fix(engine): resolve DDA division overflow crash and Pause mnemonic collision
This commit is contained in:
parent
fe4e38140d
commit
99fc93c700
6 changed files with 30379 additions and 30269 deletions
48
build.bat
48
build.bat
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@ -1,14 +1,56 @@
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@echo off
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@echo off
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set MASM_PATH=D:\MASM32\masm32
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setlocal
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rem Check standard MASM32 paths first
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if exist "D:\MASM32\masm32\bin\ml.exe" (
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set "ML_EXE=D:\MASM32\masm32\bin\ml.exe"
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set "LINK_EXE=D:\MASM32\masm32\bin\link.exe"
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set "LIB_PATHS=/LIBPATH:D:\MASM32\masm32\lib"
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set "EXTRA_FLAGS=/SUBSYSTEM:WINDOWS /RELEASE /VERSION:4.0"
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goto do_build
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)
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if exist "C:\masm32\bin\ml.exe" (
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set "ML_EXE=C:\masm32\bin\ml.exe"
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set "LINK_EXE=C:\masm32\bin\link.exe"
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set "LIB_PATHS=/LIBPATH:C:\masm32\lib"
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set "EXTRA_FLAGS=/SUBSYSTEM:WINDOWS /RELEASE /VERSION:4.0"
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goto do_build
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)
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rem Fallback to Visual Studio / MSVC BuildTools
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set "MSVC_BIN=C:\Program Files (x86)\Microsoft Visual Studio\18\BuildTools\VC\Tools\MSVC\14.50.35717\bin\Hostx64\x86"
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set "SDK_LIB=C:\Program Files (x86)\Windows Kits\10\Lib\10.0.26100.0\um\x86"
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set "UCRT_LIB=C:\Program Files (x86)\Windows Kits\10\Lib\10.0.26100.0\ucrt\x86"
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set "VC_LIB=C:\Program Files (x86)\Microsoft Visual Studio\18\BuildTools\VC\Tools\MSVC\14.50.35717\lib\x86"
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if exist "%MSVC_BIN%\ml.exe" (
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set "ML_EXE=%MSVC_BIN%\ml.exe"
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set "LINK_EXE=%MSVC_BIN%\link.exe"
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set LIB_PATHS=/LIBPATH:"%SDK_LIB%" /LIBPATH:"%UCRT_LIB%" /LIBPATH:"%VC_LIB%"
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set "EXTRA_FLAGS=/NOLOGO /SUBSYSTEM:WINDOWS"
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goto do_build
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)
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echo [ERROR] No compatible MASM/MSVC assembler found!
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goto err
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:do_build
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echo Assembling poker.asm...
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echo Assembling poker.asm...
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"%MASM_PATH%\bin\ml.exe" /c /coff /Cp /nologo /I. /I"%MASM_PATH%\include" poker.asm
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"%ML_EXE%" /c /coff /Cp /nologo /I. poker.asm
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if errorlevel 1 goto err
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if errorlevel 1 goto err
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echo Linking poker.obj...
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echo Linking poker.obj...
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"%MASM_PATH%\bin\link.exe" /SUBSYSTEM:CONSOLE /RELEASE /VERSION:4.0 /LIBPATH:"%MASM_PATH%\lib" /OUT:poker.exe poker.obj kernel32.lib winmm.lib user32.lib ws2_32.lib gdi32.lib
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"%LINK_EXE%" %EXTRA_FLAGS% %LIB_PATHS% /OUT:poker.exe poker.obj kernel32.lib winmm.lib user32.lib ws2_32.lib gdi32.lib
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if errorlevel 1 goto err
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if errorlevel 1 goto err
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copy /y poker.exe build\graphics\poker.exe >nul 2>&1
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echo [SUCCESS] poker.exe built successfully!
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echo [SUCCESS] poker.exe built successfully!
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goto end
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goto end
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:err
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:err
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echo [ERROR] Build failed!
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echo [ERROR] Build failed!
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pause
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pause
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exit /b 1
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:end
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:end
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endlocal
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@ -146,10 +146,10 @@ sz3DWindowTitle db "Assembler Casino - 2.5D",0
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szTexturesRelPath db "assets\textures\casino3d-hd.bin",0
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szTexturesRelPath db "assets\textures\casino3d-hd.bin",0
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szTexturesFullPath db 260 dup(0)
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szTexturesFullPath db 260 dup(0)
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soundCoin db "assets\audio\Звон падающей монеты.wav",0
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soundCoin db "assets\audio\Çâîí ïàäàþùåé ìîíåòû.wav",0
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soundCards db "assets\audio\playing_cards_deck_flick_through_001_20485.wav",0
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soundCards db "assets\audio\playing_cards_deck_flick_through_001_20485.wav",0
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soundRoulette db "assets\audio\roulette-wheel-throw-2.wav",0
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soundRoulette db "assets\audio\roulette-wheel-throw-2.wav",0
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soundJackpot db "assets\audio\Джекпот.wav",0
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soundJackpot db "assets\audio\Äæåêïîò.wav",0
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soundClick db "assets\audio\b05e1ac8be34248.wav",0
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soundClick db "assets\audio\b05e1ac8be34248.wav",0
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playerX dd (16 * FP_1 + FP_HALF)
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playerX dd (16 * FP_1 + FP_HALF)
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@ -179,12 +179,12 @@ promptBackroom db "BACKROOM - UNDER CONSTRUCTION",0
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promptDurak db "DURAK - UNDER CONSTRUCTION",0
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promptDurak db "DURAK - UNDER CONSTRUCTION",0
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promptHell db "TOWER - UNDER CONSTRUCTION",0
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promptHell db "TOWER - UNDER CONSTRUCTION",0
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msgDancerTipped db "Вы бросили $100 танцовщице! УДАЧА АКТИВИРОВАНА!",0
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msgDancerTipped db "Âû áðîñèëè $100 òàíöîâùèöå! ÓÄÀ×À ÀÊÒÈÂÈÐÎÂÀÍÀ!",0
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msgNeedMoney db "Недостаточно денег в кошельке!",0
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msgNeedMoney db "Íåäîñòàòî÷íî äåíåã â êîøåëüêå!",0
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statusHUDFormat db "БАНКРОЛЛ: $",0
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statusHUDFormat db "ÁÀÍÊÐÎËË: $",0
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targetHUDFormat db " ЦЕЛЬ: $",0
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targetHUDFormat db " ÖÅËÜ: $",0
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luckHUDFormat db " УДАЧА: +",0
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luckHUDFormat db " ÓÄÀ×À: +",0
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controlsHUD db "WASD/Стрелки: Ходьба | E: Действие | ESC: Меню",0
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controlsHUD db "WASD/Ñòðåëêè: Õîäüáà | E: Äåéñòâèå | ESC: Ìåíþ",0
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NUM_SPRITES equ 13
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NUM_SPRITES equ 13
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ALIGN 4
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ALIGN 4
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@ -227,12 +227,12 @@ roulOutcomeMsg db 64 dup(0)
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shopMsg db 128 dup(0)
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shopMsg db 128 dup(0)
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atmMsg db 128 dup(0)
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atmMsg db 128 dup(0)
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strWin db "ПОБЕДА! +$",0
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strWin db "ÏÎÁÅÄÀ! +$",0
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strLose db "ПРОИГРЫШ",0
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strLose db "ÏÐÎÈÃÐÛØ",0
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strJackpot db "ДЖЕКПОТ! +$",0
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strJackpot db "ÄÆÅÊÏÎÒ! +$",0
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strPush db "НИЧЬЯ (PUSH)",0
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strPush db "ÍÈ×Üß (PUSH)",0
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strDealerBust db "ДИЛЕР ПЕРЕБРАЛ! ПОБЕДА! +$",0
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strDealerBust db "ÄÈËÅÐ ÏÅÐÅÁÐÀË! ÏÎÁÅÄÀ! +$",0
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strPlayerBust db "ПЕРЕБОР (>21)! ПРОИГРЫШ",0
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strPlayerBust db "ÏÅÐÅÁÎÐ (>21)! ÏÐÎÈÃÐÛØ",0
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sym7 db " 777 ",0
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sym7 db " 777 ",0
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symBar db " BAR ",0
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symBar db " BAR ",0
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@ -763,11 +763,15 @@ calc_delta_x:
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neg eax
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neg eax
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@@:
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@@:
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mov ebx, eax
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mov ebx, eax
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; 2^32 needs the full EDX:EAX dividend, not a truncated multiply.
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cmp ebx, 4
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jbe delta_x_clamp
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xor eax, eax
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xor eax, eax
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mov edx, 1
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mov edx, 1
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idiv ebx
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div ebx
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mov deltaDistX, eax
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mov deltaDistX, eax
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jmp calc_delta_y
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delta_x_clamp:
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mov deltaDistX, 7FFFFFFFh
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calc_delta_y:
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calc_delta_y:
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mov eax, rayDirY
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mov eax, rayDirY
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@ -781,11 +785,15 @@ calc_delta_y_ok:
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neg eax
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neg eax
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@@:
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@@:
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mov ebx, eax
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mov ebx, eax
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; 2^32 needs the full EDX:EAX dividend, not a truncated multiply.
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cmp ebx, 4
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jbe delta_y_clamp
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xor eax, eax
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xor eax, eax
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mov edx, 1
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mov edx, 1
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idiv ebx
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div ebx
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mov deltaDistY, eax
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mov deltaDistY, eax
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jmp check_step
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delta_y_clamp:
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mov deltaDistY, 7FFFFFFFh
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check_step:
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check_step:
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cmp rayDirX, 0
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cmp rayDirX, 0
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@ -988,6 +996,13 @@ select_tex:
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mov drawEnd, SCREEN_H - 1
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mov drawEnd, SCREEN_H - 1
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@@:
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@@:
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mov eax, lineH
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cmp eax, 1
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jge @F
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mov eax, 1
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mov lineH, eax
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@@:
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mov eax, 128 * FP_1
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mov eax, 128 * FP_1
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cdq
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cdq
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idiv lineH
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idiv lineH
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@ -1151,13 +1166,22 @@ draw_spr_loop:
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; Sample animation by elapsed time. Pausing freezes the clock.
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; Sample animation by elapsed time. Pausing freezes the clock.
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push eax
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push eax
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mov ecx, [casinoSprites + eax].animSpeed
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mov ecx, [casinoSprites + eax].animSpeed
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cmp ecx, 0
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jg @F
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mov ecx, 1
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@@:
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imul ecx, 40
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imul ecx, 40
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mov eax, animationClock3D
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mov eax, animationClock3D
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xor edx, edx
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xor edx, edx
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div ecx
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div ecx
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pop ebx
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pop ebx
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mov ecx, [casinoSprites + ebx].frameCount
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cmp ecx, 0
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jg @F
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mov ecx, 1
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@@:
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xor edx, edx
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xor edx, edx
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div [casinoSprites + ebx].frameCount
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div ecx
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mov [casinoSprites + ebx].curFrame, edx
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mov [casinoSprites + ebx].curFrame, edx
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mov eax, ebx
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mov eax, ebx
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@ -1181,8 +1205,14 @@ draw_spr_loop:
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imul playerPlaneY
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imul playerPlaneY
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shrd eax, edx, 16
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shrd eax, edx, 16
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sub ebx, eax
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sub ebx, eax
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test ebx, ebx
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jz next_spr
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mov eax, ebx
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test eax, eax
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jns @F
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neg eax
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@@:
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cmp eax, 4
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jbe next_spr
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; 2^32 needs the full EDX:EAX dividend, not a truncated multiply.
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; 2^32 needs the full EDX:EAX dividend, not a truncated multiply.
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xor eax, eax
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xor eax, eax
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@ -1238,6 +1268,10 @@ draw_spr_loop:
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test eax, eax
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test eax, eax
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jns @F
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jns @F
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neg eax
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neg eax
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@@:
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cmp eax, 1
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jge @F
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jmp next_spr
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@@:
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@@:
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cmp eax, SCREEN_H * 2
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cmp eax, SCREEN_H * 2
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jle @F
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jle @F
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30238
build/graphics/poker.asm
30238
build/graphics/poker.asm
File diff suppressed because it is too large
Load diff
Binary file not shown.
48
casino3d.inc
48
casino3d.inc
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@ -763,11 +763,15 @@ calc_delta_x:
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neg eax
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neg eax
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@@:
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@@:
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mov ebx, eax
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mov ebx, eax
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; 2^32 needs the full EDX:EAX dividend, not a truncated multiply.
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cmp ebx, 4
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jbe delta_x_clamp
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xor eax, eax
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xor eax, eax
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mov edx, 1
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mov edx, 1
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idiv ebx
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div ebx
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mov deltaDistX, eax
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mov deltaDistX, eax
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jmp calc_delta_y
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delta_x_clamp:
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mov deltaDistX, 7FFFFFFFh
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calc_delta_y:
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calc_delta_y:
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mov eax, rayDirY
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mov eax, rayDirY
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@ -781,11 +785,15 @@ calc_delta_y_ok:
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neg eax
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neg eax
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@@:
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@@:
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mov ebx, eax
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mov ebx, eax
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; 2^32 needs the full EDX:EAX dividend, not a truncated multiply.
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cmp ebx, 4
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jbe delta_y_clamp
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xor eax, eax
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xor eax, eax
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mov edx, 1
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mov edx, 1
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idiv ebx
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div ebx
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mov deltaDistY, eax
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mov deltaDistY, eax
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jmp check_step
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delta_y_clamp:
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mov deltaDistY, 7FFFFFFFh
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check_step:
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check_step:
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cmp rayDirX, 0
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cmp rayDirX, 0
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@ -988,6 +996,13 @@ select_tex:
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mov drawEnd, SCREEN_H - 1
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mov drawEnd, SCREEN_H - 1
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@@:
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@@:
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mov eax, lineH
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cmp eax, 1
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jge @F
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mov eax, 1
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mov lineH, eax
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@@:
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mov eax, 128 * FP_1
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mov eax, 128 * FP_1
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cdq
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cdq
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idiv lineH
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idiv lineH
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@ -1151,13 +1166,22 @@ draw_spr_loop:
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; Sample animation by elapsed time. Pausing freezes the clock.
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; Sample animation by elapsed time. Pausing freezes the clock.
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push eax
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push eax
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mov ecx, [casinoSprites + eax].animSpeed
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mov ecx, [casinoSprites + eax].animSpeed
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cmp ecx, 0
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jg @F
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mov ecx, 1
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@@:
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imul ecx, 40
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imul ecx, 40
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mov eax, animationClock3D
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mov eax, animationClock3D
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xor edx, edx
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xor edx, edx
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div ecx
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div ecx
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pop ebx
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pop ebx
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mov ecx, [casinoSprites + ebx].frameCount
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cmp ecx, 0
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jg @F
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mov ecx, 1
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@@:
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xor edx, edx
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xor edx, edx
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div [casinoSprites + ebx].frameCount
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div ecx
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mov [casinoSprites + ebx].curFrame, edx
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mov [casinoSprites + ebx].curFrame, edx
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mov eax, ebx
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mov eax, ebx
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@ -1181,8 +1205,14 @@ draw_spr_loop:
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imul playerPlaneY
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imul playerPlaneY
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shrd eax, edx, 16
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shrd eax, edx, 16
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sub ebx, eax
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sub ebx, eax
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test ebx, ebx
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jz next_spr
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mov eax, ebx
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test eax, eax
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jns @F
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neg eax
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@@:
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cmp eax, 4
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jbe next_spr
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; 2^32 needs the full EDX:EAX dividend, not a truncated multiply.
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; 2^32 needs the full EDX:EAX dividend, not a truncated multiply.
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xor eax, eax
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xor eax, eax
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@ -1238,6 +1268,10 @@ draw_spr_loop:
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test eax, eax
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test eax, eax
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jns @F
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jns @F
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neg eax
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neg eax
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@@:
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cmp eax, 1
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jge @F
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jmp next_spr
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@@:
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@@:
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cmp eax, SCREEN_H * 2
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cmp eax, SCREEN_H * 2
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jle @F
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jle @F
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