📄 playservice.asm
字号:
// GCC for SUNPLUS u'nSP version 1.0.10-10
// Command: C:\PROGRA~1\Sunplus\UNSPID~1\unSPIDE\cc1.exe C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\cc8Yaaaa.i -quiet -dumpbase PlayService.c -gstabs -Wall -o .\Debug/PlayService.asm
// gcc2_compiled.:
.stabs "D:\\凌阳\\毕业设计2006-1-4\\毕业设计大礼包更新20050606\\出租车计价器礼包\\参考源代码\\Taxi\\Taxi/", 0x64, 0, 3, Ltext0
.stabs "D:/羂\350裓\364/盶\317襖\265蒤\350糪\3062006-1-4/盶\317襖\265蒤\350糪\306碶\363繺\361癨\374竆\374衆\30220050606/砛\366譢\342砛\265糪\306糪\333芢\367繺\361癨\374/瞈\316縗\274診\264碶\372耚\353/Taxi/Taxi/PlayService.c", 0x64, 0, 3, Ltext0
.code
Ltext0:
.debug
.dw '.stabs "int:t1=r1;-32768;32767;",128,0,0,0',0x0d,0x0a
.CODE
.debug
.dw '.stabs "char:t2=r2;0;127;",128,0,0,0',0x0d,0x0a
.CODE
.debug
.dw '.stabs "long int:t3=r3;-2147483648;2147483647;",128,0,0,0',0x0d,0x0a
.CODE
.debug
.dw '.stabs "unsigned int:t4=r4;0;65535;",128,0,0,0',0x0d,0x0a
.CODE
.debug
.dw '.stabs "long unsigned int:t5=r5;0;4294967295;",128,0,0,0',0x0d,0x0a
.CODE
.debug
.dw '.stabs "long long int:t6=r6;-2147483648;2147483647;",128,0,0,0',0x0d,0x0a
.CODE
.debug
.dw '.stabs "long long unsigned int:t7=r7;0;4294967295;",128,0,0,0',0x0d,0x0a
.CODE
.debug
.dw '.stabs "short int:t8=r8;-32768;32767;",128,0,0,0',0x0d,0x0a
.CODE
.debug
.dw '.stabs "short unsigned int:t9=r9;0;65535;",128,0,0,0',0x0d,0x0a
.CODE
.debug
.dw '.stabs "signed char:t10=r10;-32768;32767;",128,0,0,0',0x0d,0x0a
.CODE
.debug
.dw '.stabs "unsigned char:t11=r11;0;65535;",128,0,0,0',0x0d,0x0a
.CODE
.debug
.dw '.stabs "float:t12=r1;2;0;",128,0,0,0',0x0d,0x0a
.CODE
.debug
.dw '.stabs "double:t13=r1;2;0;",128,0,0,0',0x0d,0x0a
.CODE
.debug
.dw '.stabs "long double:t14=r1;2;0;",128,0,0,0',0x0d,0x0a
.CODE
.debug
.dw '.stabs "complex int:t15=s2real:1,0,16;imag:1,16,16;;",128,0,0,0',0x0d,0x0a
.CODE
.debug
.dw '.stabs "complex float:t16=r16;2;0;",128,0,0,0',0x0d,0x0a
.CODE
.debug
.dw '.stabs "complex double:t17=r17;2;0;",128,0,0,0',0x0d,0x0a
.CODE
.debug
.dw '.stabs "complex long double:t18=r18;2;0;",128,0,0,0',0x0d,0x0a
.CODE
.debug
.dw '.stabs "void:t19=19",128,0,0,0',0x0d,0x0a
.CODE
.code
.debug
.dw '.stabs "PlayDistance:F19",36,0,0,',0,0,offset _PlayDistance,seg _PlayDistance,0x0d,0x0a
.CODE
.public _PlayDistance
_PlayDistance: .proc
.debug
.dw '.stabn 0x44,0,20,',0,0
.dd LM1-_PlayDistance
.dw 0x0d,0x0a
.code
LM1:
// total=1, vars=1
// frame_pointer_needed: 1
push bp to [sp]
sp-=1
bp=sp+1
R1=BP+4
[BP]=R1 // QImode move
.debug
.dw '.stabn 0x44,0,21,',0,0
.dd LM2-_PlayDistance
.dw 0x0d,0x0a
.code
LM2:
call _Dis_GetDistance // call with return value
push R1,R2 to [sp] // pushhf
call _PlayFloatNumber // call without return value
SP=SP+2
.debug
.dw '.stabn 0x44,0,22,',0,0
.dd LM3-_PlayDistance
.dw 0x0d,0x0a
.code
LM3:
.debug
.dw '.stabn 0x44,0,22,',0,0
.dd LM4-_PlayDistance
.dw 0x0d,0x0a
.code
LM4:
L2:
sp+=1
pop bp from [sp]
retf
.endp // end of PlayDistance
.debug
.dw '.stabf ',0,0
.dd LME1-_PlayDistance
.dw 0x0d,0x0a
.code
LME1:
.code
.debug
.dw '.stabs "PlayCost:F19",36,0,0,',0,0,offset _PlayCost,seg _PlayCost,0x0d,0x0a
.CODE
.public _PlayCost
_PlayCost: .proc
.debug
.dw '.stabn 0x44,0,31,',0,0
.dd LM5-_PlayCost
.dw 0x0d,0x0a
.code
LM5:
// total=1, vars=1
// frame_pointer_needed: 1
push bp to [sp]
sp-=1
bp=sp+1
R1=BP+4
[BP]=R1 // QImode move
.debug
.dw '.stabn 0x44,0,32,',0,0
.dd LM6-_PlayCost
.dw 0x0d,0x0a
.code
LM6:
call _Cost_GetCost // call with return value
push R1,R2 to [sp] // pushhf
call _PlayFloatNumber // call without return value
SP=SP+2
.debug
.dw '.stabn 0x44,0,33,',0,0
.dd LM7-_PlayCost
.dw 0x0d,0x0a
.code
LM7:
.debug
.dw '.stabn 0x44,0,33,',0,0
.dd LM8-_PlayCost
.dw 0x0d,0x0a
.code
LM8:
L3:
sp+=1
pop bp from [sp]
retf
.endp // end of PlayCost
.debug
.dw '.stabf ',0,0
.dd LME2-_PlayCost
.dw 0x0d,0x0a
.code
LME2:
.code
.debug
.dw '.stabs "PlayFloatNumber:F19",36,0,0,',0,0,offset _PlayFloatNumber,seg _PlayFloatNumber,0x0d,0x0a
.CODE
.public _PlayFloatNumber
_PlayFloatNumber: .proc
.debug
.dw '.stabn 0x44,0,42,',0,0
.dd LM9-_PlayFloatNumber
.dw 0x0d,0x0a
.code
LM9:
// total=14, vars=14
// frame_pointer_needed: 1
push bp to [sp]
sp-=14
bp=sp+1
R1=BP+17
[bp+6]=R1 // QImode move
.debug
.dw '.stabn 0x44,0,43,',0,0
.dd LM10-_PlayFloatNumber
.dw 0x0d,0x0a
.code
LM10:
LBB2:
.debug
.dw '.stabn 0x44,0,47,',0,0
.dd LM11-_PlayFloatNumber
.dw 0x0d,0x0a
.code
LM11:
R1=BP // QImode move
R2=BP+3
R1=0 // QImode move
R3=R2 // QImode move
[R3]=R1 // QImode move
.debug
.dw '.stabn 0x44,0,48,',0,0
.dd LM12-_PlayFloatNumber
.dw 0x0d,0x0a
.code
LM12:
R1=BP // QImode move
R4=BP+4
[bp+7]=R4 // QImode move
R3=[bp+6] // QImode move
R1=[R3++] // RD=[RS] HFmode, RD!=RS
R2=[R3--]
push R1,R2 to [sp] // pushhf
call _F_FloatToBCD // call with return value
SP=SP+2
R4=[bp+7] // QImode move
[R4++]=R1 // [RD]=RS HImode, RD!=RS+1
[R4--]=R2
.debug
.dw '.stabn 0x44,0,49,',0,0
.dd LM13-_PlayFloatNumber
.dw 0x0d,0x0a
.code
LM13:
R1=BP // QImode move
R2=BP+5
R3=R2 // QImode move
R1=[R3] // QImode move
CMP R1,0 // QImode test
JZ L16 // QImode NE
PC=L5
L16:
.debug
.dw '.stabn 0x44,0,51,',0,0
.dd LM14-_PlayFloatNumber
.dw 0x0d,0x0a
.code
LM14:
R1=2 // QImode move
[SP--]=R1 // QImode move
R1=0 // QImode move
[SP--]=R1 // QImode move
call _PlaySnd // call without return value
SP=SP+2
.debug
.dw '.stabn 0x44,0,52,',0,0
.dd LM15-_PlayFloatNumber
.dw 0x0d,0x0a
.code
LM15:
pc=L6 // Indirect jump
L5:
.debug
.dw '.stabn 0x44,0,55,',0,0
.dd LM16-_PlayFloatNumber
.dw 0x0d,0x0a
.code
LM16:
R1=BP // QImode move
R2=BP+4
R4=R2 // QImode move
R1=[R4] // QImode move
R2=R1&7
[BP]=R2 // QImode move
.debug
.dw '.stabn 0x44,0,56,',0,0
.dd LM17-_PlayFloatNumber
.dw 0x0d,0x0a
.code
LM17:
R1=BP // QImode move
R2=BP+1
R1=0 // QImode move
R3=R2 // QImode move
[R3]=R1 // QImode move
L7:
R1=BP // QImode move
R2=BP+1
R4=R2 // QImode move
R1=[R4] // QImode move
CMP R1,[BP] // QImode compare
JNB L17 // QImode LTU
PC=L10
L17:
pc=L8 // Indirect jump
L10:
.debug
.dw '.stabn 0x44,0,58,',0,0
.dd LM18-_PlayFloatNumber
.dw 0x0d,0x0a
.code
LM18:
R1=BP // QImode move
R1=BP+2
[bp+8]=R1 // QImode move
R1=BP // QImode move
R2=BP+4
[bp+9]=R2 // QImode move
R1=BP // QImode move
R2=BP+1
R3=R2 // QImode move
R1=[R3] // QImode move
R2=R1 // QImode move
R1=R2 lsl 2
R3=0 // HImode immediate to register move
R4=(-4096)
[SP--]=R1 // QImode move
push R3,R4 to [sp] // pushhi
call __rshu2 // call with return value
SP=SP+3
R3=R1 // HImode register to register move
R4=R2
R1=R3 // HImode register to register move
R2=R4
R4=[bp+9] // QImode move
R1&=[R4++] // HImode RD&=[RS], RD!=RS
R2&=[R4--]
R4=BP // QImode move
R3=BP+1
[bp+13]=R3 // QImode move
R4=7 // QImode move
[bp+10]=R4 // QImode move
R4=[bp+10] // QImode move
R3=[bp+13] // QImode move
R4-=[R3] // subqi3_r0R R4=R4-[R3]
R3=R4 // QImode move
R4=R3 lsl 2
[SP--]=R4 // QImode move
push R1,R2 to [sp] // pushhi
call __rshu2 // call with return value
SP=SP+3
R3=R1 // QImode move
R4=[bp+8] // QImode move
[R4]=R3 // QImode move
.debug
.dw '.stabn 0x44,0,59,',0,0
.dd LM19-_PlayFloatNumber
.dw 0x0d,0x0a
.code
LM19:
R1=BP // QImode move
R2=BP+2
R3=R2 // QImode move
R1=[R3] // QImode move
CMP R1,0 // QImode test
JZ L18 // QImode NE
PC=L11
L18:
.debug
.dw '.stabn 0x44,0,61,',0,0
.dd LM20-_PlayFloatNumber
.dw 0x0d,0x0a
.code
LM20:
R1=BP // QImode move
R2=BP+3
R1=1 // QImode move
R4=R2 // QImode move
[R4]=R1 // QImode move
.debug
.dw '.stabn 0x44,0,62,',0,0
.dd LM21-_PlayFloatNumber
.dw 0x0d,0x0a
.code
LM21:
pc=L9 // Indirect jump
L11:
.debug
.dw '.stabn 0x44,0,65,',0,0
.dd LM22-_PlayFloatNumber
.dw 0x0d,0x0a
.code
LM22:
R1=BP // QImode move
R2=BP+3
R3=R2 // QImode move
R1=[R3] // QImode move
CMP R1,1 // QImode compare
JZ L19 // QImode NE
PC=L13
L19:
.debug
.dw '.stabn 0x44,0,67,',0,0
.dd LM23-_PlayFloatNumber
.dw 0x0d,0x0a
.code
LM23:
R1=BP // QImode move
R2=BP+3
R1=0 // QImode move
R4=R2 // QImode move
[R4]=R1 // QImode move
.debug
.dw '.stabn 0x44,0,68,',0,0
.dd LM24-_PlayFloatNumber
.dw 0x0d,0x0a
.code
LM24:
R1=2 // QImode move
[SP--]=R1 // QImode move
R1=0 // QImode move
[SP--]=R1 // QImode move
call _PlaySnd // call without return value
SP=SP+2
L13:
.debug
.dw '.stabn 0x44,0,70,',0,0
.dd LM25-_PlayFloatNumber
.dw 0x0d,0x0a
.code
LM25:
R1=2 // QImode move
[SP--]=R1 // QImode move
R1=BP // QImode move
R2=BP+2
R3=R2 // QImode move
R1=[R3] // QImode move
[SP--]=R1 // QImode move
call _PlaySnd // call without return value
SP=SP+2
.debug
.dw '.stabn 0x44,0,71,',0,0
.dd LM26-_PlayFloatNumber
.dw 0x0d,0x0a
.code
LM26:
R1=BP // QImode move
R2=BP+1
R4=R2 // QImode move
R3=[R4] // QImode move
R1=R3+(-17)
R3=[BP] // QImode move
R2=R3 // QImode move
R2-=R1
CMP R2,18 // QImode compare
JA L20 // QImode LEU
PC=L9
L20:
.debug
.dw '.stabn 0x44,0,73,',0,0
.dd LM27-_PlayFloatNumber
.dw 0x0d,0x0a
.code
LM27:
R1=2 // QImode move
[SP--]=R1 // QImode move
R1=BP // QImode move
R2=BP+1
R1=R2 // QImode move
R3=[R1] // QImode move
R1=R3+(-17)
R3=[BP] // QImode move
R2=R3 // QImode move
R2-=R1
[SP--]=R2 // QImode move
call _PlaySnd // call without return value
SP=SP+2
L14:
L12:
.debug
.dw '.stabn 0x44,0,56,',0,0
.dd LM28-_PlayFloatNumber
.dw 0x0d,0x0a
.code
LM28:
L9:
R1=BP // QImode move
R2=BP+1
R3=BP // QImode move
R1=BP+1
R2=BP // QImode move
R3=BP+1
R4=R3 // QImode move
R2=[R4] // QImode move
R3=R2+1
R2=R1 // QImode move
[R2]=R3 // QImode move
pc=L7 // Indirect jump
L8:
.debug
.dw '.stabn 0x44,0,77,',0,0
.dd LM29-_PlayFloatNumber
.dw 0x0d,0x0a
.code
LM29:
R2=BP // QImode move
R1=BP+1
R2=BP // QImode move
R3=BP+3
R4=R1 // QImode move
R1=[R4] // QImode move
R2=R3 // QImode move
CMP R1,[R2] // QImode compare
JZ L21 // QImode NE
PC=L15
L21:
.debug
.dw '.stabn 0x44,0,78,',0,0
.dd LM30-_PlayFloatNumber
.dw 0x0d,0x0a
.code
LM30:
R1=2 // QImode move
[SP--]=R1 // QImode move
R1=0 // QImode move
[SP--]=R1 // QImode move
call _PlaySnd // call without return value
SP=SP+2
L15:
.debug
.dw '.stabn 0x44,0,79,',0,0
.dd LM31-_PlayFloatNumber
.dw 0x0d,0x0a
.code
LM31:
R1=2 // QImode move
[SP--]=R1 // QImode move
R1=10 // QImode move
[SP--]=R1 // QImode move
call _PlaySnd // call without return value
SP=SP+2
.debug
.dw '.stabn 0x44,0,80,',0,0
.dd LM32-_PlayFloatNumber
.dw 0x0d,0x0a
.code
LM32:
R1=2 // QImode move
[SP--]=R1 // QImode move
R1=BP // QImode move
R3=BP+4
[bp+11]=R3 // QImode move
R1=BP // QImode move
R2=BP+1
R4=R2 // QImode move
R1=[R4] // QImode move
R2=R1 // QImode move
R1=R2 lsl 2
R3=0 // HImode immediate to register move
R4=(-4096)
[SP--]=R1 // QImode move
push R3,R4 to [sp] // pushhi
call __rshu2 // call with return value
SP=SP+3
R3=R1 // HImode register to register move
R4=R2
R1=R3 // HImode register to register move
R2=R4
R3=[bp+11] // QImode move
R1&=[R3++] // HImode RD&=[RS], RD!=RS
R2&=[R3--]
R4=BP // QImode move
R4=BP+1
[bp+13]=R4 // QImode move
R3=7 // QImode move
[bp+12]=R3 // QImode move
R4=[bp+12] // QImode move
R3=[bp+13] // QImode move
R4-=[R3] // subqi3_r0R R4=R4-[R3]
R3=R4 // QImode move
R4=R3 lsl 2
[SP--]=R4 // QImode move
push R1,R2 to [sp] // pushhi
call __rshu2 // call with return value
SP=SP+3
R3=R1 // QImode move
[SP--]=R3 // QImode move
call _PlaySnd // call without return value
SP=SP+2
L6:
.debug
.dw '.stabn 0x44,0,82,',0,0
.dd LM33-_PlayFloatNumber
.dw 0x0d,0x0a
.code
LM33:
LBE2:
.debug
.dw '.stabn 0x44,0,82,',0,0
.dd LM34-_PlayFloatNumber
.dw 0x0d,0x0a
.code
LM34:
L4:
sp+=14
pop bp from [sp]
retf
.endp // end of PlayFloatNumber
.debug
.dw '.stabs "fNumber:p12",160,0,0,17',0x0d,0x0a
.CODE
.debug
.dw '.stabn 0xc0,0,0,',0,0
.dd LBB2-_PlayFloatNumber
.dw 0x0d,0x0a
.code
.debug
.dw '.stabs "uiPointPos:4",128,0,0,0',0x0d,0x0a
.CODE
.debug
.dw '.stabs "uiTemp:4",128,0,0,1',0x0d,0x0a
.CODE
.debug
.dw '.stabs "uiTemp2:4",128,0,0,2',0x0d,0x0a
.CODE
.debug
.dw '.stabs "uiZeroPlay:4",128,0,0,3',0x0d,0x0a
.CODE
.debug
.dw '.stabs "ulTemp:5",128,0,0,4',0x0d,0x0a
.CODE
.debug
.dw '.stabn 0xe0,0,0,',0,0
.dd LBE2-_PlayFloatNumber
.dw 0x0d,0x0a
.code
.debug
.dw '.stabf ',0,0
.dd LME3-_PlayFloatNumber
.dw 0x0d,0x0a
.code
LME3:
.external _PlaySnd
.external _F_FloatToBCD
.external _Cost_GetCost
.external _Dis_GetDistance
.external __rshu2
.end
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