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📄 playservice.asm

📁 此程序为出租车计价器
💻 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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