCTION #369)
*
@AUTO#$L$Z4_compress_continue DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_uncompress
$L$Z4_uncompress ALIAS X'D3E9F46DA495839694979985A2A2'
@LNAME371 DS 0H
DC X'0000000E'
DC C'LZ4_uncompress'
DC X'00'
$L$Z4_uncompress DCCPRLG CINDEX=371,BASER=12,FRAME=192,ENTRY=YES,ARCH=Z*
ARCH,LNAMEADDR=@LNAME371
* ******* End of Prologue
* *
* *** return LZ4_decompress_fast(source, dest, outputSize);
LG 15,0(0,1) ; source
STG 15,168(0,13)
LG 15,8(0,1) ; dest
STG 15,176(0,13)
LGF 15,20(0,1) ; outputSize
STG 15,184(0,13)
LA 1,168(0,13)
LG 15,@lit_371_505 ; LZ4_decompress_fast
@@gen_label634 DS 0H
BALR 14,15
@@gen_label635 DS 0H
LGFR 15,15
* *** }
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DS 0D
@FRAMESIZE_371 DC F'192'
@lit_371_505 DC AD($L$Z4_decompress_fast)
DROP 12
*
* DSECT for automatic variables in "LZ4_uncompress"
* (FUNCTION #371)
*
@AUTO#$L$Z4_uncompress DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_uncompress_unknownOutputSize
$L$Z4_uncompress_unknown$Output$Size ALIAS X'D3E9F46DA495839694979985A2*
A26DA495929596A695D6A4A397A4A3E289A985'
@LNAME372 DS 0H
DC X'00000020'
DC C'LZ4_uncompress_unknownOutputSize'
DC X'00'
$L$Z4_uncompress_unknown$Output$Size DCCPRLG CINDEX=372,BASER=12,FRAME=*
200,ENTRY=YES,ARCH=ZARCH,LNAMEADDR=@LNAME372
* ******* End of Prologue
* *
* *** return LZ4_decompress_safe(source, dest, isize, maxOutputS\
* ize);
LG 15,0(0,1) ; source
STG 15,168(0,13)
LG 15,8(0,1) ; dest
STG 15,176(0,13)
LGF 15,20(0,1) ; isize
STG 15,184(0,13)
LGF 15,28(0,1) ; maxOutputSize
STG 15,192(0,13)
LA 1,168(0,13)
LG 15,@lit_372_507 ; LZ4_decompress_safe
@@gen_label636 DS 0H
BALR 14,15
@@gen_label637 DS 0H
LGFR 15,15
* *** }
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DS 0D
@FRAMESIZE_372 DC F'200'
@lit_372_507 DC AD($L$Z4_decompress_safe)
DROP 12
*
* DSECT for automatic variables in "LZ4_uncompress_unknownOutputSize"
* (FUNCTION #372)
*
@AUTO#$L$Z4_uncompress_unknown$Output$Size DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_sizeofStreamState
$L$Z4_sizeof$Stream$State ALIAS X'D3E9F46DA289A9859686E2A399858194E2A38*
1A385'
@LNAME374 DS 0H
DC X'00000015'
DC C'LZ4_sizeofStreamState'
DC X'00'
$L$Z4_sizeof$Stream$State DCCPRLG CINDEX=374,BASER=0,FRAME=168,SAVEAREA*
=NO,ENTRY=YES,ARCH=ZARCH,LNAMEADDR=@LNAME374
* ******* End of Prologue
* *
LGHI 15,16416 ; 16416
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
*
* DSECT for automatic variables in "LZ4_sizeofStreamState"
* (FUNCTION #374)
*
@AUTO#$L$Z4_sizeof$Stream$State DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_resetStreamState
$L$Z4_reset$Stream$State ALIAS X'D3E9F46D9985A285A3E2A399858194E2A381A3*
85'
@LNAME375 DS 0H
DC X'00000014'
DC C'LZ4_resetStreamState'
DC X'00'
$L$Z4_reset$Stream$State DCCPRLG CINDEX=375,BASER=12,FRAME=176,ENTRY=YE*
S,ARCH=ZARCH,LNAMEADDR=@LNAME375
* ******* End of Prologue
* *
* *** (void)inputBuffer;
* *** LZ4_resetStream((LZ4_stream_t*)state);
LG 15,0(0,1) ; state
STG 15,168(0,13)
LA 1,168(0,13)
LG 15,@lit_375_510 ; LZ4_resetStream
@@gen_label638 DS 0H
BALR 14,15
@@gen_label639 DS 0H
* *** return 0;
LGHI 15,0 ; 0
* *** }
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DS 0D
@FRAMESIZE_375 DC F'176'
@lit_375_510 DC AD($L$Z4_reset$Stream)
DROP 12
*
* DSECT for automatic variables in "LZ4_resetStreamState"
* (FUNCTION #375)
*
@AUTO#$L$Z4_reset$Stream$State DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_create
$L$Z4_create ALIAS X'D3E9F46D83998581A385'
@LNAME373 DS 0H
DC X'0000000A'
DC C'LZ4_create'
DC X'00'
$L$Z4_create DCCPRLG CINDEX=373,BASER=12,FRAME=168,ENTRY=YES,ARCH=ZARCH*
,LNAMEADDR=@LNAME373
* ******* End of Prologue
* *
* *** (void)inputBuffer;
* *** return LZ4_createStream();
LG 15,@lit_373_513 ; LZ4_createStream
@@gen_label640 DS 0H
BALR 14,15
@@gen_label641 DS 0H
* *** }
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
DS 0D
@FRAMESIZE_373 DC F'168'
@lit_373_513 DC AD($L$Z4_create$Stream)
DROP 12
*
* DSECT for automatic variables in "LZ4_create"
* (FUNCTION #373)
*
@AUTO#$L$Z4_create DSECT
DS XL168
*
@CODE CSECT
*
*
*
* ....... start of LZ4_slideInputBuffer
$L$Z4_slide$Input$Buffer ALIAS X'D3E9F46DA293898485C99597A4A3C2A4868685*
99'
@LNAME376 DS 0H
DC X'00000014'
DC C'LZ4_slideInputBuffer'
DC X'00'
$L$Z4_slide$Input$Buffer DCCPRLG CINDEX=376,BASER=0,FRAME=168,SAVEAREA=*
NO,ENTRY=YES,ARCH=ZARCH,LNAMEADDR=@LNAME376
* ******* End of Prologue
* *
* ***
* *** return (char *)(uptrval)((LZ4_stream_t*)state)->internal_d\
* onotuse.dictionary;
LG 15,0(0,1) ; state
LGHI 1,16392 ; 16392
LG 15,0(1,15) ; offset of dictionary in LZ4_stream_t_inter*
nal
* *** }
* * **** Start of Epilogue
DCCEPIL
* * **** End of Epilogue
*
* DSECT for automatic variables in "LZ4_slideInputBuffer"
* (FUNCTION #376)
*
@AUTO#$L$Z4_slide$Input$Buffer DSECT
DS XL168
*
@CODE CSECT
@@STATIC ALIAS X'7C93A9F450'
@@STATIC DXD 64D
*
* Non-Re-Entrant Data Section
*
@DATA CSECT
@DATA RMODE ANY
@DATA AMODE ANY
$L$Z4_min$Length DC X'0000000D' ....
inc32table DC 4X'00'
DC X'00000001000000020000000100000000' ................
DC X'000000040000000400000004' ............
dec64table DC 12X'00'
DC X'FFFFFFFFFFFFFFFC0000000100000002' ................
DC X'00000003' ....
@@T212 DC X'07000100020001000300010002000100' ................
DC X'04000100020001000300010002000100' ................
DC X'05000100020001000300010002000100' ................
DC X'04000100020001000300010002000100' ................
DC X'06000100020001000300010002000100' ................
DC X'04000100020001000300010002000100' ................
DC X'05000100020001000300010002000100' ................
DC X'040001000200010003000100020001' ...............
DC 1X'00'
$L$Z4_64$Klimit DC X'0001000B' ....
$L$Z4_skip$Trigger DC X'00000006' ....
@strings@ DS 0H
DC X'F14BF94BF300' 1.9.3.
*
*
* Re-entrant Data Initialization Section
*
@@INIT@ ALIAS C'@lz4:'
@@INIT@ CSECT
@@INIT@ AMODE ANY
@@INIT@ RMODE ANY
DC XL1'5'
DC AL3(0)
DC AL4(288)
DC 4X'00'
DC Q(@@STATIC)
DC X'00000000'
DC X'00000001'
DC X'00000000'
DC X'000000FF'
DC X'0102039C09867F978D8E0B0C0D0E0F10' .....f.p........
DC X'1112139D8508871819928F1C1D1E1F80' ....e.g..k......
DC X'818283840A171B88898A8B8C05060790' abcd...hi.......
DC X'9116939495960498999A9B14159E1A20' j.lmno.qr.......
DC X'A0E2E4E0E1E3E5E7F1A22E3C282B7C26' .SU..TVX1s......
DC X'E9EAEBE8EDEEEFECDF21242A293B5E2D' Z..Y............
DC X'2FC2C4C0C1C3C5C7D1A62C255F3E3FF8' .BD.ACEGJw.....8
DC X'C9CACBC8CDCECFCC603A2340273D22D8' I..H...........Q
DC X'616263646566676869ABBBF0FDFEB1B0' ...........0....
DC X'6A6B6C6D6E6F707172AABAE6B8C6A4B5' ...........W.Fu.
DC X'7E737475767778797AA1BFD05BDEAEAC' ................
DC X'A3A5B7A9A7B6BCBDBEDDA8AF5DB4D77B' tv.zx.....y...P.
DC X'414243444546474849ADF4F6F2F3F57D' ..........46235.
DC X'4A4B4C4D4E4F505152B9FBFCF9FAFF5C' ............9...
DC X'F7535455565758595AB2D4D6D2D3D530' 7.........MOKLN.
DC X'313233343536373839B3DBDCD9DA9F40' ............R...
*
DC XL1'5'
DC AL3(0)
DC AL4(480)
DC 4X'00'
DC Q(@@STATIC)
DC X'00000000'
DC X'00000101'
DC X'00000000'
DC X'000000A0'
DC X'010203372D2E2F1605150B0C0D0E0F10' ................
DC X'1112133C3D322618193F271C1D1E1F40' ................
DC X'5A7F7B5B6C507D4D5D5C4E6B604B61F0' ...............0
DC X'F1F2F3F4F5F6F7F8F97A5E4C7E6E6F7C' 123456789.......
DC X'C1C2C3C4C5C6C7C8C9D1D2D3D4D5D6D7' ABCDEFGHIJKLMNOP
DC X'D8D9E2E3E4E5E6E7E8E9ADE0BD5F6D79' QRSTUVWXYZ......
DC X'81828384858687888991929394959697' abcdefghijklmnop
DC X'9899A2A3A4A5A6A7A8A9C04FD0A10720' qrstuvwxyz......
DC X'2122232425061728292A2B2C090A1B30' ................
DC X'311A333435360838393A3B04143EFF80' ................
*
DC XL1'5'
DC AL3(0)
DC AL4(520)
DC 4X'00'
DC Q(@@STATIC)
DC X'00000000'
DC X'000001C0'
DC X'00000000'
DC X'00000001'
DC X'8A40404040404040' ........
*
DC XL1'5'
DC AL3(0)
DC AL4(0)
DC 4X'00'
DC Q(@@STATIC)
DC X'00000000'
DC X'000001E0'
DC X'00000000'
DC X'00000001'
DC X'8B40404040404040' ........
*
END
|
code/core/expression/src/main/antlr/com/castlemock/core/expression/Expression.g4 | keroberos99/castlemock | 0 | 3910 | grammar Expression;
expression
: '${' type=expressionName
('(' (WS+)? (arguments+=argument (',' (WS+)? arguments+=argument )*)? ')')? '}'
;
expressionName
: value=(CHAR | DIGIT | UNDER_SCORE)+
;
argument
: name=argumentName
'=' value=argumentValue
;
argumentName
: value=CHAR ((CHAR| DIGIT)+)?
;
argumentValue
: (argumentNumber | argumentString | array)
;
argumentString
: ('\\')? '"' (value=string)? ('\\')? '"'
;
argumentNumber
: value=number
;
number
: value=DIGIT+ ('.' DIGIT+)?
;
array
:
('[' (WS+)? (value+=argumentValue ( ',' (WS+)? value+=argumentValue)*)? ']')
;
string
: value=(DIGIT | CHAR | WS | '<' | '>' | '|' | '(' | ')' | '?'
| '!' | '@' | '#' | '€' | '%' | '&' | '/' | '=' | '+'
| '-' | '*' | '^' | '^' | '.' | ',' | ':' | ';' | '^')+
;
CHAR: ('a'..'z' | 'A'..'Z');
DIGIT: ('0'..'9');
UNDER_SCORE: '_';
WS : [ \t\r\n]+; |
source/a-ioexce.ads | ytomino/drake | 33 | 14989 | <filename>source/a-ioexce.ads<gh_stars>10-100
pragma License (Unrestricted);
package Ada.IO_Exceptions is
pragma Pure;
Status_Error : exception;
Mode_Error : exception;
Name_Error : exception;
Use_Error : exception;
Device_Error : exception;
End_Error : exception;
Data_Error : exception;
Layout_Error : exception;
end Ada.IO_Exceptions;
|
oeis/016/A016103.asm | neoneye/loda-programs | 11 | 28189 | <filename>oeis/016/A016103.asm
; A016103: Expansion of 1/((1-4x)(1-5x)(1-6x)).
; Submitted by <NAME>
; 1,15,151,1275,9751,70035,481951,3216795,20991751,134667555,852639151,5343198315,33212784151,205111785075,1260114546751,7708980203835,46999640806951,285743822630595,1733261544204751,10493837185241355,63435462223140151,382979366943812115,2309726761873773151,13917683741041318875,83802999770218023751,504303611141065537635,3033254233044807571951,18236706243659426644395,109606213746503503857751,658567452132131894815155,3956056713979850334081151,23759604901500415257825915,142673970943853131523202151
mov $1,1
mov $2,1
mov $3,2
lpb $0
sub $0,1
mul $1,5
mul $3,6
add $3,$2
add $3,2
add $1,$3
mul $2,4
add $2,1
sub $1,$2
lpe
mov $0,$1
|
apple-scripts/flickr-uploadr.applescript | lloydde/mac-preferences | 0 | 1580 | -- Configure "Flickr Uploader"
-- Set "Flickr Uploadr" menu bar icon to black & white
#
# (C) Copyright 2017 <NAME>
# License: MIT <https://spdx.org/licenses/MIT.html>
#
# Developed by trial and error on macOS Sierra 10.12.2 (16c67)
# Initiate "Flickr Uploadr" so I can adjust the preferencs
tell application "Flickr Uploadr" to launch
delay 1
tell application "Flickr Uploadr" to quit
delay 1
do shell script "defaults write com.yahoo.flickrmac TrayIconBW -bool YES"
tell application "Flickr Uploadr" to launch
|
examples/linux/src/app.ads | jonashaggstrom/ada-canopen | 6 | 30425 | package App is
procedure Run_Local;
procedure Run_Remote;
end App;
|
src/sh1107-spi.adb | hgrodriguez/sh1107 | 1 | 4944 | --===========================================================================
--
-- This package is the implementation of the SPI connection implementation
-- THIS IS NOT IMPLEMENTED YET, IT IS WIP!!!
--
--===========================================================================
--
-- Copyright 2022 (C) <NAME>
--
-- SPDX-License-Identifier: BSD-3-Clause
--
package body SH1107.SPI is
--------------------------------------------------------------------------
-- Selects the data transfer mode
procedure Select_Data_Mode (DC_SPI : not null HAL.GPIO.Any_GPIO_Point);
--------------------------------------------------------------------------
-- Selects the command transfer mode
procedure Select_Command_Mode (DC_SPI : not null HAL.GPIO.Any_GPIO_Point);
--------------------------------------------------------------------------
-- see .ads
procedure Write_Command (Port : not null HAL.SPI.Any_SPI_Port;
DC_SPI : not null HAL.GPIO.Any_GPIO_Point;
Cmd : HAL.UInt8) is
use HAL;
Data : constant HAL.SPI.SPI_Data_8b := (1 => (Cmd));
Status : HAL.SPI.SPI_Status;
use HAL.SPI;
begin
Select_Command_Mode (DC_SPI);
Port.Transmit (Data => Data,
Status => Status);
if Status /= HAL.SPI.Ok then
-- No error handling...
raise Program_Error;
end if;
end Write_Command;
--------------------------------------------------------------------------
-- see .ads
procedure Write_Command_Argument (Port : not null HAL.SPI.Any_SPI_Port;
DC_SPI : not null HAL.GPIO.Any_GPIO_Point;
Cmd : HAL.UInt8;
Arg : HAL.UInt8) is
begin
Write_Command (Port, DC_SPI, Cmd);
Write_Command (Port, DC_SPI, Arg);
end Write_Command_Argument;
--------------------------------------------------------------------------
-- see .ads
procedure Write_Data (Port : not null HAL.SPI.Any_SPI_Port;
DC_SPI : not null HAL.GPIO.Any_GPIO_Point;
Data : HAL.SPI.SPI_Data_8b) is
Status : HAL.SPI.SPI_Status;
use HAL.SPI;
begin
if False then
for Idx in Data'First .. Data'Last loop
if Idx = Data'First then
Select_Command_Mode (DC_SPI);
else
Select_Data_Mode (DC_SPI);
end if;
Port.Transmit (Data => Data,
Status => Status);
if Status /= HAL.SPI.Ok then
-- No error handling...
raise Program_Error;
end if;
end loop;
else
Select_Command_Mode (DC_SPI);
Port.Transmit (Data => Data (Data'First .. Data'First),
Status => Status);
if Status /= HAL.SPI.Ok then
-- No error handling...
raise Program_Error;
end if;
Select_Data_Mode (DC_SPI);
Port.Transmit (Data => Data (Data'First + 1 .. Data'Last),
Status => Status);
if Status /= HAL.SPI.Ok then
-- No error handling...
raise Program_Error;
end if;
end if;
end Write_Data;
--------------------------------------------------------------------------
--------------------------------------------------------------------------
--------------------------------------------------------------------------
procedure Select_Data_Mode (DC_SPI : not null HAL.GPIO.Any_GPIO_Point) is
begin
DC_SPI.Set;
end Select_Data_Mode;
procedure Select_Command_Mode (DC_SPI : not null HAL.GPIO.Any_GPIO_Point) is
begin
DC_SPI.Clear;
end Select_Command_Mode;
end SH1107.SPI;
|
Transynther/x86/_processed/NONE/_xt_/i7-7700_9_0x48.log_21829_80.asm | ljhsiun2/medusa | 9 | 85100 | <filename>Transynther/x86/_processed/NONE/_xt_/i7-7700_9_0x48.log_21829_80.asm<gh_stars>1-10
.global s_prepare_buffers
s_prepare_buffers:
push %r11
push %r12
push %rax
push %rbx
push %rcx
push %rdi
push %rsi
lea addresses_WC_ht+0x7bc3, %rsi
lea addresses_UC_ht+0xff9f, %rdi
nop
nop
nop
nop
xor $2994, %rax
mov $121, %rcx
rep movsw
nop
nop
nop
nop
dec %rbx
lea addresses_WT_ht+0x1c707, %rsi
lea addresses_WT_ht+0x1dc83, %rdi
clflush (%rdi)
nop
and $35083, %r12
mov $83, %rcx
rep movsq
xor $18047, %rdi
lea addresses_D_ht+0xea83, %rbx
nop
nop
nop
nop
cmp %r12, %r12
movb $0x61, (%rbx)
nop
nop
nop
inc %r12
lea addresses_UC_ht+0x1d995, %rdi
nop
nop
xor $20977, %r11
mov (%rdi), %bx
nop
nop
nop
nop
cmp $53475, %rbx
lea addresses_D_ht+0xa183, %rax
nop
nop
and $7302, %rcx
movw $0x6162, (%rax)
nop
cmp $28940, %rsi
pop %rsi
pop %rdi
pop %rcx
pop %rbx
pop %rax
pop %r12
pop %r11
ret
.global s_faulty_load
s_faulty_load:
push %r11
push %r12
push %r13
push %r8
push %r9
push %rcx
push %rdi
// Store
lea addresses_WC+0x1e683, %rdi
clflush (%rdi)
nop
nop
and %r13, %r13
movl $0x51525354, (%rdi)
nop
nop
nop
inc %r9
// Store
lea addresses_US+0xd923, %r11
nop
nop
nop
xor $2252, %r12
mov $0x5152535455565758, %rcx
movq %rcx, %xmm2
vmovups %ymm2, (%r11)
nop
nop
nop
inc %r9
// Faulty Load
lea addresses_RW+0x1aa83, %r8
nop
nop
inc %r9
mov (%r8), %r12
lea oracles, %rcx
and $0xff, %r12
shlq $12, %r12
mov (%rcx,%r12,1), %r12
pop %rdi
pop %rcx
pop %r9
pop %r8
pop %r13
pop %r12
pop %r11
ret
/*
<gen_faulty_load>
[REF]
{'OP': 'LOAD', 'src': {'type': 'addresses_RW', 'AVXalign': False, 'congruent': 0, 'size': 16, 'same': False, 'NT': False}}
{'OP': 'STOR', 'dst': {'type': 'addresses_WC', 'AVXalign': False, 'congruent': 7, 'size': 4, 'same': False, 'NT': False}}
{'OP': 'STOR', 'dst': {'type': 'addresses_US', 'AVXalign': False, 'congruent': 5, 'size': 32, 'same': False, 'NT': False}}
[Faulty Load]
{'OP': 'LOAD', 'src': {'type': 'addresses_RW', 'AVXalign': False, 'congruent': 0, 'size': 8, 'same': True, 'NT': False}}
<gen_prepare_buffer>
{'OP': 'REPM', 'src': {'type': 'addresses_WC_ht', 'congruent': 6, 'same': False}, 'dst': {'type': 'addresses_UC_ht', 'congruent': 2, 'same': False}}
{'OP': 'REPM', 'src': {'type': 'addresses_WT_ht', 'congruent': 0, 'same': False}, 'dst': {'type': 'addresses_WT_ht', 'congruent': 8, 'same': False}}
{'OP': 'STOR', 'dst': {'type': 'addresses_D_ht', 'AVXalign': False, 'congruent': 10, 'size': 1, 'same': False, 'NT': False}}
{'OP': 'LOAD', 'src': {'type': 'addresses_UC_ht', 'AVXalign': False, 'congruent': 1, 'size': 2, 'same': False, 'NT': False}}
{'OP': 'STOR', 'dst': {'type': 'addresses_D_ht', 'AVXalign': False, 'congruent': 6, 'size': 2, 'same': False, 'NT': False}}
{'32': 21829}
32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32
*/
|
llvm-gcc-4.2-2.9/gcc/ada/a-coprnu.ads | vidkidz/crossbridge | 1 | 868 | <reponame>vidkidz/crossbridge<gh_stars>1-10
------------------------------------------------------------------------------
-- --
-- GNAT LIBRARY COMPONENTS --
-- --
-- A D A . C O N T A I N E R S . P R I M E _ N U M B E R S --
-- --
-- S p e c --
-- --
-- This specification is adapted from the Ada Reference Manual for use with --
-- GNAT. In accordance with the copyright of that document, you can freely --
-- copy and modify this specification, provided that if you redistribute a --
-- modified version, any changes that you have made are clearly indicated. --
-- --
------------------------------------------------------------------------------
package Ada.Containers.Prime_Numbers is
pragma Pure;
type Primes_Type is array (Positive range <>) of Hash_Type;
Primes : constant Primes_Type :=
(53, 97, 193, 389, 769,
1543, 3079, 6151, 12289, 24593,
49157, 98317, 196613, 393241, 786433,
1572869, 3145739, 6291469, 12582917, 25165843,
50331653, 100663319, 201326611, 402653189, 805306457,
1610612741, 3221225473, 4294967291);
function To_Prime (Length : Count_Type) return Hash_Type;
end Ada.Containers.Prime_Numbers;
|
oeis/113/A113605.asm | neoneye/loda-programs | 11 | 246792 | ; A113605: a(1) = a(2) = a(3) = 1; a(n) = a(n-3) + gcd(a(n-1), a(n-2)).
; Submitted by <NAME>
; 1,1,1,2,2,3,3,5,4,4,9,5,5,14,6,7,15,7,8,16,15,9,19,16,10,21,17,11,22,28,13,23,29,14,24,31,15,25,36,16,29,37,17,30,38,19,49,39,20,50,49,21,57,52,22,59,53,23,60,54,29,61,55,30,66,61,31,67,62,32,69,63,35,76,64,39,77,65,40,82,67,41,83,68,42,85,69,43,86,112,45,87,115,46,110,117,47,111,118,48
mov $2,3
mov $3,3
lpb $0
sub $0,1
gcd $2,$1
add $2,$4
mov $4,$1
mov $1,$3
mov $3,$2
lpe
mov $0,$2
div $0,3
|
CS2610/Lab7/problem5.asm | shariefsmm/College-Codes | 0 | 245629 | <gh_stars>0
#problem1.asm
.data
sgpa: .float 8.96, 7.64, 9.4, 7.8
newLine: .asciiz "\n"
.text
.globl main
main:
la $t0, sgpa
li $t1, 0 #counter
li.s $f0, 0.0 #sum
li.s $f1, 1.0 #product
li.s $f2, 0.0 #average
l.s $f3, ($t0) #minimum
l.s $f4, ($t0) #maximum
loop:
beq $t1, 4, average
l.s $f5, ($t0)
add.s $f0, $f0, $f5
mul.s $f1, $f1, $f5
c.lt.s $f5, $f3
bc1t min
next:
c.lt.s $f4, $f5
bc1t max
now:
addi $t0, 4
addi $t1, 1
j loop
min:
mov.s $f3, $f5
j next
max:
mov.s $f4, $f5
j now
average:
li.s $f6, 4.0
div.s $f2, $f0, $f6
li $v0, 2 #print float
mov.s $f12, $f0 #print sum
syscall
li $v0, 4
la $a0, newLine
syscall
li $v0, 2 #print float
mov.s $f12, $f1 #print product
syscall
li $v0, 4
la $a0, newLine
syscall
li $v0, 2 #print float
mov.s $f12, $f2 #print average
syscall
li $v0, 4
la $a0, newLine
syscall
li $v0, 2 #print float
mov.s $f12, $f3 #print minimum
syscall
li $v0, 4
la $a0, newLine
syscall
li $v0, 2 #print float
mov.s $f12, $f4 #print maximum
syscall
li $v0, 4
la $a0, newLine
syscall
li $v0, 10
syscall
|
client/src/discovery-template-syntax/CascadingTemplates.g4 | endeavourhealth-discovery/IMQuery | 1 | 4186 | grammar CascadingTemplates;
// lexer //
// fragments to enable case insensitivity
fragment A:('a'|'A');
fragment B:('b'|'B');
fragment C:('c'|'C');
fragment D:('d'|'D');
fragment E:('e'|'E');
fragment F:('f'|'F');
fragment G:('g'|'G');
fragment H:('h'|'H');
fragment I:('i'|'I');
fragment J:('j'|'J');
fragment K:('k'|'K');
fragment L:('l'|'L');
fragment M:('m'|'M');
fragment N:('n'|'N');
fragment O:('o'|'O');
fragment P:('p'|'P');
fragment Q:('q'|'Q');
fragment R:('r'|'R');
fragment S:('s'|'S');
fragment T:('t'|'T');
fragment U:('u'|'U');
fragment V:('v'|'V');
fragment W:('w'|'W');
fragment X:('x'|'X');
fragment Y:('y'|'Y');
fragment Z:('z'|'Z');
// fragments for: number, decimal number
fragment DIGIT : [0-9];
// templates //
// action
INCLUDE : I N C L U D E
;
EXCLUDE : E X C L U D E
;
//
INDEFINITE_ARTICLE : A N?
;
// DEFINITE_ARTICLE : T H E?
// ;
PRONOUN : (I T | T H E Y | S? H E)
;
HAVE_VERB : (H A D | H A S | H A V E)
;
WITH : W I T H
;
// WHERE : W H E R E
// ;
// WHERE_WITH : (WHERE | WITH)
// ;
THAT : T H A T
;
IS : I S
;
IS_NOT : (I S ' ' N O T | I S N '\'' T | I S N T)
;
// ? todo: exists, doesn't exist
// main entity
PERSON : P E R S O N
;
ORGANISATION : O R G A N I S A T I O N
;
PROPERTY : P R O P E R T Y
;
// linked entity -> todo: support wilccards?
HEALTHRECORD : H E A L T H ' ' R E C O R D
;
CLINICAL_CODE : C L I N I C A L ' ' C O D E
;
VALUE : V A L U E
;
DATE : (D A T E | S T A R T ' ' D A T E)
;
// // specialised token
// BLOOD_PRESSURE : [1-400] '\\' [1-400]
// ;
// basic tokens
OR : O R
;
AND : A N D
;
operator: (OR | AND)
;
NUMBER : DIGIT+
;
DECIMAL_NUMBER : DIGIT+ ('.' DIGIT+)?
;
WORD: [a-zA-Z]+
;
ALPHANUMERIC_WORD: [a-zA-Z0-9]+
;
WHITEPSPACE
: ([\t\r\n\u000C] | ' ')+ -> skip
;
// parser //
// article : (INDEFINITE_ARTICLE | DEFINITE_ARTICLE)
// ;
main_entity : (PERSON | ORGANISATION | PROPERTY)
;
linked_entity : (HEALTHRECORD | ALPHANUMERIC_WORD)
;
linked_entity_property : (CLINICAL_CODE | VALUE | DATE)
;
|
oeis/301/A301879.asm | neoneye/loda-programs | 11 | 15718 | ; A301879: Number of nX3 0..1 arrays with every element equal to 0, 1 or 3 horizontally or antidiagonally adjacent elements, with upper left element zero.
; Submitted by <NAME>
; 3,10,29,95,289,917,2841,8921,27801,87009,271657,849313,2653273,8292465,25910729,80972065,253021369,790675217,2470747561,7720841601,24126677401,75393222129,235594969737,736207657313,2300563919993,7188999803345,22464798637929,70199925297985,219366716732249,685495865796017,2142096016785481,6693804645026081,20917372477331001,65364392381058449,204256236535096617,638277335776109313,1994543539748805913,6232720027475655025,19476535937520709129,60861943181872251105,190186598861947815929
lpb $0
sub $0,1
mov $2,$1
add $1,$3
add $1,1
mul $1,2
add $1,12
sub $4,2
sub $3,$4
add $3,$5
mov $4,$2
sub $5,$3
add $5,$2
mov $3,$5
add $4,$1
lpe
mov $0,$4
div $0,2
add $0,3
|
tests/data/small/ts_mbthom.adb | j-lawrence-b1/string-path-search | 0 | 4414 | <filename>tests/data/small/ts_mbthom.adb<gh_stars>0
with text_io; use text_io;
with Communications_with_User; use Communications_with_User;
with Standard_Natural_Numbers; use Standard_Natural_Numbers;
with Standard_Natural_Numbers_io; use Standard_Natural_Numbers_io;
with Standard_Integer_Numbers; use Standard_Integer_Numbers;
with Standard_Floating_Numbers; use Standard_Floating_Numbers;
with Double_Double_Numbers; use Double_Double_Numbers;
with Quad_Double_Numbers; use Quad_Double_Numbers;
with Standard_Complex_Numbers;
with DoblDobl_Complex_Numbers;
with QuadDobl_Complex_Numbers;
with Standard_Complex_VecVecs;
with DoblDobl_Complex_VecVecs;
with QuadDobl_Complex_VecVecs;
with Standard_Complex_Poly_Systems;
with Standard_Complex_Laur_Systems;
with DoblDobl_Complex_Poly_Systems;
with DoblDobl_Complex_Laur_Systems;
with QuadDobl_Complex_Poly_Systems;
with QuadDobl_Complex_Laur_Systems;
with Standard_Complex_Solutions;
with Standard_Complex_Solutions_io; use Standard_Complex_Solutions_io;
with DoblDobl_Complex_Solutions;
with DoblDobl_Complex_Solutions_io; use DoblDobl_Complex_Solutions_io;
with QuadDobl_Complex_Solutions;
with QuadDobl_Complex_Solutions_io; use QuadDobl_Complex_Solutions_io;
with Witness_Sets;
with Witness_Sets_io; use Witness_Sets_io;
with Sampling_Machine;
with Sampling_Laurent_Machine;
with DoblDobl_Sampling_Machine;
with DoblDobl_Sampling_Laurent_Machine;
with QuadDobl_Sampling_Machine;
with QuadDobl_Sampling_Laurent_Machine;
with Homotopy_Membership_Tests; use Homotopy_Membership_Tests;
with Homotopy_Membership_Filters;
procedure ts_mbthom is
-- DESCRIPTION :
-- Test on membership with homotopy.
function Standard_Random_Point
( file : file_type;
p : Standard_Complex_Poly_Systems.Poly_Sys;
s : Standard_Complex_Solutions.Solution_List;
d : natural32 )
return Standard_Complex_Solutions.Solution_List is
-- DESCRIPTION :
-- For a given witness set, takes the first point and applies
-- path tracking to another set of slices to compute another point.
-- ON ENTRY :
-- file for output during sampling;
-- p embedded polynomial system;
-- s generic points on the solution set;
-- d dimension of the solution set;
res : Standard_Complex_Solutions.Solution_List;
n : constant natural32 := natural32(p'last);
hyp : Standard_Complex_VecVecs.VecVec(1..integer32(d))
:= Witness_Sets.Random_Hyperplanes(d,n);
startsol : Standard_Complex_Solutions.Solution(integer32(n));
newsol : Standard_Complex_Solutions.Solution(integer32(n));
begin
Sampling_Machine.Initialize(p);
Sampling_Machine.Default_Tune_Sampler(0);
Sampling_Machine.Default_Tune_Refiner;
startsol := Standard_Complex_Solutions.Head_Of(s).all;
startsol.t := Standard_Complex_Numbers.Create(0.0);
Sampling_Machine.Sample(file,true,startsol,hyp,newsol);
Standard_Complex_Solutions.Add(res,newsol);
Sampling_Machine.Clear;
return res;
end Standard_Random_Point;
function Standard_Random_Point
( file : file_type;
p : Standard_Complex_Laur_Systems.Laur_Sys;
s : Standard_Complex_Solutions.Solution_List;
d : natural32 )
return Standard_Complex_Solutions.Solution_List is
-- DESCRIPTION :
-- For a given witness set, takes the first point and applies
-- path tracking to another set of slices to compute another point.
-- ON ENTRY :
-- file for output during sampling;
-- p embedded polynomial system;
-- s generic points on the solution set;
-- d dimension of the solution set;
res : Standard_Complex_Solutions.Solution_List;
n : constant natural32 := natural32(p'last);
hyp : Standard_Complex_VecVecs.VecVec(1..integer32(d))
:= Witness_Sets.Random_Hyperplanes(d,n);
startsol : Standard_Complex_Solutions.Solution(integer32(n));
newsol : Standard_Complex_Solutions.Solution(integer32(n));
begin
Sampling_Laurent_Machine.Initialize(p);
Sampling_Laurent_Machine.Default_Tune_Sampler(0);
Sampling_Laurent_Machine.Default_Tune_Refiner;
startsol := Standard_Complex_Solutions.Head_Of(s).all;
startsol.t := Standard_Complex_Numbers.Create(0.0);
Sampling_Laurent_Machine.Sample(file,true,startsol,hyp,newsol);
Standard_Complex_Solutions.Add(res,newsol);
Sampling_Laurent_Machine.Clear;
return res;
end Standard_Random_Point;
function DoblDobl_Random_Point
( file : file_type;
p : DoblDobl_Complex_Poly_Systems.Poly_Sys;
s : DoblDobl_Complex_Solutions.Solution_List;
d : natural32 )
return DoblDobl_Complex_Solutions.Solution_List is
-- DESCRIPTION :
-- For a given witness set, takes the first point and applies
-- path tracking to another set of slices to compute another point.
-- ON ENTRY :
-- file for output during sampling;
-- p embedded polynomial system;
-- s generic points on the solution set;
-- d dimension of the solution set;
res : DoblDobl_Complex_Solutions.Solution_List;
n : constant natural32 := natural32(p'last);
hyp : DoblDobl_Complex_VecVecs.VecVec(1..integer32(d))
:= Witness_Sets.Random_Hyperplanes(d,n);
startsol : DoblDobl_Complex_Solutions.Solution(integer32(n));
newsol : DoblDobl_Complex_Solutions.Solution(integer32(n));
ddzero : double_double := Double_Double_Numbers.Create(0.0);
begin
DoblDobl_Sampling_Machine.Initialize(p);
DoblDobl_Sampling_Machine.Default_Tune_Sampler(0);
DoblDobl_Sampling_Machine.Default_Tune_Refiner;
startsol := DoblDobl_Complex_Solutions.Head_Of(s).all;
startsol.t := DoblDobl_Complex_Numbers.Create(ddzero);
DoblDobl_Sampling_Machine.Sample(file,true,startsol,hyp,newsol);
DoblDobl_Complex_Solutions.Add(res,newsol);
DoblDobl_Sampling_Machine.Clear;
return res;
end DoblDobl_Random_Point;
function DoblDobl_Random_Point
( file : file_type;
p : DoblDobl_Complex_Laur_Systems.Laur_Sys;
s : DoblDobl_Complex_Solutions.Solution_List;
d : natural32 )
return DoblDobl_Complex_Solutions.Solution_List is
-- DESCRIPTION :
-- For a given witness set, takes the first point and applies
-- path tracking to another set of slices to compute another point.
-- ON ENTRY :
-- file for output during sampling;
-- p embedded polynomial system;
-- s generic points on the solution set;
-- d dimension of the solution set;
res : DoblDobl_Complex_Solutions.Solution_List;
n : constant natural32 := natural32(p'last);
hyp : DoblDobl_Complex_VecVecs.VecVec(1..integer32(d))
:= Witness_Sets.Random_Hyperplanes(d,n);
startsol : DoblDobl_Complex_Solutions.Solution(integer32(n));
newsol : DoblDobl_Complex_Solutions.Solution(integer32(n));
ddzero : double_double := Double_Double_Numbers.Create(0.0);
begin
DoblDobl_Sampling_Laurent_Machine.Initialize(p);
DoblDobl_Sampling_Laurent_Machine.Default_Tune_Sampler(0);
DoblDobl_Sampling_Laurent_Machine.Default_Tune_Refiner;
startsol := DoblDobl_Complex_Solutions.Head_Of(s).all;
startsol.t := DoblDobl_Complex_Numbers.Create(ddzero);
DoblDobl_Sampling_Laurent_Machine.Sample(file,true,startsol,hyp,newsol);
DoblDobl_Complex_Solutions.Add(res,newsol);
DoblDobl_Sampling_Laurent_Machine.Clear;
return res;
end DoblDobl_Random_Point;
function QuadDobl_Random_Point
( file : file_type;
p : QuadDobl_Complex_Poly_Systems.Poly_Sys;
s : QuadDobl_Complex_Solutions.Solution_List;
d : natural32 )
return QuadDobl_Complex_Solutions.Solution_List is
-- DESCRIPTION :
-- For a given witness set, takes the first point and applies
-- path tracking to another set of slices to compute another point.
-- ON ENTRY :
-- file for output during sampling;
-- p embedded polynomial system;
-- s generic points on the solution set;
-- d dimension of the solution set;
res : QuadDobl_Complex_Solutions.Solution_List;
n : constant natural32 := natural32(p'last);
hyp : QuadDobl_Complex_VecVecs.VecVec(1..integer32(d))
:= Witness_Sets.Random_Hyperplanes(d,n);
startsol : QuadDobl_Complex_Solutions.Solution(integer32(n));
newsol : QuadDobl_Complex_Solutions.Solution(integer32(n));
qdzero : quad_double := Quad_Double_Numbers.Create(0.0);
begin
QuadDobl_Sampling_Machine.Initialize(p);
QuadDobl_Sampling_Machine.Default_Tune_Sampler(0);
QuadDobl_Sampling_Machine.Default_Tune_Refiner;
startsol := QuadDobl_Complex_Solutions.Head_Of(s).all;
startsol.t := QuadDobl_Complex_Numbers.Create(qdzero);
QuadDobl_Sampling_Machine.Sample(file,true,startsol,hyp,newsol);
QuadDobl_Complex_Solutions.Add(res,newsol);
QuadDobl_Sampling_Machine.Clear;
return res;
end QuadDobl_Random_Point;
function QuadDobl_Random_Point
( file : file_type;
p : QuadDobl_Complex_Laur_Systems.Laur_Sys;
s : QuadDobl_Complex_Solutions.Solution_List;
d : natural32 )
return QuadDobl_Complex_Solutions.Solution_List is
-- DESCRIPTION :
-- For a given witness set, takes the first point and applies
-- path tracking to another set of slices to compute another point.
-- ON ENTRY :
-- file for output during sampling;
-- p embedded polynomial system;
-- s generic points on the solution set;
-- d dimension of the solution set;
res : QuadDobl_Complex_Solutions.Solution_List;
n : constant natural32 := natural32(p'last);
hyp : QuadDobl_Complex_VecVecs.VecVec(1..integer32(d))
:= Witness_Sets.Random_Hyperplanes(d,n);
startsol : QuadDobl_Complex_Solutions.Solution(integer32(n));
newsol : QuadDobl_Complex_Solutions.Solution(integer32(n));
qdzero : quad_double := Quad_Double_Numbers.Create(0.0);
begin
QuadDobl_Sampling_Laurent_Machine.Initialize(p);
QuadDobl_Sampling_Laurent_Machine.Default_Tune_Sampler(0);
QuadDobl_Sampling_Laurent_Machine.Default_Tune_Refiner;
startsol := QuadDobl_Complex_Solutions.Head_Of(s).all;
startsol.t := QuadDobl_Complex_Numbers.Create(qdzero);
QuadDobl_Sampling_Laurent_Machine.Sample(file,true,startsol,hyp,newsol);
QuadDobl_Complex_Solutions.Add(res,newsol);
QuadDobl_Sampling_Laurent_Machine.Clear;
return res;
end QuadDobl_Random_Point;
procedure Standard_Membership is
-- DESCRIPTION :
-- Prompts the user for a witness set, a list of test points,
-- and then applies the homotopy membership test
-- using standard double precision arithmetic.
file : file_type;
lp : Standard_Complex_Poly_Systems.Link_to_Poly_Sys;
genpts,sols : Standard_Complex_Solutions.Solution_List;
dim : natural32;
restol : constant double_float := 1.0E-10;
homtol : constant double_float := 1.0E-6;
out2file : boolean;
ans : character;
begin
Standard_Read_Embedding(lp,genpts,dim);
new_line;
put("Do you want the output to a file ? (y/n) ");
Ask_Yes_or_No(ans);
if ans /= 'y' then
out2file := false;
else
out2file := true;
new_line;
put_line("Reading the name of the output file.");
Read_Name_and_Create_File(file);
end if;
new_line;
put_line("MENU for test points : ");
put_line(" 0. generate a random point on the solution set; or");
put_line(" 1. give a file name with a list of test points.");
put("Type 0 or 1 for test points : "); Ask_Alternative(ans,"01");
new_line;
if ans = '1' then
Read(sols);
else
put_line("Computing a random point on the solution set ...");
if out2file
then sols := Standard_Random_Point(file,lp.all,genpts,dim);
else sols := Standard_Random_Point(standard_output,lp.all,genpts,dim);
end if;
end if;
new_line;
put_line("See the output file for results...");
new_line;
if out2file
then Homotopy_Membership_Test(file,lp.all,dim,genpts,sols,restol,homtol);
else Homotopy_Membership_Test(true,lp.all,dim,genpts,sols,restol,homtol);
end if;
end Standard_Membership;
procedure Standard_Membership_Filter is
-- DESCRIPTION :
-- Prompts the user for a witness set, a list of test points,
-- and then applies the homotopy membership test
-- using standard double precision arithmetic.
file : file_type;
lp : Standard_Complex_Poly_Systems.Link_to_Poly_Sys;
genpts,sols,mempts,outpts : Standard_Complex_Solutions.Solution_List;
dim : natural32;
restol : constant double_float := 1.0E-10;
homtol : constant double_float := 1.0E-6;
out2file : boolean;
ans : character;
begin
Standard_Read_Embedding(lp,genpts,dim);
new_line;
put("Do you want the output to a file ? (y/n) ");
Ask_Yes_or_No(ans);
if ans /= 'y' then
out2file := false;
else
out2file := true;
new_line;
put_line("Reading the name of the output file.");
Read_Name_and_Create_File(file);
end if;
new_line;
put_line("MENU for test points : ");
put_line(" 0. generate a random point on the solution set; or");
put_line(" 1. give a file name with a list of test points.");
put("Type 0 or 1 for test points : "); Ask_Alternative(ans,"01");
new_line;
if ans = '1' then
Read(sols);
else
put_line("Computing a random point on the solution set ...");
if out2file
then sols := Standard_Random_Point(file,lp.all,genpts,dim);
else sols := Standard_Random_Point(standard_output,lp.all,genpts,dim);
end if;
end if;
if out2file then
new_line;
put_line("See the output file for results ...");
new_line;
Homotopy_Membership_Filters.Filter
(file,lp.all,genpts,dim,restol,homtol,sols,mempts,outpts);
put(file,"Number of points that are member : ");
put(file,Standard_Complex_Solutions.Length_Of(mempts),1);
new_line(file);
put(file,"Number of points that are outside : ");
put(file,Standard_Complex_Solutions.Length_Of(outpts),1);
new_line(file);
else
new_line;
put("Verbose ? (y/n) ");
Ask_Yes_or_No(ans);
Homotopy_Membership_Filters.Filter
(ans = 'y',lp.all,genpts,dim,restol,homtol,sols,mempts,outpts);
put("Number of points that are member : ");
put(Standard_Complex_Solutions.Length_Of(mempts),1); new_line;
put("Number of points that are outside : ");
put(Standard_Complex_Solutions.Length_Of(outpts),1); new_line;
end if;
end Standard_Membership_Filter;
procedure DoblDobl_Membership is
-- DESCRIPTION :
-- Prompts the user for a witness set, a list of test points,
-- and then applies the homotopy membership test
-- using double double precision arithmetic.
file : file_type;
lp : DoblDobl_Complex_Poly_Systems.Link_to_Poly_Sys;
genpts,sols : DoblDobl_Complex_Solutions.Solution_List;
dim : natural32;
restol : constant double_float := 1.0E-10;
homtol : constant double_float := 1.0E-6;
out2file : boolean;
ans : character;
begin
DoblDobl_Read_Embedding(lp,genpts,dim);
new_line;
put("Do you want the output to a file ? (y/n) ");
Ask_Yes_or_No(ans);
if ans /= 'y' then
out2file := false;
else
out2file := true;
new_line;
put_line("Reading the name of the output file.");
Read_Name_and_Create_File(file);
end if;
new_line;
put_line("MENU for test points : ");
put_line(" 0. generate a random point on the solution set; or");
put_line(" 1. give a file name with a list of test points.");
put("Type 0 or 1 for test points : "); Ask_Alternative(ans,"01");
new_line;
if ans = '1' then
Read(sols);
else
put_line("Computing a random point on the solution set ...");
if out2file
then sols := DoblDobl_Random_Point(file,lp.all,genpts,dim);
else sols := DoblDobl_Random_Point(standard_output,lp.all,genpts,dim);
end if;
end if;
new_line;
put_line("See the output file for results...");
new_line;
if out2file
then Homotopy_Membership_Test(file,lp.all,dim,genpts,sols,restol,homtol);
else Homotopy_Membership_Test(true,lp.all,dim,genpts,sols,restol,homtol);
end if;
end DoblDobl_Membership;
procedure QuadDobl_Membership is
-- DESCRIPTION :
-- Prompts the user for a witness set, a list of test points,
-- and then applies the homotopy membership test
-- using quad double precision arithmetic.
file : file_type;
lp : QuadDobl_Complex_Poly_Systems.Link_to_Poly_Sys;
genpts,sols : QuadDobl_Complex_Solutions.Solution_List;
dim : natural32;
restol : constant double_float := 1.0E-10;
homtol : constant double_float := 1.0E-6;
out2file : boolean;
ans : character;
begin
QuadDobl_Read_Embedding(lp,genpts,dim);
new_line;
put("Do you want the output to a file ? (y/n) ");
Ask_Yes_or_No(ans);
if ans /= 'y' then
out2file := false;
else
out2file := true;
new_line;
put_line("Reading the name of the output file.");
Read_Name_and_Create_File(file);
end if;
new_line;
put_line("MENU for test points : ");
put_line(" 0. generate a random point on the solution set; or");
put_line(" 1. give a file name with a list of test points.");
put("Type 0 or 1 for test points : "); Ask_Alternative(ans,"01");
new_line;
if ans = '1' then
Read(sols);
else
put_line("Computing a random point on the solution set ...");
if out2file
then sols := QuadDobl_Random_Point(file,lp.all,genpts,dim);
else sols := QuadDobl_Random_Point(standard_output,lp.all,genpts,dim);
end if;
end if;
new_line;
put_line("See the output file for results...");
new_line;
if out2file
then Homotopy_Membership_Test(file,lp.all,dim,genpts,sols,restol,homtol);
else Homotopy_Membership_Test(true,lp.all,dim,genpts,sols,restol,homtol);
end if;
end QuadDobl_Membership;
procedure Standard_Laurent_Membership is
-- DESCRIPTION :
-- Prompts the user for a witness set, a list of test points,
-- and then applies the homotopy membership test
-- using standard double precision arithmetic.
file : file_type;
lp : Standard_Complex_Laur_Systems.Link_to_Laur_Sys;
genpts,sols : Standard_Complex_Solutions.Solution_List;
dim : natural32;
restol : constant double_float := 1.0E-10;
homtol : constant double_float := 1.0E-6;
out2file : boolean;
ans : character;
begin
Standard_Read_Embedding(lp,genpts,dim);
new_line;
put("Do you want the output to a file ? (y/n) ");
Ask_Yes_or_No(ans);
if ans /= 'y' then
out2file := false;
else
out2file := true;
new_line;
put_line("Reading the name of the output file.");
Read_Name_and_Create_File(file);
end if;
new_line;
put_line("MENU for test points : ");
put_line(" 0. generate a random point on the solution set; or");
put_line(" 1. give a file name with a list of test points.");
put("Type 0 or 1 for test points : "); Ask_Alternative(ans,"01");
new_line;
if ans = '1' then
Read(sols);
else
put_line("Computing a random point on the solution set ...");
if out2file
then sols := Standard_Random_Point(file,lp.all,genpts,dim);
else sols := Standard_Random_Point(standard_output,lp.all,genpts,dim);
end if;
end if;
new_line;
put_line("See the output file for results...");
new_line;
if out2file
then Homotopy_Membership_Test(file,lp.all,dim,genpts,sols,restol,homtol);
else Homotopy_Membership_Test(true,lp.all,dim,genpts,sols,restol,homtol);
end if;
end Standard_Laurent_Membership;
procedure DoblDobl_Laurent_Membership is
-- DESCRIPTION :
-- Prompts the user for a witness set, a list of test points,
-- and then applies the homotopy membership test
-- using double double precision arithmetic.
file : file_type;
lp : DoblDobl_Complex_Laur_Systems.Link_to_Laur_Sys;
genpts,sols : DoblDobl_Complex_Solutions.Solution_List;
dim : natural32;
restol : constant double_float := 1.0E-10;
homtol : constant double_float := 1.0E-6;
out2file : boolean;
ans : character;
begin
DoblDobl_Read_Embedding(lp,genpts,dim);
new_line;
put("Do you want the output to a file ? (y/n) ");
Ask_Yes_or_No(ans);
if ans /= 'y' then
out2file := false;
else
out2file := true;
new_line;
put_line("Reading the name of the output file.");
Read_Name_and_Create_File(file);
end if;
new_line;
put_line("MENU for test points : ");
put_line(" 0. generate a random point on the solution set; or");
put_line(" 1. give a file name with a list of test points.");
put("Type 0 or 1 for test points : "); Ask_Alternative(ans,"01");
new_line;
if ans = '1' then
Read(sols);
else
put_line("Computing a random point on the solution set ...");
if out2file
then sols := DoblDobl_Random_Point(file,lp.all,genpts,dim);
else sols := DoblDobl_Random_Point(standard_output,lp.all,genpts,dim);
end if;
end if;
new_line;
put_line("See the output file for results...");
new_line;
if out2file
then Homotopy_Membership_Test(file,lp.all,dim,genpts,sols,restol,homtol);
else Homotopy_Membership_Test(true,lp.all,dim,genpts,sols,restol,homtol);
end if;
end DoblDobl_Laurent_Membership;
procedure QuadDobl_Laurent_Membership is
-- DESCRIPTION :
-- Prompts the user for a witness set, a list of test points,
-- and then applies the homotopy membership test
-- using quad double precision arithmetic.
file : file_type;
lp : QuadDobl_Complex_Laur_Systems.Link_to_Laur_Sys;
genpts,sols : QuadDobl_Complex_Solutions.Solution_List;
dim : natural32;
restol : constant double_float := 1.0E-10;
homtol : constant double_float := 1.0E-6;
out2file : boolean;
ans : character;
begin
QuadDobl_Read_Embedding(lp,genpts,dim);
new_line;
put("Do you want the output to a file ? (y/n) ");
Ask_Yes_or_No(ans);
if ans /= 'y' then
out2file := false;
else
out2file := true;
new_line;
put_line("Reading the name of the output file.");
Read_Name_and_Create_File(file);
end if;
new_line;
put_line("MENU for test points : ");
put_line(" 0. generate a random point on the solution set; or");
put_line(" 1. give a file name with a list of test points.");
put("Type 0 or 1 for test points : "); Ask_Alternative(ans,"01");
new_line;
if ans = '1' then
Read(sols);
else
put_line("Computing a random point on the solution set ...");
if out2file
then sols := QuadDobl_Random_Point(file,lp.all,genpts,dim);
else sols := QuadDobl_Random_Point(standard_output,lp.all,genpts,dim);
end if;
end if;
new_line;
put_line("See the output file for results...");
new_line;
if out2file
then Homotopy_Membership_Test(file,lp.all,dim,genpts,sols,restol,homtol);
else Homotopy_Membership_Test(true,lp.all,dim,genpts,sols,restol,homtol);
end if;
end QuadDobl_Laurent_Membership;
procedure Main is
ans : character;
begin
new_line;
put_line("Membership test with homotopy :");
put_line(" Input : embedded polynomial system with generic points, and");
put_line(" list of test points.");
put_line(" Output : decision whether test point lies on component.");
new_line;
put_line("MENU to choose the precision : ");
put_line(" 0. standard double precision homotopy continuation;");
put_line(" 1. double double precision homotopy continuation;");
put_line(" 2. quad double precision homotopy continuation;");
put_line(" 3. Laurent homotopy in standard double precision;");
put_line(" 4. Laurent homotopy in double double precision;");
put_line(" 5. Laurent homotopy in quad double precision;");
put_line(" 6. test membership filter in standard double precision.");
put("Type 0, 1, 2, 3, 4, 5, or 6 to select the test : ");
Ask_Alternative(ans,"0123456");
case ans is
when '0' => Standard_Membership;
when '1' => DoblDobl_Membership;
when '2' => QuadDobl_Membership;
when '3' => Standard_Laurent_Membership;
when '4' => DoblDobl_Laurent_Membership;
when '5' => QuadDobl_Laurent_Membership;
when '6' => Standard_Membership_Filter;
when others => null;
end case;
end Main;
begin
Main;
end ts_mbthom;
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--
-- Copyright (C) 2021, AdaCore
--
pragma Style_Checks (Off);
-- This spec has been automatically generated from STM32G474xx.svd
-- This is a version for the STM32G474xx MCU
package Ada.Interrupts.Names is
-- All identifiers in this unit are implementation defined
pragma Implementation_Defined;
----------------
-- Interrupts --
----------------
-- System tick
Sys_Tick_Interrupt : constant Interrupt_ID := -1;
-- Window Watchdog interrupt
WWDG_Interrupt : constant Interrupt_ID := 0;
-- PVD through EXTI line detection
PVD_PVM_Interrupt : constant Interrupt_ID := 1;
-- RTC_TAMP_CSS_LSE
RTC_TAMP_CSS_LSE_Interrupt : constant Interrupt_ID := 2;
-- RTC Wakeup timer
RTC_WKUP_Interrupt : constant Interrupt_ID := 3;
-- FLASH
FLASH_Interrupt : constant Interrupt_ID := 4;
-- RCC
RCC_Interrupt : constant Interrupt_ID := 5;
-- EXTI Line0 interrupt
EXTI0_Interrupt : constant Interrupt_ID := 6;
-- EXTI Line1 interrupt
EXTI1_Interrupt : constant Interrupt_ID := 7;
-- EXTI Line2 interrupt
EXTI2_Interrupt : constant Interrupt_ID := 8;
-- EXTI Line3 interrupt
EXTI3_Interrupt : constant Interrupt_ID := 9;
-- EXTI Line4 interrupt
EXTI4_Interrupt : constant Interrupt_ID := 10;
-- DMA1 channel 1 interrupt
DMA1_CH1_Interrupt : constant Interrupt_ID := 11;
-- DMA1 channel 2 interrupt
DMA1_CH2_Interrupt : constant Interrupt_ID := 12;
-- DMA1 channel 3 interrupt
DMA1_CH3_Interrupt : constant Interrupt_ID := 13;
-- DMA1 channel 4 interrupt
DMA1_CH4_Interrupt : constant Interrupt_ID := 14;
-- DMA1 channel 5 interrupt
DMA1_CH5_Interrupt : constant Interrupt_ID := 15;
-- DMA1 channel 6 interrupt
DMA1_CH6_Interrupt : constant Interrupt_ID := 16;
-- DMA1 channel 7 interrupt
DMA1_CH7_Interrupt : constant Interrupt_ID := 17;
-- ADC1 and ADC2 global interrupt
ADC1_2_Interrupt : constant Interrupt_ID := 18;
-- USB_HP
USB_HP_Interrupt : constant Interrupt_ID := 19;
-- USB_LP
USB_LP_Interrupt : constant Interrupt_ID := 20;
-- FDCAN1_intr1_it
FDCAN1_intr1_it_Interrupt : constant Interrupt_ID := 21;
-- FDCAN1_intr0_it
FDCAN1_intr0_it_Interrupt : constant Interrupt_ID := 22;
-- EXTI9_5
EXTI9_5_Interrupt : constant Interrupt_ID := 23;
-- TIM1_BRK_TIM15
TIM1_BRK_TIM15_Interrupt : constant Interrupt_ID := 24;
-- TIM1_UP_TIM16
TIM1_UP_TIM16_Interrupt : constant Interrupt_ID := 25;
-- TIM1_TRG_COM/
TIM1_TRG_COM_Interrupt : constant Interrupt_ID := 26;
-- TIM1 capture compare interrupt
TIM1_CC_Interrupt : constant Interrupt_ID := 27;
-- TIM2
TIM2_Interrupt : constant Interrupt_ID := 28;
-- TIM3
TIM3_Interrupt : constant Interrupt_ID := 29;
-- TIM4
TIM4_Interrupt : constant Interrupt_ID := 30;
-- I2C1_EV
I2C1_EV_Interrupt : constant Interrupt_ID := 31;
-- I2C1_ER
I2C1_ER_Interrupt : constant Interrupt_ID := 32;
-- I2C2_EV
I2C2_EV_Interrupt : constant Interrupt_ID := 33;
-- I2C2_ER
I2C2_ER_Interrupt : constant Interrupt_ID := 34;
-- SPI1
SPI1_Interrupt : constant Interrupt_ID := 35;
-- SPI2
SPI2_Interrupt : constant Interrupt_ID := 36;
-- USART1
USART1_Interrupt : constant Interrupt_ID := 37;
-- USART2
USART2_Interrupt : constant Interrupt_ID := 38;
-- USART3
USART3_Interrupt : constant Interrupt_ID := 39;
-- EXTI15_10
EXTI15_10_Interrupt : constant Interrupt_ID := 40;
-- RTC_ALARM
RTC_ALARM_Interrupt : constant Interrupt_ID := 41;
-- USBWakeUP
USBWakeUP_Interrupt : constant Interrupt_ID := 42;
-- TIM8_BRK
TIM8_BRK_Interrupt : constant Interrupt_ID := 43;
-- TIM8_UP
TIM8_UP_Interrupt : constant Interrupt_ID := 44;
-- TIM8_TRG_COM
TIM8_TRG_COM_Interrupt : constant Interrupt_ID := 45;
-- TIM8_CC
TIM8_CC_Interrupt : constant Interrupt_ID := 46;
-- ADC3
ADC3_Interrupt : constant Interrupt_ID := 47;
-- FMC
FMC_Interrupt : constant Interrupt_ID := 48;
-- LPTIM1
LPTIM1_Interrupt : constant Interrupt_ID := 49;
-- TIM5
TIM5_Interrupt : constant Interrupt_ID := 50;
-- SPI3
SPI3_Interrupt : constant Interrupt_ID := 51;
-- UART4
UART4_Interrupt : constant Interrupt_ID := 52;
-- UART5
UART5_Interrupt : constant Interrupt_ID := 53;
-- TIM6_DACUNDER
TIM6_DACUNDER_Interrupt : constant Interrupt_ID := 54;
-- TIM7
TIM7_Interrupt : constant Interrupt_ID := 55;
-- DMA2_CH1
DMA2_CH1_Interrupt : constant Interrupt_ID := 56;
-- DMA2_CH2
DMA2_CH2_Interrupt : constant Interrupt_ID := 57;
-- DMA2_CH3
DMA2_CH3_Interrupt : constant Interrupt_ID := 58;
-- DMA2_CH4
DMA2_CH4_Interrupt : constant Interrupt_ID := 59;
-- DMA2_CH5
DMA2_CH5_Interrupt : constant Interrupt_ID := 60;
-- ADC4
ADC4_Interrupt : constant Interrupt_ID := 61;
-- ADC5
ADC5_Interrupt : constant Interrupt_ID := 62;
-- UCPD1
UCPD1_Interrupt : constant Interrupt_ID := 63;
-- COMP1_2_3
COMP1_2_3_Interrupt : constant Interrupt_ID := 64;
-- COMP4_5_6
COMP4_5_6_Interrupt : constant Interrupt_ID := 65;
-- COMP7
COMP7_Interrupt : constant Interrupt_ID := 66;
-- HRTIM_Master_IRQn
HRTIM_Master_IRQn_Interrupt : constant Interrupt_ID := 67;
-- HRTIM_TIMA_IRQn
HRTIM_TIMA_IRQn_Interrupt : constant Interrupt_ID := 68;
-- HRTIM_TIMB_IRQn
HRTIM_TIMB_IRQn_Interrupt : constant Interrupt_ID := 69;
-- HRTIM_TIMC_IRQn
HRTIM_TIMC_IRQn_Interrupt : constant Interrupt_ID := 70;
-- HRTIM_TIMD_IRQn
HRTIM_TIMD_IRQn_Interrupt : constant Interrupt_ID := 71;
-- HRTIM_TIME_IRQn
HRTIM_TIME_IRQn_Interrupt : constant Interrupt_ID := 72;
-- HRTIM_TIM_FLT_IRQn
HRTIM_TIM_FLT_IRQn_Interrupt : constant Interrupt_ID := 73;
-- HRTIM_TIMF_IRQn
HRTIM_TIMF_IRQn_Interrupt : constant Interrupt_ID := 74;
-- CRS
CRS_Interrupt : constant Interrupt_ID := 75;
-- SAI
SAI_Interrupt : constant Interrupt_ID := 76;
-- TIM20_BRK
TIM20_BRK_Interrupt : constant Interrupt_ID := 77;
-- TIM20_UP
TIM20_UP_Interrupt : constant Interrupt_ID := 78;
-- TIM20_TRG_COM
TIM20_TRG_COM_Interrupt : constant Interrupt_ID := 79;
-- TIM20_CC
TIM20_CC_Interrupt : constant Interrupt_ID := 80;
-- FPU global interrupt
FPU_Interrupt : constant Interrupt_ID := 81;
-- I2C4_EV
I2C4_EV_Interrupt : constant Interrupt_ID := 82;
-- I2C4_ER
I2C4_ER_Interrupt : constant Interrupt_ID := 83;
-- SPI4
SPI4_Interrupt : constant Interrupt_ID := 84;
-- FDCAN2_intr0
FDCAN2_intr0_Interrupt : constant Interrupt_ID := 86;
-- FDCAN2_intr1
FDCAN2_intr1_Interrupt : constant Interrupt_ID := 87;
-- FDCAN3_intr0
FDCAN3_intr0_Interrupt : constant Interrupt_ID := 88;
-- FDCAN3_intr1
FDCAN3_intr1_Interrupt : constant Interrupt_ID := 89;
-- RNG
RNG_Interrupt : constant Interrupt_ID := 90;
-- LPUART
LPUART_Interrupt : constant Interrupt_ID := 91;
-- I2C3_EV
I2C3_EV_Interrupt : constant Interrupt_ID := 92;
-- I2C3_ER
I2C3_ER_Interrupt : constant Interrupt_ID := 93;
-- DMAMUX_OVR
DMAMUX_OVR_Interrupt : constant Interrupt_ID := 94;
-- QUADSPI
QUADSPI_Interrupt : constant Interrupt_ID := 95;
-- DMA1_CH8
DMA1_CH8_Interrupt : constant Interrupt_ID := 96;
-- DMA2_CH6
DMA2_CH6_Interrupt : constant Interrupt_ID := 97;
-- DMA2_CH7
DMA2_CH7_Interrupt : constant Interrupt_ID := 98;
-- DMA2_CH8
DMA2_CH8_Interrupt : constant Interrupt_ID := 99;
-- Cordic
Cordic_Interrupt : constant Interrupt_ID := 100;
-- FMAC
FMAC_Interrupt : constant Interrupt_ID := 101;
end Ada.Interrupts.Names;
|
Transynther/x86/_processed/NC/_zr_/i3-7100_9_0xca_notsx.log_21829_1822.asm | ljhsiun2/medusa | 9 | 91677 | <filename>Transynther/x86/_processed/NC/_zr_/i3-7100_9_0xca_notsx.log_21829_1822.asm
.global s_prepare_buffers
s_prepare_buffers:
push %r14
push %r9
push %rbp
push %rdx
lea addresses_A_ht+0x16369, %rbp
nop
nop
nop
nop
dec %r14
movb $0x61, (%rbp)
nop
nop
nop
cmp $19403, %rdx
pop %rdx
pop %rbp
pop %r9
pop %r14
ret
.global s_faulty_load
s_faulty_load:
push %r11
push %r8
push %rax
push %rcx
push %rdi
push %rdx
push %rsi
// REPMOV
lea addresses_WT+0x1dc69, %rsi
lea addresses_D+0x40d, %rdi
nop
nop
sub %r8, %r8
mov $28, %rcx
rep movsl
nop
nop
nop
nop
sub $31070, %r11
// Store
lea addresses_normal+0xa229, %rdx
nop
nop
cmp $12415, %rax
mov $0x5152535455565758, %r8
movq %r8, (%rdx)
and %rsi, %rsi
// Faulty Load
mov $0x2fd6770000000569, %r11
clflush (%r11)
nop
sub $64573, %rdx
movb (%r11), %al
lea oracles, %rdi
and $0xff, %rax
shlq $12, %rax
mov (%rdi,%rax,1), %rax
pop %rsi
pop %rdx
pop %rdi
pop %rcx
pop %rax
pop %r8
pop %r11
ret
/*
<gen_faulty_load>
[REF]
{'src': {'same': False, 'congruent': 0, 'NT': False, 'type': 'addresses_NC', 'size': 8, 'AVXalign': False}, 'OP': 'LOAD'}
{'src': {'type': 'addresses_WT', 'congruent': 8, 'same': False}, 'OP': 'REPM', 'dst': {'type': 'addresses_D', 'congruent': 2, 'same': False}}
{'OP': 'STOR', 'dst': {'same': False, 'congruent': 3, 'NT': False, 'type': 'addresses_normal', 'size': 8, 'AVXalign': False}}
[Faulty Load]
{'src': {'same': True, 'congruent': 0, 'NT': False, 'type': 'addresses_NC', 'size': 1, 'AVXalign': False}, 'OP': 'LOAD'}
<gen_prepare_buffer>
{'OP': 'STOR', 'dst': {'same': False, 'congruent': 9, 'NT': False, 'type': 'addresses_A_ht', 'size': 1, 'AVXalign': False}}
{'00': 21829}
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
*/
|
FormalAnalyzer/models/apps/RiseandShine.als | Mohannadcse/IoTCOM_BehavioralRuleExtractor | 0 | 268 | <gh_stars>0
module app_RiseandShine
open IoTBottomUp as base
open cap_runIn
open cap_now
open cap_userInput
open cap_motionSensor
open cap_switch
open cap_location
one sig app_RiseandShine extends IoTApp {
location : one cap_location,
motionSensors : some cap_motionSensor,
switches : some cap_switch,
timeOfDay : one cap_userInput,
state : one cap_state,
dateString : one cap_userInput,
newMode : one cap_location_attr_mode_val,
} {
rules = r
//capabilities = motionSensors + switches + state
}
one sig cap_state extends cap_runIn {} {
attributes = cap_state_attr + cap_runIn_attr
}
abstract sig cap_state_attr extends Attribute {}
one sig cap_userInput_attr_timeOfDay extends cap_userInput_attr {} {
values = cap_userInput_attr_timeOfDay_val
}
abstract sig cap_userInput_attr_timeOfDay_val extends cap_userInput_attr_value_val {}
one sig range_0,range_1 extends cap_userInput_attr_timeOfDay_val {}
one sig cap_userInput_attr_dateString extends cap_userInput_attr {} {
values = cap_userInput_attr_dateString_val
}
abstract sig cap_userInput_attr_dateString_val extends cap_userInput_attr_value_val {}
//one sig cap_now_attr_now_val_gt_noValue extends cap_now_attr_now_val {}
abstract sig r extends Rule {}
one sig r0 extends r {}{
no triggers
conditions = r0_cond
commands = r0_comm
}
abstract sig r0_cond extends Condition {}
one sig r0_cond0 extends r0_cond {} {
capabilities = app_RiseandShine.timeOfDay //now
attribute = cap_userInput_attr_timeOfDay //cap_now_attr_now
value = range_1
}
one sig r0_cond1 extends r0_cond {} {
capabilities = app_RiseandShine.location
attribute = cap_location_attr_mode
value = cap_location_attr_mode_val - app_RiseandShine.newMode
}
abstract sig r0_comm extends Command {}
one sig r0_comm0 extends r0_comm {} {
capability = app_RiseandShine.location
attribute = cap_location_attr_mode
value = app_RiseandShine.newMode
}
one sig r1 extends r {}{
no triggers
conditions = r1_cond
commands = r1_comm
}
abstract sig r1_cond extends Condition {}
one sig r1_cond0 extends r1_cond {} {
capabilities = app_RiseandShine.timeOfDay //now
attribute = cap_userInput_attr_timeOfDay
value = range_1
}
/*
one sig r1_cond1 extends r1_cond {} {
capabilities = app_RiseandShine.state
attribute = cap_state_attr_actionTakenOn
value = cap_state_attr_actionTakenOn_val - cap_userInput_attr_dateString_val //cap_state_attr_actionTakenOn_val_dateString
}
*/
one sig r1_cond2 extends r1_cond {} {
capabilities = app_RiseandShine.location
attribute = cap_location_attr_mode
value = cap_location_attr_mode_val - app_RiseandShine.newMode
}
abstract sig r1_comm extends Command {}
/*
one sig r1_comm0 extends r1_comm {} {
capability = app_RiseandShine.state
attribute = cap_state_attr_actionTakenOn
value = cap_state_attr_actionTakenOn_val_not_null
}
*/
one sig r1_comm1 extends r1_comm {} {
capability = app_RiseandShine.switches
attribute = cap_switch_attr_switch
value = cap_switch_attr_switch_val_on
}
|
programs/oeis/021/A021652.asm | neoneye/loda | 22 | 88280 | <reponame>neoneye/loda<gh_stars>10-100
; A021652: Decimal expansion of 1/648.
; 0,0,1,5,4,3,2,0,9,8,7,6,5,4,3,2,0,9,8,7,6,5,4,3,2,0,9,8,7,6,5,4,3,2,0,9,8,7,6,5,4,3,2,0,9,8,7,6,5,4,3,2,0,9,8,7,6,5,4,3,2,0,9,8,7,6,5,4,3,2,0,9,8,7,6,5,4,3,2,0,9,8,7,6,5,4,3,2,0,9,8,7,6,5,4,3,2,0,9
add $0,1
mov $1,10
pow $1,$0
mul $1,7
div $1,4536
mod $1,10
mov $0,$1
|
oeis/142/A142404.asm | neoneye/loda-programs | 11 | 4552 | ; A142404: Primes congruent to 19 mod 48.
; Submitted by <NAME>
; 19,67,163,211,307,499,547,643,691,739,787,883,1123,1171,1459,1699,1747,1987,2083,2131,2179,2371,2467,2659,2707,2803,2851,3187,3331,3571,3907,4003,4051,4099,4243,4339,4483,4723,5011,5059,5107,5347,5443,5683,5779,5827,5923,6067,6163,6211,6451,6547,6691,6883,7027,7219,7411,7459,7507,7603,7699,8179,8419,8467,8563,8707,8803,9043,9091,9187,9283,9619,9811,9859,9907,10099,10243,10531,10627,10723,10771,10867,11059,11251,11299,11443,11491,11587,11731,11779,11827,11923,11971,12163,12211,12451,12547,12739
mov $2,$0
pow $2,2
lpb $2
mov $3,$4
add $3,18
seq $3,10051 ; Characteristic function of primes: 1 if n is prime, else 0.
sub $0,$3
mov $1,$0
max $1,0
cmp $1,$0
mul $2,$1
sub $2,1
add $4,48
lpe
mov $0,$4
add $0,19
|
source/slim-menu_views.adb | reznikmm/slimp | 0 | 3432 | -- Copyright (c) 2019 <NAME> <<EMAIL>>
--
-- SPDX-License-Identifier: MIT
-- License-Filename: LICENSE
-------------------------------------------------------------
with Ada.Unchecked_Deallocation;
with League.Strings;
with Slim.Menu_Commands;
with Slim.Players.Displays;
package body Slim.Menu_Views is
----------
-- Back --
----------
procedure Back (Self : in out Menu_View'Class) is
use type Slim.Menu_Models.Menu_Path;
Ignore : Boolean;
begin
Self.Current_Menu := Self.Menu.Parent (Self.Current_Menu);
if Self.Current_Menu = Self.Menu.Root then
Self.Current_Menu := Self.Menu.Root;
Ignore := Self.Menu.Child (Self.Current_Menu);
end if;
end Back;
----------
-- Down --
----------
procedure Down (Self : in out Menu_View'Class) is
Ignore : Boolean;
begin
Ignore := Self.Menu.Next (Self.Current_Menu);
end Down;
----------
-- Draw --
----------
procedure Draw
(Self : in out Menu_View'Class;
Display : in out Slim.Players.Displays.Display)
is
Text : constant League.Strings.Universal_String :=
Self.Menu.Label (Self.Current_Menu);
begin
Slim.Players.Displays.Draw_Text
(Self => Display,
X => 1,
Y => 2 - Slim.Fonts.Size (Self.Font.all, Text).Bottom,
Font => Self.Font.all,
Text => Text);
end Draw;
-----------
-- Enter --
-----------
procedure Enter (Self : in out Menu_View'Class) is
procedure Free is new Ada.Unchecked_Deallocation
(Slim.Menu_Commands.Menu_Command'Class,
Slim.Menu_Commands.Menu_Command_Access);
Command : Slim.Menu_Commands.Menu_Command_Access;
begin
if not Self.Menu.Child (Self.Current_Menu) then
Command := Self.Menu.Enter_Command (Self.Current_Menu);
if Command not in null then
Command.Run;
Free (Command);
end if;
end if;
end Enter;
----------------
-- Initialize --
----------------
procedure Initialize
(Self : in out Menu_View'Class;
Menu : Slim.Menu_Models.Menu_Model_Access;
Font : Slim.Fonts.Font_Access)
is
Ignore : Boolean;
begin
Self.Font := Font;
Self.Menu := Menu;
Self.Current_Menu := Menu.Root;
Ignore := Menu.Child (Self.Current_Menu);
end Initialize;
----------
-- Play --
----------
procedure Play (Self : in out Menu_View'Class) is
procedure Free is new Ada.Unchecked_Deallocation
(Slim.Menu_Commands.Menu_Command'Class,
Slim.Menu_Commands.Menu_Command_Access);
Command : Slim.Menu_Commands.Menu_Command_Access;
begin
Command := Self.Menu.Play_Command (Self.Current_Menu);
if Command not in null then
Command.Run;
Free (Command);
end if;
end Play;
--------
-- Up --
--------
procedure Up (Self : in out Menu_View'Class) is
Ignore : Boolean;
begin
Ignore := Self.Menu.Previous (Self.Current_Menu);
end Up;
end Slim.Menu_Views;
|
programs/oeis/096/A096978.asm | neoneye/loda | 22 | 83601 | ; A096978: Sum of the areas of the first n Jacobsthal rectangles.
; 0,1,4,19,74,305,1208,4863,19398,77709,310612,1242907,4970722,19884713,79535216,318148151,1272578046,5090341317,20361307020,81445344595,325781145370,1303125047521,5212499258024,20849998896239,83399991856694,333599974883325,1334399884620228,5337599568307083,21350398213576018,85401592973608729,341606371655825632,1366425487100521127,5465701947447647342,21862807791699463733,87451231162980106236,349804924659555922371,1399219698622952694666,5596878794522352768337,22387515178028327094040,89550060712235476334815,358200242848697569421990,1432800971395278949522541,5731203885580138454421044,22924815542322508505022459,91699262169286124645413314,366797048677152317331006345,1467188194708593631825319248,5868752778834405802298689303,23475011115337560659199932638,93900044461350367736789379749,375600177845401220747178220652,1502400711381605383388671479347,6009602845526420532754768723962,24038411382105684132618909282753,96153645528422732527275968357256,384614582113690938115503210976591,1538458328454763736449214168811286,6153833313819054977822454025435357,24615333255276219847238621401361060,98461333021104879517056875006205035,393845332084419517812022721223298610
sub $1,$0
seq $0,110953 ; Starting a priori with the fraction 1/1, the denominators of fractions built according to the rule: add top and bottom to get the new bottom, add top and 9 times the bottom to get the new top.
add $1,$0
div $1,9
mov $0,$1
|
gcc-gcc-7_3_0-release/gcc/testsuite/ada/acats/tests/c4/c45342a.ada | best08618/asylo | 7 | 11114 | -- C45342A.ADA
-- Grant of Unlimited Rights
--
-- Under contracts F33600-87-D-0337, F33600-84-D-0280, MDA903-79-C-0687,
-- F08630-91-C-0015, and DCA100-97-D-0025, the U.S. Government obtained
-- unlimited rights in the software and documentation contained herein.
-- Unlimited rights are defined in DFAR 252.227-7013(a)(19). By making
-- this public release, the Government intends to confer upon all
-- recipients unlimited rights equal to those held by the Government.
-- These rights include rights to use, duplicate, release or disclose the
-- released technical data and computer software in whole or in part, in
-- any manner and for any purpose whatsoever, and to have or permit others
-- to do so.
--
-- DISCLAIMER
--
-- ALL MATERIALS OR INFORMATION HEREIN RELEASED, MADE AVAILABLE OR
-- DISCLOSED ARE AS IS. THE GOVERNMENT MAKES NO EXPRESS OR IMPLIED
-- WARRANTY AS TO ANY MATTER WHATSOEVER, INCLUDING THE CONDITIONS OF THE
-- SOFTWARE, DOCUMENTATION OR OTHER INFORMATION RELEASED, MADE AVAILABLE
-- OR DISCLOSED, OR THE OWNERSHIP, MERCHANTABILITY, OR FITNESS FOR A
-- PARTICULAR PURPOSE OF SAID MATERIAL.
--*
-- CHECK THAT CATENATION OF TWO OR MORE NON-NULL OPERANDS YIELDS THE
-- CORRECT RESULT, WITH THE CORRECT BOUNDS, WHETHER BOUNDS ARE STATIC OR
-- DYNAMIC.
-- BHS 6/27/84
WITH REPORT;
PROCEDURE C45342A IS
USE REPORT;
SUBTYPE S IS INTEGER RANGE 1..100;
TYPE ARR IS ARRAY (S RANGE <>) OF INTEGER;
A,B : ARR (2..9);
FUNCTION F (AR_VAR1, AR_VAR2, AR_VAR3 : ARR) RETURN ARR IS
BEGIN
RETURN AR_VAR1 & AR_VAR2 & AR_VAR3;
END F;
PROCEDURE CAT (A : ARR; I1,I2 : INTEGER; NUM : CHARACTER) IS
BEGIN
IF A'FIRST /= I1 OR A'LAST /= I2 THEN
FAILED ("INCORRECT CATENATION BOUNDS - " & NUM);
END IF;
END CAT;
BEGIN
TEST ("C45342A", "CHECK THAT CATENATION OF NON-NULL OPERANDS " &
"YIELDS CORRECT RESULT WITH CORRECT BOUNDS");
BEGIN
A := (1,2,3,4,5,6,7,8);
B := A(2..4) & A(2..5) & A(2..2);
IF B /= (1,2,3,1,2,3,4,1) THEN
FAILED ("INCORRECT CATENATION RESULT - 1");
END IF;
A := (8,7,6,5,4,3,2,1);
IF F(A(2..3), A(2..4), A(2..4)) /= (8,7,8,7,6,8,7,6) THEN
FAILED ("INCORRECT CATENATION RESULT - 2");
END IF;
CAT ( A(3..5) & A(2..3), 3, 7, '3' );
END;
DECLARE
DYN2 : INTEGER := IDENT_INT(2);
DYN3 : INTEGER := IDENT_INT(3);
DYN4 : INTEGER := IDENT_INT(4);
DYN6 : INTEGER := IDENT_INT(6);
BEGIN
A := (1,2,3,4,5,6,7,8);
B := A(DYN2..DYN3) & A(DYN2..DYN4) & A(DYN2..DYN4);
IF B /= (1,2,1,2,3,1,2,3) THEN
FAILED ("INCORRECT CATENATION RESULT - 4");
END IF;
A := (8,7,6,5,4,3,2,1);
IF F ( A(DYN2..DYN6), A(DYN2..DYN3), A(DYN2..DYN2) )
/= (8,7,6,5,4,8,7,8) THEN
FAILED ("INCORRECT CATENATION RESULT - 5");
END IF;
CAT ( A(DYN3..5) & A(2..3), 3, 7, '6');
END;
RESULT;
END C45342A;
|
4-high/gel/source/world/gel-world-client.ads | charlie5/lace-alire | 1 | 7193 | with
gel.World;
limited
with
openGL.Renderer.lean;
package gel.World.client
--
-- Provides a gel world.
--
is
type Item is limited new gel.World.item with private;
type View is access all Item'Class;
type Views is array (Positive range <>) of View;
---------
-- Forge
--
package Forge
is
function to_World (Name : in String;
Id : in world_Id;
space_Kind : in physics.space_Kind;
Renderer : access openGL.Renderer.lean.item'Class) return gel.World.client.item;
function new_World (Name : in String;
Id : in world_Id;
space_Kind : in physics.space_Kind;
Renderer : access openGL.Renderer.lean.item'Class) return gel.World.client.view;
end Forge;
overriding
procedure destroy (Self : in out Item);
procedure free (Self : in out View);
--------------
--- Operations
--
overriding
procedure add (Self : access Item; the_Sprite : in gel.Sprite.view;
and_Children : in Boolean := False);
overriding
procedure evolve (Self : in out Item);
-- overriding
-- procedure wait_on_evolve (Self : in out Item);
--------------------
--- Server Mirroring
--
procedure is_a_Mirror (Self : access Item'Class; of_World : in remote.World.view);
overriding
procedure motion_Updates_are (Self : in Item; Now : in remote.World.motion_Updates);
--
-- 'Self' must use 'in' as mode to ensure async transmission with DSA.
private
protected
type safe_id_Map_of_sprite
is
procedure add (the_Sprite : in Sprite.view);
procedure rid (the_Sprite : in Sprite.view);
function fetch (Id : in sprite_Id) return Sprite.view;
function fetch_all return id_Maps_of_sprite.Map;
private
Map : id_Maps_of_sprite.Map;
end safe_id_Map_of_sprite;
type sprite_Map is limited new World.sprite_Map with
record
Map : safe_id_Map_of_sprite;
end record;
overriding
function fetch (From : in sprite_Map) return id_Maps_of_sprite.Map;
overriding
procedure add (To : in out sprite_Map; the_Sprite : in Sprite.view);
overriding
procedure rid (To : in out sprite_Map; the_Sprite : in Sprite.view);
--------------
--- World Item
--
type Item is limited new gel.World.item with
record
Age_at_last_mirror_update : Duration := 0.0;
all_Sprites : aliased sprite_Map;
end record;
overriding
function all_Sprites (Self : access Item) return access World.sprite_Map'Class;
end gel.World.client;
|
C.g4 | Hofsiedge/OptimizingCompiler_for_C_subset | 0 | 5977 | grammar C;
options
{
language=Python3;
}
@header {
from nametable import SymbolTable, Int, Const, UnknownIDException
from graph_colouring import colour_graph
from tokens import *
from operation_utils import * # BasicBlock, Definition, Usage, DUChain, InterferenceGraph
}
@members {
name_table = SymbolTable()
code = '' # generated code
loops = 0 # current amount of loops
du_chains = [] # list of definition-usage chains
webs = [] # list of webs
flow_graph = [BasicBlock()] # graph of basic-blocks (linear in this case)
operations = flow_graph[0].operations # list of operations
eax = EAX()
}
source_code
@after {
debug = True
du_graph = DUNode.from_flowgraph(CParser.flow_graph)
du_chains = DUChain.build_chains(du_graph)
webs = Web.from_chains(du_chains)
mapping = dict(enumerate(webs))
interference_graph = InterferenceGraph(du_graph, webs)
colour_lists, priorities, registers = interference_graph.colour()
interference_graph.allocate(colour_lists, priorities, registers)
print('%include "io.inc"\n\nsection .bss')
for var in (registers[3:] if len(registers) > 3 else []):
print(f'{var}: resd 1')
print('__temp: resd 1')
print('\nsection .text\nglobal CMAIN\nCMAIN:\n\tMOV ebp,\tesp; for correct debugging')
for block in CParser.flow_graph:
for op in block.operations:
print(op.code)
if type(CParser.flow_graph[-1].operations[-1]) != RET:
print('\tmov eax,\t0\n\tret')
if debug:
for block in CParser.flow_graph:
print(f'\n; {block},\tl: {block.left},\tr: {block.right}')
print('; <' + '-' * 20 + '>')
for operation in block.operations:
print('; ', type(operation), '\t', operation, '\t', operation.du)
print('\n; du-chains:')
for chain in du_chains:
print('; ', chain)
print('\n; Webs: ', webs)
print("\n; Mapping: ", mapping)
print('\n; Colours: ', colour_lists)
"""
print('\n; Adjacency list: ')
for key in adj_list:
print('; ', key, adj_list[key])
print('\n; Colour_lists:\n; ', colour_lists)
for colour in colour_lists:
print('\n; ', colour, sum([len(mapping[i].nodes) + 1 for i in colour_lists[colour]]))
"""
print(f'\n; priorities: {priorities}')
print(f'\n; registers: {registers}')
}
: ( const_declaration
| variable_declaration
)* function_declaration+
;
expr
returns [value, simplex, is_literal]
: '(' expr ')' {$value = $expr.value}
| return_expr
// | conditional_expr
// | '++' expr
// | '--' expr
// | expr '++'
// | expr '--'
// | '-' expr
// | '~' expr
// | '!' expr
| l=expr operator=(MUL | DIV) r=expr {$l.value.in_stack = not ($l.simplex or $r.simplex)}
{cls = MUL if $operator.text == '*' else DIV}
{op = cls($l.value, $r.value, CParser.eax)}
{CParser.operations.append(op)}
{$value, $simplex = op, $l.is_literal and $r.is_literal}
| l=expr operator=(ADD | SUB) r=expr {$l.value.in_stack = not ($l.simplex or $r.simplex)}
{cls = ADD if $operator.text == '+' else SUB}
{op = cls($l.value, $r.value, CParser.eax)}
{CParser.operations.append(op)}
{$value, $simplex = op, $l.is_literal and $r.is_literal}
// | l=expr '&&' r=expr
// | l=expr '||' r=expr
// | expr '?' expr ':' expr
| ID '=' expr {entity = CParser.name_table[$ID.text] }
{if entity is None or not entity.mutable: }
{ raise UnknownIDException($ID.text) }
{CParser.name_table.rewrite_var($ID.text)}
{op = Assign(CParser.name_table[$ID.text].var, $expr.value, CParser.eax)}
{CParser.operations.append(op)}
{$value, $simplex = op, True}
| ID '(' (expr (',' expr)*) ')' // function call placeholder
| ID {if CParser.name_table[$ID.text] is None: }
{ raise UnknownIDException($ID.text) }
{entity = CParser.name_table[$ID.text] }
{$value = entity.var if entity.mutable else entity.value}
{$simplex = True}
| literal {$value, $simplex, $is_literal = $literal.value, True, True}
;
body
@init {CParser.name_table.push_scope()}
@after {CParser.name_table.pop_scope()}
: '{'
( expr SEMICOLON
| variable_declaration
| const_declaration
| while_loop[CParser.loops]
)*
'}'
;
condition
returns [jmp]
: l=expr ( '<' {$jmp = 'jge'} // jumps are inverted
| '<=' {$jmp = 'jg'}
| '>' {$jmp = 'jle'}
| '>=' {$jmp = 'jl'}
| '==' {$jmp = 'jne'}
| '!=' {$jmp = 'je'}
) r=expr {CParser.operations.append(Condition($l.value, $r.value, CParser.eax))}
;
variable_declaration
: TYPE
var=variable_subdeclaration {CParser.name_table[$var.name] = Int($var.name)}
{if $var.expr_val != None: }
{ op = Assign(CParser.name_table[$var.name].var, $var.expr_val, CParser.eax) }
{ CParser.operations.append(op) }
(
COMMA var=variable_subdeclaration {CParser.name_table[$var.name] = Int($var.name)}
{if $var.expr_val != None: }
{ op = Assign(CParser.name_table[$var.name].var, $var.expr_val, CParser.eax) }
{ CParser.operations.append(op) }
)*
SEMICOLON
;
variable_subdeclaration
returns [name, expr_val]
: ID {$name, $expr_val = $ID.text, None}
(ASSIGN expr {$expr_val = $expr.value}
)?
;
const_declaration
: (TYPE 'const'| 'const' TYPE) ID ASSIGN literal SEMICOLON {CParser.name_table[$ID.text] = Const($ID.text, $literal.value)}
;
function_declaration
: TYPE ID '(' ')' body
;
/*
conditional_expr
: 'if' expr
(body | expr SEMICOLON)
('else' (body | expr SEMICOLON))?
;
*/
while_loop[loop_id]
@init {
CParser.loops += 1
new_block_0 = BasicBlock(CParser.flow_graph[-1:])
CParser.flow_graph[-1].left = new_block_0
CParser.flow_graph.append(new_block_0)
new_block_0.add(START_WHILE(loop_id))
new_block_1 = BasicBlock([new_block_0])
new_block_0.left = new_block_1
new_block_1.right = new_block_0
CParser.operations = new_block_0.operations
}
@after {
new_block_2 = BasicBlock([new_block_1])
CParser.flow_graph[-1].left = new_block_2
CParser.flow_graph[-1].add(END_WHILE(loop_id))
CParser.flow_graph.append(new_block_2)
CParser.operations = CParser.flow_graph[-1].operations
}
: 'while'
'(' condition ')' {CParser.operations.append(MID_WHILE(loop_id, $condition.jmp))}
{CParser.flow_graph.append(new_block_1) }
{CParser.operations = new_block_1.operations}
body
;
return_expr
: 'return' expr {CParser.operations.append(RET($expr.value, CParser.eax))}
;
literal
returns [value]
: LITERAL {$value = Integer(int($LITERAL.text))}
;
SEMICOLON
: ';'
;
TYPE
: 'int'
;
COMMA
: ','
;
ASSIGN
: '='
;
LITERAL
: '-'? DIGIT+
;
ID
: ALPHA (ALPHA | DIGIT)*
;
WS
: [ \r\n\t] + -> skip
;
MUL : '*' ;
ADD : '+' ;
SUB : '-' ;
DIV : '/' ;
// MOD : '%' ;
fragment DIGIT
: [0-9]
;
fragment ALPHA
: [a-zA-Z]
; |
drivers/video/ms/cirrus/mini/i386/clhard.asm | npocmaka/Windows-Server-2003 | 17 | 92719 | <reponame>npocmaka/Windows-Server-2003
title "Cirrus Logic ASM routines"
;
;ONE_64K_BANK equ 1
TWO_32K_BANKS equ 1
;++
;
; Copyright (c) 1992 Microsoft Corporation
;
; Module Name:
;
; vgahard.asm
;
; Abstract:
;
; This module implements the banding code for the Cirrus Logic 6410,6420
; and 542x VGA's.
;
; Environment:
;
; Kernel mode only.
;
; Revision History:
;
;
;--
.386p
.xlist
include callconv.inc
.list
;----------------------------------------------------------------------------
;
; Cirrus Logic banking control ports.
;
GRAPHICS_ADDRESS_PORT equ 03ceh ;banking control here
CL6420_BANKING_INDEX_PORT_A equ 0eh ;banking index register A is GR0E
CL6420_BANKING_INDEX_PORT_B equ 0fh ;banking index register B is GR0F
CL542x_BANKING_INDEX_PORT_A equ 09h ;banking index register A is GR09
CL542x_BANKING_INDEX_PORT_B equ 0ah ;banking index register B is GR0A
SEQ_ADDRESS_PORT equ 03C4h ;Sequencer Address register
IND_MEMORY_MODE equ 04h ;Memory Mode reg. index in Sequencer
CHAIN4_MASK equ 08h ;Chain4 bit in Memory Mode register
;----------------------------------------------------------------------------
;_TEXT SEGMENT DWORD USE32 PUBLIC 'CODE'
; ASSUME CS:FLAT, DS:FLAT, ES:FLAT, SS:NOTHING, FS:NOTHING, GS:NOTHING
_TEXT SEGMENT DWORD PUBLIC 'CODE'
ASSUME DS:FLAT, ES:FLAT, SS:NOTHING, FS:NOTHING, GS:NOTHING
;
; Bank switching code. This is a 1-64K-read/1-64K-write bank adapter
; (VideoBanked1R1W).
;
; Input:
; EAX = desired read bank mapping
; EDX = desired write bank mapping
;
; Note: values must be correct, with no stray bits set; no error
; checking is performed.
;
public _CL64xxBankSwitchStart
public _CL64xxBankSwitchEnd
public _CL64xxPlanarHCBankSwitchStart
public _CL64xxPlanarHCBankSwitchEnd
public _CL64xxEnablePlanarHCStart
public _CL64xxEnablePlanarHCEnd
public _CL64xxDisablePlanarHCStart
public _CL64xxDisablePlanarHCEnd
public _CL542xBankSwitchStart
public _CL542xBankSwitchEnd
public _CL542xPlanarHCBankSwitchStart
public _CL542xPlanarHCBankSwitchEnd
public _CL542xEnablePlanarHCStart
public _CL542xEnablePlanarHCEnd
public _CL542xDisablePlanarHCStart
public _CL542xDisablePlanarHCEnd
public _CL543xBankSwitchStart
public _CL543xBankSwitchEnd
public _CL543xPlanarHCBankSwitchStart
public _CL543xPlanarHCBankSwitchEnd
align 4
;----------------------------------------------------------------------------
_CL64xxBankSwitchStart proc ;start of bank switch code
_CL64xxPlanarHCBankSwitchStart: ;start of planar HC bank switch code,
; which is the same code as normal
; bank switching
shl eax,3 ;shift them to bits 7-4
shl edx,3 ;shift them to bits 7-4
;!!!! NOTE: The October 1992 release NT VGA driver assumes that the Graphics
; index is not changed by the bank switch code. We save it on the
; stack (and save the write bank value in the high order of edx)
; and restore it at the end of the routine. If the NT VGA driver
; changes so that it is the index need not be preserved, this code
; could be simplified (and speeded up!)
rol edx,16 ; save write value
mov ah,al
mov dx,GRAPHICS_ADDRESS_PORT ;banking control port
in al,dx ; save graphics index
push eax
mov al,CL6420_BANKING_INDEX_PORT_A
out dx,ax ;select the READ bank
rol edx,16
mov ah,dl
mov al,CL6420_BANKING_INDEX_PORT_B
mov dx,GRAPHICS_ADDRESS_PORT ;banking control port
out dx,ax ;select the WRITE bank
pop eax
out dx,al
ret
_CL64xxBankSwitchEnd:
_CL64xxPlanarHCBankSwitchEnd:
align 4
_CL64xxEnablePlanarHCStart:
mov dx,SEQ_ADDRESS_PORT
in al,dx
push eax ;preserve the state of the Seq Address
mov al,IND_MEMORY_MODE
out dx,al ;point to the Memory Mode register
inc edx
in al,dx ;get the state of the Memory Mode reg
and al,NOT CHAIN4_MASK ;turn off Chain4 to make memory planar
out dx,al
dec edx
pop eax
out dx,al ;restore the original Seq Address
ERA1_INDEX equ 0A1h
mov dx,GRAPHICS_ADDRESS_PORT
in al,dx
push eax ;preserve the Graphics Index
mov al,ERA1_INDEX
out dx,al ;point to ERA1
inc edx
in al,dx ; get ERA1
and al,not 30h ; turn off the shift bits
out dx,al
dec edx
pop eax
out dx,al ;restore the original Graphics Index
ret
_CL64xxEnablePlanarHCEnd:
align 4
_CL64xxDisablePlanarHCStart:
mov dx,SEQ_ADDRESS_PORT
in al,dx
push eax ;preserve the state of the Seq Address
mov al,IND_MEMORY_MODE
out dx,al ;point to the Memory Mode register
inc edx
in al,dx ;get the state of the Memory Mode reg
or al,CHAIN4_MASK ;turn on Chain4 to make memory linear
out dx,al
dec edx
pop eax
out dx,al ;restore the original Seq Address
mov dx,GRAPHICS_ADDRESS_PORT
in al,dx
push eax ;preserve the Graphics Index
mov al,ERA1_INDEX
out dx,al ;point to ERA1
inc edx
in al,dx ; get ERA1
and al,not 30h
or al,20h
out dx,al
dec edx
pop eax
out dx,al ;restore the original Graphics Index
ret
_CL64xxDisablePlanarHCEnd:
_CL64xxBankSwitchStart endp
_CL542xBankSwitchStart proc ;start of bank switch code
_CL542xPlanarHCBankSwitchStart: ;start of planar HC bank switch code,
; which is the same code as normal
; bank switching
shl eax,3 ;shift them to bits 7-4
shl edx,3 ;shift them to bits 7-4
;!!!! NOTE: The October 1992 release NT VGA driver assumes that the Graphics
; index is not changed by the bank switch code. We save it on the
; stack (and save the write bank value in the high order of edx)
; and restore it at the end of the routine. If the NT VGA driver
; changes so that it is the index need not be preserved, this code
; could be simplified (and speeded up!)
rol edx,16 ; save write value
mov ah,al
mov dx,GRAPHICS_ADDRESS_PORT ;banking control port
in al,dx
push eax
mov al,CL542x_BANKING_INDEX_PORT_A
out dx,ax ;select the READ bank
rol edx,16 ; restore write value
mov ah,dl
mov al,CL542x_BANKING_INDEX_PORT_B
mov dx,GRAPHICS_ADDRESS_PORT ;banking control port
out dx,ax ;select the WRITE bank
pop eax
out dx,al
ret
_CL542xBankSwitchEnd:
_CL542xPlanarHCBankSwitchEnd:
align 4
_CL542xEnablePlanarHCStart:
mov dx,SEQ_ADDRESS_PORT
in al,dx
push eax ;preserve the state of the Seq Address
mov al,IND_MEMORY_MODE
out dx,al ;point to the Memory Mode register
inc edx
in al,dx ;get the state of the Memory Mode reg
and al,NOT CHAIN4_MASK ;turn off Chain4 to make memory planar
out dx,al
dec edx
pop eax
out dx,al ;restore the original Seq Address
ret
_CL542xEnablePlanarHCEnd:
align 4
_CL542xDisablePlanarHCStart:
mov dx,SEQ_ADDRESS_PORT
in al,dx
push eax ;preserve the state of the Seq Address
mov al,IND_MEMORY_MODE
out dx,al ;point to the Memory Mode register
inc edx
in al,dx ;get the state of the Memory Mode reg
or al,CHAIN4_MASK ;turn on Chain4 to make memory linear
out dx,al
dec edx
pop eax
out dx,al ;restore the original Seq Address
ret
_CL542xDisablePlanarHCEnd:
_CL542xBankSwitchStart endp
;
; 543x banking assumes 16k granularity to allow up to 4-meg modes
;
_CL543xBankSwitchStart proc ;start of bank switch code
_CL543xPlanarHCBankSwitchStart: ;start of planar HC bank switch code,
; which is the same code as normal
; bank switching
shl eax,1 ;shift them to bits 4-1
shl edx,1 ;shift them to bits 4-1
;!!!! NOTE: The October 1992 release NT VGA driver assumes that the Graphics
; index is not changed by the bank switch code. We save it on the
; stack (and save the write bank value in the high order of edx)
; and restore it at the end of the routine. If the NT VGA driver
; changes so that it is the index need not be preserved, this code
; could be simplified (and speeded up!)
rol edx,16 ; save write value
mov ah,al
mov dx,GRAPHICS_ADDRESS_PORT ;banking control port
in al,dx
push eax
mov al,CL542x_BANKING_INDEX_PORT_A
out dx,ax ;select the READ bank
rol edx,16 ; restore write value
mov ah,dl
mov al,CL542x_BANKING_INDEX_PORT_B
mov dx,GRAPHICS_ADDRESS_PORT ;banking control port
out dx,ax ;select the WRITE bank
pop eax
out dx,al
ret
_CL543xBankSwitchEnd:
_CL543xPlanarHCBankSwitchEnd:
_CL543xBankSwitchStart endp
_TEXT ends
end
|
libsrc/_DEVELOPMENT/string/c/sdcc_iy/stricmp.asm | jpoikela/z88dk | 640 | 29178 |
; int stricmp(const char *s1, const char *s2)
SECTION code_clib
SECTION code_string
PUBLIC _stricmp
EXTERN _strcasecmp
defc _stricmp = _strcasecmp
|
patches/bank3e.asm/link.asm | spicefather/LADXR | 0 | 247308 | InitLink:
; Switch on the link port in receive mode with interrupts enabled.
ld a, $0F
ldh [$01], a
ld a, $82
ldh [$02], a
ld a, $01 ; switch to RunLink
ld [$CEFF], a
ret
RunLink:
; Load the command byte, and only continue if there is a command.
ld a, [$CEFE]
and a
ret z
; Reset our command byte to zero, and set HL to point at the data byte
ld hl, $CEFE
ld b, $00
ld [hl], b
and $0F
rst 0
dw LinkTestMessage
dw LinkItem
LinkTestMessage:
ld a, $41
call $3273 ; open dialog in table 1
ret
LinkItem:
ld a, [$CEFD] ; get data byte
ldh [$F1], a
call GiveItemFromChestNoLink
call ItemMessageNoLink
ret
LinkSendByte:
ld e, a
.repeat:
ld a, e
ldh [$01], a
ld a, $83
ldh [$02], a
.sendWait:
ldh a, [$02]
and $80
jr nz, .sendWait
ldh a, [$01]
cp $0F ; Check if our byte is acknowledged.
jr nz, .repeat
; Back to receive mode
ld a, $0F
ldh [$01], a
ld a, $82
ldh [$02], a
ret
|
libsrc/_DEVELOPMENT/alloc/balloc/c/sccz80/balloc_alloc.asm | teknoplop/z88dk | 0 | 80650 | <reponame>teknoplop/z88dk<gh_stars>0
; void *balloc_alloc(unsigned int queue)
SECTION code_clib
SECTION code_alloc_balloc
PUBLIC balloc_alloc
EXTERN asm_balloc_alloc
defc balloc_alloc = asm_balloc_alloc
|
Appl/Icon/Document/documentOptions.asm | steakknife/pcgeos | 504 | 83858 | COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Copyright (c) GeoWorks 1992 -- All Rights Reserved
PROJECT: PC GEOS
MODULE: Icon Editor
FILE: documentOptions.asm
AUTHOR: <NAME>, Apr 8, 1993
ROUTINES:
Name Description
---- -----------
REVISION HISTORY:
Name Date Description
---- ---- -----------
stevey 4/ 8/93 Initial revision
DESCRIPTION:
Code to implement various options in the Options menu.
$Id: documentOptions.asm,v 1.1 97/04/04 16:06:05 newdeal Exp $
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@
OptionsCode segment resource
COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
IASetOptions
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
SYNOPSIS: Sends options to all documents.
CALLED BY: MSG_ICON_APPLICATION_SET_OPTIONS
PASS: *ds:si = IconApplicationClass object
ds:di = IconApplicationClass instance data
RETURN: nothing
DESTROYED: nothing
PSEUDO CODE/STRATEGY:
REVISION HISTORY:
Name Date Description
---- ---- -----------
stevey 4/23/93 Initial version
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@
IASetOptions method dynamic IconApplicationClass,
MSG_ICON_APPLICATION_SET_OPTIONS
uses ax, cx, dx, bp
.enter
;
; Get the options.
;
GetResourceHandleNS OptionsBooleanGroup, bx
mov si, offset OptionsBooleanGroup
mov di, mask MF_CALL or mask MF_FIXUP_DS
mov ax, MSG_GEN_BOOLEAN_GROUP_GET_SELECTED_BOOLEANS
call ObjMessage
;
; Record a classed event for the options.
;
mov_tr cx, ax ; cx = options
GetResourceSegmentNS DBViewerClass, es
mov bx, es
mov si, offset DBViewerClass
mov ax, MSG_DB_VIEWER_SET_OPTIONS
mov di, mask MF_RECORD
call ObjMessage ; ^hdi = event
;
; Send the options to each document
;
mov cx, di ; ^hcx = event
GetResourceHandleNS IconDocumentGroup, bx
mov si, offset IconDocumentGroup
clr di
mov ax, MSG_GEN_SEND_TO_CHILDREN
call ObjMessage
.leave
ret
IASetOptions endm
COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
DBViewerSetOptions
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
SYNOPSIS: Deals with the user changing an option in the options menu.
CALLED BY: MSG_DB_VIEWER_SET_OPTIONS
PASS: *ds:si = DBViewer object
ds:di = DBViewerInstance
cx = IconOptions
RETURN: nothing
DESTROYED: ax, cx, dx, bp
PSEUDO CODE/STRATEGY:
REVISION HISTORY:
Name Date Description
---- ---- -----------
stevey 9/29/92 Initial version
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@
DBViewerSetOptions method dynamic DBViewerClass,
MSG_DB_VIEWER_SET_OPTIONS
call ViewerSetDatabase
call ViewerSetFormatArea ; deal with that option
call ViewerSetFatbits ; deal with fatbits
ret
DBViewerSetOptions endm
COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
ViewerSetFormatArea
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
SYNOPSIS: Shows or hides the format area
CALLED BY: DBViewerSetOptions
PASS: *ds:si = DBViewer object
ds:di = DBViewerInstance
cx = selected booleans
RETURN: nothing
DESTROYED: nothing
PSEUDO CODE/STRATEGY:
Set the format view usable or not-usable, depending on the
passed option. The catch is, we resize the primary if it's
set not-usable, to keep the blank space from just generally
loooking ugly.
REVISION HISTORY:
Name Date Description
---- ---- -----------
stevey 10/26/92 Initial version
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@
ViewerSetFormatArea proc near
class DBViewerClass
uses ax,bx,cx,dx,si,di,bp
.enter
test cx, mask IO_SHOW_FORMAT ; mask out other bits
jnz setUsable
;
; Set format view not-usable
;
mov ax, MSG_GEN_SET_NOT_USABLE
jmp short setIt
setUsable:
mov ax, MSG_GEN_SET_USABLE
setIt:
mov bx, ds:[di].GDI_display
mov si, offset FormatView
mov di, mask MF_CALL or mask MF_FIXUP_DS
mov dl, VUM_NOW
call ObjMessage
.leave
ret
ViewerSetFormatArea endp
COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
ViewerSetFatbits
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
SYNOPSIS: Shows or hides the fatbits
CALLED BY: DBViewerSetOptions
PASS: *ds:si = DBViewer object
ds:di = DBViewerInstance
cx = selected booleans
RETURN: nothing
DESTROYED: nothing
PSEUDO CODE/STRATEGY:
- sets the fatbits usable or not-usable
- if they were set not-usable, redraw the primary
(turning off the fatbits has a large effect on
the geometry; redrawing the primary may help it
out some.)
REVISION HISTORY:
Name Date Description
---- ---- -----------
stevey 10/26/92 Initial version
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@
ViewerSetFatbits proc near
class DBViewerClass
uses ax,bx,cx,dx,si,di,bp
.enter
;
; See what the user's doing with the fatbits
;
test cx, mask IO_SHOW_FATBITS
jnz setFatbitsUsable
mov ax, MSG_GEN_SET_NOT_USABLE
jmp short setThem
setFatbitsUsable:
mov ax, MSG_GEN_SET_USABLE
setThem:
mov bx, ds:[di].GDI_display
mov si, offset FatbitsView
mov di, mask MF_CALL
mov dl, VUM_NOW
call ObjMessage
.leave
ret
ViewerSetFatbits endp
COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
ViewerSetDatabase
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
SYNOPSIS: Shows or hides the database viewer.
CALLED BY: DBViewerSetOptions
PASS: *ds:si = DBViewer object
ds:di = DBViewerInstance
cx = selected booleans
RETURN: nothing
DESTROYED: nothing
PSEUDO CODE/STRATEGY:
REVISION HISTORY:
Name Date Description
---- ---- -----------
stevey 4/ 8/93 Initial version
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@
ViewerSetDatabase proc near
class DBViewerClass
uses ax,bx,cx,dx,si,di,bp
.enter
;
; See whether we should show them or hide them.
;
test cx, mask IO_SHOW_DATABASE
jnz setUsable
;
; Do it.
;
mov ax, MSG_GEN_SET_NOT_USABLE
jmp short setIt
setUsable:
mov ax, MSG_GEN_SET_USABLE
setIt:
mov bx, ds:[di].GDI_display
mov si, offset IconDBView
mov di, mask MF_CALL or mask MF_FIXUP_DS
mov dl, VUM_NOW
call ObjMessage
.leave
ret
ViewerSetDatabase endp
COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
DBViewerSetFormatOptions
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
SYNOPSIS: Basically pops in or out the format list.
CALLED BY: MSG_DB_VIEWER_SET_FORMAT_OPTIONS
PASS: *ds:si = DBViewerClass object
ds:di = DBViewerClass instance data
cx = FormatOptions
RETURN: nothing
DESTROYED: nothing
PSEUDO CODE/STRATEGY:
REVISION HISTORY:
Name Date Description
---- ---- -----------
stevey 4/24/93 Initial version
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@
DBViewerSetFormatOptions method dynamic DBViewerClass,
MSG_DB_VIEWER_SET_FORMAT_OPTIONS
uses ax, cx, dx, bp
.enter
call PopFormatList
.leave
ret
DBViewerSetFormatOptions endm
COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
PopFormatList
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
SYNOPSIS: pops out or pops in the format view interaction
CALLED BY: DBViewerSetFormatOptions
PASS: *ds:si = DBViewer object
ds:di = DBViewerInstance
cx = options (selected booleans)
RETURN: nothing
DESTROYED: nothing
PSEUDO CODE/STRATEGY:
REVISION HISTORY:
Name Date Description
---- ---- -----------
stevey 11/25/92 Initial version
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@
PopFormatList proc near
class DBViewerClass
uses ax,bx,cx,dx,si,di,bp
.enter
test cx, mask FO_FLOATING_FORMATS ; isolate our bit
jz popin
;
; Pop out the format list
;
mov ax, MSG_GEN_INTERACTION_POP_OUT
jmp short setIt
popin:
mov ax, MSG_GEN_INTERACTION_POP_IN
setIt:
mov bx, ds:[di].GDI_display
mov si, offset FormatViewGroup
mov di, mask MF_CALL or mask MF_FIXUP_DS
call ObjMessage
.leave
ret
PopFormatList endp
COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
IASaveOptions
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
SYNOPSIS: save-options handler for IconApplicationClass
CALLED BY: MSG_META_SAVE_OPTIONS
PASS: *ds:si = IconApplicationClass object
ds:di = IconApplicationClass instance data
RETURN: nothing
DESTROYED: ax, cx, dx, bp
SIDE EFFECTS:
PSEUDO CODE/STRATEGY:
REVISION HISTORY:
Name Date Description
---- ---- -----------
stevey 4/14/93 Initial version
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@
IASaveOptions method dynamic IconApplicationClass,
MSG_META_SAVE_OPTIONS
.enter
call IconMarkBusy
;
; Call the superclass.
;
mov di, offset IconApplicationClass
call ObjCallSuperNoLock
;
; Get the show/hide options.
;
push si
GetResourceHandleNS OptionsBooleanGroup, bx
mov si, offset OptionsBooleanGroup
mov di, mask MF_CALL or mask MF_FIXUP_DS
mov ax, MSG_GEN_BOOLEAN_GROUP_GET_SELECTED_BOOLEANS
call ObjMessage
pop si
mov bp, ax ; bp <- options
;
; Get our category.
;
sub sp, INI_CATEGORY_BUFFER_SIZE
movdw cxdx, sssp
push bp ; save options
mov ax, MSG_META_GET_INI_CATEGORY
call ObjCallInstanceNoLock
pop bp ; restore options
;
; Write the show/hide options.
;
mov ax, sp
push si, ds
segmov ds, ss
mov_tr si, ax ; ds:si = category
mov cx, cs
mov dx, offset featuresKey
call InitFileWriteInteger
;
; Write the current fatbit size.
;
mov dx, offset IBSKey ; cx:dx = key
call IconAppGetImageBitSize ; ax = ImageBitSize
mov_tr bp, ax
call InitFileWriteInteger
pop si, ds
add sp, INI_CATEGORY_BUFFER_SIZE
call IconMarkNotBusy
.leave
ret
featuresKey char "features", 0
IBSKey char "imageBitSize", 0
IASaveOptions endm
COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
IALoadOptions
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
SYNOPSIS: Load our options from the ini file.
CALLED BY: MSG_META_LOAD_OPTIONS
PASS: *ds:si = IconApplicationClass object
ds:di = IconApplicationClass instance data
RETURN: nothing
DESTROYED: ax, cx, dx, bp
PSEUDO CODE/STRATEGY:
REVISION HISTORY:
Name Date Description
---- ---- -----------
stevey 4/14/93 Initial version
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@
IALoadOptions method dynamic IconApplicationClass,
MSG_META_LOAD_OPTIONS
.enter
;
; Call the superclass.
;
mov di, offset IconApplicationClass
call ObjCallSuperNoLock
;
; Get the ini file category.
;
sub sp, INI_CATEGORY_BUFFER_SIZE
movdw cxdx, sssp
mov ax, MSG_META_GET_INI_CATEGORY
call ObjCallInstanceNoLock
mov ax, sp
push si, ds
segmov ds, ss
mov_tr si, ax
mov cx, cs
mov dx, offset featuresKey
call InitFileReadInteger
jc doneFeatures
;
; Set the options in the boolean group.
;
call SetBooleans
doneFeatures:
mov dx, offset IBSKey
call InitFileReadInteger
pop si, ds ; instance
mov bp, sp
lea sp, ss:[bp+INI_CATEGORY_BUFFER_SIZE]
jc doneFatbits
;
; Set the fatbit size.
;
call SetFatbits
doneFatbits:
;
; tools.
;
.leave
ret
IALoadOptions endm
COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
SetBooleans
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
SYNOPSIS: Sets options in OptionsBooleanGroup
CALLED BY: IALoadOptions
PASS: ax = booleans
RETURN: nothing
DESTROYED: nothing
PSEUDO CODE/STRATEGY:
REVISION HISTORY:
Name Date Description
---- ---- -----------
stevey 4/14/93 Initial version
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@
SetBooleans proc near
uses ax,bx,cx,dx,si,di,bp
.enter
GetResourceHandleNS OptionsBooleanGroup, bx
mov si, offset OptionsBooleanGroup
mov di, mask MF_CALL or mask MF_FIXUP_DS
mov_tr cx, ax
clr dx
mov ax, MSG_GEN_BOOLEAN_GROUP_SET_GROUP_STATE
call ObjMessage
.leave
ret
SetBooleans endp
COMMENT @%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
SetFatbits
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
SYNOPSIS: Sets the fatbit size in FatbitImageSizeGroup
CALLED BY: IALoadOptions
PASS: ax = fatbit size
RETURN: nothing
DESTROYED: nothing
PSEUDO CODE/STRATEGY:
REVISION HISTORY:
Name Date Description
---- ---- -----------
stevey 4/14/93 Initial version
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%@
SetFatbits proc near
uses ax,bx,cx,dx,si,di,bp
.enter
GetResourceHandleNS FatbitImageSizeGroup, bx
mov si, offset FatbitImageSizeGroup
mov di, mask MF_CALL or mask MF_FIXUP_DS
mov_tr cx, ax
clr dx
mov ax, MSG_GEN_ITEM_GROUP_SET_SINGLE_SELECTION
call ObjMessage
.leave
ret
SetFatbits endp
OptionsCode ends
|
4-high/gel/source/dolly/gel-dolly.adb | charlie5/lace | 20 | 3889 | with
ada.unchecked_Deallocation;
package body gel.Dolly
is
use Math;
procedure free (Self : in out View)
is
procedure deallocate is new ada.unchecked_Deallocation (Item'Class, View);
begin
if Self = null
then
return;
end if;
Self.destroy;
deallocate (Self);
end free;
--------------
--- Attributes
--
procedure add_Camera (Self : in out Item'Class; the_Camera : in Camera.view)
is
begin
Self.Cameras.append (the_Camera);
end add_Camera;
procedure is_moving (Self : in out Item'Class; Direction : dolly.Direction; Now : in Boolean := True)
is
begin
Self.Motion (Direction) := Now;
end is_moving;
procedure is_spinning (Self : in out Item'Class; Direction : dolly.Direction; Now : in Boolean := True)
is
begin
Self.Spin (Direction) := Now;
end is_spinning;
procedure is_orbiting (Self : in out Item'Class; Direction : dolly.Direction; Now : in Boolean := True)
is
begin
Self.Orbit (Direction) := Now;
end is_orbiting;
procedure Speed_is (Self : in out Item; Now : in Real)
is
begin
Self.Speed := Now;
end Speed_is;
function Speed (Self : in Item) return Real
is
begin
return Self.Speed;
end Speed;
procedure speed_Multiplier_is (Self : in out Item; Now : in Real)
is
begin
Self.Multiplier := Now;
end speed_Multiplier_is;
end gel.Dolly;
|
src/dovado_rtl/antlr/grammars/VerilogLexer.g4 | DavideConficconi/dovado | 0 | 1825 | // Author: <NAME>
// License: MIT
lexer grammar VerilogLexer;
channels { COMMENTS, DIRECTIVES }
// Keywords
ALWAYS : 'always' ;
AND : 'and' ;
ASSIGN : 'assign' ;
AUTOMATIC : 'automatic' ;
BEGIN : 'begin' ;
BUF : 'buf' ;
BUFIF0 : 'bufif0' ;
BUFIF1 : 'bufif1' ;
CASE : 'case' ;
CASEX : 'casex' ;
CASEZ : 'casez' ;
CELL : 'cell' ;
CMOS : 'cmos' ;
CONFIG : 'config' ;
DEASSIGN : 'deassign' ;
DEFAULT : 'default' ;
DEFPARAM : 'defparam' ;
DESIGN : 'design' ;
DISABLE : 'disable' ;
EDGE : 'edge' ;
ELSE : 'else' ;
END : 'end' ;
ENDCASE : 'endcase' ;
ENDCONFIG : 'endconfig' ;
ENDFUNCTION : 'endfunction' ;
ENDGENERATE : 'endgenerate' ;
ENDMODULE : 'endmodule' ;
ENDPRIMITIVE : 'endprimitive' ;
ENDSPECIFY : 'endspecify' ;
ENDTABLE : 'endtable' ;
ENDTASK : 'endtask' ;
EVENT : 'event' ;
FOR : 'for' ;
FORCE : 'force' ;
FOREVER : 'forever' ;
FORK : 'fork' ;
FUNCTION : 'function' ;
GENERATE : 'generate' ;
GENVAR : 'genvar' ;
HIGHZ0 : 'highz0' ;
HIGHZ1 : 'highz1' ;
IF : 'if' ;
IFNONE : 'ifnone' ;
INCDIR : 'incdir' ;
INCLUDE : 'include' -> mode(LIBRARY_SOURCE_TEXT_MODE) ;
INITIAL : 'initial' ;
INOUT : 'inout' ;
INPUT : 'input' ;
INSTANCE : 'instance' ;
INTEGER : 'integer' ;
JOIN : 'join' ;
LARGE : 'large' ;
LIBLIST : 'liblist' ;
LIBRARY : 'library' -> mode(LIBRARY_SOURCE_TEXT_MODE) ;
LOCALPARAM : 'localparam' ;
MACROMODULE : 'macromodule' ;
MEDIUM : 'medium' ;
MODULE : 'module' ;
NAND : 'nand' ;
NEGEDGE : 'negedge' ;
NMOS : 'nmos' ;
NOR : 'nor' ;
NOSHOWCANCELLED : 'noshowcancelled' ;
NOT : 'not' ;
NOTIF0 : 'notif0' ;
NOTIF1 : 'notif1' ;
OR : 'or' ;
OUTPUT : 'output' ;
PARAMETER : 'parameter' ;
PMOS : 'pmos' ;
POSEDGE : 'posedge' ;
PRIMITIVE : 'primitive' ;
PULL0 : 'pull0' ;
PULL1 : 'pull1' ;
PULLDOWN : 'pulldown' ;
PULLUP : 'pullup' ;
PULSESTYLE_ONEVENT : 'pulsestyle_onevent' ;
PULSESTYLE_ONDETECT : 'pulsestyle_ondetect' ;
RCMOS : 'rcmos' ;
REAL : 'real' ;
REALTIME : 'realtime' ;
REG : 'reg' ;
RELEASE : 'release' ;
REPEAT : 'repeat' ;
RNMOS : 'rnmos' ;
RPMOS : 'rpmos' ;
RTRAN : 'rtran' ;
RTRANIF0 : 'rtranif0' ;
RTRANIF1 : 'rtranif1' ;
SCALARED : 'scalared' ;
SHOWCANCELLED : 'showcancelled' ;
SIGNED : 'signed' ;
SMALL : 'small' ;
SPECIFY : 'specify' ;
SPECPARAM : 'specparam' ;
STRONG0 : 'strong0' ;
STRONG1 : 'strong1' ;
SUPPLY0 : 'supply0' ;
SUPPLY1 : 'supply1' ;
TABLE : 'table' ;
TASK : 'task' ;
TIME : 'time' ;
TRAN : 'tran' ;
TRANIF0 : 'tranif0' ;
TRANIF1 : 'tranif1' ;
TRI : 'tri' ;
TRI0 : 'tri0' ;
TRI1 : 'tri1' ;
TRIAND : 'triand' ;
TRIOR : 'trior' ;
TRIREG : 'trireg' ;
UNSIGNED : 'unsigned' ;
USE : 'use' ;
UWIRE : 'uwire' ;
VECTORED : 'vectored' ;
WAIT : 'wait' ;
WAND : 'wand' ;
WEAK0 : 'weak0' ;
WEAK1 : 'weak1' ;
WHILE : 'while' ;
WIRE : 'wire' ;
WOR : 'wor' ;
XNOR : 'xnor' ;
XOR : 'xor' ;
// System tasks and functions
// Display tasks
DOLLAR_DISPLAY : '$display' ;
DOLLAR_DISPLAYB : '$displayb' ;
DOLLAR_DISPLAYH : '$displayh' ;
DOLLAR_DISPLAYO : '$displayo' ;
DOLLAR_WRITE : '$write' ;
DOLLAR_WRITEB : '$writeb' ;
DOLLAR_WRITEH : '$writeh' ;
DOLLAR_WRITEO : '$writeo' ;
DOLLAR_STROBE : '$strobe' ;
DOLLAR_STROBEB : '$strobeb' ;
DOLLAR_STROBEH : '$strobeh' ;
DOLLAR_STROBEO : '$strobeo' ;
DOLLAR_MONITOR : '$monitor' ;
DOLLAR_MONITORB : '$monitorb' ;
DOLLAR_MONITORH : '$monitorh' ;
DOLLAR_MONITORO : '$monitoro' ;
DOLLAR_MONITOROFF : '$monitoroff' ;
DOLLAR_MONITORON : '$monitoron' ;
// File I/O tasks
DOLLAR_FCLOSE : '$fclose' ;
DOLLAR_FDISPLAY : '$fdisplay' ;
DOLLAR_FDISPLAYB : '$fdisplayb' ;
DOLLAR_FDISPLAYH : '$fdisplayh' ;
DOLLAR_FDISPLAYO : '$fdisplayo' ;
DOLLAR_FSTROBE : '$fstrobe' ;
DOLLAR_FSTROBEB : '$fstrobeb' ;
DOLLAR_FSTROBEH : '$fstrobeh' ;
DOLLAR_FSTROBEO : '$fstrobeo' ;
DOLLAR_SWRITE : '$swrite' ;
DOLLAR_SWRITEB : '$swriteb' ;
DOLLAR_SWRITEH : '$swriteh' ;
DOLLAR_SWRITEO : '$swriteo' ;
DOLLAR_FSCANF : '$fscanf' ;
DOLLAR_FREAD : '$fread' ;
DOLLAR_FSEEK : '$fseek' ;
DOLLAR_FFLUSH : '$fflush' ;
DOLLAR_FEOF : '$feof' ;
DOLLAR_SDF_ANNOTATE : '$sdf_annotate' ;
DOLLAR_FOPEN : '$fopen' ;
DOLLAR_FWRITE : '$fwrite' ;
DOLLAR_FWRITEB : '$fwriteb' ;
DOLLAR_FWRITEH : '$fwriteh' ;
DOLLAR_FWRITEO : '$fwriteo' ;
DOLLAR_FMONITOR : '$fmonitor' ;
DOLLAR_FMONITORB : '$fmonitorb' ;
DOLLAR_FMONITORH : '$fmonitorh' ;
DOLLAR_FMONITORO : '$fmonitoro' ;
DOLLAR_SFORMAT : '$sformat' ;
DOLLAR_FGETC : '$fgetc' ;
DOLLAR_UNGETC : '$ungetc' ;
DOLLAR_FGETS : '$fgets' ;
DOLLAR_SSCANF : '$sscanf' ;
DOLLAR_REWIND : '$rewind' ;
DOLLAR_FTELL : '$ftell' ;
DOLLAR_FERROR : '$ferror' ;
DOLLAR_READMEMB : '$readmemb' ;
DOLLAR_READMEMH : '$readmemh' ;
// Timescale tasks
DOLLAR_PRINTTIMESCALE : '$printtimescale' ;
DOLLAR_TIMEFORMAT : '$timeformat' ;
// Simulation control tasks
DOLLAR_FINISH : '$finish' ;
DOLLAR_STOP : '$stop' ;
// PLA modeling tasks
DOLLAR_ASYNC_AND_ARRAY : '$async$and$array' ;
DOLLAR_ASYNC_NAND_ARRAY : '$async$nand$array' ;
DOLLAR_ASYNC_OR_ARRAY : '$async$or$array' ;
DOLLAR_ASYNC_NOR_ARRAY : '$async$nor$array' ;
DOLLAR_SYNC_AND_ARRAY : '$sync$and$array' ;
DOLLAR_SYNC_NAND_ARRAY : '$sync$nand$array' ;
DOLLAR_SYNC_OR_ARRAY : '$sync$or$array' ;
DOLLAR_SYNC_NOR_ARRAY : '$sync$nor$array' ;
DOLLAR_ASYNC_AND_PLANE : '$async$and$plane' ;
DOLLAR_ASYNC_NAND_PLANE : '$async$nand$plane' ;
DOLLAR_ASYNC_OR_PLANE : '$async$or$plane' ;
DOLLAR_ASYNC_NOR_PLANE : '$async$nor$plane' ;
DOLLAR_SYNC_AND_PLANE : '$sync$and$plane' ;
DOLLAR_SYNC_NAND_PLANE : '$sync$nand$plane' ;
DOLLAR_SYNC_OR_PLANE : '$sync$or$plane' ;
DOLLAR_SYNC_NOR_PLANE : '$sync$nor$plane' ;
// Stochastic analysis tasks
DOLLAR_Q_INITIALIZE : '$q_initialize' ;
DOLLAR_Q_REMOVE : '$q_remove' ;
DOLLAR_Q_EXAM : '$q_exam' ;
DOLLAR_Q_ADD : '$q_add' ;
DOLLAR_Q_FULL : '$q_full' ;
// Simulation time functions
DOLLAR_REALTIME : '$realtime' ;
DOLLAR_TIME : '$time' ;
DOLLAR_STIME : '$stime' ;
// Conversion functions
DOLLAR_BITSTOREAL : '$bitstoreal' ;
DOLLAR_ITOR : '$itor' ;
DOLLAR_SIGNED : '$signed' ;
DOLLAR_REALTOBITS : '$realtobits' ;
DOLLAR_RTOI : '$rtoi' ;
DOLLAR_UNSIGNED : '$unsigned' ;
// Probabilistic distribution functions
DOLLAR_RANDOM : '$random' ;
DOLLAR_DIST_ERLANG : '$dist_erlang' ;
DOLLAR_DIST_NORMAL : '$dist_normal' ;
DOLLAR_DIST_T : '$dist_t' ;
DOLLAR_DIST_CHI_SQUARE : '$dist_chi_square' ;
DOLLAR_DIST_EXPONENTIAL : '$dist_exponential' ;
DOLLAR_DIST_POISSON : '$dist_poisson' ;
DOLLAR_DIST_UNIFORM : '$dist_uniform' ;
// Command line input
DOLLAR_TEST_PLUSARGS : '$test$plusargs' ;
DOLLAR_VALUE_PLUSARGS : '$value$plusargs' ;
// Math functions
DOLLAR_CLOG2 : '$clog2' ;
DOLLAR_LN : '$ln' ;
DOLLAR_LOG10 : '$log10' ;
DOLLAR_EXP : '$exp' ;
DOLLAR_SQRT : '$sqrt' ;
DOLLAR_POW : '$pow' ;
DOLLAR_FLOOR : '$floor' ;
DOLLAR_CEIL : '$ceil' ;
DOLLAR_SIN : '$sin' ;
DOLLAR_COS : '$cos' ;
DOLLAR_TAN : '$tan' ;
DOLLAR_ASIN : '$asin' ;
DOLLAR_ACOS : '$acos' ;
DOLLAR_ATAN : '$atan' ;
DOLLAR_ATAN2 : '$atan2' ;
DOLLAR_HYPOT : '$hypot' ;
DOLLAR_SINH : '$sinh' ;
DOLLAR_COSH : '$cosh' ;
DOLLAR_TANH : '$tanh' ;
DOLLAR_ASINH : '$asinh' ;
DOLLAR_ACOSH : '$acosh' ;
DOLLAR_ATANH : '$atanh' ;
// Value change dump (VCD) functions
DOLLAR_DUMPFILE : '$dumpfile' ;
DOLLAR_DUMPVARS : '$dumpvars' ;
DOLLAR_DUMPOFF : '$dumpoff' ;
DOLLAR_DUMPON : '$dumpon' ;
DOLLAR_DUMPALL : '$dumpall' ;
DOLLAR_DUMPLIMIT : '$dumplimit' ;
DOLLAR_DUMPFLUSH : '$dumpflush' ;
DOLLAR_END : '$end' ;
DOLLAR_COMMENT : '$comment' ;
DOLLAR_DATE : '$date' ;
DOLLAR_ENDDEFINITIONS : '$enddefinitions' ;
DOLLAR_SCOPE : '$scope' ;
DOLLAR_TIMESCALE : '$timescale' ;
DOLLAR_UPSCOPE : '$upscope' ;
DOLLAR_VAR : '$var' ;
DOLLAR_VERSION : '$version' ;
DOLLAR_DUMPPORTS : '$dumpports' ;
DOLLAR_DUMPPORTSOFF : '$dumpportsoff' ;
DOLLAR_DUMPPORTSON : '$dumpportson' ;
DOLLAR_DUMPPORTSALL : '$dumpportsall' ;
DOLLAR_DUMPPORTSLIMIT : '$dumpportslimit' ;
DOLLAR_DUMPPORTSFLUSH : '$dumpportsflush' ;
DOLLAR_VCDCLOSE : '$vcdclose' ;
// System timing check commands
DOLLAR_SETUP : '$setup' ;
DOLLAR_HOLD : '$hold' ;
DOLLAR_SETUPHOLD : '$setuphold' ;
DOLLAR_RECOVERY : '$recovery' ;
DOLLAR_REMOVAL : '$removal' ;
DOLLAR_RECREM : '$recrem' ;
DOLLAR_SKEW : '$skew' ;
DOLLAR_TIMESKEW : '$timeskew' ;
DOLLAR_FULLSKEW : '$fullskew' ;
DOLLAR_PERIOD : '$period' ;
DOLLAR_WIDTH : '$width' ;
DOLLAR_NOCHANGE : '$nochange' ;
// Numbers
REAL_NUMBER : UNSIGNED_NUMBER DOT UNSIGNED_NUMBER | UNSIGNED_NUMBER (DOT UNSIGNED_NUMBER)? EXP SIGN? UNSIGNED_NUMBER ;
fragment EXP : [eE] ;
DECIMAL_NUMBER : UNSIGNED_NUMBER | SIZE? DECIMAL_BASE DECIMAL_VALUE ;
BINARY_NUMBER : SIZE? BINARY_BASE BINARY_VALUE ;
OCTAL_NUMBER : SIZE? OCTAL_BASE OCTAL_VALUE ;
HEX_NUMBER : SIZE? HEX_BASE HEX_VALUE ;
fragment SIGN : PLUS | MINUS ;
fragment SIZE : NON_ZERO_UNSIGNED_NUMBER ;
fragment NON_ZERO_UNSIGNED_NUMBER : NON_ZERO_DECIMAL_DIGIT (UNDERSCORE | DECIMAL_DIGIT)* ;
fragment UNSIGNED_NUMBER : DECIMAL_DIGIT (UNDERSCORE | DECIMAL_DIGIT)* ;
fragment DECIMAL_VALUE : UNSIGNED_NUMBER | (X_DIGIT | Z_DIGIT) UNDERSCORE* ;
fragment BINARY_VALUE : BINARY_DIGIT (UNDERSCORE | BINARY_DIGIT)* ;
fragment OCTAL_VALUE : OCTAL_DIGIT (UNDERSCORE | OCTAL_DIGIT)* ;
fragment HEX_VALUE : HEX_DIGIT (UNDERSCORE | HEX_DIGIT)* ;
fragment DECIMAL_BASE : APOSTROPHE [sS]? [dD] ;
fragment BINARY_BASE : APOSTROPHE [sS]? [bB] ;
fragment OCTAL_BASE : APOSTROPHE [sS]? [oO] ;
fragment HEX_BASE : APOSTROPHE [sS]? [hH] ;
fragment NON_ZERO_DECIMAL_DIGIT : [1-9] ;
fragment DECIMAL_DIGIT : [0-9] ;
fragment BINARY_DIGIT : X_DIGIT | Z_DIGIT | [01] ;
fragment OCTAL_DIGIT : X_DIGIT | Z_DIGIT | [0-7] ;
fragment HEX_DIGIT : X_DIGIT | Z_DIGIT | [0-9a-fA-F] ;
fragment X_DIGIT : [xX] ;
fragment Z_DIGIT : [zZ?] ;
fragment APOSTROPHE : '\'' ;
// Strings
STRING : DOUBLE_QUOTE ~["\r\n]* DOUBLE_QUOTE ;
fragment DOUBLE_QUOTE : '"' ;
// Comments
ONE_LINE_COMMENT : DOUBLE_SLASH ~[\r\n]* -> channel(COMMENTS) ;
BLOCK_COMMENT : SLASH_ASTERISK TEXT ASTERISK_SLASH -> channel(COMMENTS) ;
fragment TEXT : .*? ;
fragment DOUBLE_SLASH : '//' ;
fragment SLASH_ASTERISK : '/*' ;
fragment ASTERISK_SLASH : '*/' ;
fragment NEWLINE : CARRIAGE_RETURN? LINE_FEED ;
// Identifiers
ESCAPED_IDENTIFIER : BACKSLASH ASCII_PRINTABLE_EXCEPT_SPACE+ WHITE_SPACE ;
SIMPLE_IDENTIFIER : (LETTER | UNDERSCORE) (LETTER | UNDERSCORE | DECIMAL_DIGIT | DOLLAR_SIGN)* ;
SYSTEM_TF_IDENTIFIER : DOLLAR_SIGN (LETTER | UNDERSCORE | DECIMAL_DIGIT | DOLLAR_SIGN) (LETTER | UNDERSCORE | DECIMAL_DIGIT | DOLLAR_SIGN)* ;
fragment ASCII_PRINTABLE_EXCEPT_SPACE : [\u0021-\u007e] ;
fragment UNDERSCORE : '_' ;
fragment DOLLAR_SIGN : '$' ;
fragment BACKSLASH : '\\' ;
fragment LETTER : [a-zA-Z] ;
// White space
WHITE_SPACE_REGION : WHITE_SPACE+ -> channel(HIDDEN) ;
fragment WHITE_SPACE : SPACE | TAB | CARRIAGE_RETURN | LINE_FEED ;
fragment SPACE : ' ' ;
fragment TAB : '\t' ;
fragment CARRIAGE_RETURN : '\r' ;
fragment LINE_FEED : '\n' ;
// Separators
LEFT_PARENTHESIS : '(' ;
RIGHT_PARENTHESIS : ')' ;
LEFT_BRACKET : '[' ;
RIGHT_BRACKET : ']' ;
LEFT_BRACE : '{' ;
RIGHT_BRACE : '}' ;
// Operator symbols
PLUS : '+' ;
MINUS : '-' ;
EXCLAMATION_MARK : '!' ;
TILDE : '~' ;
AMPERSAND : '&' ;
TILDE_AMPERSAND : '~&' ;
VERTICAL_BAR : '|' ;
TILDE_VERTICAL_BAR : '~|' ;
CARET : '^' ;
TILDE_CARET : '~^' ;
CARET_TILDE : '^~' ;
ASTERISK : '*' ;
PERCENT : '%' ;
DOUBLE_EQUAL : '==' ;
EXCLAMATION_MARK_EQUAL : '!=' ;
TRIPLE_EQUAL : '===' ;
EXCLAMATION_MARK_DOUBLE_EQUAL : '!==' ;
DOUBLE_AMPERSAND : '&&' ;
DOUBLE_VERTICAL_BAR : '||' ;
DOUBLE_ASTERISK : '**' ;
LESS_THAN : '<' ;
LESS_THAN_EQUAL : '<=' ;
GREATER_THAN : '>' ;
GREATER_THAN_EQUAL : '>=' ;
DOUBLE_GREATER_THAN : '>>' ;
DOUBLE_LESS_THAN : '<<' ;
TRIPLE_GREATER_THAN : '>>>' ;
TRIPLE_LESS_THAN : '<<<' ;
// Other symbols
DOT : '.' ;
COMMA : ',' ;
COLON : ':' ;
SEMICOLON : ';' ;
SLASH : '/' ;
EQUAL : '=' ;
QUESTION_MARK : '?' ;
AT : '@' ;
HASH : '#' ;
GRAVE_ACCENT : '`' -> channel(DIRECTIVES), pushMode(DIRECTIVE_MODE) ;
PLUS_COLON : '+:' ;
MINUS_COLON : '-:' ;
MINUS_GREATER_THAN : '->' ;
EQUAL_GREATER_THAN : '=>' ;
ASTERISK_GREATER_THAN : '*>' ;
TRIPLE_AMPERSAND : '&&&' ;
// A.2.4 Declaration assignments
PATHPULSE_DOLLAR : 'PATHPULSE$' ;
// Context-specific rules
/*
// A.5.3 UDP body
INIT_VAL : '1' APOSTROPHE [bB] [01xX] | [01] ;
OUTPUT_SYMBOL : [01xX] ;
LEVEL_SYMBOL : [01xX?bB] ;
EDGE_SYMBOL : [rRfFpPnN*] ;
// A.7.5.3 System timing check event definitions
EDGE_DESCRIPTOR : '01' | '10' | [xXzZ] [01] | [01] [xXzZ] ;
SCALAR_CONSTANT : '1' APOSTROPHE [bB] [01] | [01] ;
*/
mode LIBRARY_SOURCE_TEXT_MODE;
LIBRARY_SIMPLE_IDENTIFIER : (LETTER | UNDERSCORE) (LETTER | UNDERSCORE | DECIMAL_DIGIT | DOLLAR_SIGN)* -> type(SIMPLE_IDENTIFIER) ;
LIBRARY_ESCAPED_IDENTIFIER : BACKSLASH ASCII_PRINTABLE_EXCEPT_SPACE+ WHITE_SPACE -> type(ESCAPED_IDENTIFIER) ;
FILE_PATH_SPEC : ~[ \t\r\n,;]+ ;
MINUS_INCDIR : '-incdir' ;
LIBRARY_COMMA : ',' -> type(COMMA) ;
LIBRARY_SEMICOLON : ';' -> type(SEMICOLON), mode(DEFAULT_MODE) ;
LIBRARY_ONE_LINE_COMMENT : DOUBLE_SLASH ~[\r\n]* -> channel(COMMENTS), type(ONE_LINE_COMMENT) ;
LIBRARY_BLOCK_COMMENT : SLASH_ASTERISK TEXT ASTERISK_SLASH -> channel(COMMENTS), type(BLOCK_COMMENT) ;
LIBRARY_WHITE_SPACE : WHITE_SPACE+ -> channel(HIDDEN), type(WHITE_SPACE_REGION) ;
LIBRARY_NEWLINE : NEWLINE -> channel(HIDDEN) ;
// Compiler directives
mode DIRECTIVE_MODE;
DIRECTIVE_BEGIN_KEYWORDS : 'begin_keywords' -> channel(DIRECTIVES) ;
DIRECTIVE_CELLDEFINE : 'celldefine' -> channel(DIRECTIVES), popMode ;
DIRECTIVE_DEFAULT_NETTYPE : 'default_nettype' -> channel(DIRECTIVES) ;
DIRECTIVE_DEFINE : 'define' -> channel(DIRECTIVES), mode(DEFINE_DIRECTIVE_MODE) ;
DIRECTIVE_ELSE : 'else' -> channel(DIRECTIVES), mode(SOURCE_TEXT_MODE) ;
DIRECTIVE_ELSIF : 'elsif' -> channel(DIRECTIVES), mode(CONDITIONAL_DIRECTIVE_MODE) ;
DIRECTIVE_END_KEYWORDS : 'end_keywords' -> channel(DIRECTIVES), popMode ;
DIRECTIVE_ENDCELLDEFINE : 'endcelldefine' -> channel(DIRECTIVES), popMode ;
DIRECTIVE_ENDIF : 'endif' -> channel(DIRECTIVES), popMode ;
DIRECTIVE_IFDEF : 'ifdef' -> channel(DIRECTIVES), mode(CONDITIONAL_DIRECTIVE_MODE) ;
DIRECTIVE_IFNDEF : 'ifndef' -> channel(DIRECTIVES), mode(CONDITIONAL_DIRECTIVE_MODE) ;
DIRECTIVE_INCLUDE : 'include' -> channel(DIRECTIVES) ;
DIRECTIVE_LINE : 'line' -> channel(DIRECTIVES) ;
DIRECTIVE_NOUNCONNECTED_DRIVE : 'nounconnected_drive' -> channel(DIRECTIVES), popMode ;
//DIRECTIVE_PRAGMA : 'pragma' -> channel(DIRECTIVES) ;
DIRECTIVE_RESETALL : 'resetall' -> channel(DIRECTIVES), popMode ;
DIRECTIVE_TIMESCALE : 'timescale' -> channel(DIRECTIVES) ;
DIRECTIVE_UNCONNECTED_DRIVE : 'unconnected_drive' -> channel(DIRECTIVES) ;
DIRECTIVE_UNDEF : 'undef' -> channel(DIRECTIVES), mode(UNDEF_DIRECTIVE_MODE) ;
DEFAULT_NETTYPE_VALUE : ('wire' | 'tri' | 'tri0' | 'tri1' | 'wand' | 'triand' | 'wor' | 'trior' | 'trireg' | 'uwire' | 'none') -> channel(DIRECTIVES), popMode ;
TIME_UNIT : [munpf]? 's' -> channel(DIRECTIVES) ;
UNCONNECTED_DRIVE_VALUE : ('pull0' | 'pull1') -> channel(DIRECTIVES), popMode ;
DIRECTIVE_NUMBER : UNSIGNED_NUMBER -> channel(DIRECTIVES) ;
DIRECTIVE_STRING : DOUBLE_QUOTE ~["\r\n]* DOUBLE_QUOTE -> channel(DIRECTIVES) ;
DIRECTIVE_IDENTIFIER : DIRECTIVE_IDENTIFIER_ -> channel(DIRECTIVES), mode(MACRO_USAGE_MODE) ;
fragment DIRECTIVE_IDENTIFIER_ : DIRECTIVE_SIMPLE_IDENTIFIER | DIRECTIVE_ESCAPED_IDENTIFIER ;
fragment DIRECTIVE_SIMPLE_IDENTIFIER : (LETTER | UNDERSCORE) (LETTER | UNDERSCORE | DECIMAL_DIGIT | DOLLAR_SIGN)* ;
fragment DIRECTIVE_ESCAPED_IDENTIFIER : BACKSLASH ASCII_PRINTABLE_EXCEPT_SPACE+ WHITE_SPACE ;
DIRECTIVE_SLASH : '/' -> channel(DIRECTIVES) ;
//DIRECTIVE_COMMA : ',' -> channel(DIRECTIVES) ;
//DIRECTIVE_EQUAL : '=' -> channel(DIRECTIVES) ;
DIRECTIVE_COMMENT : DIRECTIVE_COMMENT_ -> channel(COMMENTS) ;
fragment DIRECTIVE_COMMENT_ : DIRECTIVE_ONE_LINE_COMMENT | DIRECTIVE_BLOCK_COMMENT ;
fragment DIRECTIVE_ONE_LINE_COMMENT : DOUBLE_SLASH ~[\r\n]* ;
fragment DIRECTIVE_BLOCK_COMMENT : SLASH_ASTERISK TEXT ASTERISK_SLASH ;
DIRECTIVE_WHITE_SPACE : [ \t]+ -> channel(HIDDEN) ;
DIRECTIVE_NEWLINE : NEWLINE -> channel(HIDDEN), popMode ;
mode DEFINE_DIRECTIVE_MODE;
DEFINE_DIRECTIVE_IDENTIFIER : DIRECTIVE_IDENTIFIER_ -> channel(DIRECTIVES), type(DIRECTIVE_IDENTIFIER), mode(MACRO_TEXT_MODE) ;
DEFINE_DIRECTIVE_WHITE_SPACE : [ \t]+ -> channel(HIDDEN), type(DIRECTIVE_WHITE_SPACE) ;
mode UNDEF_DIRECTIVE_MODE;
UNDEF_DIRECTIVE_IDENTIFIER : DIRECTIVE_IDENTIFIER_ -> channel(DIRECTIVES), type(DIRECTIVE_IDENTIFIER), popMode ;
UNDEF_DIRECTIVE_COMMENT : DIRECTIVE_COMMENT_ -> channel(COMMENTS), type(DIRECTIVE_COMMENT) ;
UNDEF_DIRECTIVE_WHITE_SPACE : [ \t]+ -> channel(HIDDEN), type(DIRECTIVE_WHITE_SPACE) ;
UNDEF_DIRECTIVE_NEWLINE : NEWLINE -> channel(HIDDEN), type(DIRECTIVE_NEWLINE) ;
mode CONDITIONAL_DIRECTIVE_MODE;
CONDITIONAL_DIRECTIVE_IDENTIFIER : DIRECTIVE_IDENTIFIER_ -> channel(DIRECTIVES), type(DIRECTIVE_IDENTIFIER), mode(SOURCE_TEXT_MODE) ;
CONDITIONAL_DIRECTIVE_COMMENT : DIRECTIVE_COMMENT_ -> channel(COMMENTS), type(DIRECTIVE_COMMENT) ;
CONDITIONAL_DIRECTIVE_WHITE_SPACE : [ \t]+ -> channel(HIDDEN), type(DIRECTIVE_WHITE_SPACE) ;
CONDITIONAL_DIRECTIVE_NEWLINE : NEWLINE -> channel(HIDDEN), type(DIRECTIVE_NEWLINE) ;
mode MACRO_TEXT_MODE;
MACRO_TEXT : ~[\r\n\\]+ -> channel(DIRECTIVES) ;
MACRO_TEXT_BACKSLASH_NEWLINE : BACKSLASH NEWLINE -> channel(DIRECTIVES) ;
MACRO_TEXT_BACKSLASH_ESCAPE : BACKSLASH . -> channel(DIRECTIVES), type(MACRO_TEXT) ;
MACRO_TEXT_COMMENT : DIRECTIVE_COMMENT_ -> channel(COMMENTS), type(DIRECTIVE_COMMENT) ;
MACRO_TEXT_NEWLINE : NEWLINE -> channel(HIDDEN), type(DIRECTIVE_NEWLINE), popMode ;
mode MACRO_USAGE_MODE;
DIRECTIVE_LIST_OF_ARGUMENTS : '(' TEXT ')' -> channel(DIRECTIVES), popMode ;
MACRO_USAGE_BACKSLASH_NEWLINE : BACKSLASH NEWLINE -> channel(HIDDEN) ;
MACRO_USAGE_COMMENT : DIRECTIVE_COMMENT_ -> channel(COMMENTS), type(DIRECTIVE_COMMENT) ;
MACRO_USAGE_WHITE_SPACE : [ \t]+ -> channel(HIDDEN), type(DIRECTIVE_WHITE_SPACE) ;
MACRO_USAGE_NEWLINE : NEWLINE -> channel(HIDDEN), type(DIRECTIVE_NEWLINE) ;
// TODO: the following does not always work (e.g. if we're inside SOURCE_TEXT), fix it
ANY_OTHER_TOKEN : . -> channel(DEFAULT_TOKEN_CHANNEL), mode(DEFAULT_MODE) ;
mode SOURCE_TEXT_MODE;
SOURCE_TEXT : ~[`\r\n\\]+ -> channel(DIRECTIVES) ;
SOURCE_TEXT_GRAVE_ACCENT : '`' -> channel(DIRECTIVES), type(GRAVE_ACCENT), mode(DIRECTIVE_MODE) ;
SOURCE_TEXT_BACKSLASH_NEWLINE : BACKSLASH NEWLINE -> channel(HIDDEN) ;
SOURCE_TEXT_BACKSLASH_ESCAPE : BACKSLASH . -> channel(DIRECTIVES), type(SOURCE_TEXT) ;
SOURCE_TEXT_COMMENT : DIRECTIVE_COMMENT_ -> channel(COMMENTS), type(DIRECTIVE_COMMENT) ;
SOURCE_TEXT_NEWLINE : NEWLINE -> channel(HIDDEN), type(DIRECTIVE_NEWLINE) ;
|
awa/plugins/awa-sysadmin/src/awa-sysadmin-beans.ads | twdroeger/ada-awa | 81 | 26614 | -----------------------------------------------------------------------
-- awa-sysadmin-beans -- Sysadmin specific Ada beans
-- Copyright (C) 2019 <NAME>
-- Written by <NAME> (<EMAIL>)
--
-- Licensed under the Apache License, Version 2.0 (the "License");
-- you may not use this file except in compliance with the License.
-- You may obtain a copy of the License at
--
-- http://www.apache.org/licenses/LICENSE-2.0
--
-- Unless required by applicable law or agreed to in writing, software
-- distributed under the License is distributed on an "AS IS" BASIS,
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-- See the License for the specific language governing permissions and
-- limitations under the License.
-----------------------------------------------------------------------
with Ada.Strings.Unbounded;
with Util.Beans.Basic;
with AWA.Sysadmin.Modules;
with AWA.Sysadmin.Models;
package AWA.Sysadmin.Beans is
use Ada.Strings.Unbounded;
type Authenticate_Bean is new AWA.Sysadmin.Models.Authenticate_Bean with null record;
type Authenticate_Bean_Access is access all Authenticate_Bean'Class;
-- Action to authenticate the sysadmin user.
overriding
procedure Authenticate (Data : in out Authenticate_Bean;
Outcome : in out Unbounded_String);
-- Create an authenticate bean.
function Create_Authenticate_Bean (Module : in AWA.Sysadmin.Modules.Sysadmin_Module_Access)
return Util.Beans.Basic.Readonly_Bean_Access;
end AWA.Sysadmin.Beans;
|
oeis/348/A348660.asm | neoneye/loda-programs | 11 | 91756 | ; A348660: a(n) = Sum_{d|n, d <= sqrt(n)} (-1)^(n/d + 1) * d.
; Submitted by <NAME>
; 1,-1,1,-3,1,1,1,-3,4,1,1,-6,1,1,4,-7,1,-2,1,1,4,1,1,-10,6,1,4,1,1,-7,1,-7,4,1,6,-8,1,1,4,-12,1,4,1,1,9,1,1,-16,8,-4,4,1,1,4,6,-14,4,1,1,-13,1,1,11,-15,6,4,1,1,4,-11,1,-8,1,1,9,1,8,4,1,-20,13,1,1,-15,6,1,4,1,1,-10,8,1,4,1,6,-24,1,-6,13,-14
add $0,1
mov $2,$0
lpb $0
mov $3,$2
dif $3,$0
lpb $3
trn $3,$0
cmp $3,0
mul $3,$0
lpe
sub $0,1
mul $1,-1
add $1,$3
lpe
mov $0,$1
|
wayland_ada_scanner/src/wayland_xml.adb | onox/wayland-ada | 5 | 10294 | -- SPDX-License-Identifier: Apache-2.0
--
-- Copyright (c) 2018 - 2019 <NAME> <<EMAIL>>
--
-- Licensed under the Apache License, Version 2.0 (the "License");
-- you may not use this file except in compliance with the License.
-- You may obtain a copy of the License at
--
-- http://www.apache.org/licenses/LICENSE-2.0
--
-- Unless required by applicable law or agreed to in writing, software
-- distributed under the License is distributed on an "AS IS" BASIS,
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-- See the License for the specific language governing permissions and
-- limitations under the License.
package body Wayland_XML is
procedure Set_Summary (This : in out Arg_Tag;
Value : String)
is
begin
This.My_Summary := (Exists => True,
Value => new String'(Value));
end Set_Summary;
procedure Set_Interface_Attribute (This : in out Arg_Tag;
Value : String)
is
begin
This.My_Interface_Attribute := (Exists => True,
Value => new String'(Value));
end Set_Interface_Attribute;
procedure Set_Type_Attribute (This : in out Arg_Tag;
Value : String)
is
begin
if Value = "int" then
This.My_Type_Attribute := (Exists => True,
Value => Type_Integer);
elsif Value = "uint" then
This.My_Type_Attribute := (Exists => True,
Value => Type_Unsigned_Integer);
elsif Value = "string" then
This.My_Type_Attribute := (Exists => True,
Value => Type_String);
elsif Value = "fd" then
This.My_Type_Attribute := (Exists => True,
Value => Type_FD);
elsif Value = "new_id" then
This.My_Type_Attribute := (Exists => True,
Value => Type_New_Id);
elsif Value = "object" then
This.My_Type_Attribute := (Exists => True,
Value => Type_Object);
elsif Value = "fixed" then
This.My_Type_Attribute := (Exists => True,
Value => Type_Fixed);
elsif Value = "array" then
This.My_Type_Attribute := (Exists => True,
Value => Type_Array);
else
raise TYPE_ATTRIBUTE_EXCEPTION with Value;
end if;
end Set_Type_Attribute;
procedure Set_Name (This : in out Arg_Tag;
Value : String) is
begin
This.My_Name := (Exists => True,
Value => new String'(Value));
end Set_Name;
procedure Set_Allow_Null (This : in out Arg_Tag;
Value : Boolean)
is
begin
This.My_Allow_Null := (Exists => True,
Value => Value);
end Set_Allow_Null;
procedure Set_Enum (This : in out Arg_Tag;
Value : String)
is
begin
This.My_Enum := (Exists => True,
Value => new String'(Value));
end Set_Enum;
procedure Set_Text (This : in out Copyright_Tag;
Value : String)
is
begin
This.My_Text := (Exists => True,
Value => new String'(Value));
end Set_Text;
procedure Set_Text (This : in out Description_Tag;
Value : String)
is
begin
This.My_Text := (Exists => True,
Value => new String'(Value));
end Set_Text;
procedure Set_Summary (This : in out Description_Tag;
Value : String)
is
begin
This.My_Summary := (Exists => True,
Value => new String'(Value));
end Set_Summary;
procedure Set_Value (This : in out Entry_Tag;
V : Entry_Value)
is
begin
This.My_Value := (Exists => True,
Value => V);
end Set_Value;
procedure Set_Summary (This : in out Entry_Tag;
Value : String)
is
begin
This.My_Summary := (Exists => True,
Value => new String'(Value));
end Set_Summary;
procedure Set_Name (This : in out Entry_Tag;
Value : String)
is
begin
This.My_Name := (Exists => True,
Value => new String'(Value));
end Set_Name;
procedure Set_Since (This : in out Entry_Tag;
Value : Version_Number) is
begin
This.My_Since := (Exists => True,
Value => Value);
end Set_Since;
procedure Set_Name (This : in out Enum_Tag;
Value : String)
is
begin
This.My_Name := (Exists => True,
Value => new String'(Value));
end Set_Name;
procedure Set_Bitfield (This : in out Enum_Tag;
Value : Boolean) is
begin
This.My_Bitfield := (Exists => True,
Value => Value);
end Set_Bitfield;
procedure Set_Since (This : in out Enum_Tag;
Value : Version_Number)
is
begin
This.My_Since := (Exists => True,
Value => Value);
end Set_Since;
procedure Append_Child (This : in out Enum_Tag;
Item : not null Wayland_XML.Description_Tag_Ptr)
is
Child : constant Enum_Child := (Child_Description, Item);
begin
This.My_Children.Append (Child);
end Append_Child;
procedure Append_Child (This : in out Enum_Tag;
Item : not null Entry_Tag_Ptr)
is
Child : constant Enum_Child := (Child_Entry, Item);
begin
This.My_Children.Append (Child);
This.My_Entries.Append (Child);
end Append_Child;
procedure Sort_Entries (This : in out Enum_Tag) is
begin
Enum_Child_Sorting.Sort (This.My_Entries);
end Sort_Entries;
procedure Set_Name (This : in out Event_Tag;
Value : String)
is
begin
This.My_Name := (Exists => True,
Value => new String'(Value));
end Set_Name;
procedure Set_Since (This : in out Event_Tag;
Value : Version_Number)
is
begin
This.My_Since_Attribute := (Exists => True,
Value => Value);
end Set_Since;
procedure Append_Child (This : in out Event_Tag;
Item : not null Wayland_XML.Description_Tag_Ptr)
is
C : constant Event_Child := (Child_Description, Item);
begin
This.My_Children.Append (C);
end Append_Child;
procedure Append_Child (This : in out Event_Tag;
Item : not null Wayland_XML.Arg_Tag_Ptr)
is
C : constant Event_Child := (Child_Arg, Item);
begin
This.My_Children.Append (C);
end Append_Child;
procedure Set_Name (This : in out Request_Tag;
Value : String)
is
begin
This.My_Name := (Exists => True,
Value => new String'(Value));
end Set_Name;
procedure Append_Child (This : in out Request_Tag;
Item : not null Description_Tag_Ptr)
is
C : constant Request_Child := (Child_Description, Item);
begin
This.My_Children.Append (C);
end Append_Child;
procedure Append_Child (This : in out Request_Tag;
Item : not null Wayland_XML.Arg_Tag_Ptr)
is
C : constant Request_Child := (Child_Arg, Item);
begin
This.My_Children.Append (C);
end Append_Child;
procedure Set_Type_Attribute (This : in out Request_Tag;
Value : String)
is
begin
This.My_Type_Attribute := (Exists => True,
Value => new String'(Value));
end Set_Type_Attribute;
procedure Set_Since (This : in out Request_Tag;
Value : Version_Number) is
begin
This.My_Since := (Exists => True,
Value => Value);
end Set_Since;
function Exists_Description (This : aliased Request_Tag) return Boolean is
N : Natural := 0;
begin
for Child of Children (This) loop
if
Child.Kind_Id = Child_Description and then
Exists_Text (Child.Description_Tag.all)
then
N := N + 1;
end if;
end loop;
return N = 1;
end Exists_Description;
function Description (This : aliased Request_Tag) return String is
begin
for Child of Children (This) loop
if Child.Kind_Id = Child_Description then
return Text (Child.Description_Tag.all);
end if;
end loop;
raise Program_Error;
end Description;
function Exists_Events (This : aliased Interface_Tag) return Boolean is
(for some Child of Children (This) => Child.Kind_Id = Child_Event);
procedure Set_Name (This : in out Interface_Tag;
Value : String)
is
begin
This.My_Name := (Exists => True,
Value => new String'(Value));
end Set_Name;
procedure Set_Version (This : in out Interface_Tag;
Value : Version_Number)
is
begin
This.My_Version := (Exists => True,
Value => Value);
end Set_Version;
procedure Append_Child (This : in out Interface_Tag;
Item : not null Description_Tag_Ptr)
is
C : constant Interface_Child := (Child_Description, Item);
begin
This.My_Children.Append (C);
end Append_Child;
procedure Append_Child (This : in out Interface_Tag;
Item : not null Request_Tag_Ptr)
is
C : constant Interface_Child := (Child_Request, Item);
begin
This.My_Children.Append (C);
end Append_Child;
procedure Append_Child (This : in out Interface_Tag;
Item : not null Event_Tag_Ptr)
is
C : constant Interface_Child := (Child_Event, Item);
begin
This.My_Children.Append (C);
end Append_Child;
procedure Append_Child (This : in out Interface_Tag;
Item : not null Enum_Tag_Ptr)
is
C : constant Interface_Child := (Child_Enum, Item);
begin
This.My_Children.Append (C);
end Append_Child;
procedure Set_Name (This : in out Protocol_Tag;
Value : String)
is
begin
This.My_Name := (Exists => True,
Value => new String'(Value));
end Set_Name;
procedure Append_Child (This : in out Protocol_Tag;
Item : not null Wayland_XML.Copyright_Ptr)
is
C : constant Protocol_Child :=
(Kind_Id => Child_Copyright,
Copyright_Tag => Item);
begin
This.My_Children.Append (C);
end Append_Child;
procedure Append_Child (This : in out Protocol_Tag;
Item : not null Interface_Tag_Ptr)
is
C : constant Protocol_Child :=
(Kind_Id => Child_Interface,
Interface_Tag => Item);
begin
This.My_Children.Append (C);
end Append_Child;
procedure Append_Child (This : in out Protocol_Tag;
Item : not null Description_Tag_Ptr)
is
C : constant Protocol_Child :=
(Kind_Id => Child_Description,
Description_Tag => Item);
begin
This.My_Children.Append (C);
end Append_Child;
end Wayland_XML;
|
apps/gp.asm | jpbottaro/minios | 2 | 105137 | global main
main:
int 13
|
oeis/305/A305728.asm | neoneye/loda-programs | 11 | 160831 | ; A305728: Numbers of the form 216*p^3, where p is a Pythagorean prime (A002144).
; 27000,474552,1061208,5268024,10941048,14886936,32157432,49027896,84027672,152273304,197137368,222545016,279726264,311665752,555412248,714516984,835896888,1118386872,1280824056,1552836312,1651400568,2593941624,2732256792,3023464536,3666512088,4204463544,4590849528,4792616856,5433211512,6623488152,6880682808,8266914648,9181846584,9501187032,11209345272,12714595704,13515286968,13927939416,14778272664,16117587576,17535471192,19552071384,20615902488,21161991096,28484401464,30546884376,34201530936
seq $0,2144 ; Pythagorean primes: primes of form 4*k + 1.
pow $0,3
mul $0,216
|
server/src/main/antlr4/org/eclipse/lsp/cobol/core/parser/CobolParser.g4 | SWETAS04/che-che4z-lsp-for-cobol | 0 | 6126 | /*
* Copyright (C) 2017, <NAME> <<EMAIL>>
* All rights reserved.
*
* This software may be modified and distributed under the terms
* of the MIT license. See the LICENSE file for details.
*/
parser grammar CobolParser;
options {tokenVocab = CobolLexer; superClass = MessageServiceParser;}
startRule : compilationUnit EOF;
compilationUnit
: programUnit+
;
programUnit
: compilerOptions* identificationDivision environmentDivision? dataDivision? procedureDivision? programUnit* endProgramStatement?
;
endProgramStatement
: END PROGRAM programName DOT_FS
;
// compiler options
compilerOptions
: (PROCESS | CBL) (COMMACHAR? compilerOption)+
;
// https://www.ibm.com/docs/en/cobol-zos/6.3?topic=program-compiler-options
compilerOption
: ADATA | NOADATA
| ADV | NOADV
| AFP LPARENCHAR (NOVOLATILE | VOLATILE) RPARENCHAR
| APOST | QUOTE | Q_CHAR
| ARCH LPARENCHAR integerLiteral RPARENCHAR
| (ARITH | AR) LPARENCHAR (EXTEND | E_CHAR | COMPAT | C_CHAR) RPARENCHAR
| AWO | NOAWO
| BLOCK0 | NOBLOCK0
| (BUFSIZE | BUF) LPARENCHAR (integerLiteral | INTEGERLITERAL_WITH_K) RPARENCHAR
| CICS (LPARENCHAR literal RPARENCHAR)? | NOCICS
| (CODEPAGE | CP) LPARENCHAR integerLiteral RPARENCHAR
| COMPILE | C_CHAR | (NOCOMPILE | NOC) (LPARENCHAR (S_CHAR | E_CHAR | W_CHAR) RPARENCHAR)?
| (COPYLOC | CPLC) LPARENCHAR ((SYSLIB | dataName) COMMACHAR)? (DSN | PATH) LPARENCHAR (literal | dataSetName) RPARENCHAR RPARENCHAR
| NOCOPYLOC | NOCPLC
| (COPYRIGHT | CPYR) LPARENCHAR literal RPARENCHAR | NOCOPYRIGHT | NOCPYR
| (CURRENCY | CURR) LPARENCHAR CURRENCY_SYMBOL RPARENCHAR | NOCURRENCY | NOCURR
| DATA LPARENCHAR integerLiteral RPARENCHAR
| DBCS | NODBCS
| DECK | D_CHAR | NODECK | NOD
| (DEFINE | DEF) LPARENCHAR dataName ((COMMACHAR | EQUALCHAR) dataName)? RPARENCHAR | NODEFINE | NODEF
| DIAGTRUNC | DTR | NODIAGTRUNC | NODTR
| (DISPSIGN | DS) LPARENCHAR (COMPAT | SEP | C_CHAR | S_CHAR) RPARENCHAR
| DLL | NODLL
| DUMP | DU | NODUMP | NODU
| DYNAM | DYN | NODYNAM | NODYN
| (EXIT | EX) LPARENCHAR (
((INEXIT | INX | LIBEXIT | LIBX | PRTEXIT | PRTX | ADEXIT | ADX | MSGEXIT | MSGX)
LPARENCHAR dataName (COMMACHAR dataName)? RPARENCHAR)
| (NOINEXIT | NOINX | NOLIBEXIT | NOLIBX | NOPRTEXIT | NOPRTX | NOADEXIT | NOADX | NOMSGEXIT | NOMSGX)
)* RPARENCHAR
| NOEXIT | NOEX
| EXPORTALL | EXP | NOEXPORTALL | NOEXP
| FASTSRT | FSRT | NOFASTSRT | NOFSRT
| (FLAG | F_CHAR) LPARENCHAR (E_CHAR | I_CHAR | S_CHAR | U_CHAR | W_CHAR) (COMMACHAR (E_CHAR | I_CHAR | S_CHAR | U_CHAR | W_CHAR))? RPARENCHAR
| NOFLAG | NOF
| FLAGSTD LPARENCHAR (M_CHAR | I_CHAR | H_CHAR) (D_CHAR | N_CHAR | S_CHAR | DN | DS | ND | NS | SD | SN)? (COMMACHAR O_CHAR)? RPARENCHAR
| NOFLAGSTD
| HGPR LPARENCHAR (PRESERVE | NOPRESERVE) RPARENCHAR
| (INITCHECK | IC) (LPARENCHAR (LAX | STRICT)? RPARENCHAR)? | NOINITCHECK | NOIC
| INITIAL | NOINITIAL
| INLINE | INL | NOINLINE | NOINL
| INTDATE LPARENCHAR (ANSI | LILIAN) RPARENCHAR
| (INVDATA | INVD) (LPARENCHAR invdataSuboptions (COMMACHAR invdataSuboptions)* RPARENCHAR)? | NOINVDATA | NOINVD
| (LANGUAGE | LANG) LPARENCHAR (ENGLISH | EN | JAPANESE | JA | JP | UENGLISH | UE) RPARENCHAR
| (LINECOUNT | LC) LPARENCHAR integerLiteral RPARENCHAR
| LIST | NOLIST
| LP LPARENCHAR integerLiteral RPARENCHAR
| MAP (LPARENCHAR (HEX | DEC) RPARENCHAR)? | NOMAP
| MAXPCF LPARENCHAR integerLiteral RPARENCHAR
| (MDECK | MD) (LPARENCHAR (C_CHAR | COMPILE | NOC | NOCOMPILE) RPARENCHAR)? | NOMDECK | NOMD
| NAME (LPARENCHAR (ALIAS | NOALIAS) RPARENCHAR)? | NONAME
| (NSYMBOL | NS) LPARENCHAR (NATIONAL | NAT | DBCS) RPARENCHAR
| NUMBER | NUM | NONUMBER | NONUM
| (NUMCHECK | NC) (LPARENCHAR numcheckSuboptions (COMMACHAR numcheckSuboptions)* RPARENCHAR)? | NONUMCHECK | NONC
| NUMPROC LPARENCHAR (NOPFD | PFD) RPARENCHAR
| OBJECT | OBJ | NOOBJECT | NOOBJ
| OFFSET | OFF | NOOFFSET | NOOFF
| OPTFILE
| (OPTIMIZE | OPT) (LPARENCHAR integerLiteral RPARENCHAR)
| (OUTDD | OUT) LPARENCHAR dataSetName RPARENCHAR
| (PARMCHECK | PC) (LPARENCHAR (MSG | ABD) (COMMACHAR integerLiteral)? RPARENCHAR)? | NOPARMCHECK | NOPC
| (PGMNAME | PGMN) LPARENCHAR (CO | COMPAT | LM | LONGMIXED | LONGUPPER | LU | M_CHAR | MIXED | U_CHAR | UPPER) RPARENCHAR
| (QUALIFY | QUA) LPARENCHAR (COMPAT | C_CHAR | EXTEND | E_CHAR) RPARENCHAR
| RENT | NORENT
| RMODE LPARENCHAR (ANY | AUTO | integerLiteral) RPARENCHAR
| RULES LPARENCHAR rulesSuboptions (COMMACHAR rulesSuboptions)* RPARENCHAR | NORULES
| SEQUENCE | SEQ | NOSEQUENCE | NOSEQ
| (SERVICE | SERV) LPARENCHAR literal RPARENCHAR | NOSERVICE | NOSERV
| (SOURCE | S_CHAR) (LPARENCHAR (HEX | DEC) RPARENCHAR)? | NOSOURCE | NOS
| SPACE LPARENCHAR integerLiteral RPARENCHAR
| SQL (LPARENCHAR literal RPARENCHAR)? | NOSQL
| SQLCCSID | SQLC | NOSQLCCSID | NOSQLC
| SQLIMS (LPARENCHAR literal RPARENCHAR)? | NOSQLIMS
| (SSRANGE | SSR) LPARENCHAR (ssrangeSuboptions (COMMACHAR ssrangeSuboptions)*)? RPARENCHAR | (NOSSRANGE | NOSSR)
| STGOPT | SO | NOSTGOPT | NOSO
| SUPPRESS | SUPP | NOSUPPRESS | NOSUPP
| TERMINAL | TERM | NOTERMINAL | NOTERM
| (TEST | NOTEST) (LPARENCHAR (testSuboptions (COMMACHAR testSuboptions)*)? RPARENCHAR)?
| THREAD | NOTHREAD
| TRUNC LPARENCHAR (BIN | OPT | STD) RPARENCHAR
| TUNE LPARENCHAR integerLiteral RPARENCHAR
| VBREF | NOVBREF
| VLR LPARENCHAR (STANDARD | S_CHAR | COMPAT | C_CHAR) RPARENCHAR
| (VSAMOPENFS | VS) LPARENCHAR (SUCC | S_CHAR | COMPAT | C_CHAR) RPARENCHAR
| (WORD | WD) LPARENCHAR (integerLiteral | cobolWord) RPARENCHAR | NOWORD | NOWD
| (XMLPARSE | XP) LPARENCHAR (COMPAT | C_CHAR | XMLSS | X_CHAR) RPARENCHAR
| (XREF | X_CHAR) (LPARENCHAR (FULL | SHORT) RPARENCHAR)? | NOXREF | NOX
| (ZONECHECK | ZC) LPARENCHAR (MSG | ABD) RPARENCHAR | NOZONECHECK | NOZC
| (ZONEDATA | ZD) LPARENCHAR (PFD | MIG | NOPFD) RPARENCHAR
| ZWB | NOZWB
;
invdataSuboptions
: CLEANSIGN | CS | NOCLEANSIGN | NOCS | FORCENUMCMP | FNC | NOFORCENUMCMP | NOFNC
;
numcheckSuboptions
: ZON (LPARENCHAR numcheckZonSuboptions (COMMACHAR numcheckZonSuboptions)* RPARENCHAR)? | NOZON
| PAC | NOPAC
| BIN (LPARENCHAR (TRUNCBIN | NOTRUNCBIN) RPARENCHAR)? | NOBIN
| MSG | ABD
;
numcheckZonSuboptions
: ALPHNUM | NOALPHNUM | LAX | STRICT
;
rulesSuboptions
: ENDPERIOD | ENDP | NOENDPERIOD
| EVENPACK | EVENP | NOEVENPACK
| LAXPERF | LXPRF | NOLAXPERF
| SLACKBYTES | SLCKB | NOSLACKBYTES
| OMITODOMIN | OOM | NOOMITODOMIN
| UNREF | NOUNREFALL | NOUNRA | NOUNREFSOURCE | NOUNRS
| LAXREDEF | LXRDF | NOLAXREDEF
;
ssrangeSuboptions
: NOZLEN | ZLEN | ABD | MSG
;
testSuboptions
: DWARF | NODWARF
| EJPD | NOEJPD
| (SEPARATE | SEP) (LPARENCHAR (DSNAME | NODSNAME) RPARENCHAR)? | NOSEPARATE | NOSEP
| SOURCE | SO | NOSOURCE | NOSO
;
// --- identification division --------------------------------------------------------------------
identificationDivision
: (IDENTIFICATION | ID) DIVISION DOT_FS programIdParagraph identificationDivisionBody*
;
identificationDivisionBody
: authorParagraph | installationParagraph | dateWrittenParagraph | dateCompiledParagraph | securityParagraph | remarksParagraph
;
// - program id paragraph ----------------------------------
programIdParagraph
: PROGRAM_ID DOT_FS programName (IS? (COMMON | INITIAL | LIBRARY | DEFINITION | RECURSIVE) PROGRAM?)? DOT_FS?
;
// - author paragraph ----------------------------------
authorParagraph
: AUTHOR DOT_FS? optionalParagraphTermination
;
// - installation paragraph ----------------------------------
installationParagraph
: INSTALLATION DOT_FS? optionalParagraphTermination
;
// - date written paragraph ----------------------------------
dateWrittenParagraph
: DATE_WRITTEN DOT_FS? optionalParagraphTermination
;
// - date compiled paragraph ----------------------------------
dateCompiledParagraph
: DATE_COMPILED DOT_FS? optionalParagraphTermination
;
// - security paragraph ----------------------------------
securityParagraph
: SECURITY DOT_FS? optionalParagraphTermination
;
// remarks paragraph
remarksParagraph
: {notifyError("cobolParser.remarksUnsupported");} REMARKS DOT_FS? optionalParagraphTermination
;
// - end of comment entry
optionalParagraphTermination
: ~(AUTHOR | CBL| DATE_COMPILED | DATE_WRITTEN | IDENTIFICATION | INSTALLATION
| DATA | END | ENVIRONMENT | ID | PROCEDURE | PROCESS | SECURITY | REMARKS)*?
;
// --- environment division --------------------------------------------------------------------
environmentDivision
: ENVIRONMENT DIVISION DOT_FS environmentDivisionBody*
;
environmentDivisionBody
: configurationSection | inputOutputSection | idmsControlSection
;
// -- configuration section ----------------------------------
configurationSection
: CONFIGURATION SECTION DOT_FS configurationSectionParagraph*
;
// - configuration section paragraph ----------------------------------
configurationSectionParagraph
: sourceComputerParagraph | objectComputerParagraph | specialNamesParagraph
// strictly, specialNamesParagraph does not belong into configurationSectionParagraph, but IBM-COBOL allows this
;
// - source computer paragraph ----------------------------------
sourceComputerParagraph
: SOURCE_COMPUTER DOT_FS (computerName (WITH? DEBUGGING MODE)? DOT_FS)?
;
// - object computer paragraph ----------------------------------
objectComputerParagraph
: OBJECT_COMPUTER DOT_FS (computerName objectComputerClause* DOT_FS)?
;
objectComputerClause
: memorySizeClause | diskSizeClause | collatingSequenceClause | segmentLimitClause | characterSetClause
;
memorySizeClause
: MEMORY SIZE? (integerLiteral | cobolWord) (WORDS | CHARACTERS | MODULES)?
;
diskSizeClause
: DISK SIZE? IS? (integerLiteral | cobolWord) (WORDS | MODULES)?
;
collatingSequenceClause
: PROGRAM? COLLATING? SEQUENCE IS? alphabetName+ collatingSequenceClauseAlphanumeric? collatingSequenceClauseNational?
;
collatingSequenceClauseAlphanumeric
: FOR? ALPHANUMERIC IS? alphabetName
;
collatingSequenceClauseNational
: FOR? NATIONAL IS? alphabetName
;
segmentLimitClause
: SEGMENT_LIMIT IS? integerLiteral
;
characterSetClause
: CHARACTER SET DOT_FS
;
// - special names paragraph ----------------------------------
specialNamesParagraph
: SPECIAL_NAMES DOT_FS (specialNameClause+ DOT_FS)?
;
specialNameClause
: channelClause | odtClause | alphabetClause | classClause | currencySignClause
| decimalPointClause | symbolicCharactersClause | environmentSwitchNameClause
| environmentSwitchNameSpecialNamesStatusPhrase | defaultDisplaySignClause | defaultComputationalSignClause
| reserveNetworkClause
;
alphabetClause
: ALPHABET (alphabetClauseFormat1 | alphabetClauseFormat2)
;
alphabetClauseFormat1
: alphabetName (FOR ALPHANUMERIC)? IS? (EBCDIC | ASCII | STANDARD_1 | STANDARD_2 | NATIVE | cobolWord | alphabetLiterals+)
;
alphabetLiterals
: literal (alphabetThrough | (ALSO? literal)+)?
;
alphabetThrough
: (THROUGH | THRU) literal
;
alphabetClauseFormat2
: alphabetName FOR? NATIONAL IS? (NATIVE | CCSVERSION literal)
;
channelClause
: CHANNEL integerLiteral IS? mnemonicName
;
classClause
: CLASS className (FOR? (ALPHANUMERIC | NATIONAL))? IS? classClauseThrough+
;
classClauseThrough
: classClauseFrom ((THROUGH | THRU) classClauseTo)?
;
classClauseFrom
: literal | generalIdentifier
;
classClauseTo
: literal | generalIdentifier
;
currencySignClause
: CURRENCY SIGN? IS? literal (WITH? PICTURE SYMBOL literal)?
;
decimalPointClause
: DECIMAL_POINT IS? COMMA
;
defaultComputationalSignClause
: DEFAULT (COMPUTATIONAL | COMP)? (SIGN IS?)? (LEADING | TRAILING)? (SEPARATE CHARACTER?)
;
defaultDisplaySignClause
: DEFAULT_DISPLAY (SIGN IS?)? (LEADING | TRAILING) (SEPARATE CHARACTER?)?
;
environmentSwitchNameClause
: environmentName IS? mnemonicName
;
environmentSwitchNameSpecialNamesStatusPhrase
: (ON | OFF) STATUS? IS? condition
;
odtClause
: ODT IS? mnemonicName
;
reserveNetworkClause
: RESERVE WORDS? LIST? IS? NETWORK CAPABLE?
;
symbolicCharactersClause
: SYMBOLIC CHARACTERS? (FOR? (ALPHANUMERIC | NATIONAL))? symbolicCharacters+ (IN alphabetName)?
;
symbolicCharacters
: symbolicCharacter+ (IS | ARE)? integerLiteral+
;
// -- input output section ----------------------------------
inputOutputSection
: INPUT_OUTPUT SECTION DOT_FS inputOutputSectionParagraph*
;
// - input output section paragraph ----------------------------------
inputOutputSectionParagraph
: fileControlParagraph | ioControlParagraph
;
// - file control paragraph ----------------------------------
fileControlParagraph
: FILE_CONTROL DOT_FS fileControlEntry*
;
fileControlEntry
: selectClause fileControlClauses DOT_FS
;
fileControlClauses
: fileControlClause*
;
selectClause
: SELECT OPTIONAL? fileName
;
fileControlClause
: assignClause | reserveClause | organizationClause | paddingCharacterClause | accessModeClause | recordClause | alternateRecordKeyClause | fileStatusClause | passwordClause | relativeKeyClause
;
assignClause
: ASSIGN TO? (DISK | DISPLAY | KEYBOARD | PORT | PRINTER | READER | REMOTE | TAPE | VIRTUAL | (DYNAMIC | EXTERNAL | VARYING)? assignmentName | literal)
;
reserveClause
: RESERVE (NO | integerLiteral) ALTERNATE? (AREA | AREAS)?
;
organizationClause
: (ORGANIZATION IS?)? (LINE | RECORD BINARY | RECORD | BINARY)? (SEQUENTIAL | RELATIVE | INDEXED)
;
paddingCharacterClause
: PADDING CHARACTER? IS? (qualifiedDataName | literal)
;
recordClause
: RECORD (recordDelimiterClause | recordKeyClause)
;
recordDelimiterClause
: DELIMITER IS? (STANDARD_1 | IMPLICIT | assignmentName)
;
accessModeClause
: ACCESS MODE? IS? (SEQUENTIAL | RANDOM | DYNAMIC | EXCLUSIVE)
;
recordKeyClause
: KEY? IS? qualifiedDataName passwordClause? (WITH? DUPLICATES)?
;
alternateRecordKeyClause
: ALTERNATE RECORD KEY? IS? qualifiedDataName passwordClause? (WITH? DUPLICATES)?
;
passwordClause
: PASSWORD IS? dataName
;
fileStatusClause
: FILE? STATUS IS? qualifiedDataName qualifiedDataName?
;
relativeKeyClause
: RELATIVE KEY? IS? qualifiedDataName
;
// - io control paragraph ----------------------------------
ioControlParagraph
: I_O_CONTROL DOT_FS (fileName DOT_FS)? (ioControlClause+ DOT_FS)?
;
ioControlClause
: rerunClause | sameClause | multipleFileClause | commitmentControlClause | applyWriteOnlyClause
;
rerunClause
: RERUN (ON (assignmentName | fileName))? EVERY (rerunEveryRecords | rerunEveryOf | rerunEveryClock)
;
rerunEveryRecords
: integerLiteral RECORDS
;
rerunEveryOf
: END? OF? (REEL | UNIT) OF fileName
;
rerunEveryClock
: integerLiteral CLOCK_UNITS?
;
sameClause
: SAME (RECORD | SORT | SORT_MERGE)? AREA? FOR? fileName+
;
multipleFileClause
: MULTIPLE FILE TAPE? CONTAINS? multipleFilePosition+
;
multipleFilePosition
: fileName (POSITION integerLiteral)?
;
applyWriteOnlyClause
: APPLY WRITE_ONLY (ON)? fileName+
;
commitmentControlClause
: COMMITMENT CONTROL FOR? fileName
;
// -- idms control section ----------------------------------
idmsControlSection
: IDMS_CONTROL SECTION DOT_FS idmsControlSectionParagraph
;
// - idms control section paragraph ----------------------------------
idmsControlSectionParagraph
: protocolParagraph (protocolParagraphs COMMACHAR?)*
;
protocolParagraphs
: ssNamesLengthParagraph | idmsRecordLocationParagraph
;
protocolParagraph
: PROTOCOL DOT_FS? protocolEntry?
;
protocolEntry
: modeClause DEBUG? endClause?
;
modeClause
: MODE IS? dataName
;
ssNamesLengthParagraph
: SUBSCHEMA_NAMES LENGTH IS? ss_names_length endClause?
;
idmsRecordLocationParagraph
: IDMS_RECORDS withinClause endClause?
;
withinClause
: (withinEntry | MANUAL) levelsClause?
;
withinEntry
: WITHIN (WORKING_STORAGE | LINKAGE) SECTION?
;
levelsClause
: LEVELS? INCREMENTED BY? LEVEL_NUMBER
;
endClause
: (DOT_FS | SEMICOLON_FS)
;
ss_names_length
: {validateSubSchemaNameLength(_input.LT(1).getText());} LEVEL_NUMBER
;
// --- data division --------------------------------------------------------------------
dataDivision
: DATA DIVISION DOT_FS dataDivisionSection*
;
dataDivisionSection
: fileSection | workingStorageSection | linkageSection | localStorageSection | schemaSection | mapSection
| execSqlStatementInDataDivision
;
// -- file section ----------------------------------
fileSection
: FILE SECTION DOT_FS fileDescriptionEntry*
;
fileDescriptionEntry
: fileDescriptionEntryClauses dataDescriptionEntry*
;
fileDescriptionEntryClauses
: (FD | SD) cobolWord (DOT_FS? fileDescriptionEntryClause)* DOT_FS
;
fileDescriptionEntryClause
: externalClause | globalClause | blockContainsClause | recordContainsClause | labelRecordsClause | valueOfClause | dataRecordsClause | linageClause | codeSetClause | reportClause | recordingModeClause
;
externalClause
: IS? EXTERNAL
;
globalClause
: IS? GLOBAL
;
blockContainsClause
: BLOCK CONTAINS? integerLiteral blockContainsTo? (RECORDS | CHARACTERS)?
;
blockContainsTo
: TO integerLiteral
;
recordContainsClause
: RECORD (recordContainsClauseFormat1 | recordContainsClauseFormat2 | recordContainsClauseFormat3)
;
recordContainsClauseFormat1
: CONTAINS? integerLiteral CHARACTERS?
;
recordContainsClauseFormat2
: IS? VARYING IN? SIZE? (FROM? integerLiteral recordContainsTo? CHARACTERS?)? (DEPENDING ON? qualifiedDataName)?
;
recordContainsClauseFormat3
: CONTAINS? integerLiteral recordContainsTo CHARACTERS?
;
recordContainsTo
: TO integerLiteral
;
labelRecordsClause
: LABEL (RECORD IS? | RECORDS ARE?) (OMITTED | STANDARD | dataName*)
;
valueOfClause
: VALUE OF valuePair+
;
valuePair
: systemName IS? (qualifiedDataName | literal)
;
dataRecordsClause
: DATA (RECORD IS? | RECORDS ARE?) dataName+
;
linageClause
: LINAGE IS? (dataName | integerLiteral) LINES? linageAt*
;
linageAt
: linageFootingAt | linageLinesAtTop | linageLinesAtBottom
;
linageFootingAt
: WITH? FOOTING AT? (dataName | integerLiteral)
;
linageLinesAtTop
: LINES? AT? TOP (dataName | integerLiteral)
;
linageLinesAtBottom
: LINES? AT? BOTTOM (dataName | integerLiteral)
;
recordingModeClause
: RECORDING MODE? IS? modeStatement
;
modeStatement
: cobolWord
;
codeSetClause
: CODE_SET IS? alphabetName
;
reportClause
: (REPORT IS? | REPORTS ARE?) reportName+
;
// -- working storage section ----------------------------------
workingStorageSection
: WORKING_STORAGE SECTION DOT_FS dataDescriptionEntryForWorkingStorageSection*
;
// -- linkage section ----------------------------------
linkageSection
: LINKAGE SECTION DOT_FS dataDescriptionEntryForWorkingStorageAndLinkageSection*
;
// -- local storage section ----------------------------------
localStorageSection
: LOCAL_STORAGE SECTION DOT_FS dataDescriptionEntries
;
dataDescriptionEntries
: dataDescriptionEntry*
;
dataDescriptionEntryForWorkingStorageSection
: execSqlStatementInWorkingStorage
| dataDescriptionEntryForWorkingStorageAndLinkageSection
;
dataDescriptionEntryForWorkingStorageAndLinkageSection
: execSqlStatementInWorkingStorageAndLinkageSection
| dataDescriptionEntry
;
dataDescriptionEntry
: dataDescriptionEntryFormat1
| dataDescriptionEntryFormat2
| dataDescriptionEntryFormat1Level77
| dataDescriptionEntryFormat3
;
dataDescriptionEntryFormat1
: levelNumber entryName? (dataGroupUsageClause | dataRedefinesClause | dataExternalClause
| dataGlobalClause | dataPictureClause | dataUsageClause | dataValueClause
| dataOccursClause | dataSignClause | dataSynchronizedClause
| dataJustifiedClause | dataBlankWhenZeroClause | dataDynamicLengthClause | dataVolatileClause)*
DOT_FS
;
levelNumber
: LEVEL_NUMBER
;
dataDescriptionEntryFormat2
: LEVEL_NUMBER_66 entryName? dataRenamesClause DOT_FS
;
dataDescriptionEntryFormat1Level77
: LEVEL_NUMBER_77 entryName? (dataGroupUsageClause | dataRedefinesClause | dataExternalClause
| dataGlobalClause | dataPictureClause | dataUsageClause | dataValueClause
| dataOccursClause | dataSignClause | dataSynchronizedClause
| dataJustifiedClause | dataBlankWhenZeroClause | dataDynamicLengthClause | dataVolatileClause)*
DOT_FS
;
dataDescriptionEntryFormat3
: LEVEL_NUMBER_88 entryName? dataValueClause DOT_FS
;
entryName
: (FILLER | dataName)
;
dataGroupUsageClause
: GROUP_USAGE IS? (NATIONAL | UTF_8)
;
dataBlankWhenZeroClause
: BLANK WHEN? (ZERO | ZEROS | ZEROES)
;
dataExternalClause
: IS? EXTERNAL (BY literal)?
;
dataGlobalClause
: IS? GLOBAL
;
dataJustifiedClause
: (JUSTIFIED | JUST) RIGHT?
;
dataOccursClause
: OCCURS integerLiteral dataOccursTo? TIMES? (DEPENDING ON? qualifiedDataName)? dataOccursSort* (INDEXED BY? LOCAL? indexName+)?
;
dataOccursTo
: TO integerLiteral
;
dataOccursSort
: (ASCENDING | DESCENDING) KEY? IS? qualifiedDataName+
;
dataPictureClause
: (PICTURE | PIC) IS? pictureString+
;
pictureString
: charString
;
dataDynamicLengthClause
: DYNAMIC LENGTH? (LIMIT IS? integerLiteral)?
;
dataVolatileClause
: VOLATILE
;
dataRedefinesClause
: REDEFINES dataName
;
dataRenamesClause
: RENAMES dataName thruDataName?
;
thruDataName
: (THROUGH | THRU) dataName
;
dataSignClause
: (SIGN IS?)? (LEADING | TRAILING) (SEPARATE CHARACTER?)?
;
dataSynchronizedClause
: (SYNCHRONIZED | SYNC) (LEFT | RIGHT)?
;
dataUsageClause
: (USAGE IS?)? usageFormat
;
usageFormat
: BINARY NATIVE?
| COMP NATIVE?
| COMP_1 NATIVE?
| COMP_2 NATIVE?
| COMP_3 NATIVE?
| COMP_4 NATIVE?
| COMP_5 NATIVE?
| COMPUTATIONAL NATIVE?
| COMPUTATIONAL_1 NATIVE?
| COMPUTATIONAL_2 NATIVE?
| COMPUTATIONAL_3 NATIVE?
| COMPUTATIONAL_4 NATIVE?
| COMPUTATIONAL_5 NATIVE?
| DISPLAY NATIVE?
| DISPLAY_1 NATIVE?
| INDEX
| NATIONAL NATIVE?
| UTF_8 NATIVE?
| OBJECT REFERENCE cobolWord?
| PACKED_DECIMAL NATIVE?
| POINTER
| POINTER_32
| PROCEDURE_POINTER
| FUNCTION_POINTER
;
dataValueClause
: valueIsToken dataValueClauseLiteral
;
valueIsToken
: valueToken isAreToken?
;
valueToken
: VALUE | VALUES
;
isAreToken
: IS | ARE
;
dataValueClauseLiteral
: dataValueInterval (COMMACHAR? dataValueInterval)*
;
dataValueInterval
: dataValueIntervalFrom dataValueIntervalTo?
;
dataValueIntervalFrom
: literal | cobolWord
;
dataValueIntervalTo
: thruToken literal
;
thruToken
: (THROUGH | THRU)
;
// -- schema section ----------------------------------
schemaSection
: SCHEMA SECTION DOT_FS schemaDBEntry
;
schemaDBEntry
: DB idms_subschema_name WITHIN idms_schema_name versionClause? DOT_FS
;
// -- map section ----------------------------------
mapSection
: MAP SECTION DOT_FS maxFieldListClause? mapClause+
;
maxFieldListClause
: MAX FIELD LIST IS? integerLiteral DOT_FS?
;
mapClause
: MAP idms_map_name_definition versionClause? (TYPE IS? (STANDARD | EXTENDED) PAGING?)? DOT_FS?
;
versionClause
: VERSION integerLiteral
;
// --- procedure division --------------------------------------------------------------------
procedureDivision
: PROCEDURE DIVISION procedureDivisionUsingClause? procedureDivisionGivingClause? DOT_FS procedureDeclaratives? procedureDivisionBody
;
procedureDivisionUsingClause
: (USING | CHAINING) procedureDivisionUsingParameter (COMMACHAR? procedureDivisionUsingParameter)*
;
procedureDivisionGivingClause
: RETURNING dataName
;
procedureDivisionUsingParameter
: BY? (REFERENCE | VALUE)? generalIdentifier
;
procedureDeclaratives
: DECLARATIVES DOT_FS procedureDeclarative+ END DECLARATIVES DOT_FS
;
procedureDeclarative
: procedureSectionHeader DOT_FS (useStatement DOT_FS) paragraphs
;
procedureSectionHeader
: sectionName SECTION integerLiteral?
;
procedureDivisionBody
: paragraphs procedureSection*
;
// -- procedure section ----------------------------------
procedureSection
: procedureSectionHeader DOT_FS paragraphs
;
paragraphs
: sentence* paragraph*
;
paragraph
: paragraphDefinitionName DOT_FS (alteredGoTo | sentence*)
;
sentence
: idmsStmtsMandTermOn (SEMICOLON_FS idmsOnClause? | DOT_FS) |
((idmsStmtsOptTermOn endClause? idmsOnClause? | statement)* endClause)
;
conditionalStatementCall
: (statement | idmsStatements) SEMICOLON_FS?
;
statement
: acceptStatement | addStatement | alterStatement | callStatement | cancelStatement | closeStatement | computeStatement | continueStatement | deleteStatement |
disableStatement | displayStatement | divideStatement | enableStatement | entryStatement | evaluateStatement | exhibitStatement | execCicsStatement |
execSqlStatementInProcedureDivision | execSqlImsStatement | exitStatement | generateStatement | gobackStatement | goToStatement | ifStatement | initializeStatement |
initiateStatement | inspectStatement | mergeStatement | moveStatement | multiplyStatement | openStatement | performStatement | purgeStatement |
readStatement | readyResetTraceStatement | receiveStatement | releaseStatement | returnStatement | rewriteStatement | searchStatement | sendStatement |
serviceReloadStatement | serviceLabelStatement | setStatement | sortStatement | startStatement | stopStatement | stringStatement | subtractStatement |
terminateStatement | unstringStatement | writeStatement | xmlStatement
;
idmsStatements
: idmsStmtsOptTermOn endClause? idmsOnClause? | idmsStmtsMandTermOn (SEMICOLON_FS idmsOnClause? | DOT_FS)
;
idmsStmtsOptTermOn
: abendCodeStatement | attachTaskCodeStatement | bindStatement | changePriorityStatement | checkTerminalStatement | commitStatement |
connectStatement | dcStatement | dequeueStatement | disconnectStatement | endStatement | endpageStatement | enqueueStatement | eraseStatement | findStatement |
finishStatement | freeStatement | getStatement | inquireMapStatement | keepStatement | loadStatement | mapStatement | modifyStatement | obtainStatement |
postStatement | putStatement | readyStatement |rollbackStatement | snapStatement | startpageStatement | storeStatement | waitStatement
;
idmsStmtsMandTermOn
: transferStatement
;
idmsOnClause
: ON generalIdentifier
;
// abend code statement
abendCodeStatement
: ABEND CODE (literal | generalIdentifier) abendCodeDumpClause? abendCodeExitClause?
;
abendCodeDumpClause
: (DUMP | NODUMP)
;
abendCodeExitClause
: EXITS (INVOKED | IGNORED)
;
// accept statement
acceptStatement
: ACCEPT (acceptIdmsDcClause idmsOnClause? | acceptIdmsDbClause idmsOnClause? |
(generalIdentifier (acceptFromDateStatement | acceptFromEscapeKeyStatement | acceptFromMnemonicStatement | acceptMessageCountStatement)? onExceptionClause? notOnExceptionClause? END_ACCEPT?))
;
acceptFromDateStatement
: FROM (DATE YYYYMMDD? | DAY YYYYDDD? | DAY_OF_WEEK | TIME | TIMER | TODAYS_DATE MMDDYYYY? | TODAYS_NAME | YEAR | YYYYMMDD | YYYYDDD)
;
acceptFromMnemonicStatement
: FROM mnemonicName
;
acceptFromEscapeKeyStatement
: FROM ESCAPE KEY
;
acceptIdmsDcClause
: acceptTransactionStatisticsClause | ((LTERM ID | PTERM ID | SCREENSIZE | SYSTEM ID | SYSVERSION | TASK CODE | TASK ID | USER ID) INTO generalIdentifier)
;
acceptMessageCountStatement
: MESSAGE? COUNT
;
acceptTransactionStatisticsClause
: TRANSACTION STATISTICS acceptTransactionStatisticsWriteClause? acceptTransactionStatisticsIntoClause? acceptTransactionStatisticsLengthClause?
;
acceptTransactionStatisticsWriteClause
: (WRITE | NOWRITE)
;
acceptTransactionStatisticsIntoClause
: INTO generalIdentifier
;
acceptTransactionStatisticsLengthClause
: LENGTH (integerLiteral | generalIdentifier)
;
acceptIdmsDbClause
: generalIdentifier ((FROM acceptIdmsDbOptions) | FOR idms_db_entity_name)
;
acceptIdmsDbOptions
: (idms_procedure_name PROCEDURE) | currencyPageInfo | (idms_db_entity_name acceptIdmsTypes) |
(IDMS_STATISTICS (EXTENDED generalIdentifier)?)
;
acceptIdmsTypes
: (BIND | ((NEXT | PRIOR |OWNER)? currencyPageInfo))
;
currencyPageInfo
: CURRENCY (PAGE_INFO generalIdentifier)?
;
// add statement
addStatement
: ADD (addToStatement | addToGivingStatement | addCorrespondingStatement) onSizeErrorPhrase? notOnSizeErrorPhrase? END_ADD?
;
addToStatement
: addFrom (COMMACHAR? addFrom)* TO addTo (COMMACHAR? addTo)*?
;
addToGivingStatement
: addFrom (COMMACHAR? addFrom)* (TO addToGiving (COMMACHAR? addToGiving)*)? GIVING addGiving (COMMACHAR? addGiving)*?
;
addCorrespondingStatement
: (CORRESPONDING | CORR) generalIdentifier TO addTo
;
addFrom
: literal | generalIdentifier
;
addTo
: generalIdentifier ROUNDED?
;
addToGiving
: literal | generalIdentifier
;
addGiving
: generalIdentifier ROUNDED?
;
// altered go to statement
alteredGoTo
: GO TO? DOT_FS
;
// alter statement
alterStatement
: ALTER alterProceedTo+
;
alterProceedTo
: procedureName TO (PROCEED TO)? procedureName
;
// accept transaction statistics statement
attachTaskCodeStatement
: ATTACH TASK CODE (generalIdentifier | literal) attachTaskCodePriorityClause? idmsWaitNowaitClause?
;
attachTaskCodePriorityClause
: PRIORITY (integerLiteral | generalIdentifier)
;
// bind statement
bindStatement
: BIND (bindTaskClause | bindTransactionClause | bindRunUnitClause | bindMapClause | bindProcedureClause |bindRecordClause)
;
bindMapClause
: MAP idms_map_name (RECORD idms_db_entity_name (TO (NULL | generalIdentifier))?)?
;
bindProcedureClause
: PROCEDURE FOR idms_procedure_name TO generalIdentifier
;
bindTaskClause
: TASK bindTaskStatementNodenameClause?
;
bindTaskStatementNodenameClause
: NODENAME (generalIdentifier | literal)
;
bindTransactionClause
: TRANSACTION STATISTICS
;
bindRunUnitClause
: RUN_UNIT (FOR generalIdentifier)? (DBNODE bindDbNodeName)? (DBNAME bindDbNodeName)? (DICTNODE bindDbNodeName)? (DICTNAME bindDbNodeName)?
;
bindRecordClause
: (idms_db_entity_name (TO generalIdentifier)?) | (generalIdentifier WITH idms_db_entity_name)
;
bindDbNodeName
: literal | generalIdentifier
;
// call statement
callStatement
: CALL (generalIdentifier | constantName) callUsingPhrase? callGivingPhrase? onOverflowPhrase? onExceptionClause? notOnExceptionClause? END_CALL?
;
constantName
: literal
;
callUsingPhrase
: USING callUsingParameter (COMMACHAR? callUsingParameter)*
;
callUsingParameter
: callByReferencePhrase | callByValuePhrase | callByContentPhrase
;
callByReferencePhrase
: (BY? REFERENCE)? callByReference
;
callByReference
: ((INTEGER | STRING)? literal | generalIdentifier) | OMITTED
;
callByValuePhrase
: BY? VALUE (literal | generalIdentifier)
;
callByContentPhrase
: BY? CONTENT (literal | generalIdentifier | OMITTED)
;
callGivingPhrase
: (GIVING | RETURNING) generalIdentifier
;
// cancel statement
cancelStatement
: CANCEL cancelCall+
;
cancelCall
: libraryName (BYTITLE | BYFUNCTION) | literal | generalIdentifier
;
// change priority statement
changePriorityStatement
: CHANGE PRIORITY TO? (integerLiteral | generalIdentifier)
;
// check terminal statement
checkTerminalStatement
: CHECK TERMINAL checkTerminalGetStorageClause? INTO generalIdentifier (checkTerminalIntoClause | checkTerminalMaxLengthClause) checkTerminalReturnLengthClause?
;
checkTerminalGetStorageClause
: GET STORAGE
;
checkTerminalIntoClause
: TO generalIdentifier
;
checkTerminalMaxLengthClause
: MAX LENGTH (generalIdentifier | integerLiteral)
;
checkTerminalReturnLengthClause
: RETURN LENGTH INTO? generalIdentifier
;
// close statement
closeStatement
: CLOSE closeFile (COMMACHAR? closeFile)*?
;
closeFile
: fileName (closeReelUnitStatement | closeRelativeStatement | closePortFileIOStatement)?
;
closeReelUnitStatement
: (REEL | UNIT) (FOR? REMOVAL)? (WITH? (NO REWIND | LOCK))?
;
closeRelativeStatement
: WITH? (NO REWIND | LOCK)
;
closePortFileIOStatement
: (WITH? NO WAIT | WITH WAIT) (USING closePortFileIOUsing+)?
;
closePortFileIOUsing
: closePortFileIOUsingCloseDisposition | closePortFileIOUsingAssociatedData | closePortFileIOUsingAssociatedDataLength
;
closePortFileIOUsingCloseDisposition
: CLOSE_DISPOSITION OF? (ABORT | ORDERLY)
;
closePortFileIOUsingAssociatedData
: ASSOCIATED_DATA (integerLiteral | generalIdentifier)
;
closePortFileIOUsingAssociatedDataLength
: ASSOCIATED_DATA_LENGTH OF? (integerLiteral | generalIdentifier)
;
// commit statement
commitStatement
: COMMIT TASK? ALL?
;
// compute statement
computeStatement
: COMPUTE computeStore+ (EQUALCHAR | EQUAL) COMMACHAR? arithmeticExpression COMMACHAR? onSizeErrorPhrase?
COMMACHAR? notOnSizeErrorPhrase? END_COMPUTE?
;
computeStore
: generalIdentifier ROUNDED?
;
// connect statement
connectStatement
: CONNECT idms_db_entity_name TO idms_db_entity_name
;
// continue statement
continueStatement
: CONTINUE
;
// dc statement
dcStatement
: DC RETURN dcNextTaskCodeClause? dcOptionClause? dcTimeoutClause? dcNextTaskIntervalClause?
;
dcNextTaskCodeClause
: NEXT TASK CODE (generalIdentifier | literal)
;
dcOptionClause
: (NORMAL | ABORT | CONTINUE | IMMEDIATE)
;
dcTimeoutClause
: TIMEOUT (dcIntervalClause | dcProgramClause)*
;
dcNextTaskIntervalClause
: NEXT TASK INTERVAL (generalIdentifier | integerLiteral) EVENT TYPE (INTERNAL | EXTERNAL) dcEventClause?
;
dcIntervalClause
: INTERVAL (generalIdentifier | integerLiteral)
;
dcProgramClause
: PROGRAM (generalIdentifier | literal)
;
dcEventClause
: (EVENT generalIdentifier) | (EVENT NAME (generalIdentifier | literal))
;
// delete statement
deleteStatement
: DELETE (deleteFilenameClause | deleteIdmsDCStatement idmsOnClause?)
;
deleteIdmsDCStatement
: deleteQueueClause | deleteScratchClause | deleteTableClause
;
deleteFilenameClause
: fileName RECORD? invalidKeyPhrase? notInvalidKeyPhrase? END_DELETE?
;
deleteQueueClause
: QUEUE deleteQueueIdClause? (CURRENT | ALL)?
;
deleteQueueIdClause
: ID (generalIdentifier | literal)
;
deleteScratchClause
: SCRATCH deleteScratchIdClause? (CURRENT | FIRST | LAST | NEXT | PRIOR | ALL | RECORD ID generalIdentifier)? (RETURN RECORD ID INTO? generalIdentifier)?
;
deleteScratchIdClause
: AREA ID (generalIdentifier | literal)
;
deleteTableClause
: TABLE FROM? (generalIdentifier | idms_table_name) idmsDictnodeClause? idmsDictnameClause? (LOADLIB (generalIdentifier | literal))?
;
// dequeue statement
dequeueStatement
: DEQUEUE (ALL | dequeueNameStatement+)
;
dequeueNameStatement
: NAME generalIdentifier LENGTH (generalIdentifier | integerLiteral)
;
// disable statement
disableStatement
: DISABLE (INPUT TERMINAL? | I_O TERMINAL | OUTPUT) cdName WITH? KEY (literal | generalIdentifier)
;
// disconnect statement
disconnectStatement
: DISCONNECT idms_db_entity_name FROM idms_db_entity_name
;
// display statement
displayStatement
: DISPLAY displayOperand (COMMACHAR? displayOperand)*? displayAt? displayUpon? displayWith?
;
displayOperand
: literal | generalIdentifier
;
displayAt
: AT (literal | generalIdentifier)
;
displayUpon
: UPON cobolWord
;
displayWith
: WITH? NO ADVANCING
;
// divide statement
divideStatement
: DIVIDE (literal | generalIdentifier) (divideIntoStatement | divideIntoGivingStatement | divideByGivingStatement) divideRemainder? onSizeErrorPhrase? notOnSizeErrorPhrase? END_DIVIDE?
;
divideIntoStatement
: INTO divideInto+
;
divideIntoGivingStatement
: INTO (literal | generalIdentifier) divideGivingPhrase?
;
divideByGivingStatement
: BY (literal | generalIdentifier) divideGivingPhrase?
;
divideGivingPhrase
: GIVING divideGiving+
;
divideInto
: generalIdentifier ROUNDED?
;
divideGiving
: generalIdentifier ROUNDED?
;
divideRemainder
: REMAINDER generalIdentifier
;
// enable statement
enableStatement
: ENABLE (INPUT TERMINAL? | I_O TERMINAL | OUTPUT) cdName WITH? KEY (literal | generalIdentifier)
;
// end statement
endStatement
: END (endLineClause | endTransactionClause)
;
endLineClause
: LINE TERMINAL SESSION?
;
endTransactionClause
: TRANSACTION STATISTICS endTransactionWriteClause? endTransactionIntoClause? endTransactionLengthClause?
;
endTransactionWriteClause
: (WRITE | NOWRITE)
;
endTransactionIntoClause
: INTO generalIdentifier
;
endTransactionLengthClause
: LENGTH (generalIdentifier | integerLiteral)
;
// endpage statement
endpageStatement
: ENDPAGE SESSION?
;
// enqueue statement
enqueueStatement
: ENQUEUE (WAIT | NOWAIT | TEST)? enqueueNameClause*
;
enqueueNameClause
: NAME generalIdentifier LENGTH (generalIdentifier | integerLiteral) (EXCLUSIVE | SHARED)?
;
// entry statement
entryStatement
: ENTRY literal (USING generalIdentifier (COMMACHAR? generalIdentifier)*?)?
;
// erase statement
eraseStatement
: ERASE idms_db_entity_name ((PERMANENT | SELECTIVE | ALL) MEMBERS)?
;
// evaluate statement
evaluateStatement
: EVALUATE evaluateSelect evaluateAlsoSelect* evaluateWhenPhrase+ evaluateWhenOther? END_EVALUATE?
;
evaluateSelect
: arithmeticExpression | condition
;
evaluateAlsoSelect
: ALSO evaluateSelect
;
evaluateWhenPhrase
: evaluateWhen+ (COMMACHAR? conditionalStatementCall)*
;
evaluateWhen
: WHEN evaluateCondition evaluateAlsoCondition*
;
evaluateCondition
: ANY | NOT? evaluateValue evaluateThrough? | condition | booleanLiteral
;
evaluateThrough
: (THROUGH | THRU) evaluateValue
;
evaluateAlsoCondition
: ALSO evaluateCondition
;
evaluateWhenOther
: WHEN OTHER (COMMACHAR? conditionalStatementCall)*
;
evaluateValue
: arithmeticExpression
;
// exec cics statement
execCicsStatement
: EXEC CICS cicsRules END_EXEC
;
cicsRules
: ~END_EXEC*?
;
// exec sql statement for specific divisions or sections of COBOL program
execSqlStatementInProcedureDivision
: execSqlStatement
;
execSqlStatementInWorkingStorage
: execSqlStatement DOT_FS
;
execSqlStatementInWorkingStorageAndLinkageSection
: execSqlStatement DOT_FS
;
execSqlStatementInDataDivision
: execSqlStatement DOT_FS
;
execSqlStatement
: EXEC SQL sqlCode END_EXEC
;
sqlCode
: ~END_EXEC*?
;
// exec sql ims statement
execSqlImsStatement
: EXEC SQLIMS ~END_EXEC*? END_EXEC DOT_FS?
;
// exhibit statement
exhibitStatement
: EXHIBIT NAMED? CHANGED? exhibitOperand+?
;
exhibitOperand
: literal | generalIdentifier
;
// exit statement
exitStatement
: EXIT PROGRAM?
;
// find statement
findStatement
: FIND keepClause? findObtainClause
;
// free statement
freeStatement
: FREE STORAGE (freeStgidClause | freeForClause)
;
freeStgidClause
: STGID (generalIdentifier | literal)
;
freeForClause
: FOR generalIdentifier (FROM generalIdentifier)?
;
keepClause
: KEEP EXCLUSIVE?
;
findObtainClause
: calcClause | currentClause | ownerClause | recnameClause | dbkeyClause | positionClause
;
calcClause
: (CALC | ANY | DUPLICATE) idms_db_entity_name
;
currentClause
: CURRENT idms_db_entity_name? (WITHIN idms_db_entity_name)?
;
ownerClause
: OWNER WITHIN idms_db_entity_name
;
recnameClause
: idms_db_entity_name (DB_KEY IS? generalIdentifier | WITHIN idms_db_entity_name CURRENT? USING generalIdentifier)
;
dbkeyClause
: DB_KEY IS? generalIdentifier (PAGE_INFO generalIdentifier)?
;
positionClause
: (orderClause | integerLiteral | generalIdentifier) idms_db_entity_name? WITHIN idms_db_entity_name
;
orderClause
: ( NEXT | PRIOR | FIRST | LAST )
;
// finish statement
finishStatement
: FINISH TASK?
;
// generate statement
generateStatement
: GENERATE reportName
;
// get statement
getStatement
: GET (getTimeClause | idms_db_entity_name | getQueueClause | getScratchClause | getStorageClause)?
;
getQueueClause
: QUEUE (ID (generalIdentifier | literal))? getQueueTypeClause? getStatClause? getQueueLockClause? idmsWaitNowaitClause? INTO generalIdentifier getLengthClause getReturnClause?
;
getQueueTypeClause
: (NEXT | FIRST | LAST | PRIOR | (SEQUENCE (generalIdentifier | integerLiteral)) | (RECORD ID (generalIdentifier | literal)))
;
getStatClause
: (DELETE | KEEP)
;
getQueueLockClause
: (LOCK | NOLOCK)
;
getLengthClause
: ((TO generalIdentifier) | (MAX LENGTH (generalIdentifier | literal)))
;
getReturnClause
: RETURN LENGTH INTO generalIdentifier
;
getScratchClause
: SCRATCH getScratchAreaClause? getScratchNextClause? getStatClause? INTO generalIdentifier getLengthClause getReturnClause?
;
getScratchAreaClause
: AREA ID (generalIdentifier | literal)?
;
getScratchNextClause
: (NEXT | FIRST | LAST | PRIOR | CURRENT | (RECORD ID generalIdentifier))
;
getStorageClause
: STORAGE FOR generalIdentifier (TO generalIdentifier)? (LENGTH generalIdentifier)? (POINTER generalIdentifier)?
idmsWaitNowaitClause? KEEP? (LONG | SHORT)? (USER | SHARED)? (STGID (generalIdentifier | literal))?
getStorageValueClause? getStorageLocClause?
;
getStorageValueClause
: VALUE IS (LOW_VALUE | HIGH_VALUE | generalIdentifier)
;
getStorageLocClause
: LOCATION IS? (ANY | BELOW)?
;
getTimeClause
: TIME getTimeIntoClause? (DATE INTO generalIdentifier)?
;
getTimeIntoClause
: INTO generalIdentifier (COMP | COMP_3 | EDIT)
;
// goback statement
gobackStatement
: GOBACK
;
// goto statement
goToStatement
: GO TO? procedureName+ (DEPENDING ON? generalIdentifier)?
;
// if statement
ifStatement
: IF (idmsIfCondition | condition) ifThen ifElse? END_IF?
;
ifThen
: THEN? (NEXT SENTENCE | conditionalStatementCall+)
;
ifElse
: ELSE (NEXT SENTENCE | conditionalStatementCall+)
;
idmsIfCondition
: (idms_db_entity_name idmsIfEmpty) | (idmsIfMember)
;
idmsIfEmpty
: IS? NOT? EMPTY
;
idmsIfMember
: NOT? idms_db_entity_name MEMBER
;
// initialize statement
initializeStatement
: INITIALIZE generalIdentifier (COMMACHAR? generalIdentifier)*? initializeReplacingPhrase?
;
initializeReplacingPhrase
: REPLACING initializeReplacingBy+
;
initializeReplacingBy
: (ALPHABETIC | ALPHANUMERIC | ALPHANUMERIC_EDITED | NATIONAL | NATIONAL_EDITED | NUMERIC | NUMERIC_EDITED | DBCS | EGCS) DATA? BY (literal | generalIdentifier)
;
// initiate statement
initiateStatement
: INITIATE reportName+
;
// inquire map statement
inquireMapStatement
: INQUIRE MAP idms_map_name (MOVE inqMapMovePhrase | IF inqMapIfPhrase)
;
inqMapMovePhrase
: (AID TO generalIdentifier) | (CURSOR TO generalIdentifier generalIdentifier) | (IN LENGTH FOR generalIdentifier TO generalIdentifier)
;
inqMapIfPhrase
: (INPUT (UNFORMATTED | TRUNCATED | CHANGED | EXTRANEOUS) | (CURSOR AT? DFLD generalIdentifier) |
(inqMapWhichFields | inqMapWhichDflds) inqMapFieldTestPhrase) ifThen ifElse?
;
inqMapWhichFields
: CURRENT | ALL | NONE | ANY | SOME | ALL (BUT | EXCEPT) CURRENT
;
inqMapWhichDflds
: (ALL | NONE | ANY | SOME | ALL (BUT | EXCEPT))? (DFLD generalIdentifier)+?
;
inqMapFieldTestPhrase
: DATA IS? (YES | NO | ERASE | TRUNCATED | IDENTICAL | DIFFERENT) | mapEditPhrase
;
mapEditPhrase
: EDIT IS? (ERROR | CORRECT)
;
// inspect statement
inspectStatement
: INSPECT generalIdentifier (inspectTallyingPhrase | inspectReplacingPhrase | inspectTallyingReplacingPhrase | inspectConvertingPhrase)
;
inspectTallyingPhrase
: TALLYING inspectFor+
;
inspectReplacingPhrase
: REPLACING (inspectReplacingCharacters | inspectReplacingAllLeadings)+
;
inspectTallyingReplacingPhrase
: TALLYING inspectFor+ inspectReplacingPhrase+
;
inspectConvertingPhrase
: CONVERTING (literal | generalIdentifier) inspectTo inspectBeforeAfter*
;
inspectFor
: generalIdentifier FOR (inspectCharacters | inspectAllLeadings)+
;
inspectCharacters
: CHARACTERS inspectBeforeAfter*
;
inspectReplacingCharacters
: CHARACTERS inspectBy inspectBeforeAfter*
;
inspectAllLeadings
: (ALL | LEADING) inspectAllLeading+
;
inspectReplacingAllLeadings
: (ALL | LEADING | FIRST) inspectReplacingAllLeading+
;
inspectAllLeading
: (literal | generalIdentifier) inspectBeforeAfter*
;
inspectReplacingAllLeading
: (literal | generalIdentifier) inspectBy inspectBeforeAfter*
;
inspectBy
: BY (literal | generalIdentifier)
;
inspectTo
: TO (literal | generalIdentifier)
;
inspectBeforeAfter
: (BEFORE | AFTER) INITIAL? (literal | generalIdentifier)
;
// keep statement
keepStatement
: KEEP (keepCurrentClause | keepLongtermClause)
;
keepCurrentClause
: EXCLUSIVE? currentClause
;
keepLongtermClause
: LONGTERM (ALL | (generalIdentifier | literal)) keepLongtermRestClause
;
keepLongtermRestClause
: (keepLongtermNotifyClause | keepLongtermLockClause | keepLongtermTestClause | RELEASE)
;
keepLongtermNotifyClause
: NOTIFY CURRENT idms_db_entity_name
;
keepLongtermLockClause
: ((UPGRADE (SHARE | EXCLUSIVE) (RETURN NOTIFICATION INTO? generalIdentifier)) | ((SHARE | EXCLUSIVE) CURRENT idms_db_entity_name)) (WAIT | NOWAIT | NODEADLOCK)?
;
keepLongtermTestClause
: TEST (RETURN NOTIFICATION INTO? generalIdentifier)?
;
// load Statement
loadStatement
: LOAD TABLE (generalIdentifier | idms_table_name) INTO generalIdentifier loadLocationClause idmsDictnodeClause? idmsDictnameClause? loadLoadlibClause? idmsWaitNowaitClause
;
loadLocationClause
: (TO | POINTER) generalIdentifier
;
loadLoadlibClause
: LOADLIB (generalIdentifier | literal)
;
// map statement
mapStatement
: MAP (mapInClause | mapOutClause | mapOutInClause)
;
mapInClause
: IN USING idms_map_name mapIoInputPhrase? mapDetailPhrase?
;
mapIoInputPhrase
: mapInIoPhrase | mapInputPhrase
;
mapInIoPhrase
: (IO mapInputPhrase? | (NOIO DATASTREAM idmsDmlFromClause))
;
mapInputPhrase
: INPUT DATA IS? (YES | NO)
;
mapDetailPhrase
: ((DETAIL mapDetailOptions?) | HEADER ) ((PAGE IS? generalIdentifier) | MODIFIED)*
;
mapDetailOptions
: (NEXT | FIRST | (SEQUENCE NUMBER IS? generalIdentifier) | (KEY IS? generalIdentifier))
(RETURNKEY IS? generalIdentifier)?
;
mapOutClause
: OUT USING idms_map_name idmsWaitNowaitClause? mapOutIoPhrase? mapOutputPhrase? mapMessagePhrase? mapOutDetailPhrase?
;
mapOutIoPhrase
: (IO | (NOIO DATASTREAM mapOutIntoClause))
;
mapOutIntoClause
: INTO? generalIdentifier ((TO generalIdentifier) | (MAX? LENGTH (generalIdentifier | integerLiteral)))
(RETURN LENGTH INTO? generalIdentifier)?
;
mapOutputPhrase
: OUTPUT ((DATA IS? (YES | NO | ERASE | ATTRIBUTE))? (NEWPAGE | ERASE)? LITERALS?)
;
mapMessagePhrase
: MESSAGE IS? generalIdentifier idmsDmlLengthClause
;
mapOutDetailPhrase
: (DETAIL (NEW | CURRENT)? (KEY IS? generalIdentifier)?) |
(RESUME (PAGE IS? (CURRENT | NEXT | PRIOR | FIRST | LAST | generalIdentifier))?)
;
mapOutInClause
: OUTIN USING idms_map_name mapOutputPhrase? mapInputPhrase? mapMessagePhrase?
;
idmsDictnameClause
: DICTNAME (generalIdentifier | idms_dictionary_name)
;
idmsDictnodeClause
: DICTNODE (generalIdentifier | idms_node_name)
;
idmsDmlFromClause
: FROM generalIdentifier idmsDmlLengthClause
;
idmsDmlLengthClause
: ((TO generalIdentifier) | (LENGTH (generalIdentifier | integerLiteral)))
;
idmsWaitNowaitClause
: (WAIT | NOWAIT)
;
// merge statement
mergeStatement
: MERGE fileName mergeOnKeyClause+ mergeCollatingSequencePhrase? mergeUsing* mergeOutputProcedurePhrase? mergeGivingPhrase*
;
mergeOnKeyClause
: ON? (ASCENDING | DESCENDING) KEY? qualifiedDataName+?
;
mergeCollatingSequencePhrase
: COLLATING? SEQUENCE IS? alphabetName+? mergeCollatingAlphanumeric? mergeCollatingNational?
;
mergeCollatingAlphanumeric
: FOR? ALPHANUMERIC IS alphabetName
;
mergeCollatingNational
: FOR? NATIONAL IS? alphabetName
;
mergeUsing
: USING fileName+
;
mergeOutputProcedurePhrase
: OUTPUT PROCEDURE IS? procedureName mergeOutputThrough?
;
mergeOutputThrough
: (THROUGH | THRU) procedureName
;
mergeGivingPhrase
: GIVING mergeGiving+?
;
mergeGiving
: fileName (LOCK | SAVE | NO REWIND | CRUNCH | RELEASE | WITH REMOVE CRUNCH)?
;
// modify statement
modifyStatement
: MODIFY ((MAP modifyMapClause) | idms_db_entity_name )
;
// modify map statement
modifyMapClause
: idms_map_name (PERMANENT | TEMPORARY)?
(CURSOR AT? ((DFLD generalIdentifier) | (generalIdentifier | integerLiteral) (generalIdentifier | integerLiteral)))?
(WCC ((RESETMDT | NOMDT) | (RESETKBD | NOKBD) | (ALARM | NOALARM) | (STARTPRT | NOPRT) |
(NLCR | FORTYCR | SIXTYFOURCR | EIGHTYCR))+)? (modifyMapForClause modifyMapFieldOptionsClause)?
;
modifyMapForClause
: FOR ((ALL ((BUT | EXCEPT) (CURRENT | (DFLD generalIdentifier)+) | (ERROR | CORRECT)? FIELDS)) |
(ALL? (DFLD generalIdentifier)+))
;
modifyMapFieldOptionsClause
: (BACKSCAN | NOBACKSCAN)? (OUTPUT DATA IS? (YES | NO | ERASE | ATTRIBUTE))? mapInputPhrase?
((RIGHT | LEFT)? JUSTIFY)? (PAD (LOW_VALUE | HIGH_VALUE | (literal | generalIdentifier)))?
mapEditPhrase? (REQUIRED | OPTIONAL)? (ERROR MESSAGE IS? (ACTIVE | SUPPRESS))? (ATTRIBUTES (attributeList)+)?
;
attributeList
: SKIPCHAR | ALPHANUMERIC | NUMERIC | PROTECTED | UNPROTECTED | DISPLAY | DARK | BRIGHT | DETECT | NOMDT | MDT | BLINK | NOBLINK | REVERSE_VIDEO |
NORMAL_VIDEO | UNDERSCORE | NOUNDERSCORE | NOCOLOR | BLUE | RED | PINK | GREEN | TURQUOISE | YELLOW | WHITE
;
// move statement
moveStatement
: MOVE ALL? (moveToStatement | moveCorrespondingToStatement)
;
moveToStatement
: moveToSendingArea TO generalIdentifier (COMMACHAR? generalIdentifier)*?
;
moveToSendingArea
: literal | generalIdentifier
;
moveCorrespondingToStatement
: (CORRESPONDING | CORR) moveCorrespondingToSendingArea TO generalIdentifier (COMMACHAR? generalIdentifier)*?
;
moveCorrespondingToSendingArea
: generalIdentifier
;
// multiply statement
multiplyStatement
: MULTIPLY (literal | generalIdentifier) BY (multiplyRegular | multiplyGiving) onSizeErrorPhrase? notOnSizeErrorPhrase? END_MULTIPLY?
;
multiplyRegular
: multiplyRegularOperand+?
;
multiplyRegularOperand
: generalIdentifier ROUNDED?
;
multiplyGiving
: multiplyGivingOperand GIVING multiplyGivingResult+?
;
multiplyGivingOperand
: literal | generalIdentifier
;
multiplyGivingResult
: generalIdentifier ROUNDED?
;
// obtain statement
obtainStatement
: OBTAIN keepClause? findObtainClause
;
// open statement
openStatement
: OPEN (openInputStatement | openOutputStatement | openIOStatement | openExtendStatement)+
;
openInputStatement
: INPUT openInput (COMMACHAR? openInput)*?
;
openInput
: fileName (REVERSED | WITH? NO REWIND)?
;
openOutputStatement
: OUTPUT openOutput (COMMACHAR? openOutput)*?
;
openOutput
: fileName (WITH? NO REWIND)?
;
openIOStatement
: I_O fileName (COMMACHAR? fileName)*?
;
openExtendStatement
: EXTEND fileName (COMMACHAR? fileName)*?
;
// perform statement
performStatement
: PERFORM (performProcedureStatement | performInlineStatement)
;
performInlineStatement
: performType? conditionalStatementCall*? END_PERFORM
;
performProcedureStatement
: procedureName ((THROUGH | THRU) procedureName)? performType?
;
performType
: performTimes | performUntil | performVarying
;
performTimes
: (integerLiteral | generalIdentifier) TIMES
;
performUntil
: performTestClause? UNTIL condition
;
performVarying
: performTestClause performVaryingClause | performVaryingClause performTestClause?
;
performVaryingClause
: VARYING performVaryingPhrase performAfter*
;
performVaryingPhrase
: (literal | generalIdentifier) performFrom performBy performUntil
;
performAfter
: AFTER performVaryingPhrase
;
performFrom
: FROM (literal | generalIdentifier)
;
performBy
: BY (literal | generalIdentifier)
;
performTestClause
: WITH? TEST (BEFORE | AFTER)
;
// IDMS post statement
postStatement
: POST ((EVENT generalIdentifier) | (EVENT NAME (generalIdentifier | literal) CLEAR?))
;
// purge statement
purgeStatement
: PURGE cdName+
;
// IDMS put statement
putStatement
: PUT (putQueueStatement | putScratchClause)
;
putQueueStatement
: QUEUE (ID (generalIdentifier | literal))? (FIRST | LAST)? idmsDmlFromClause putReturnClause? putRetentionClause?
;
putReturnClause
: RETURN RECORD ID INTO generalIdentifier?
;
putRetentionClause
: RETENTION (generalIdentifier | integerLiteral)
;
putScratchClause
: SCRATCH putAreaIdClause? idmsDmlFromClause putRecordClause? putReturnClause
;
putAreaIdClause
: AREA ID (generalIdentifier | literal)
;
putRecordClause
: RECORD ID (generalIdentifier | integerLiteral) REPLACE?
;
// read statement
readStatement
: READ (readFilenameClause | readIdmsDcStatement idmsOnClause?)
;
readIdmsDcStatement
: readLineFromTerminalClause | readTerminalClause
;
readFilenameClause
: fileName NEXT? RECORD? readInto? readWith? readKey? invalidKeyPhrase? notInvalidKeyPhrase? atEndPhrase? notAtEndPhrase? END_READ?
;
readInto
: INTO generalIdentifier
;
readWith
: WITH? ((KEPT | NO) LOCK | WAIT)
;
readKey
: KEY IS? qualifiedDataName
;
readTerminalClause
: TERMINAL idmsWaitNowaitClause? (BUFFER | (MODIFIED FROM POSITION (generalIdentifier | literal)))?
(GET STORAGE)? INTO generalIdentifier ((TO generalIdentifier) | (MAX LENGTH (generalIdentifier | integerLiteral)))
(RETURN LENGTH INTO? generalIdentifier)?
;
readLineFromTerminalClause
: LINE FROM? TERMINAL ECHO? NOBACKPAGE? INTO generalIdentifier ((TO generalIdentifier)
| (MAX LENGTH (generalIdentifier | integerLiteral))) (RETURN LENGTH INTO? generalIdentifier)?
;
// ready statement
readyStatement
: READY idms_db_entity_name? (USAGE_MODE IS? (PROTECTED | EXCLUSIVE)? (RETRIEVAL | UPDATE))?
;
// READY/RESET TRACE statement
readyResetTraceStatement
: (READY | RESET) TRACE
;
// receive statement
receiveStatement
: RECEIVE (receiveFromStatement | receiveIntoStatement) onExceptionClause? notOnExceptionClause? END_RECEIVE?
;
receiveFromStatement
: dataName FROM receiveFrom (receiveBefore | receiveWith | receiveThread | receiveSize | receiveStatus)*
;
receiveFrom
: THREAD dataName | LAST THREAD | ANY THREAD
;
receiveIntoStatement
: cdName (MESSAGE | SEGMENT) INTO? generalIdentifier receiveNoData? receiveWithData?
;
receiveNoData
: NO DATA conditionalStatementCall (COMMACHAR? conditionalStatementCall)*?
;
receiveWithData
: WITH DATA conditionalStatementCall (COMMACHAR? conditionalStatementCall)*?
;
receiveBefore
: BEFORE TIME? (numericLiteral | generalIdentifier)
;
receiveWith
: WITH? NO WAIT
;
receiveThread
: THREAD IN? dataName
;
receiveSize
: SIZE IN? (numericLiteral | generalIdentifier)
;
receiveStatus
: STATUS IN? (generalIdentifier)
;
// release statement
releaseStatement
: RELEASE recordName (FROM qualifiedDataName)?
;
// return statement
returnStatement
: RETURN (cobolReturn | idmsReturn idmsOnClause?)
;
cobolReturn
: fileName RECORD? returnInto? atEndPhrase notAtEndPhrase? END_RETURN?
;
returnInto
: INTO qualifiedDataName
;
idmsReturn
: generalIdentifier FROM idms_db_entity_name (CURRENCY | orderClause CURRENCY? | USING generalIdentifier)
(KEY INTO? generalIdentifier)?
;
// rewrite statement
rewriteStatement
: REWRITE recordName rewriteFrom? invalidKeyPhrase? notInvalidKeyPhrase? END_REWRITE?
;
rewriteFrom
: FROM generalIdentifier
;
// rollback statement
rollbackStatement
: ROLLBACK TASK? CONTINUE?
;
// search statement
searchStatement
: SEARCH ALL? qualifiedDataName searchVarying? atEndPhrase? searchWhen+ END_SEARCH?
;
searchVarying
: VARYING qualifiedDataName
;
searchWhen
: WHEN condition (NEXT SENTENCE | conditionalStatementCall (COMMACHAR? conditionalStatementCall)*?)
;
// send statement
sendStatement
: SEND (((sendStatementSync | sendStatementAsync) onExceptionClause? notOnExceptionClause?) | sendIdmsClause)
;
sendStatementSync
: (literal | generalIdentifier) sendFromPhrase? sendWithPhrase? sendReplacingPhrase? sendAdvancingPhrase?
;
sendStatementAsync
: TO (TOP | BOTTOM) generalIdentifier
;
sendFromPhrase
: FROM generalIdentifier
;
sendWithPhrase
: WITH (EGI | EMI | ESI | generalIdentifier)
;
sendReplacingPhrase
: REPLACING LINE?
;
sendAdvancingPhrase
: (BEFORE | AFTER) ADVANCING? (sendAdvancingPage | sendAdvancingLines | sendAdvancingMnemonic)
;
sendAdvancingPage
: PAGE
;
sendAdvancingLines
: (literal | generalIdentifier) (LINE | LINES)?
;
sendAdvancingMnemonic
: mnemonicName
;
sendIdmsClause
: MESSAGE (ONLY | ALWAYS)? TO sendIdmsToClause idmsDmlFromClause
;
sendIdmsToClause
: (DEST ID (generalIdentifier | literal)) | (USER ID generalIdentifier) | (LTERM ID (generalIdentifier | literal))
;
// set statement
setStatement
: SET (setToOnOff+ | setToBoolean | setToStatement | setUpDownByStatement | setToEntry | setIdmsDcStatement idmsOnClause?)
;
setIdmsDcStatement
: setAbendExitStatement | setTimerStatement
;
setToStatement
: receivingField+ TO sendingField
;
setUpDownByStatement
: receivingField+ (UP BY | DOWN BY) sendingField
;
setToBoolean
: receivingField+ TO booleanLiteral
;
setToOnOff
: receivingField+ TO (ON | OFF)
;
setToEntry
: receivingField+ TO ENTRY sendingField
;
receivingField
: generalIdentifier
;
sendingField
: literal | generalIdentifier
;
setAbendExitStatement
: ABEND EXIT ((ON? PROGRAM (generalIdentifier | literal)) | OFF)
;
setTimerStatement
: TIMER (setTimerWaitClause | setTimerPostClause | setTimerStartClause | (CANCEL setTimerIdClause))
;
setTimerWaitClause
: WAIT setTimerIntervalClause
;
setTimerPostClause
: POST setTimerIntervalClause setTimerEventClause? setTimerIdClause?
;
setTimerStartClause
: START setTimerIntervalClause (TASK CODE (generalIdentifier | literal) (PRIORITY (generalIdentifier | integerLiteral))?)? setTimerIdClause? setTimerDataClause?
;
setTimerIntervalClause
: INTERVAL (generalIdentifier | integerLiteral) SECONDS?
;
setTimerEventClause
: EVENT generalIdentifier
;
setTimerIdClause
: TIMER ID generalIdentifier
;
setTimerDataClause
: DATA idmsDmlFromClause
;
// service statement
serviceLabelStatement
: SERVICE LABEL
;
serviceReloadStatement
: SERVICE RELOAD generalIdentifier
;
// snap statement
snapStatement
: SNAP (TITLE IS? generalIdentifier)? (ALL | SYSTEM | TASK)? idmsDmlFromClause*
;
// sort statement
sortStatement
: SORT fileName sortOnKeyClause+ sortDuplicatesPhrase? sortCollatingSequencePhrase? sortInputProcedurePhrase? sortUsing* sortOutputProcedurePhrase? sortGivingPhrase*
;
sortOnKeyClause
: ON? (ASCENDING | DESCENDING) KEY? qualifiedDataName+?
;
sortDuplicatesPhrase
: WITH? DUPLICATES IN? ORDER?
;
sortCollatingSequencePhrase
: COLLATING? SEQUENCE IS? alphabetName+ sortCollatingAlphanumeric? sortCollatingNational?
;
sortCollatingAlphanumeric
: FOR? ALPHANUMERIC IS alphabetName
;
sortCollatingNational
: FOR? NATIONAL IS? alphabetName
;
sortInputProcedurePhrase
: INPUT PROCEDURE IS? procedureName sortInputThrough?
;
sortInputThrough
: (THROUGH | THRU) procedureName
;
sortUsing
: USING fileName+?
;
sortOutputProcedurePhrase
: OUTPUT PROCEDURE IS? procedureName sortOutputThrough?
;
sortOutputThrough
: (THROUGH | THRU) procedureName
;
sortGivingPhrase
: GIVING sortGiving+?
;
sortGiving
: fileName (LOCK | SAVE | NO REWIND | CRUNCH | RELEASE | WITH REMOVE CRUNCH)?
;
// startpage statement
startpageStatement
: STARTPAGE SESSION? idms_map_name (WAIT | NOWAIT | RETURN)? (BACKPAGE | NOBACKPAGE)? (UPDATE | BROWSE)?
(AUTODISPLAY | NOAUTODISPLAY)?
;
// startPosition statement
startStatement
: START fileName startKey? invalidKeyPhrase? notInvalidKeyPhrase? END_START?
;
startKey
: KEY IS? (EQUAL TO? | EQUALCHAR | GREATER THAN? | MORETHANCHAR | NOT LESS THAN? | NOT LESSTHANCHAR | GREATER THAN? OR EQUAL TO? | MORETHANOREQUAL) qualifiedDataName
;
// stopPosition statement
stopStatement
: STOP (RUN | literal | stopStatementGiving)
;
stopStatementGiving
: RUN (GIVING | RETURNING) (integerLiteral | generalIdentifier)
;
// store statement
storeStatement
: STORE idms_db_entity_name
;
// string statement
stringStatement
: STRING stringSendingPhrase+ stringIntoPhrase stringWithPointerPhrase? onOverflowPhrase? notOnOverflowPhrase? END_STRING?
;
stringSendingPhrase
: stringSending (COMMACHAR? stringSending)*? (stringDelimitedByPhrase | stringForPhrase)
;
stringSending
: literal | generalIdentifier
;
stringDelimitedByPhrase
: DELIMITED BY? (SIZE | literal | generalIdentifier)
;
stringForPhrase
: FOR (literal | generalIdentifier)
;
stringIntoPhrase
: INTO generalIdentifier
;
stringWithPointerPhrase
: WITH? POINTER qualifiedDataName
;
// subtract statement
subtractStatement
: SUBTRACT (subtractFromStatement | subtractFromGivingStatement | subtractCorrespondingStatement) onSizeErrorPhrase? notOnSizeErrorPhrase? END_SUBTRACT?
;
subtractFromStatement
: subtractSubtrahend (COMMACHAR? subtractSubtrahend)* FROM subtractMinuend (COMMACHAR? subtractMinuend)*?
;
subtractFromGivingStatement
: subtractSubtrahend (COMMACHAR? subtractSubtrahend)* FROM subtractMinuendGiving GIVING subtractGiving (COMMACHAR? subtractGiving)*?
;
subtractCorrespondingStatement
: (CORRESPONDING | CORR) qualifiedDataName FROM subtractMinuendCorresponding
;
subtractSubtrahend
: literal | generalIdentifier
;
subtractMinuend
: generalIdentifier ROUNDED?
;
subtractMinuendGiving
: literal | generalIdentifier
;
subtractGiving
: generalIdentifier ROUNDED?
;
subtractMinuendCorresponding
: qualifiedDataName ROUNDED?
;
// terminate statement
terminateStatement
: TERMINATE reportName
;
// transfer statement
transferStatement
: TRANSFER CONTROL? TO? (generalIdentifier | idms_program_name) (RETURN | LINK | NORETURN | XCTL)?
(USING generalIdentifier (COMMACHAR? generalIdentifier)*?)?
;
// unstring statement
unstringStatement
: UNSTRING unstringSendingPhrase COMMACHAR? unstringIntoPhrase COMMACHAR? unstringWithPointerPhrase?
COMMACHAR? unstringTallyingPhrase? COMMACHAR? onOverflowPhrase? COMMACHAR? notOnOverflowPhrase? END_UNSTRING?
;
unstringSendingPhrase
: generalIdentifier (unstringDelimitedByPhrase unstringOrAllPhrase*)?
;
unstringDelimitedByPhrase
: DELIMITED BY? ALL? (literal | generalIdentifier)
;
unstringOrAllPhrase
: OR ALL? (literal | generalIdentifier)
;
unstringIntoPhrase
: INTO unstringInto (COMMACHAR? unstringInto)*?
;
unstringInto
: generalIdentifier unstringDelimiterIn? unstringCountIn?
;
unstringDelimiterIn
: DELIMITER IN? generalIdentifier
;
unstringCountIn
: COUNT IN? generalIdentifier
;
unstringWithPointerPhrase
: WITH? POINTER qualifiedDataName
;
unstringTallyingPhrase
: TALLYING IN? qualifiedDataName
;
// use statement
useStatement
: USE (useAfterClause | useDebugClause)
;
useAfterClause
: GLOBAL? AFTER STANDARD? (EXCEPTION | ERROR) PROCEDURE ON? useAfterOn
;
useAfterOn
: INPUT | OUTPUT | I_O | EXTEND | fileName (COMMACHAR? fileName)*?
;
useDebugClause
: FOR? DEBUGGING ON? useDebugOn (COMMACHAR? useDebugOn)*
;
useDebugOn
: ALL PROCEDURES | ALL REFERENCES? OF? generalIdentifier | procedureName
;
// wait statement
waitStatement
: WAIT (((LONG | SHORT)? (waitEventTypeClause | waitEventListClause (COMMACHAR? waitEventListClause)*))
| (REDISPATCH (waitEventTypeClause | waitEventListClause (COMMACHAR? waitEventListClause)*)?))
;
waitEventTypeClause
: EVENT NAME (generalIdentifier | literal)
;
waitEventListClause
: EVENT generalIdentifier
;
// write statement
writeStatement
: WRITE (writeStatementClause | writeIdmsDCStatement idmsOnClause?)
;
writeIdmsDCStatement
: writeJournalClause | writeLineClause | writeLogClause | writePrinterClause | writeTerminalClause | writeThenReadClause
;
writeStatementClause
: recordName writeFromPhrase? writeAdvancingPhrase? writeAtEndOfPagePhrase? writeNotAtEndOfPagePhrase? invalidKeyPhrase? notInvalidKeyPhrase? END_WRITE?
;
writeFromPhrase
: FROM (literal | generalIdentifier)
;
writeAdvancingPhrase
: (BEFORE | AFTER) ADVANCING? (writeAdvancingPage | writeAdvancingLines)
;
writeAdvancingPage
: PAGE
;
writeAdvancingLines
: (literal | generalIdentifier) (LINE | LINES)?
;
writeAtEndOfPagePhrase
: AT? (END_OF_PAGE | EOP) conditionalStatementCall (COMMACHAR? conditionalStatementCall)*
;
writeNotAtEndOfPagePhrase
: NOT AT? (END_OF_PAGE | EOP) conditionalStatementCall (COMMACHAR? conditionalStatementCall)*
;
writeJournalClause
: JOURNAL idmsWaitNowaitClause? (SPAN | NOSPAN)? idmsDmlFromClause
;
writeLineClause
: LINE TO? TERMINAL idmsWaitNowaitClause? (NEWPAGE | ERASE)? NOBACKPAGE? idmsDmlFromClause (HEADER (generalIdentifier | integerLiteral))?
;
writeLogClause
: LOG MESSAGE ID (generalIdentifier | integerLiteral) writeLogParmsClause? writeLogReplyClause? writeLogMessagePrefixClause? writeLogTextClause?
;
writeLogParmsClause
: PARMS idmsDmlFromClause+
;
writeLogReplyClause
: REPLY INTO generalIdentifier ((TO generalIdentifier) | (MAX LENGTH (generalIdentifier | integerLiteral)))
;
writeLogMessagePrefixClause
: MESSAGE PREFIX IS (generalIdentifier | literal)
;
writeLogTextClause
: TEXT INTO? generalIdentifier ((TO generalIdentifier) | (MAX LENGTH (generalIdentifier | integerLiteral)))
(MESSAGE? PREFIX IS? (YES | NO))? (TEXT IS? ONLY)?
;
writePrinterClause
: PRINTER (NEWPAGE | ERASE)? ENDRPT? (SCREEN CONTENTS | writePrinterNativeClause)
(COPIES (generalIdentifier | integerLiteral))? (REPORT ID (generalIdentifier | integerLiteral))?
writePrinterTypeClause? HOLD? KEEP?
;
writePrinterNativeClause
: NATIVE? idmsDmlFromClause
;
writePrinterTypeClause
: (CLASS (generalIdentifier | integerLiteral)) | (DESTINATION (generalIdentifier | literal) ALL?)
;
writeTerminalClause
: TERMINAL idmsWaitNowaitClause? writeTerminalEraseClause? (FREE STORAGE)? idmsDmlFromClause
;
writeTerminalEraseClause
: NEWPAGE | ERASE | EAU | (ERASE ALL UNPROTECTED)
;
writeThenReadClause
: THEN READ TERMINAL idmsWaitNowaitClause? writeTerminalEraseClause? (FREE STORAGE)?
idmsDmlFromClause ((MODIFIED | BUFFER) FROM POSITION (generalIdentifier | literal))? (GET STORAGE)?
INTO generalIdentifier ((TO generalIdentifier) | (MAX LENGTH (generalIdentifier | integerLiteral)))
(RETURN LENGTH INTO? generalIdentifier)?
;
// xml statement
xmlStatement
: XML PARSE generalIdentifier xmlEncoding? xmlNational? xmlValidating? xmlProcessinProcedure xmlThru? onExceptionClause? notOnExceptionClause? END_XML?
;
xmlEncoding
: WITH? ENCODING integerLiteral
;
xmlNational
: RETURNING NATIONAL
;
xmlValidating
: VALIDATING WITH? (generalIdentifier | FILE literal)
;
xmlThru
: (THROUGH | THRU) procedureName
;
xmlProcessinProcedure
: PROCESSING PROCEDURE IS? procedureName
;
// statement phrases ----------------------------------
atEndPhrase
: AT? END (COMMACHAR? conditionalStatementCall)+
;
notAtEndPhrase
: NOT AT? END (COMMACHAR? conditionalStatementCall)+
;
invalidKeyPhrase
: INVALID KEY? (COMMACHAR? conditionalStatementCall)+
;
notInvalidKeyPhrase
: NOT INVALID KEY? (COMMACHAR? conditionalStatementCall)+
;
onOverflowPhrase
: ON? OVERFLOW (COMMACHAR? conditionalStatementCall)+
;
notOnOverflowPhrase
: NOT ON? OVERFLOW (COMMACHAR? conditionalStatementCall)+
;
onSizeErrorPhrase
: ON? SIZE ERROR (COMMACHAR? conditionalStatementCall)+
;
notOnSizeErrorPhrase
: NOT ON? SIZE ERROR (COMMACHAR? conditionalStatementCall)+
;
// statement clauses ----------------------------------
onExceptionClause
: ON? EXCEPTION (COMMACHAR? conditionalStatementCall)+
;
notOnExceptionClause
: NOT ON? EXCEPTION (COMMACHAR? conditionalStatementCall)+
;
// condition ----------------------------------
condition
: NOT? (simpleCondition | nestedCondition)
((AND | OR) NOT? (simpleCondition | nestedCondition | relationCombinedComparison))*
;
simpleCondition
: arithmeticExpression (relationCombinedComparison | fixedComparison)?
;
nestedCondition
: LPARENCHAR condition RPARENCHAR
;
relationCombinedComparison
: relationalOperator (arithmeticExpression
| LPARENCHAR arithmeticExpression ((AND | OR) arithmeticExpression)+ RPARENCHAR)
;
fixedComparison
: IS? NOT? (NUMERIC | ALPHABETIC | ALPHABETIC_LOWER | ALPHABETIC_UPPER | DBCS | KANJI | POSITIVE | NEGATIVE | ZERO
| className)
;
relationalOperator
: (IS | ARE)? (NOT? (GREATER THAN? | MORETHANCHAR | LESS THAN? | LESSTHANCHAR | EQUAL TO? | EQUALCHAR)
| NOTEQUALCHAR | GREATER THAN? OR EQUAL TO? | MORETHANOREQUAL | LESS THAN? OR EQUAL TO? | LESSTHANOREQUAL)
;
idms_map_name
: {validateLength(_input.LT(1).getText(), "map name", 8);} variableUsageName
;
idms_map_name_definition
: {validateLength(_input.LT(1).getText(), "map name", 8);} dataName
;
idms_db_entity_name
: {validateLength(_input.LT(1).getText(), "db entity name", 16);} variableUsageName
;
idms_dictionary_name
: {validateLength(_input.LT(1).getText().substring(1, _input.LT(1).getText().length() -1),
"dictionary name", 8);} literal
;
idms_node_name
: {validateLength(_input.LT(1).getText().substring(1, _input.LT(1).getText().length() -1),
"node name", 8);} literal
;
idms_procedure_name
: {validateLength(_input.LT(1).getText(), "procedure name", 8);} variableUsageName
;
idms_program_name
: {validateLength(_input.LT(1).getText().substring(1, _input.LT(1).getText().length() -1),
"program name", 8);} literal
;
idms_schema_name
: {validateLength(_input.LT(1).getText(), "schema name", 8);} dataName
;
idms_subschema_name
: {validateLength(_input.LT(1).getText(), "subschema name", 8);} dataName
;
idms_table_name
: {validateLength(_input.LT(1).getText().substring(1, _input.LT(1).getText().length() -1),
"table name", 8);} literal
;
// identifier ----------------------------------
generalIdentifier
: specialRegister | qualifiedDataName | functionCall
;
functionCall
: FUNCTION functionName (LPARENCHAR argument (COMMACHAR? argument)* RPARENCHAR)* referenceModifier?
;
referenceModifier
: LPARENCHAR characterPosition COLONCHAR length? RPARENCHAR
;
characterPosition
: arithmeticExpression
;
length
: arithmeticExpression
;
argument
: arithmeticExpression
;
// qualified data name ----------------------------------
qualifiedDataName
: variableUsageName tableCall? referenceModifier? inData*
;
tableCall
: LPARENCHAR (ALL | arithmeticExpression) (COMMACHAR? (ALL | arithmeticExpression))* RPARENCHAR
;
specialRegister
: ADDRESS OF generalIdentifier
| DATE | DAY | DAY_OF_WEEK | DEBUG_CONTENTS | DEBUG_ITEM | DEBUG_LINE | DEBUG_NAME | DEBUG_SUB_1 | DEBUG_SUB_2 | DEBUG_SUB_3
| JNIENVPTR
| LENGTH OF? generalIdentifier | LINAGE_COUNTER | LINE_COUNTER
| PAGE_COUNTER
| RETURN_CODE
| SHIFT_IN | SHIFT_OUT | SORT_CONTROL | SORT_CORE_SIZE | SORT_FILE_SIZE | SORT_MESSAGE | SORT_MODE_SIZE | SORT_RETURN
| TALLY | TIME
| WHEN_COMPILED
;
// in ----------------------------------
inData
: (IN | OF) variableUsageName tableCall? referenceModifier?
;
inSection
: (IN | OF) sectionName
;
// names ----------------------------------
alphabetName
: cobolWord
;
assignmentName
: systemName
;
cdName
: cobolWord
;
className
: cobolWord
;
computerName
: systemName
;
dataName
: cobolWord
;
dataSetName
: cobolWord | FILENAME (DOT_FS cobolWord)*
;
variableUsageName
: cobolWord
;
environmentName
: systemName
;
fileName
: cobolWord
;
functionName
: INTEGER | LENGTH | RANDOM | SUM | WHEN_COMPILED | cobolWord
;
indexName
: cobolWord
;
libraryName
: cobolWord
;
mnemonicName
: cobolWord
;
paragraphName
: cobolWord | integerLiteral
;
paragraphDefinitionName
: cobolWord | integerLiteral
;
procedureName
: paragraphName inSection?
;
programName
: literal | cobolWord | OR | AND
;
recordName
: qualifiedDataName
;
reportName
: qualifiedDataName
;
sectionName
: cobolWord | integerLiteral
;
systemName
: cobolWord
;
symbolicCharacter
: cobolWord
;
figurativeConstant
: ALL literal | HIGH_VALUE | HIGH_VALUES | LOW_VALUE | LOW_VALUES | NULL | NULLS | QUOTE | QUOTES | SPACE | SPACES | ZEROS | ZEROES
;
booleanLiteral
: TRUE | FALSE
;
numericLiteral
: NUMERICLITERAL | ZERO | integerLiteral
;
integerLiteral
: INTEGERLITERAL | LEVEL_NUMBER | LEVEL_NUMBER_66 | LEVEL_NUMBER_77 | LEVEL_NUMBER_88
;
cicsDfhRespLiteral
: DFHRESP LPARENCHAR (cics_conditions | cobolWord | literal) RPARENCHAR
;
cicsDfhValueLiteral
: DFHVALUE LPARENCHAR (cics_conditions | cobolWord | literal) RPARENCHAR
;
cics_conditions: EOC | EODS | INVMPSZ | INVPARTN | INVREQ | MAPFAIL | PARTNFAIL | RDATT | UNEXPIN;
literal
: NONNUMERICLITERAL | figurativeConstant | numericLiteral | booleanLiteral | charString | cicsDfhRespLiteral | cicsDfhValueLiteral
;
charString
: FINALCHARSTRING
;
// arithmetic expression ----------------------------------
arithmeticExpression
: multDivs plusMinus*
;
plusMinus
: (PLUSCHAR | MINUSCHAR) multDivs
;
multDivs
: powers multDiv*
;
multDiv
: (ASTERISKCHAR | SLASHCHAR) powers
;
powers
: (PLUSCHAR | MINUSCHAR)? basis power*
;
power
: DOUBLEASTERISKCHAR basis
;
basis
: generalIdentifier | literal | LPARENCHAR arithmeticExpression RPARENCHAR
;
cobolWord
: IDENTIFIER | idms_only_words | cobolCompilerDirectivesKeywords | cobolKeywords
;
cobolKeywords
: ABEND | ADDRESS | BOTTOM | BUFFER | CHECK | COUNT | CR | FIELD | FIRST | HEADER | LINK | MMDDYYYY | PRINTER
| REMARKS | RESUME | TIMER | TODAYS_DATE | TODAYS_NAME | TOP | UPDATE | YEAR | YYYYDDD | YYYYMMDD
;
cobolCompilerDirectivesKeywords
: ABD | ADATA | ADEXIT | ADV | ADX | AFP | ALIAS | ALPHNUM | ANSI | ANY | APOST | AR | ARCH | ARITH | AUTO | AWO
| BIN | BLOCK0 | BUF | BUFSIZE
| C_CHAR | CICS | CLEANSIGN | CO | CODEPAGE | COMPAT | COMPILE | COPYLOC | COPYRIGHT | CP | CPLC | CPYR | CS | CURR | CURRENCY
| D_CHAR | DATA | DBCS | DEC | DECK | DEF | DEFINE | DIAGTRUNC | DISPSIGN | DLL | DN | DS | DSN | DSNAME | DTR | DU | DUMP | DWARF | DYN | DYNAM
| E_CHAR | EJPD | EN | ENDP | ENDPERIOD | ENGLISH | EVENP | EVENPACK | EX | EXIT | EXP | EXPORTALL | EXTEND
| F_CHAR | FASTSRT | FLAG | FLAGSTD | FNC | FORCENUMCMP | FSRT | FULL
| H_CHAR | HEX | HGPR
| I_CHAR | IC
| INEXIT | INITCHECK | INITIAL | INL | INLINE | INTDATE | INVD | INVDATA | INX
| JA | JAPANESE | JP
| K_CHAR
| LANG | LANGUAGE | LAX | LAXPERF | LAXREDEF | LC | LIBEXIT | LIBX | LILIAN | LINECOUNT | LIST | LM | LONGMIXED
| LONGUPPER | LP | LU | LXPRF | LXRDF
| M_CHAR | MAP | MAXPCF | MD | MDECK | MIG | MIXED | MSG | MSGEXIT | MSGX
| N_CHAR | NAME | NAT | NATIONAL | NC | ND | NOADATA | NOADEXIT | NOADV | NOADX | NOALIAS | NOALPHNUM | NOAWO | NOBIN
| NOBLOCK0 | NOC | NOCICS | NOCLEANSIGN | NOCOMPILE | NOCOPYLOC | NOCOPYRIGHT | NOCPLC | NOCPYR | NOCS | NOCURR
| NOCURRENCY | NOD | NODBCS | NODECK | NODEF | NODEFINE | NODIAGTRUNC | NODLL | NODSNAME | NODTR | NODU | NODUMP
| NODWARF | NODYN | NODYNAM | NOEJPD | NOENDPERIOD | NOEVENPACK | NOEX | NOEXIT | NOEXP | NOEXPORTALL | NOF
| NOFASTSRT | NOFLAG | NOFLAGSTD | NOFNC | NOFORCENUMCMP | NOFSRT | NOIC | NOINEXIT | NOINITCHECK | NOINITIAL
| NOINL | NOINLINE | NOINVD | NOINVDATA | NOINX | NOLAXPERF | NOLAXREDEF | NOLIBEXIT | NOLIBX | NOLIST | NOMAP
| NOMD | NOMDECK | NOMSGEXIT | NOMSGX | NONAME | NONC | NONUM | NONUMBER | NONUMCHECK | NOOBJ | NOOBJECT | NOOFF
| NOOFFSET | NOOMITODOMIN | NOPAC | NOPARMCHECK | NOPC | NOPFD | NOPRESERVE | NOPRTEXIT | NOPRTX | NORENT | NORULES
| NOS | NOSEP | NOSEPARATE | NOSEQ | NOSEQUENCE | NOSERV | NOSERVICE | NOSLACKBYTES | NOSO | NOSOURCE | NOSQL
| NOSQLC | NOSQLCCSID | NOSQLIMS | NOSSR | NOSSRANGE | NOSTGOPT | NOSUPP | NOSUPPRESS | NOTERM | NOTERMINAL | NOTEST
| NOTHREAD | NOTRUNCBIN | NOUNRA | NOUNREFALL | NOUNREFSOURCE | NOUNRS | NOVBREF | NOVOLATILE | NOWD | NOWORD | NOX
| NOXREF | NOZC | NOZLEN | NOZON | NOZONECHECK | NOZWB | NS | NSYMBOL | NUM | NUMBER | NUMCHECK | NUMPROC
| O_CHAR | OBJ | OBJECT | OFF | OFFSET | OMITODOMIN | OOM | OPT | OPTFILE | OPTIMIZE | OUT | OUTDD
| PAC | PARMCHECK | PATH | PC | PFD | PGMN | PGMNAME | PRESERVE | PRTEXIT | PRTX
| Q_CHAR | QUA | QUALIFY | QUOTE
| RENT | RMODE | RULES
| S_CHAR | SEP | SEPARATE | SEQ | SEQUENCE | SERV | SERVICE | SHORT | SLACKBYTES | SLCKB | SN | SO | SOURCE
| SQL | SQLC | SQLCCSID | SQLIMS | SSR | SSRANGE | STANDARD | STD | STGOPT | STRICT | SUCC | SUPP | SUPPRESS | SYSLIB
| TERM | TERMINAL | TEST | THREAD | TRUNC | TRUNCBIN | TUNE
| U_CHAR | UE | UENGLISH | UNREF | UPPER
| VBREF | VLR | VOLATILE | VS | VSAMOPENFS
| W_CHAR | WD | WORD
| X_CHAR | XMLPARSE | XMLSS | XP | XREF
| ZC | ZD | ZLEN | ZON | ZONECHECK | ZONEDATA | ZWB
;
idms_only_words
: ATTRIBUTE | AUTODISPLAY
| BACKPAGE | BACKSCAN | BLINK
| BLUE | BRIGHT | BROWSE | BUT
| CALC | CONTENTS | COPIES | CORRECT
| DARK | DATASTREAM
| DBNAME | DBNODE | DB_KEY
| DC | DEQUEUE | DEST | DETECT | DFLD
| DICTNAME | DICTNODE | DIFFERENT | DUPLICATE
| EAU | ECHO | EDIT | EIGHTYCR | ENDPAGE | ENDRPT
| ENQUEUE | EXITS | EXTRANEOUS
| FIELDS | FIND | FORTYCR
| GREEN
| IDENTICAL | IDMS | INTERNAL
| JOURNAL
| LOADLIB | LOCATION | LOG | LONGTERM
| MAPS | MDT | MEMBERS
| MODIFIED | MODIFY
| NEWPAGE | NOALARM | NOAUTODISPLAY
| NOBACKPAGE | NOBACKSCAN | NOBLINK | NOCOLOR | NODEADLOCK
| NODENAME | NOIO | NOKBD | NOLOCK | NOMDT
| NOPRT | NORETURN | NORMAL
| NORMAL_VIDEO | NOSPAN | NOTIFICATION | NOTIFY | NOUNDERSCORE
| OBTAIN | OUTIN | OWNER
| PAGE_INFO | PARMS | PERMANENT | PINK | PROTECTED
| RED | REDISPATCH | RESETKBD | RESETMDT | RETENTION | RETRIEVAL | REPLY
| RETURNKEY | REVERSE_VIDEO | RUN_UNIT
| SCREEN | SELECTIVE | SHORT | SIXTYFOURCR | SPAN | SCRATCH
| STARTPAGE | STARTPRT | STGID | STORE | SCHEMA
| TURQUOISE
| UNDERSCORE | UNFORMATTED | UNPROTECTED
| UPGRADE | USAGE_MODE
| WCC | WHITE | WITHIN | YELLOW
;
|
source/quickSearch.applescript | 465499642/bookends-tools | 76 | 4169 | <reponame>465499642/bookends-tools
#!/usr/bin/osascript
tell application "System Events"
keystroke "c" using command down
--we use sed to remove ( ) , . ; @ and et al and uniqueID from a formatted ref and copy it back to clipboard
--for example selecting {Hulme et al., 2010, #42249} should become "Hulme 2010" in the Bookends quick search field
do shell script "pbpaste | sed -Ee 's/ et[ .]+al//g' -e 's/ and //g' -e 's/[\\{\\}\\(\\),\\.;@]//g' -e 's/#[0-9]+//g' | pbcopy"
tell application "Bookends"
activate
delay 0.1
end tell
tell application "System Events"
keystroke "f" using {command down, option down}
delay 0.5
keystroke "v" using command down
delay 0.1
keystroke return --comment this out if you want to edit text before search
end tell
end tell |
models/mondex/bop.als | transclosure/Amalgam | 4 | 3033 | <gh_stars>1-10
module mondex/bop
open mondex/cw as mondexCW
open mondex/c as mondexC
open mondex/common as mondexCOMMON
pred BOp (s, s' : ConWorld, p : ConPurse, m_in, m_out : MESSAGE) {
m_in in s.ether
p in s.conAuthPurse
s'.conAuthPurse = s.conAuthPurse
XiConPurse [s, s', s.conAuthPurse - p]
s'.archive = s.archive
s'.ether = s.ether + m_out
}
pred Ignore (s, s' : ConWorld, m_out : MESSAGE) {
s'.conAuthPurse = s.conAuthPurse
XiConPurse [s, s', s.conAuthPurse]
s'.archive = s.archive
s'.ether = s.ether
}
pred IncreaseOkay (s, s' : ConWorld, p : ConPurse, m_in, m_out : MESSAGE) {
BOp [s, s', p, m_in, m_out]
IncreasePurseOkay [s, s', p, m_out]
}
pred Increase (s, s' : ConWorld, p : ConPurse, m_in, m_out : MESSAGE) {
Ignore [s, s', m_out] or IncreaseOkay [s, s', p, m_in, m_out]
}
pred AbortOkay (s, s' : ConWorld, p : ConPurse, m_in, m_out : MESSAGE) {
BOp [s, s', p, m_in, m_out]
AbortPurseOkay [s, s', p]
m_out = bottom
}
pred Abort (s, s' : ConWorld, p : ConPurse, m_in, m_out : MESSAGE) {
Ignore [s, s', m_out] or AbortOkay [s, s', p, m_in, m_out]
}
pred StartFrom (s, s' : ConWorld, p : ConPurse, m_in, m_out : MESSAGE) {
Ignore [s, s', m_out] or Abort [s, s', p, m_in, m_out] or {
BOp [s, s', p, m_in, m_out]
StartFromPurseOkay [s, s', p, m_in, m_out]
-- ADDED : PayDetails canonicalization (because this operation creates a PayDetails
-- which may exist before)
PayDetails_canon [s']
}
}
pred StartFromEafrom (s, s' : ConWorld, p : ConPurse, m_in, m_out : MESSAGE) {
BOp [s, s', p, m_in, m_out]
StartFromPurseEafromOkay [s, s', p, m_in, m_out]
PayDetails_canon [s'] -- ADDED
}
pred StartTo (s, s' : ConWorld, p : ConPurse, m_in, m_out : MESSAGE) {
Ignore [s, s', m_out] or Abort [s, s', p, m_in, m_out] or {
BOp [s, s', p, m_in, m_out]
StartToPurseOkay [s, s', p, m_in, m_out]
PayDetails_canon [s'] -- ADDED
}
}
pred StartToEafrom (s, s' : ConWorld, p : ConPurse, m_in, m_out : MESSAGE) {
BOp [s, s', p, m_in, m_out]
StartToPurseEafromOkay [s, s', p, m_in, m_out]
PayDetails_canon [s'] -- ADDED
}
pred ReqOkay (s, s' : ConWorld, p : ConPurse, m_in, m_out : MESSAGE) {
BOp [s, s', p, m_in, m_out]
ReqPurseOkay [s, s', p, m_in, m_out]
}
pred Req (s, s' : ConWorld, p : ConPurse, m_in, m_out : MESSAGE) {
Ignore [s, s', m_out] or ReqOkay [s, s', p, m_in, m_out]
}
pred ValOkay (s, s' : ConWorld, p : ConPurse, m_in, m_out : MESSAGE) {
BOp [s, s', p, m_in, m_out]
ValPurseOkay [s, s', p, m_in, m_out]
}
pred Val (s, s' : ConWorld, p : ConPurse, m_in, m_out : MESSAGE) {
Ignore [s, s', m_out] or ValOkay [s, s', p, m_in, m_out]
}
pred AckOkay (s, s' : ConWorld, p : ConPurse, m_in, m_out : MESSAGE) {
BOp [s, s', p, m_in, m_out]
AckPurseOkay [s, s', p, m_in, m_out]
}
pred Ack (s, s' : ConWorld, p : ConPurse, m_in, m_out : MESSAGE) {
Ignore [s, s', m_out] or AckOkay [s, s', p, m_in, m_out]
}
pred ReadExceptionLog (s, s' : ConWorld, p : ConPurse, m_in, m_out : MESSAGE) {
Ignore [s, s', m_out] or Abort [s, s', p, m_in, m_out] or {
BOp [s, s', p, m_in, m_out]
ReadExceptionLogPurseOkay [s, s', p, m_in, m_out]
}
}
pred ReadExceptionLogEafrom (s, s' : ConWorld, p : ConPurse, m_in, m_out : MESSAGE) {
BOp [s, s', p, m_in, m_out]
ReadExceptionLogPurseEafromOkay [s, s', p, m_in, m_out]
}
pred ClearExceptionLog (s, s' :ConWorld, p : ConPurse, m_in, m_out : MESSAGE) {
Ignore [s, s', m_out] or Abort [s, s', p, m_in, m_out] or {
BOp [s, s', p, m_in, m_out]
ClearExceptionLogPurseOkay [s, s', p, m_in, m_out]
}
}
pred ClearExceptionLogEafrom (s, s' :ConWorld, p : ConPurse, m_in, m_out : MESSAGE) {
BOp [s, s', p, m_in, m_out]
ClearExceptionLogPurseEafromOkay [s, s', p, m_in, m_out]
}
pred AuthorizeExLogClearOkay (s, s' : ConWorld, p : ConPurse, m_out : MESSAGE) {
s'.conAuthPurse = s.conAuthPurse
XiConPurse [s, s', s.conAuthPurse]
m_out in exceptionLogClear
~(m_out <: name).pds in s.archive
m_out.(exceptionLogClear <: name) = p
s'.ether = s.ether + m_out
s'.archive = s.archive
}
pred AuthorizeExLogClear (s, s' : ConWorld, p : ConPurse, m_out : MESSAGE) {
Ignore [s, s', m_out] or AuthorizeExLogClearOkay [s, s', p, m_out]
}
pred Archive (s, s' : ConWorld, m_out : MESSAGE) {
s'.conAuthPurse = s.conAuthPurse
XiConPurse [s, s', s.conAuthPurse]
s'.ether = s.ether
s.archive in s'.archive
s'.archive in s.archive + ~(s.ether <: name).details
m_out = bottom
}
|
Tests/sample1.nasm | 13xforever/x86-assembly-textmate-bundle | 69 | 241059 | <reponame>13xforever/x86-assembly-textmate-bundle
;
; nasm -felf32 -g sseMove.asm
; ld -g sseMove.o
;
global _start
section .data
align 16
v1: dd 1.1, 2.2, 3.3, 4.4 ; Four Single precision floats 32 bits each
v1dp: dq 1.1, 2.2 ; Two Double precision floats 64 bits each
v2: dd 5.5, 6.6, 7.7, 8.8
v2s1: dd 5.5, 6.6, 7.7, -8.8
v2s2: dd 5.5, 6.6, -7.7, -8.8
v2s3: dd 5.5, -6.6, -7.7, -8.8
v2s4: dd -5.5, -6.6, -7.7, -8.8
num1: dd 1.2
v3: dd 1.2, 2.3, 4.5, 6.7 ; No longer 16 byte aligned
v3dp: dq 1.2, 2.3 ; No longer 16 byte aligned
section .bss
mask1: resd 1
mask2: resd 1
mask3: resd 1
mask4: resd 1
section .text
_start:
;
; op dst, src
;
;
; SSE
;
; Using movaps since vectors are 16 byte aligned
movaps xmm0, [v1] ; Move four 32-bit(single precision) floats to xmm0
movaps xmm1, [v2]
movups xmm2, [v3] ; Need to use movups since v3 is not 16 byte aligned
;movaps xmm3, [v3] ; This would seg fault if uncommented
movss xmm3, [num1] ; Move 32-bit float num1 to the least significant element of xmm4
movss xmm3, [v3] ; Move first 32-bit float of v3 to the least significant element of xmm4
movlps xmm4, [v3] ; Move 64-bits(two single precision floats) from memory to the lower 64-bit elements of xmm4
movhps xmm4, [v2] ; Move 64-bits(two single precision floats) from memory to the higher 64-bit elements of xmm4
; Source and destination for movhlps and movlhps must be xmm registers
movhlps xmm5, xmm4 ; Transfers the lower 64-bits of the source xmm4 to the higher 64-bits of the destination xmm5
movlhps xmm5, xmm4 ; Transfers the higher 64-bits of the source xmm4 to the lower 64-bits of the destination xmm5
movaps xmm6, [v2s1]
movmskps eax, xmm6 ; Extract the sign bits from four 32-bits floats in xmm6 and create 4 bit mask in eax
mov [mask1], eax ; Should be 8
movaps xmm6, [v2s2]
movmskps eax, xmm6 ; Extract the sign bits from four 32-bits floats in xmm6 and create 4 bit mask in eax
mov [mask2], eax ; Should be 12
movaps xmm6, [v2s3]
movmskps eax, xmm6 ; Extract the sign bits from four 32-bits floats in xmm6 and create 4 bit mask in eax
mov [mask3], eax ; Should be 14
movaps xmm6, [v2s4]
movmskps eax, xmm6 ; Extract the sign bits from four 32-bits floats in xmm6 and create 4 bit mask in eax
mov [mask4], eax ; Should be 15
;
; SSE2
;
movapd xmm6, [v1dp] ; Move two 64-bit(double precision) floats to xmm6, using movapd since vector is 16 byte aligned
; Next two instruction should have equivalent results to movapd xmm6, [vldp]
movhpd xmm6, [v1dp+8] ; Move a 64-bit(double precision) float into the higher 64-bit elements of xmm6
movlpd xmm6, [v1dp] ; Move a 64-bit(double precision) float into the lower 64-bit elements of xmm6
movupd xmm6, [v3dp] ; Move two 64-bit floats to xmm6, using movupd since vector is not 16 byte aligned |
Source/eu.modelwriter.core.alloyinecore/src/main/java/eu/modelwriter/core/alloyinecore/recognizer/imports/Imports.g4 | ModelWriter/AlloyInEcore | 2 | 4912 | grammar Imports;
//https://github.com/antlr/antlr4/blob/master/doc/wildcard.md
@parser::header {
import eu.modelwriter.core.alloyinecore.structure.base.Element;
import eu.modelwriter.core.alloyinecore.structure.imports.ImportedPackage;
import eu.modelwriter.core.alloyinecore.structure.imports.ImportedClass;
import eu.modelwriter.core.alloyinecore.structure.imports.ImportedInterface;
import eu.modelwriter.core.alloyinecore.structure.imports.ImportedDataType;
import eu.modelwriter.core.alloyinecore.structure.imports.ImportedEnum;
import eu.modelwriter.core.alloyinecore.structure.model.Import;
}
@parser::members {
private Element owningElement;
}
importModel[Element owner]
@init{owningElement=owner;}:
.*? iPackage[owningElement]*
;
iPackage[Element owner] locals[ImportedPackage current]
@after{if(owner != null) owner.addOwnedElement($current); else owningElement= $current;}:
visibility? 'package' name= unrestrictedName {$current = new ImportedPackage($ctx);}
':' nsPrefix= identifier '=' nsURI= SINGLE_QUOTED_STRING ('{' (iClassifier[$current] | iPackage[$current] | . )*? '}' | ';')
;
iClassifier[Element owner]:
(iClass[$owner] | iDataType[$owner]) (block | ';');
iClass[Element owner] locals[ImportedClass current]
@after{owner.addOwnedElement($current);}:
visibility? (isAbstract= 'abstract'? isClass='class' | isInterface= 'interface') name= unrestrictedName templateSignature? ('extends' iGenericType (',' iGenericType)*)?
{if ($isInterface!=null) $current = new ImportedInterface($ctx); else $current = new ImportedClass($ctx);}
;
iDataType[Element owner] locals[ImportedDataType current]
@after{owner.addOwnedElement($current);}:
visibility? (isDataType= 'datatype' | isEnum= 'enum') name= unrestrictedName templateSignature? (':' instanceClassName= SINGLE_QUOTED_STRING)?
{if ($isDataType!=null) $current = new ImportedDataType($ctx); else $current = new ImportedEnum($ctx);}
;
visibility: 'public' | 'protected'| 'private' ;
block : '{' (block | .)*? '}' ;
templateSignature: '<' iTypeParameter (',' iTypeParameter)* '>';
iTypeParameter: unrestrictedName ('extends' iGenericType ('&' iGenericType)* )?;
iGenericType: pathName ('<' iGenericTypeArgument (',' iGenericTypeArgument)* '>')? ;
iGenericTypeArgument: iGenericType | iGenericWildcard ;
iGenericWildcard: '?' (bound=('extends' | 'super') iGenericType)? ;
pathName:firstSegment= unrestrictedName ('.' index= INT)? (midSegments+= segment* lastSegment= segment)? ;
segment: '::' '@'? name= unrestrictedName ('.' index= INT)? ;
unrestrictedName:
identifier
| 'abstract'
| 'attribute'
| 'body'
| 'callable'
| 'class'
| 'composes'
| 'datatype'
| 'definition'
| 'derivation'
| 'derived'
| 'enum'
| 'ensure'
| 'extends'
| 'id'
| 'import'
| 'initial'
| 'interface'
| 'key'
| 'model'
| 'operation'
| 'ordered'
| 'package'
| 'postcondition'
| 'precondition'
| 'primitive'
| 'property'
| 'readonly'
| 'reference'
| 'require'
| 'resolve'
| 'static'
| 'throws'
| 'transient'
| 'unique'
| 'unsettable'
| 'volatile'
| 'invariant'
| 'literal'
| 'serializable'
| 'annotation'
| 'model'
;
identifier: IDENTIFIER;
//upper: INT | '*';
//lower: INT;
INT : DIGIT+ ;
IDENTIFIER : (UNDERSCORE | LETTER) (LETTER | APOSTROPHE | DIGIT | UNDERSCORE | DOLLAR)* ;
SINGLE_CHARACTER: '\'' ~['\\] '\'';
DOUBLE_QUOTED_STRING: '"' ( ESCAPED_CHARACTER | ~('\\' | '"' ) )* '"' ;
SINGLE_QUOTED_STRING: '\'' ( ESCAPED_CHARACTER | ~('\'' | '\\') )* '\'' ;
fragment LETTER: [a-zA-Z];
fragment DIGIT: [0-9];
fragment ESCAPED_CHARACTER: '\\' ('b' | 't' | 'n' | 'f' | 'r' | 'u' | '"' | '\'' | '\\');
fragment UNDERSCORE: '_';
fragment APOSTROPHE: '\'';
fragment DOLLAR: '$';
fragment EXCLAMINATION_MARK: '!';
fragment MINUS: '-';
ML_SINGLE_QUOTED_STRING : '\'' .*? '\'' -> skip;
MULTILINE_COMMENT : '/*' .*? '*/' -> skip;
SINGLELINE_COMMENT : ('--' | '//') .*? '\r'? '\n' -> skip;
WS: [ \t\r\n]+ -> skip ; // toss out whitespace
ANY : . ; |
src/drivers/emulations/OPN2OnSFGTurboRPCM.asm | sharksym/vgmplay-sharksym | 6 | 247139 | ;
; OPN2 on SFG + turboR PCM driver
;
OPN2OnSFGTurboRPCM_CLOCK: equ 7670453
OPN2OnSFGTurboRPCM: MACRO
super: Driver Device_noName, OPN2OnSFGTurboRPCM_CLOCK, OPN2OnSFGTurboRPCM_PrintInfoImpl
opnFMOnSFGDriver:
dw 0
turboRPCMDriver:
dw 0
; e = register
; d = value
SafeWriteRegister: PROC
ld a,e
cp 2AH
jp z,System_Return
writePCMRegister: equ $ - 2
jp System_Return
writeFMRegister: equ $ - 2
ENDP
; e = register
; d = value
SafeWriteRegister2: PROC
ld a,e
jp System_Return
writeFMRegister: equ $ - 2
ENDP
; d = value
SafeWritePCMRegister: PROC
jp System_Return
writePCMRegister: equ $ - 2
ENDP
ENDM
; ix = this
; iy = drivers
OPN2OnSFGTurboRPCM_Construct:
call Driver_Construct
call OPN2OnSFGTurboRPCM_TryCreateOPNFMOnSFGDirect
jp nc,Driver_NotFound
ld (ix + OPN2OnSFGTurboRPCM.opnFMOnSFGDriver),e
ld (ix + OPN2OnSFGTurboRPCM.opnFMOnSFGDriver + 1),d
ld bc,OPN2OnSFGTurboRPCM.SafeWriteRegister.writeFMRegister
call Device_ConnectInterface
ld bc,OPN2OnSFGTurboRPCM.SafeWriteRegister2.writeFMRegister
call Device_ConnectInterface
push ix
ld ixl,e
ld ixh,d
ld de,38464
call OPNFMOnSFG_SetFrequencyOffset
pop ix
call OPN2OnSFGTurboRPCM_TryCreatePCM
ret nc
ld (ix + OPN2OnSFGTurboRPCM.turboRPCMDriver),e
ld (ix + OPN2OnSFGTurboRPCM.turboRPCMDriver + 1),d
ld bc,OPN2OnSFGTurboRPCM.SafeWriteRegister.writePCMRegister
call Device_ConnectInterface
ld bc,OPN2OnSFGTurboRPCM.SafeWritePCMRegister.writePCMRegister
jp Device_ConnectInterfaceAgain
; ix = this
OPN2OnSFGTurboRPCM_Destruct: equ System_Return
; ret
; iy = drivers
; ix = this
; de <- driver
; hl <- device interface
; f <- c: succeeded
OPN2OnSFGTurboRPCM_TryCreateOPNFMOnSFGDirect: equ OPNOnSFGPSG_TryCreateOPNFMOnSFGDirect
; jp OPNOnSFGPSG_TryCreateOPNFMOnSFGDirect
; iy = drivers
; ix = this
; de <- driver
; hl <- device interface
; f <- c: succeeded
OPN2OnSFGTurboRPCM_TryCreatePCM: equ OPN2OnTurboRPCM_TryCreatePCM
; jp OPN2OnTurboRPCM_TryCreatePCM
; ix = this
OPN2OnSFGTurboRPCM_PrintInfoImpl:
ld de,OPN2OnSFGTurboRPCM.opnFMOnSFGDriver
call Driver_PrintInfoIXOffset
ld de,OPN2OnSFGTurboRPCM.turboRPCMDriver
jp Driver_PrintInfoIXOffset
;
SECTION RAM
OPN2OnSFGTurboRPCM_instance: OPN2OnSFGTurboRPCM
ENDS
OPN2OnSFGTurboRPCM_interface:
InterfaceOffset OPN2OnSFGTurboRPCM.SafeWriteRegister
InterfaceOffset OPN2OnSFGTurboRPCM.SafeWriteRegister2
InterfaceOffset OPN2OnSFGTurboRPCM.SafeWritePCMRegister
|
Transynther/x86/_processed/NONE/_xt_/i3-7100_9_0xca_notsx.log_21829_712.asm | ljhsiun2/medusa | 9 | 26359 | .global s_prepare_buffers
s_prepare_buffers:
push %r10
push %r15
push %r8
push %rax
push %rcx
push %rdi
push %rdx
push %rsi
lea addresses_WT_ht+0x176de, %r8
nop
nop
nop
nop
xor $33039, %rax
mov $0x6162636465666768, %rdx
movq %rdx, %xmm3
vmovups %ymm3, (%r8)
nop
nop
nop
sub $47330, %rsi
lea addresses_WC_ht+0x8e9e, %rcx
nop
sub $22915, %r10
movw $0x6162, (%rcx)
nop
nop
nop
nop
nop
dec %r15
lea addresses_WC_ht+0x949e, %rsi
lea addresses_D_ht+0x1639e, %rdi
clflush (%rdi)
nop
nop
cmp %r8, %r8
mov $102, %rcx
rep movsw
nop
nop
add %rsi, %rsi
lea addresses_normal_ht+0xbd2c, %rsi
lea addresses_UC_ht+0x1549e, %rdi
clflush (%rsi)
clflush (%rdi)
nop
and %r15, %r15
mov $83, %rcx
rep movsq
nop
nop
nop
nop
nop
xor %r15, %r15
lea addresses_WC_ht+0x1331e, %rcx
nop
nop
nop
nop
lfence
movups (%rcx), %xmm4
vpextrq $0, %xmm4, %r10
nop
nop
nop
nop
sub $21237, %r15
lea addresses_D_ht+0x549e, %r8
clflush (%r8)
nop
nop
dec %rax
movups (%r8), %xmm4
vpextrq $1, %xmm4, %rdx
nop
nop
xor $30404, %rsi
lea addresses_WC_ht+0xe15e, %rdi
nop
sub %rdx, %rdx
movb $0x61, (%rdi)
nop
nop
nop
nop
dec %r8
lea addresses_UC_ht+0x1483e, %rsi
lea addresses_WT_ht+0x1a0e, %rdi
clflush (%rsi)
nop
nop
nop
nop
nop
xor %r15, %r15
mov $68, %rcx
rep movsl
nop
cmp %r10, %r10
lea addresses_normal_ht+0x1bade, %rdx
nop
nop
sub %rax, %rax
movb $0x61, (%rdx)
nop
nop
xor $18084, %r10
lea addresses_normal_ht+0x928e, %rsi
lea addresses_A_ht+0x1069e, %rdi
nop
cmp %rdx, %rdx
mov $73, %rcx
rep movsq
nop
nop
nop
nop
nop
and $26681, %rdi
lea addresses_UC_ht+0x31dc, %rax
nop
nop
nop
xor %r8, %r8
movb $0x61, (%rax)
nop
nop
nop
xor $23271, %r8
lea addresses_WT_ht+0x7d1e, %r8
nop
nop
nop
nop
nop
xor %rax, %rax
mov (%r8), %edx
nop
nop
nop
nop
dec %r15
lea addresses_WT_ht+0x2e9e, %rsi
lea addresses_normal_ht+0x1d446, %rdi
nop
nop
nop
nop
nop
dec %rdx
mov $41, %rcx
rep movsw
nop
xor %rsi, %rsi
pop %rsi
pop %rdx
pop %rdi
pop %rcx
pop %rax
pop %r8
pop %r15
pop %r10
ret
.global s_faulty_load
s_faulty_load:
push %r10
push %r11
push %r14
push %r8
push %rax
push %rcx
push %rdi
push %rsi
// Store
lea addresses_WC+0x69e, %r8
nop
nop
nop
nop
nop
and %r11, %r11
mov $0x5152535455565758, %r10
movq %r10, (%r8)
nop
nop
nop
nop
nop
add $2116, %r10
// REPMOV
lea addresses_D+0x13d0c, %rsi
lea addresses_UC+0xe09e, %rdi
and $44655, %r10
mov $6, %rcx
rep movsq
nop
nop
and $26713, %r14
// Load
lea addresses_RW+0x1bf9e, %r8
nop
nop
nop
nop
xor $3519, %rax
movups (%r8), %xmm4
vpextrq $1, %xmm4, %rcx
xor %rdi, %rdi
// REPMOV
lea addresses_RW+0x269e, %rsi
lea addresses_UC+0x1578e, %rdi
nop
nop
sub $50201, %r10
mov $69, %rcx
rep movsw
nop
add %rdi, %rdi
// Store
lea addresses_UC+0xce1e, %rax
add $18449, %rcx
mov $0x5152535455565758, %rdi
movq %rdi, %xmm0
vmovups %ymm0, (%rax)
nop
nop
xor %rcx, %rcx
// Faulty Load
lea addresses_RW+0x269e, %rsi
sub %rax, %rax
movb (%rsi), %r8b
lea oracles, %r14
and $0xff, %r8
shlq $12, %r8
mov (%r14,%r8,1), %r8
pop %rsi
pop %rdi
pop %rcx
pop %rax
pop %r8
pop %r14
pop %r11
pop %r10
ret
/*
<gen_faulty_load>
[REF]
{'src': {'same': False, 'congruent': 0, 'NT': False, 'type': 'addresses_RW', 'size': 1, 'AVXalign': False}, 'OP': 'LOAD'}
{'OP': 'STOR', 'dst': {'same': False, 'congruent': 7, 'NT': False, 'type': 'addresses_WC', 'size': 8, 'AVXalign': False}}
{'src': {'type': 'addresses_D', 'congruent': 0, 'same': False}, 'OP': 'REPM', 'dst': {'type': 'addresses_UC', 'congruent': 8, 'same': False}}
{'src': {'same': False, 'congruent': 7, 'NT': False, 'type': 'addresses_RW', 'size': 16, 'AVXalign': False}, 'OP': 'LOAD'}
{'src': {'type': 'addresses_RW', 'congruent': 0, 'same': True}, 'OP': 'REPM', 'dst': {'type': 'addresses_UC', 'congruent': 4, 'same': False}}
{'OP': 'STOR', 'dst': {'same': False, 'congruent': 6, 'NT': False, 'type': 'addresses_UC', 'size': 32, 'AVXalign': False}}
[Faulty Load]
{'src': {'same': True, 'congruent': 0, 'NT': False, 'type': 'addresses_RW', 'size': 1, 'AVXalign': False}, 'OP': 'LOAD'}
<gen_prepare_buffer>
{'OP': 'STOR', 'dst': {'same': False, 'congruent': 3, 'NT': False, 'type': 'addresses_WT_ht', 'size': 32, 'AVXalign': False}}
{'OP': 'STOR', 'dst': {'same': False, 'congruent': 11, 'NT': False, 'type': 'addresses_WC_ht', 'size': 2, 'AVXalign': False}}
{'src': {'type': 'addresses_WC_ht', 'congruent': 9, 'same': True}, 'OP': 'REPM', 'dst': {'type': 'addresses_D_ht', 'congruent': 8, 'same': False}}
{'src': {'type': 'addresses_normal_ht', 'congruent': 1, 'same': False}, 'OP': 'REPM', 'dst': {'type': 'addresses_UC_ht', 'congruent': 8, 'same': False}}
{'src': {'same': False, 'congruent': 5, 'NT': False, 'type': 'addresses_WC_ht', 'size': 16, 'AVXalign': False}, 'OP': 'LOAD'}
{'src': {'same': False, 'congruent': 9, 'NT': False, 'type': 'addresses_D_ht', 'size': 16, 'AVXalign': False}, 'OP': 'LOAD'}
{'OP': 'STOR', 'dst': {'same': True, 'congruent': 5, 'NT': False, 'type': 'addresses_WC_ht', 'size': 1, 'AVXalign': False}}
{'src': {'type': 'addresses_UC_ht', 'congruent': 5, 'same': False}, 'OP': 'REPM', 'dst': {'type': 'addresses_WT_ht', 'congruent': 2, 'same': False}}
{'OP': 'STOR', 'dst': {'same': False, 'congruent': 6, 'NT': False, 'type': 'addresses_normal_ht', 'size': 1, 'AVXalign': False}}
{'src': {'type': 'addresses_normal_ht', 'congruent': 4, 'same': False}, 'OP': 'REPM', 'dst': {'type': 'addresses_A_ht', 'congruent': 11, 'same': False}}
{'OP': 'STOR', 'dst': {'same': False, 'congruent': 0, 'NT': False, 'type': 'addresses_UC_ht', 'size': 1, 'AVXalign': True}}
{'src': {'same': False, 'congruent': 7, 'NT': False, 'type': 'addresses_WT_ht', 'size': 4, 'AVXalign': False}, 'OP': 'LOAD'}
{'src': {'type': 'addresses_WT_ht', 'congruent': 11, 'same': False}, 'OP': 'REPM', 'dst': {'type': 'addresses_normal_ht', 'congruent': 3, 'same': False}}
{'32': 21829}
32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32
*/
|
programs/oeis/062/A062298.asm | neoneye/loda | 22 | 162393 | <filename>programs/oeis/062/A062298.asm
; A062298: Number of nonprimes <= n.
; 1,1,1,2,2,3,3,4,5,6,6,7,7,8,9,10,10,11,11,12,13,14,14,15,16,17,18,19,19,20,20,21,22,23,24,25,25,26,27,28,28,29,29,30,31,32,32,33,34,35,36,37,37,38,39,40,41,42,42,43,43,44,45,46,47,48,48,49,50,51,51,52,52,53,54,55,56,57,57,58,59,60,60,61,62,63,64,65,65,66,67,68,69,70,71,72,72,73,74,75
mov $1,1
max $1,$0
mov $2,$1
seq $2,33270 ; Number of odd primes <= n.
sub $1,$2
mov $0,$1
|
week3/max_int_array.adb | adammw/rtp_labs | 0 | 28964 | <reponame>adammw/rtp_labs
with Ada.Text_IO, Ada.Integer_Text_IO;
use Ada.Text_IO, Ada.Integer_Text_IO;
procedure Max_Int_Array is
type Int_Array is array(Character range <>) of Integer;
function Max(Items : in Int_Array) return Integer is
Max_Value : Integer := Items(Items'First);
begin
for I in Items'Range loop
if Items(I) > Max_Value then
Max_Value := Items(I);
end if;
end loop;
return Max_Value;
end Max;
Test_Array : Int_Array := (5, 9, -1, 22, 8, 74, -9);
begin
Put("Max=");
Put(Max(Test_Array));
end Max_Int_Array;
|
Transynther/x86/_processed/US/_st_4k_/i3-7100_9_0xca_notsx.log_322_831.asm | ljhsiun2/medusa | 9 | 91531 | .global s_prepare_buffers
s_prepare_buffers:
push %r11
push %r13
push %rax
push %rbp
push %rbx
push %rcx
push %rdi
push %rsi
lea addresses_WT_ht+0xebe6, %rcx
add $50848, %rbp
movw $0x6162, (%rcx)
nop
nop
sub %rbx, %rbx
lea addresses_UC_ht+0xd476, %r13
nop
nop
nop
nop
xor %rsi, %rsi
movb (%r13), %al
nop
nop
nop
nop
nop
and $46080, %rcx
lea addresses_WT_ht+0x14596, %rsi
lea addresses_A_ht+0x7976, %rdi
nop
nop
nop
nop
nop
and %r13, %r13
mov $109, %rcx
rep movsl
xor %rbp, %rbp
lea addresses_D_ht+0x6836, %rsi
lea addresses_UC_ht+0xd76, %rdi
nop
nop
nop
sub %rbp, %rbp
mov $107, %rcx
rep movsl
nop
nop
nop
nop
nop
xor $10929, %rax
lea addresses_WT_ht+0x39ce, %rsi
lea addresses_A_ht+0xbf76, %rdi
nop
nop
nop
nop
nop
cmp %rbp, %rbp
mov $40, %rcx
rep movsl
nop
nop
nop
and %rsi, %rsi
lea addresses_A_ht+0x1c51e, %rsi
lea addresses_A_ht+0x12078, %rdi
clflush (%rsi)
nop
dec %rbx
mov $91, %rcx
rep movsb
nop
nop
nop
xor %r11, %r11
lea addresses_UC_ht+0x77be, %rdi
nop
nop
nop
nop
nop
cmp $52256, %rsi
mov $0x6162636465666768, %rbx
movq %rbx, %xmm7
and $0xffffffffffffffc0, %rdi
movaps %xmm7, (%rdi)
nop
nop
nop
inc %r11
lea addresses_normal_ht+0x625a, %rcx
nop
nop
nop
nop
nop
xor %rbx, %rbx
vmovups (%rcx), %ymm4
vextracti128 $1, %ymm4, %xmm4
vpextrq $1, %xmm4, %rax
nop
nop
nop
xor %rdi, %rdi
lea addresses_WT_ht+0x1c319, %rax
nop
nop
nop
nop
inc %r11
movups (%rax), %xmm4
vpextrq $0, %xmm4, %r13
nop
nop
nop
nop
nop
cmp %rbp, %rbp
lea addresses_UC_ht+0x2576, %rsi
lea addresses_A_ht+0xdd6, %rdi
nop
nop
nop
xor $13635, %r11
mov $35, %rcx
rep movsl
nop
nop
nop
nop
nop
add $9206, %rcx
lea addresses_D_ht+0x586e, %rbp
nop
nop
dec %rdi
mov $0x6162636465666768, %r13
movq %r13, %xmm4
movups %xmm4, (%rbp)
nop
nop
nop
nop
xor %r13, %r13
lea addresses_D_ht+0x3406, %r11
nop
add $853, %rcx
mov (%r11), %si
nop
nop
nop
nop
nop
mfence
lea addresses_D_ht+0x19176, %rsi
lea addresses_D_ht+0xb876, %rdi
clflush (%rdi)
cmp $56765, %r11
mov $39, %rcx
rep movsb
nop
nop
nop
nop
nop
sub $44540, %rdi
pop %rsi
pop %rdi
pop %rcx
pop %rbx
pop %rbp
pop %rax
pop %r13
pop %r11
ret
.global s_faulty_load
s_faulty_load:
push %r12
push %r13
push %r14
push %rax
push %rbx
push %rcx
push %rsi
// Store
lea addresses_UC+0x1ed76, %rsi
nop
nop
nop
add %rax, %rax
mov $0x5152535455565758, %rbx
movq %rbx, (%rsi)
nop
nop
nop
inc %rax
// Store
lea addresses_A+0x1a09a, %rax
nop
nop
nop
nop
nop
add %r12, %r12
mov $0x5152535455565758, %r14
movq %r14, (%rax)
nop
nop
nop
nop
nop
cmp %rbx, %rbx
// Store
mov $0x7bf2d700000002e6, %r13
nop
sub $54388, %rcx
mov $0x5152535455565758, %r14
movq %r14, %xmm5
vmovups %ymm5, (%r13)
nop
nop
nop
nop
nop
inc %rbx
// Store
lea addresses_D+0x8ad6, %r12
nop
nop
add %rbx, %rbx
movb $0x51, (%r12)
nop
nop
add $63727, %r12
// Store
lea addresses_normal+0xf576, %rsi
cmp %r12, %r12
mov $0x5152535455565758, %rcx
movq %rcx, %xmm0
vmovntdq %ymm0, (%rsi)
nop
nop
nop
sub $60639, %r12
// Faulty Load
lea addresses_US+0x15d76, %rax
nop
nop
nop
nop
sub %rsi, %rsi
mov (%rax), %r14
lea oracles, %rcx
and $0xff, %r14
shlq $12, %r14
mov (%rcx,%r14,1), %r14
pop %rsi
pop %rcx
pop %rbx
pop %rax
pop %r14
pop %r13
pop %r12
ret
/*
<gen_faulty_load>
[REF]
{'src': {'same': False, 'congruent': 0, 'NT': False, 'type': 'addresses_US', 'size': 32, 'AVXalign': False}, 'OP': 'LOAD'}
{'OP': 'STOR', 'dst': {'same': False, 'congruent': 9, 'NT': False, 'type': 'addresses_UC', 'size': 8, 'AVXalign': False}}
{'OP': 'STOR', 'dst': {'same': False, 'congruent': 2, 'NT': False, 'type': 'addresses_A', 'size': 8, 'AVXalign': False}}
{'OP': 'STOR', 'dst': {'same': False, 'congruent': 2, 'NT': False, 'type': 'addresses_NC', 'size': 32, 'AVXalign': False}}
{'OP': 'STOR', 'dst': {'same': False, 'congruent': 2, 'NT': False, 'type': 'addresses_D', 'size': 1, 'AVXalign': False}}
{'OP': 'STOR', 'dst': {'same': False, 'congruent': 11, 'NT': True, 'type': 'addresses_normal', 'size': 32, 'AVXalign': False}}
[Faulty Load]
{'src': {'same': True, 'congruent': 0, 'NT': False, 'type': 'addresses_US', 'size': 8, 'AVXalign': False}, 'OP': 'LOAD'}
<gen_prepare_buffer>
{'OP': 'STOR', 'dst': {'same': False, 'congruent': 4, 'NT': False, 'type': 'addresses_WT_ht', 'size': 2, 'AVXalign': False}}
{'src': {'same': False, 'congruent': 8, 'NT': False, 'type': 'addresses_UC_ht', 'size': 1, 'AVXalign': True}, 'OP': 'LOAD'}
{'src': {'type': 'addresses_WT_ht', 'congruent': 4, 'same': False}, 'OP': 'REPM', 'dst': {'type': 'addresses_A_ht', 'congruent': 10, 'same': False}}
{'src': {'type': 'addresses_D_ht', 'congruent': 3, 'same': False}, 'OP': 'REPM', 'dst': {'type': 'addresses_UC_ht', 'congruent': 11, 'same': False}}
{'src': {'type': 'addresses_WT_ht', 'congruent': 3, 'same': False}, 'OP': 'REPM', 'dst': {'type': 'addresses_A_ht', 'congruent': 9, 'same': False}}
{'src': {'type': 'addresses_A_ht', 'congruent': 1, 'same': False}, 'OP': 'REPM', 'dst': {'type': 'addresses_A_ht', 'congruent': 1, 'same': True}}
{'OP': 'STOR', 'dst': {'same': False, 'congruent': 3, 'NT': False, 'type': 'addresses_UC_ht', 'size': 16, 'AVXalign': True}}
{'src': {'same': False, 'congruent': 1, 'NT': False, 'type': 'addresses_normal_ht', 'size': 32, 'AVXalign': False}, 'OP': 'LOAD'}
{'src': {'same': False, 'congruent': 0, 'NT': False, 'type': 'addresses_WT_ht', 'size': 16, 'AVXalign': False}, 'OP': 'LOAD'}
{'src': {'type': 'addresses_UC_ht', 'congruent': 11, 'same': True}, 'OP': 'REPM', 'dst': {'type': 'addresses_A_ht', 'congruent': 3, 'same': False}}
{'OP': 'STOR', 'dst': {'same': False, 'congruent': 3, 'NT': False, 'type': 'addresses_D_ht', 'size': 16, 'AVXalign': False}}
{'src': {'same': False, 'congruent': 2, 'NT': True, 'type': 'addresses_D_ht', 'size': 2, 'AVXalign': False}, 'OP': 'LOAD'}
{'src': {'type': 'addresses_D_ht', 'congruent': 10, 'same': False}, 'OP': 'REPM', 'dst': {'type': 'addresses_D_ht', 'congruent': 5, 'same': True}}
{'58': 322}
58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58
*/
|
src/wiki-filters-variables.adb | jquorning/ada-wiki | 18 | 10516 | -----------------------------------------------------------------------
-- wiki-filters-variables -- Expand variables in text and links
-- Copyright (C) 2020 <NAME>
-- Written by <NAME> (<EMAIL>)
--
-- Licensed under the Apache License, Version 2.0 (the "License");
-- you may not use this file except in compliance with the License.
-- You may obtain a copy of the License at
--
-- http://www.apache.org/licenses/LICENSE-2.0
--
-- Unless required by applicable law or agreed to in writing, software
-- distributed under the License is distributed on an "AS IS" BASIS,
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-- See the License for the specific language governing permissions and
-- limitations under the License.
-----------------------------------------------------------------------
package body Wiki.Filters.Variables is
function Need_Expand (Text : in Wiki.Strings.WString) return Boolean;
function Need_Expand (Text : in Wiki.Strings.WString) return Boolean is
begin
return Wiki.Strings.Index (Text, "$") > 0;
end Need_Expand;
procedure Add_Variable (Chain : in Wiki.Filters.Filter_Chain;
Name : in Wiki.Strings.WString;
Value : in Wiki.Strings.WString) is
Filter : Filter_Type_Access := Chain.Next;
begin
while Filter /= null loop
if Filter.all in Variable_Filter'Class then
Variable_Filter'Class (Filter.all).Add_Variable (Name, Value);
return;
end if;
Filter := Filter.Next;
end loop;
end Add_Variable;
-- ------------------------------
-- Add a variable to replace the given name by its value.
-- ------------------------------
procedure Add_Variable (Filter : in out Variable_Filter;
Name : in Wiki.Strings.WString;
Value : in Wiki.Strings.WString) is
begin
Filter.Variables.Include (Name, Value);
end Add_Variable;
procedure Add_Variable (Filter : in out Variable_Filter;
Name : in String;
Value : in Wiki.Strings.WString) is
begin
Filter.Variables.Include (Wiki.Strings.To_WString (Name), Value);
end Add_Variable;
-- ------------------------------
-- Add a section header with the given level in the document.
-- ------------------------------
overriding
procedure Add_Header (Filter : in out Variable_Filter;
Document : in out Wiki.Documents.Document;
Header : in Wiki.Strings.WString;
Level : in Natural) is
begin
if Need_Expand (Header) then
Filter_Type (Filter).Add_Header (Document, Filter.Expand (Header), Level);
else
Filter_Type (Filter).Add_Header (Document, Header, Level);
end if;
end Add_Header;
-- ------------------------------
-- Add a text content with the given format to the document. Replace variables
-- that are contained in the text.
-- ------------------------------
overriding
procedure Add_Text (Filter : in out Variable_Filter;
Document : in out Wiki.Documents.Document;
Text : in Wiki.Strings.WString;
Format : in Wiki.Format_Map) is
begin
if Need_Expand (Text) then
Filter_Type (Filter).Add_Text (Document, Filter.Expand (Text), Format);
else
Filter_Type (Filter).Add_Text (Document, Text, Format);
end if;
end Add_Text;
-- ------------------------------
-- Add a link.
-- ------------------------------
overriding
procedure Add_Link (Filter : in out Variable_Filter;
Document : in out Wiki.Documents.Document;
Name : in Wiki.Strings.WString;
Attributes : in out Wiki.Attributes.Attribute_List) is
begin
if Need_Expand (Name) then
Filter_Type (Filter).Add_Link (Document, Filter.Expand (Name), Attributes);
else
Filter_Type (Filter).Add_Link (Document, Name, Attributes);
end if;
end Add_Link;
-- ------------------------------
-- Add a quote.
-- ------------------------------
overriding
procedure Add_Quote (Filter : in out Variable_Filter;
Document : in out Wiki.Documents.Document;
Name : in Wiki.Strings.WString;
Attributes : in out Wiki.Attributes.Attribute_List) is
begin
if Need_Expand (Name) then
Filter_Type (Filter).Add_Quote (Document, Filter.Expand (Name), Attributes);
else
Filter_Type (Filter).Add_Quote (Document, Name, Attributes);
end if;
end Add_Quote;
-- ------------------------------
-- Expand the variables contained in the text.
-- ------------------------------
function Expand (Filter : in Variable_Filter;
Text : in Wiki.Strings.WString) return Wiki.Strings.WString is
First : Natural := Text'First;
Pos : Natural;
Last : Natural;
Name_Start : Natural;
Name_End : Natural;
Result : Wiki.Strings.BString (256);
Item : Variable_Cursor;
Match_End : Wiki.Strings.WChar;
begin
while First <= Text'Last loop
Pos := First;
while Pos <= Text'Last and then Text (Pos) /= '$' loop
Pos := Pos + 1;
end loop;
exit when Pos >= Text'Last;
Strings.Wide_Wide_Builders.Append (Result, Text (First .. Pos - 1));
First := Pos;
Name_Start := Pos + 1;
if Text (Name_Start) = '(' or Text (Name_Start) = '{' then
Match_End := (if Text (Name_Start) = '(' then ')' else '}');
Name_Start := Name_Start + 1;
Name_End := Name_Start;
while Name_End <= Text'Last and then Text (Name_End) /= Match_End loop
Name_End := Name_End + 1;
end loop;
exit when Name_End > Text'Last;
exit when Text (Name_End) /= Match_End;
Last := Name_End + 1;
Name_End := Name_End - 1;
else
Name_End := Name_Start;
while Name_End <= Text'Last and then Text (Name_End) /= ' ' loop
Name_End := Name_End + 1;
end loop;
Last := Name_End;
Name_End := Name_End - 1;
end if;
Item := Filter.Variables.Find (Text (Name_Start .. Name_End));
if Variable_Maps.Has_Element (Item) then
Strings.Wide_Wide_Builders.Append (Result, Variable_Maps.Element (Item));
First := Last;
elsif Last > Text'Last then
exit;
else
Strings.Wide_Wide_Builders.Append (Result, Text (First .. Last));
First := Last + 1;
end if;
end loop;
if First <= Text'Last then
Strings.Wide_Wide_Builders.Append (Result, Text (First .. Text'Last));
end if;
return Strings.Wide_Wide_Builders.To_Array (Result);
end Expand;
-- ------------------------------
-- Iterate over the filter variables.
-- ------------------------------
procedure Iterate (Filter : in Variable_Filter;
Process : not null
access procedure (Name, Value : in Strings.WString)) is
Iter : Variable_Cursor := Filter.Variables.First;
begin
while Variable_Maps.Has_Element (Iter) loop
Variable_Maps.Query_Element (Iter, Process);
Variable_Maps.Next (Iter);
end loop;
end Iterate;
procedure Iterate (Chain : in Wiki.Filters.Filter_Chain;
Process : not null
access procedure (Name, Value : in Strings.WString)) is
Filter : Filter_Type_Access := Chain.Next;
begin
while Filter /= null loop
if Filter.all in Variable_Filter'Class then
Variable_Filter'Class (Filter.all).Iterate (Process);
return;
end if;
Filter := Filter.Next;
end loop;
end Iterate;
end Wiki.Filters.Variables;
|
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