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main.asm
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; ============================================================
; Flappy Bird
; ============================================================
; 11/05/2021 -> 27/05/2021
; TI501 - Linguagem de Montagem
; ============================================================
; 19164 Bruno Arnone Franchi
; 19188 Mateus Stolze Vazquez
; 19191 Nícolas Denadai Schmidt
; ============================================================
; == instruções para o masm32 ==
;.386
;.model flat, stdcall
;option casemap :none
; === includes e bibliotecas ===
include \masm32\include\masm32rt.inc
include \masm32\include\msimg32.inc
include \masm32\include\cryptdll.inc
include \masm32\include\winmm.inc
includelib \masm32\lib\cryptdll.lib
includelib \masm32\lib\kernel32.lib
includelib \masm32\lib\gdi32.lib
includelib \masm32\lib\comctl32.lib
includelib \masm32\lib\comdlg32.lib
includelib \masm32\lib\shell32.lib
includelib \masm32\lib\msimg32.lib
includelib \masm32\lib\oleaut32.lib
includelib \masm32\lib\msvcrt.lib
includelib \masm32\lib\masm32.lib
includelib \masm32\lib\user32.lib
includelib \masm32\lib\winmm.lib
; ========= prototypes =========
WinMain PROTO :DWORD,:DWORD,:DWORD,:DWORD
WndProc PROTO :DWORD,:DWORD,:DWORD,:DWORD
;PlaySoundA PROTO, pszSound:PTR BYTE, hmod:DWORD, fdwSound:DWORD
TopXY PROTO :DWORD,:DWORD
GetLocalTime PROTO :DWORD
; ============================================================
.const
WM_FINISH equ WM_USER+100h
; ======= recursos (.rc) =======
ICON equ 500
sprites equ 107
; ======== crop do bmp =========
; fundo
cropBgW equ 331 ; largura
cropBgH equ 589 ; altura
; pássaro
cropBirdX equ 607 ; x origem
cropBirdY equ 147 ; y origem
cropBirdW equ 38 ; largura
cropBirdH equ 27 ; altura
; cano de cima
cropCanoCX equ 691 ; x origem
cropCanoCY equ 0 ; y origem
cropCanoCW equ 63 ; largura
cropCanoCH equ 310 ; altura
; cano de baixo
cropCanoBX equ 759 ; x origem
cropCanoBY equ 0 ; y origem
cropCanoBW equ 63 ; largura
cropCanoBH equ 277 ; altura
; =========== física ===========
birdMaxVel equ 20 ; velocidade vertical máxima
flapForce equ -15 ; forca vertical por clique
; ====== margens e offsets =====
margemEsq equ -70
margemDir equ cropBgW + 165
offsetCanoY equ 500
canoCBaseY equ -300
canoBBaseY equ 150
; =========== outros ===========
CREF_TRANSPARENT equ 0082597Bh ; cor de fundo a ser filtrada
.data
; ====== variaveis da tela ======
szDisplayName db "Flappy Bird",0 ; titulo da janela
CommandLine dd 0
hWnd dd 0
hInstance dd 0
; ======= posicao pássaro =======
birdX dd 140 ; x do pássaro
birdY dd 200 ; y do pássaro
colisao dd 0
; ======== posicao canos ========
cano1X dd cropBgW
cano1Y dd 100
cano2X dd margemDir + 120
cano2Y dd 100
; === posicoes virtual canos ===
cano1VirtYC dd 0
cano1VirtYB dd 0
cano2VirtYC dd 0
cano2VirtYB dd 0
; ======== velocidade ========
birdVelocity dd 0 ; velocidade do pássaro
pipeVelocity dd 6 ; velocidade do cano
pontuacao dd 0
stringPontos byte " "
; ======= música e sons ========
musBfg byte "bfg_division.wav",0
sfxFlap byte "sfx_flap.wav",0
sfxCoin byte "sfx_coin.wav",0
; =========== lógica ===========
gameState dd 0 ; 0 título; 1 em jogo; 2 game over
; ============ prng ============
seed dd 0
prngAtual dd 0
; outros
buffer db 128 dup(0)
.data?
threadID DWORD ?
hEventStart HANDLE ?
hBmpSprites dd ?
LPSYSTEMTIME STRUCT
wYear WORD ?
wMonth WORD ?
wDayOfWeek WORD ?
wDay WORD ?
wHour WORD ?
wMinute WORD ?
wSecond WORD ?
wMilliseconds WORD ?
LPSYSTEMTIME ENDS
localTime LPSYSTEMTIME <>
; ============================================================
.code
PRNG proc
mov eax, 7
mov ebx, prngAtual
mul ebx
add eax, 3
mov prngAtual, eax
ret
PRNG endp
; ============================================================
start:
; gerar seed do prng
; para isso, usamos o tempo atual do computador,
; e usamos o valor de milissegundos+1 para a seed
; com isso, garantimos uma seed entre 1 e 1000
invoke GetLocalTime, ADDR localTime
movzx eax, localTime.wMilliseconds
add eax, 1
mov seed, eax
mov prngAtual, eax
invoke PRNG
movzx ecx, al
add ecx, 80
mov cano1Y, ecx
invoke PRNG
movzx ecx, al
add ecx, 80
mov cano2Y, ecx
; handles
invoke GetModuleHandle, NULL
mov hInstance, eax
invoke GetCommandLine
mov CommandLine, eax
; carregar bitmap
invoke LoadBitmap, hInstance, sprites
mov hBmpSprites, eax
; carregar janela
invoke WinMain,hInstance,NULL,CommandLine,SW_SHOWDEFAULT
; finalizar processo
invoke ExitProcess,eax
; ============================================================
WinMain proc hInst :DWORD,
hPrevInst :DWORD,
CmdLine :DWORD,
CmdShow :DWORD
; == colocar valores na stack ==
LOCAL wc :WNDCLASSEX
LOCAL msg :MSG
LOCAL WWidth :DWORD
LOCAL WHeigth :DWORD
LOCAL Wtx :DWORD
LOCAL Wty :DWORD
szText szClassName, "flappybird_asm"
; ==== variáveis da janela =====
mov wc.cbSize, sizeof WNDCLASSEX
mov wc.style, CS_HREDRAW or CS_VREDRAW or CS_BYTEALIGNWINDOW
mov wc.lpfnWndProc, offset WndProc ; address of WndProc
mov wc.cbClsExtra, NULL
mov wc.cbWndExtra, NULL
m2m wc.hInstance, hInst ; instance handle
mov wc.hbrBackground, COLOR_BTNFACE+1 ; system color
mov wc.lpszMenuName, NULL
mov wc.lpszClassName, offset szClassName ; window class name
invoke LoadIcon,hInst,ICON
mov wc.hIcon, eax
invoke LoadCursor,NULL,IDC_ARROW ; system cursor
mov wc.hCursor, eax
mov wc.hIconSm, 0
invoke RegisterClassEx, ADDR wc ; registrando a classe da janela
mov WWidth, cropBgW ; largura da janela (window width)
mov WHeigth, cropBgH ; altura da janela (window height)
invoke GetSystemMetrics,SM_CXSCREEN ; get screen width in pixels
invoke TopXY,WWidth,eax
mov Wtx, eax
invoke GetSystemMetrics,SM_CYSCREEN ; get screen height in pixels
invoke TopXY,WHeigth,eax
mov Wty, eax
; ======= criar a janela =======
invoke CreateWindowEx, WS_EX_OVERLAPPEDWINDOW,
ADDR szClassName,
ADDR szDisplayName,
WS_OVERLAPPEDWINDOW, ;CS_HREDRAW,
Wtx,Wty,WWidth,WHeigth,
NULL,NULL,
hInst,NULL
mov hWnd,eax ; copy return value into handle DWORD
invoke LoadMenu,hInst,600 ; load resource menu
invoke SetMenu,hWnd,eax ; set it to main window
invoke ShowWindow,hWnd,SW_SHOWNORMAL ; display the window
invoke UpdateWindow,hWnd ; update the display
; == loop até PostQuitMessage ==
StartLoop:
invoke GetMessage,ADDR msg,NULL,0,0 ; get each message
cmp eax, 0 ; exit if GetMessage()
je ExitLoop ; returns zero
invoke TranslateMessage, ADDR msg ; translate it
invoke DispatchMessage, ADDR msg ; send it to message proc
jmp StartLoop
ExitLoop:
return msg.wParam
WinMain endp
; ============================================================
WndProc proc hWin :DWORD,
uMsg :DWORD,
wParam :DWORD,
lParam :DWORD
LOCAL hDC :DWORD
LOCAL Ps :PAINTSTRUCT
LOCAL hPen :DWORD
LOCAL hOldPen :DWORD
LOCAL rect :RECT
LOCAL Font :DWORD
LOCAL hOld :DWORD
LOCAL memDC :DWORD
; ====== comandos de menu ======
.if uMsg == WM_COMMAND
.if wParam == 1000
invoke SendMessage,hWin,WM_SYSCOMMAND,SC_CLOSE,NULL
.elseif wParam == 1900
invoke wsprintf,addr buffer,chr$("Flappy Bird",13,10,"em MASM assembly",13,10,"por:",13,10,"19164 - Bruno Arnone Franchi,",13,10,"19188 - Mateus Stolze Vazquez,",13,10,"19191 - Nicolas Denadai Schmidt",13,10,"25/05/2021")
invoke MessageBox,hWin,ADDR buffer,ADDR szDisplayName,MB_OK
.endif
; ==== fim comandos de menu ====
.elseif uMsg == WM_KEYDOWN ; tecla foi pressionada
.if wParam == VK_UP ; seta para cima
mov eax, gameState
cmp eax, 1
jne nao_em_jogo
mov ebx, 40000000h
and ebx, lParam ; verificar se a tecla foi pressionada nesse frame
jnz nao_bater ; se não, está sendo segurada. ignorar comando
mov birdVelocity, flapForce ; bater as asas
invoke PlaySoundA, offset sfxFlap, NULL, SND_ASYNC
nao_bater:
jmp fim_teclas
nao_em_jogo:
mov birdVelocity, 0
mov birdY, 200
mov eax, cropBgW
mov cano1X, eax
mov eax, margemDir
add eax, 120
mov cano2X, eax
mov pontuacao, 0
mov gameState, 1
fim_teclas:
.endif
; === fim entrada de teclado ===
.elseif uMsg == WM_FINISH
mov rect.left, 100
mov rect.top , 100
mov rect.right, 32
mov rect.bottom, 32
invoke InvalidateRect, hWnd, NULL, TRUE ;addr rect, TRUE
.elseif uMsg == WM_PAINT
; iniciar seção de desenhar sprites
invoke BeginPaint,hWin,ADDR Ps
mov hDC, eax
; desenhar fundo
invoke CreateCompatibleDC, hDC
mov memDC, eax
invoke SelectObject, memDC, hBmpSprites
mov hOld, eax
invoke BitBlt, hDC, 0,0,cropBgW,cropBgH, memDC, 0,0, SRCCOPY
invoke SelectObject,hDC,hOld
invoke DeleteDC,memDC
mov ebx, gameState
.if ebx == 0 ; titulo
invoke GetClientRect, hWnd, addr rect
mov rect.left, 0
mov rect.top , 0
mov rect.right, cropBgW - 10
mov rect.bottom, 100
invoke CreateFont, 48, 24, NULL, NULL, 300,FALSE,NULL,NULL, \
DEFAULT_CHARSET,OUT_TT_PRECIS,CLIP_DEFAULT_PRECIS, \
PROOF_QUALITY,DEFAULT_PITCH or FF_DONTCARE, \
SADD("flappybird_font")
mov Font, eax
invoke SelectObject, hDC,Font
mov hOld, eax
invoke SetBkMode, hDC, TRANSPARENT
invoke SetTextColor,hDC,00ffffffh
szText txtTitulo, "Flappy Bird"
invoke DrawText, hDC, addr txtTitulo, -1, addr rect, DT_SINGLELINE or DT_CENTER or DT_VCENTER
.elseif ebx == 1 ; em jogo
; desenhar bird
invoke CreateCompatibleDC, hDC
mov memDC, eax
invoke SelectObject, memDC, hBmpSprites
mov hOld, eax
invoke TransparentBlt, hDC, birdX, birdY, cropBirdW, cropBirdH, memDC, cropBirdX, cropBirdY, cropBirdW, cropBirdH, CREF_TRANSPARENT
invoke SelectObject,hDC,hOld
invoke DeleteDC,memDC
; =========== cano 1 ===========
; cima
mov ebx, cano1Y
add ebx, canoCBaseY
mov cano1VirtYC, ebx
invoke CreateCompatibleDC, hDC
mov memDC, eax
invoke SelectObject, memDC, hBmpSprites
mov hOld, eax
invoke TransparentBlt, hDC, cano1X, cano1VirtYC, cropCanoCW, cropCanoCH, memDC, cropCanoCX, cropCanoCY, cropCanoCW, cropCanoCH, CREF_TRANSPARENT
invoke SelectObject,hDC,hOld
invoke DeleteDC,memDC
; baixo
mov ebx, cano1Y
add ebx, canoBBaseY
mov cano1VirtYB, ebx
invoke CreateCompatibleDC, hDC
mov memDC, eax
invoke SelectObject, memDC, hBmpSprites
mov hOld, eax
invoke TransparentBlt, hDC, cano1X, cano1VirtYB, cropCanoBW, cropCanoBH, memDC, cropCanoBX, cropCanoBY, cropCanoBW, cropCanoBH, CREF_TRANSPARENT
invoke SelectObject,hDC,hOld
invoke DeleteDC,memDC
; =========== cano 2 ===========
; cima
mov ebx, cano2Y
add ebx, canoCBaseY
mov cano2VirtYC, ebx
invoke CreateCompatibleDC, hDC
mov memDC, eax
invoke SelectObject, memDC, hBmpSprites
mov hOld, eax
invoke TransparentBlt, hDC, cano2X, cano2VirtYC, cropCanoCW, cropCanoCH, memDC, cropCanoCX, cropCanoCY, cropCanoCW, cropCanoCH, CREF_TRANSPARENT
invoke SelectObject,hDC,hOld
invoke DeleteDC,memDC
; baixo
mov ebx, cano2Y
add ebx, canoBBaseY
mov cano2VirtYB, ebx
invoke CreateCompatibleDC, hDC
mov memDC, eax
invoke SelectObject, memDC, hBmpSprites
mov hOld, eax
invoke TransparentBlt, hDC, cano2X, cano2VirtYB, cropCanoBW, cropCanoBH, memDC, cropCanoBX, cropCanoBY, cropCanoBW, cropCanoBH, CREF_TRANSPARENT
invoke SelectObject,hDC,hOld
invoke DeleteDC,memDC
fim_canos:
; ========= pontuacao ==========
invoke GetClientRect, hWnd, addr rect
mov rect.left, 0
mov rect.top , 0
mov rect.right, cropBgW - 10
mov rect.bottom, 100
invoke CreateFont, 48, 24, NULL, NULL, 300,FALSE,NULL,NULL, \
DEFAULT_CHARSET,OUT_TT_PRECIS,CLIP_DEFAULT_PRECIS, \
PROOF_QUALITY,DEFAULT_PITCH or FF_DONTCARE, \
SADD("flappybird_font")
mov Font, eax
invoke SelectObject, hDC,Font
mov hOld, eax
invoke SetBkMode, hDC, TRANSPARENT
invoke SetTextColor,hDC,00ffffffh
invoke wsprintf,addr buffer, chr$("%d"), pontuacao
invoke DrawText, hDC, addr buffer, -1, addr rect, DT_SINGLELINE or DT_CENTER or DT_VCENTER
; ; =========== debug ============
; invoke CreatePen, PS_SOLID, 4, Blue
; mov hPen, eax
; ; cano 1 cima
; invoke SelectObject, hDC, hPen
; mov eax, hOldPen
; mov ebx, cano1X
; add ebx, cropCanoCW
; mov ecx, cano1VirtYC
; add ecx, cropCanoCH
; invoke Rectangle, hDC, cano1X, cano1VirtYC, ebx, ecx
; invoke SelectObject, hDC, hOldPen
; ; cano 1 baixo
; invoke SelectObject, hDC, hPen
; mov eax, hOldPen
; mov ebx, cano1X
; add ebx, cropCanoBW
; mov ecx, cano1VirtYB
; add ecx, cropCanoBH
; invoke Rectangle, hDC, cano1X, cano1VirtYB, ebx, ecx
; invoke SelectObject, hDC, hOldPen
; invoke CreatePen, PS_SOLID, 4, Yellow
; mov hPen, eax
; ; cano 2 cima
; invoke SelectObject, hDC, hPen
; mov eax, hOldPen
; mov ebx, cano2X
; add ebx, cropCanoCW
; mov ecx, cano2VirtYC
; add ecx, cropCanoCH
; invoke Rectangle, hDC, cano2X, cano2VirtYC, ebx, ecx
; invoke SelectObject, hDC, hOldPen
; ; cano 2 baixo
; invoke SelectObject, hDC, hPen
; mov eax, hOldPen
; mov ebx, cano2X
; add ebx, cropCanoBW
; mov ecx, cano2VirtYB
; add ecx, cropCanoBH
; invoke Rectangle, hDC, cano2X, cano2VirtYB, ebx, ecx
; invoke SelectObject, hDC, hOldPen
; ; pássaro
; cmp colisao, 0
; jnz tem_colisao
; invoke CreatePen, PS_SOLID, 4, Green
; jmp cont_pen
; tem_colisao:
; invoke CreatePen, PS_SOLID, 4, Red
; cont_pen:
; mov hPen, eax
; invoke SelectObject, hDC, hPen
; mov eax, hOldPen
; mov ebx, birdX
; add ebx, cropBirdW
; mov ecx, birdY
; add ecx, cropBirdH
; invoke Rectangle, hDC, birdX, birdY, ebx, ecx
; invoke SelectObject, hDC, hOldPen
.elseif ebx == 2 ; game over
invoke GetClientRect, hWnd, addr rect
mov rect.left, 0
mov rect.top , 0
mov rect.right, cropBgW - 10
mov rect.bottom, 100
invoke CreateFont, 48, 24, NULL, NULL, 300,FALSE,NULL,NULL, \
DEFAULT_CHARSET,OUT_TT_PRECIS,CLIP_DEFAULT_PRECIS, \
PROOF_QUALITY,DEFAULT_PITCH or FF_DONTCARE, \
SADD("flappybird_font")
mov Font, eax
invoke SelectObject, hDC,Font
mov hOld, eax
invoke SetBkMode, hDC, TRANSPARENT
invoke SetTextColor,hDC,00ffffffh
invoke wsprintf,addr buffer, chr$("score: %d"), pontuacao
invoke DrawText, hDC, addr buffer, -1, addr rect, DT_SINGLELINE or DT_CENTER or DT_VCENTER
.endif
invoke EndPaint,hWin,ADDR Ps
return 0
.elseif uMsg == WM_CREATE
invoke CreateEvent, NULL, FALSE, FALSE, NULL
mov hEventStart, eax
mov eax, offset ThreadProc
invoke CreateThread, NULL, NULL, eax, NULL, NORMAL_PRIORITY_CLASS, ADDR threadID
.elseif uMsg == WM_CLOSE
.elseif uMsg == WM_DESTROY
invoke PostQuitMessage,NULL
return 0
.endif
invoke DefWindowProc,hWin,uMsg,wParam,lParam
ret
WndProc endp
; ============================================================
TopXY proc wDim:DWORD, sDim:DWORD
shr sDim, 1 ; divide screen dimension by 2
shr wDim, 1 ; divide window dimension by 2
mov eax, wDim ; copy window dimension into eax
sub sDim, eax ; sub half win dimension from half screen dimension
return sDim
TopXY endp
; ============================================================
; Essa eh a proc que criamos para influenciar a velocidade que o passaro cai
; Caso o passaro caia de forma linear, ele se tornara previsivel e o jogo nao tera graca
; Criamos uma aceleracao para que o passaro nao caia de forma linear e se torne previsivel
; eh claro, caso a aceleracao influencie a velocidade de forma infinita, nao sera possivel jogar
; assim, vamos atribuir uma velocidade maxima que o passaro possa atingir
GravidadeProc proc
; se o pássaro não atingiu velocidade máxima
mov eax, birdMaxVel
mov ebx, birdVelocity
cmp eax, ebx
jl a
add birdVelocity, 2 ; continuar acelerando
a:
add birdY, ebx
ret
GravidadeProc endp
Colisao proc
;mov colisao, 1 ; debug
mov gameState, 2
ret
Colisao endp
; comparamos se ele esta na area do cano em termos de x
; depois, comparamos se ele colidiu em termos de y
CheckColisao proc
mov colisao, 0
; _X = _X0 + _W
; _Y = _Y0 + _H
; PX0 = birdX
; PY0 = birdY
; PX = birdX + cropBirdW
; PY = birdY + cropBirdH
; QX0 = canoX
; QX = canoX + cropCanoX
; CY0 = canoVirtYC
; CY = canoVirtYC + cropCanoCH
; PX < Q1X0 -> x não contém (sem colisão)
; pássaro ainda não chegou no cano
mov eax, birdX
add eax, cropBirdW
mov ebx, cano1X
cmp eax, ebx
jl checar_cano2
; PX0 > Q1X -> x não contém (sem colisão)
; pássaro já passou do cano
mov eax, birdX
mov ebx, cano1X
add ebx, cropCanoCW
cmp eax, ebx
jge checar_cano2
; PY0 > C1Y -> (sem colisão ACIMA)
; pássaro está abaixo do cano de cima
mov eax, birdY
mov ebx, cano1VirtYC
add ebx, cropCanoCH
cmp eax, ebx
jl colisao_cano1
; PY < B1Y0 -> (sem colisão ABAIXO)
; pássaro está acima do cano de baixo
mov eax, birdY
add eax, cropBirdH
mov ebx, cano1VirtYB
cmp eax, ebx
jl checar_cano2
colisao_cano1:
invoke Colisao
jmp fim_colisao
checar_cano2:
; PX < Q2X0 -> x não contém (sem colisão)
; pássaro ainda não chegou no cano
mov eax, birdX
add eax, cropBirdW
mov ebx, cano2X
cmp eax, ebx
jl fim_colisao
; PX0 > Q2X -> x não contém (sem colisão)
; pássaro já passou do cano
mov eax, birdX
mov ebx, cano2X
add ebx, cropCanoCW
cmp eax, ebx
jge fim_colisao
; PY0 > C2Y -> (sem colisão ACIMA)
; pássaro está abaixo do cano de cima
mov eax, birdY
mov ebx, cano2VirtYC
add ebx, cropCanoCH
cmp eax, ebx
jl colisao_cano2
; PY < B2Y0 -> (sem colisão ABAIXO)
; pássaro está acima do cano de baixo
mov eax, birdY
add eax, cropBirdH
mov ebx, cano2VirtYB
cmp eax, ebx
jl fim_colisao
colisao_cano2:
invoke Colisao
jmp fim_colisao
fim_colisao:
ret
CheckColisao endp
; ============================================================
; proc para spawnar canos
; sempre que um cano sai da tela pela esquerda,
; ele é recolocado fora da tela na direita
;
Spawnar proc
mov eax, cano1X
cmp eax, margemEsq ; se o cano 1 estiver fora da tela
jg cano2
mov eax, margemDir ; resetá-lo para a direita da tela
mov cano1X, eax
invoke PRNG
movzx ecx, al
add ecx, 80
mov cano1Y, ecx
inc pontuacao ; dar um ponto ao jogador
invoke PlaySoundA, offset sfxCoin, NULL, SND_ASYNC
cano2:
mov eax, cano2X
cmp eax, margemEsq ; se o cano 2 estiver fora da tela
jg spawn_ret
mov eax, margemDir ; resetá-lo para a direita da tela
mov cano2X, eax
invoke PRNG
movzx ecx, al
add ecx, 80
mov cano2Y, ecx
inc pontuacao ; dar um ponto ao jogador
invoke PlaySoundA, offset sfxCoin, NULL, SND_ASYNC
spawn_ret:
ret
Spawnar endp
; proc responsavel por mover os canos pela tela
MoverPilares proc
mov eax, pipeVelocity
sub cano1X, eax
sub cano2X, eax
ret
MoverPilares endp
; ============================================================
ThreadProc proc uses eax Param:DWORD
invoke WaitForSingleObject, hEventStart, 33 ; 1s / 30fps = 33,3ms / frame
.if eax == WAIT_TIMEOUT
mov eax, gameState
.if eax == 0
; tela de inicio
.elseif eax == 1
; lógica do jogo
invoke GravidadeProc
invoke CheckColisao
invoke Spawnar
invoke MoverPilares
.elseif eax == 2
; game over
.endif
; invocar atualização de tela
invoke SendMessage, hWnd, WM_FINISH, NULL, NULL
.endif
jmp ThreadProc
ret
ThreadProc endp
; ============================================================
end start