.data .set Sysval,0x0071e700 .text .def Point; .scl 10; .type 010; .size 4; .endef .def x; .val 0; .scl 8; .type 03; .endef .def y; .val 2; .scl 8; .type 03; .endef .def .eos; .val 4; .scl 102; .tag Point; .size 4; .endef .data .def Point; .scl 13; .type 010; .tag Point; .size 4; .endef .text .def Rectangl; .scl 10; .type 010; .size 8; .endef .def origin; .val 0; .scl 8; .type 010; .tag Point; .size 4; .endef .def corner; .val 4; .scl 8; .type 010; .tag Point; .size 4; .endef .def .eos; .val 8; .scl 102; .tag Rectangl; .size 8; .endef .data .def Rectangl; .scl 13; .type 010; .tag Rectangl; .size 8; .endef .text .def Bitmap; .scl 10; .type 010; .size 20; .endef .def base; .val 0; .scl 8; .type 024; .endef .def width; .val 4; .scl 8; .type 016; .endef .def rect; .val 8; .scl 8; .type 010; .tag Rectangl; .size 8; .endef .def _null; .val 16; .scl 8; .type 022; .endef .def .eos; .val 20; .scl 102; .tag Bitmap; .size 20; .endef .data .def Bitmap; .scl 13; .type 010; .tag Bitmap; .size 20; .endef .text .def Mouse; .scl 10; .type 010; .size 8; .endef .def xy; .val 0; .scl 8; .type 010; .tag Point; .size 4; .endef .def buttons; .val 8; .scl 8; .type 03; .endef .def .eos; .val 12; .scl 102; .tag Mouse; .size 12; .endef .data .def mouse; .val mouse; .scl 2; .type 010; .tag Mouse; .size 12; .endef .def Drect; .val Drect; .scl 2; .type 010; .tag Rectangl; .size 8; .endef .def Jdisplayp; .val Jdisplayp; .scl 2; .type 030; .tag Bitmap; .size 20; .endef .globl Drect Drect: .word 16:0, 16:0 # Drect.origin .word 16:0, 16:0 # Drect.corner .globl Jdisplayp Jdisplayp: .word 0 argc: .word 0 # not global argv: .word 0 # not global .globl mouse mouse: .word 16:0, 16:0 # mouse.jxy .word 16:0, 16:0 # mouse.xy .half 0 # mouse.buttons .text .globl _start .align 8 _start: SAVE %r3 # easy way to init save area on stack movaw Sysval,%r8 # base of the routine pointers PUSHW argc # push args to main PUSHW argv # call &2,main # main(argc,argv); call &0,*(17*4)(%r8) # Uexit(); execs windowstart # RESTORE %r3 # only if joff needs it # RET # same here