	.file	"mybattle.cpp"
@ GNU C++ version 3.3.2 (arm-thumb-elf)
@	compiled by GNU C version 3.3.1 (cygming special).
@ GGC heuristics: --param ggc-min-expand=64 --param ggc-min-heapsize=65463
@ options passed:  -fpreprocessed -mthumb-interwork -mlong-calls
@ -auxbase-strip -O2 -Wall -fverbose-asm
@ options enabled:  -fdefer-pop -fomit-frame-pointer
@ -foptimize-sibling-calls -fcse-follow-jumps -fcse-skip-blocks
@ -fexpensive-optimizations -fthread-jumps -fstrength-reduce -fpeephole
@ -fforce-mem -ffunction-cse -fkeep-static-consts -fcaller-saves
@ -freg-struct-return -fgcse -fgcse-lm -fgcse-sm -floop-optimize
@ -fcrossjumping -fif-conversion -fif-conversion2 -frerun-cse-after-loop
@ -frerun-loop-opt -fdelete-null-pointer-checks -fschedule-insns
@ -fschedule-insns2 -fsched-interblock -fsched-spec -fbranch-count-reg
@ -fexceptions -freorder-blocks -freorder-functions -fcprop-registers
@ -fcommon -fverbose-asm -fgnu-linker -fregmove -foptimize-register-move
@ -fargument-alias -fstrict-aliasing -fmerge-constants
@ -fzero-initialized-in-bss -fident -fpeephole2 -fguess-branch-probability
@ -fmath-errno -ftrapping-math -mapcs -mapcs-frame -mapcs-32 -msoft-float
@ -mthumb-interwork -mlong-calls

	.bss
	.align	2
_ZSt8__ioinit:
	.space	4
	.global	hitthea
	.global	hitthea
	.type	hitthea, %object
	.size	hitthea, 1
hitthea:
	.space	1
	.global	cursorpos
	.global	cursorpos
	.align	1
	.type	cursorpos, %object
	.size	cursorpos, 2
cursorpos:
	.space	2
	.global	actiondelay
	.global	actiondelay
	.align	1
	.type	actiondelay, %object
	.size	actiondelay, 2
actiondelay:
	.space	2
	.global	enemydelay
	.global	enemydelay
	.align	1
	.type	enemydelay, %object
	.size	enemydelay, 2
enemydelay:
	.space	2
	.global	slay
	.global	slay
	.type	slay, %object
	.size	slay, 1
slay:
	.space	1
	.global	battlewonmusic
	.global	battlewonmusic
	.type	battlewonmusic, %object
	.size	battlewonmusic, 1
battlewonmusic:
	.space	1
	.section	.rodata.str1.4,"aMS",%progbits,1
	.align	2
.LC3:
	.ascii	"HP: %d/%d \000"
	.align	2
.LC6:
	.ascii	"Hit %s for %d\000"
	.align	2
.LC8:
	.ascii	"                          \000"
	.align	2
.LC12:
	.ascii	" \000"
	.align	2
.LC13:
	.ascii	">\000"
	.align	2
.LC11:
	.ascii	"You are now level %d\000"
	.align	2
.LC9:
	.ascii	"You gain %d exp\000"
	.align	2
.LC10:
	.ascii	"You slay the %s\000"
	.align	2
.LC7:
	.ascii	"%s hits for %d  \000"
	.align	2
.LC2:
	.ascii	"MP: %d/%d \000"
	.align	2
.LC5:
	.ascii	"Not enough MP\000"
	.align	2
.LC4:
	.ascii	"Heal for %d\000"
	.align	2
.LC0:
	.ascii	"You flee\000"
	.align	2
.LC1:
	.ascii	"You cannot flee\000"
	.text
	.align	2
	.global	_Z8myBattlev
	.type	_Z8myBattlev, %function
_Z8myBattlev:
	@ Function supports interworking.
	@ args = 0, pretend = 0, frame = 28
	@ frame_needed = 1, uses_anonymous_args = 0
	mov	ip, sp
	stmfd	sp!, {r4, r5, r6, r7, r8, r9, sl, fp, ip, lr, pc}
	sub	fp, ip, #4
	sub	sp, sp, #28
	ldr	r9, .L89
	ldr	r3, .L89+4
	mov	lr, pc
	bx	r3
	ldrb	r2, [r9, #4]	@ zero_extendqisi2
	tst	r2, #64
	beq	.L2
	ldr	r1, .L89+8
	ldrh	r3, [r1, #0]	@  delay
	cmp	r3, #0
	bne	.L2
	ldr	r3, .L89+12
	ldrsh	r2, [r3, #0]	@  cursorpos
	cmp	r2, #3
	beq	.L78
.L2:
	ldrb	r3, [r9, #4]	@ zero_extendqisi2
	tst	r3, #64
	beq	.L23
	ldr	r1, .L89+8
	ldrh	r0, [r1, #0]	@  x,  delay
	cmp	r0, #0	@  x
	bne	.L5
	ldr	r3, .L89+12
	ldrsh	r1, [r3, #0]	@  number,  cursorpos
	cmp	r1, #2	@  number
	beq	.L79
.L5:
	ldrb	r3, [r9, #4]	@ zero_extendqisi2
	tst	r3, #64
	beq	.L23
	ldr	r1, .L89+8
	ldrh	r3, [r1, #0]	@  delay
	cmp	r3, #0
	bne	.L14
	ldr	r3, .L89+12
	ldrsh	r0, [r3, #0]	@  number,  cursorpos
	cmp	r0, #0	@  number
	bne	.L14
	ldr	r5, .L89+16
	ldrsh	r3, [r5, #24]	@  watashi.level
	cmp	r0, r3	@  number
	mov	r8, r0	@  number,  number
	mov	r4, r0	@  x,  number
	bge	.L67
	ldr	r6, .L89+20
.L19:
	mov	lr, pc
	bx	r6
	and	r0, r0, #1	@  number
	add	r0, r8, r0	@  number
	ldrsh	r3, [r5, #24]	@  watashi.level
	add	r0, r0, #1
	add	r4, r4, #1	@  x,  x
	mov	r0, r0, asl #16
	cmp	r4, r3	@  x
	mov	r8, r0, asr #16	@  number
	blt	.L19
.L67:
	ldrsh	r3, [r5, #26]	@  watashi.monster
	ldr	r2, .L89+24
	add	r1, r2, r3, asl #5
	ldrh	r2, [r1, #20]	@  <variable>.hp
	rsb	r2, r8, r2	@  number
	strh	r2, [r1, #20]	@ movhi 	@  <variable>.hp
	ldrsh	r3, [r1, #20]	@  <variable>.hp
	cmp	r3, #0
	movle	r3, #0	@ movhi
	strleh	r3, [r1, #20]	@ movhi 	@  <variable>.hp
	ldrle	r3, .L89+28
	movle	r2, #1
	strleb	r2, [r3, #0]	@  hitthea
	sub	r4, fp, #68	@  number
	ldrsh	r3, [r1, #22]	@  number,  <variable>.maxhp
	ldrsh	r2, [r1, #20]	@  number,  <variable>.hp
	ldr	r6, .L89+32
	ldr	r1, .L89+36
	mov	r0, r4	@  number
	mov	lr, pc
	bx	r6
	ldr	r7, .L89+40
	mov	r3, r4	@  number
	ldr	r0, .L89+44
	mov	r1, #2
	mov	r2, #3
	mov	lr, pc
	bx	r7
	ldr	r5, .L89+48
	ldr	r3, .L89+52
	ldr	r2, [r5, #0]	@  number,  g_hChannel
	ldr	r0, [r3, #276]	@  number,  samples
	mov	r1, #1
	ldr	r3, .L89+56
	mov	lr, pc
	bx	r3
	ldr	sl, .L89+16
	ldr	r1, .L89+24
	ldrsh	r3, [sl, #26]	@  watashi.monster
	mov	ip, r0	@  number
	add	r3, r1, r3, asl #5
	ldr	r2, [r3, #28]	@  number,  <variable>.name
	ldr	r1, .L89+60
	mov	r3, r8	@  number
	str	ip, [r5, #0]	@  number,  g_hChannel
	mov	r0, r4	@  number
	mov	lr, pc
	bx	r6
	mov	r3, r4	@  number
	mov	r1, #2
	mov	r2, #13
	ldr	r0, .L89+44
	mov	lr, pc
	bx	r7
	ldrsh	r3, [sl, #26]	@  watashi.monster
	ldr	r2, .L89+24
	add	r1, r2, r3, asl #5
	ldrsh	r2, [r1, #20]	@  <variable>.hp
	cmp	r2, #0
	ldrne	r3, .L89+64
	movne	r1, #90	@ movhi
	strneh	r1, [r3, #0]	@ movhi 	@  enemydelay
	bne	.L22
	ldr	r3, .L89+68
	mov	r2, #1
	strb	r2, [r3, #0]	@  slay
	ldr	r3, .L89+8
	mov	r2, #90	@ movhi
	strh	r2, [r3, #0]	@ movhi 	@  delay
	ldr	r3, [sl, #20]	@  watashi.exp
	ldrsh	r2, [r1, #24]	@  <variable>.exp
	add	r3, r3, r2
	str	r3, [sl, #20]	@  watashi.exp
.L22:
	ldr	r2, .L89+8
	mov	r3, #90	@ movhi
	strh	r3, [r2, #0]	@ movhi 	@  delay
.L14:
	ldrb	r3, [r9, #4]	@ zero_extendqisi2
	tst	r3, #64
	beq	.L23
	ldr	r1, .L89+8
	ldrh	r0, [r1, #0]	@  number,  delay
	cmp	r0, #0	@  number
	bne	.L23
	ldr	r3, .L89+12
	ldrsh	r2, [r3, #0]	@  cursorpos
	cmp	r2, #1
	beq	.L80
.L23:
	ldr	r2, .L89+64
	ldrsh	r3, [r2, #0]	@  enemydelay
	cmp	r3, #0
	ldrh	r3, [r2, #0]	@  enemydelay
	beq	.L76
	sub	r3, r3, #1
	strh	r3, [r2, #0]	@ movhi 	@  enemydelay
	ldrsh	r3, [r2, #0]	@  number,  enemydelay
	cmp	r3, #0	@  number
	moveq	r8, r3	@  number,  number
	ldreq	r5, .L89+16
	moveq	r4, r3	@  x,  number
	beq	.L36
.L76:
	ldr	r2, .L89+72
.L34:
	ldrsh	r3, [r2, #0]	@  actiondelay
	cmp	r3, #0
	ldrh	r3, [r2, #0]	@  actiondelay
	beq	.L42
	sub	r3, r3, #1
	strh	r3, [r2, #0]	@ movhi 	@  actiondelay
	ldrsh	r2, [r2, #0]	@  actiondelay
	cmp	r2, #0
	bne	.L42
	ldr	r3, .L89+16
	ldrsh	r2, [r3, #12]	@  watashi.hp
	cmp	r2, #0
	beq	.L81
	ldr	r0, .L89+44
	mov	r1, #2
	mov	r2, #13
	ldr	r3, .L89+76
	ldr	ip, .L89+40
	mov	lr, pc
	bx	ip
.L42:
	ldr	r1, .L89+8
	ldrh	r6, [r1, #0]	@  delay
	cmp	r6, #1
	beq	.L82
.L45:
	ldrb	r3, [r9, #4]	@ zero_extendqisi2
	tst	r3, #8
	beq	.L59
	ldr	r1, .L89+8
	ldrh	r3, [r1, #0]	@  delay
	cmp	r3, #0
	beq	.L83
.L59:
	ldrb	r3, [r9, #4]	@ zero_extendqisi2
	tst	r3, #4
	beq	.L61
	ldr	r2, .L89+8
	ldrh	r5, [r2, #0]	@  delay
	cmp	r5, #0
	beq	.L84
.L61:
	ldr	r2, .L89+8
	ldrh	r3, [r2, #0]	@  delay
	subs	r4, r3, #0	@  number
	beq	.L63
	sub	r3, r3, #1
	mov	r0, #0	@  number
.L77:
	strh	r3, [r2, #0]	@ movhi 	@  delay
.L1:
	ldmea	fp, {r4, r5, r6, r7, r8, r9, sl, fp, sp, lr}
	bx	lr
.L63:
	ldr	r0, .L89+44
	mov	r1, #2
	mov	r2, #13
	ldr	r3, .L89+76
	ldr	ip, .L89+40
	mov	lr, pc
	bx	ip
	mov	r0, r4	@  number,  number
	b	.L1
.L84:
	ldr	r4, .L89+48
	ldr	r3, .L89+52
	ldr	r2, [r4, #0]	@  number,  g_hChannel
	ldr	r0, [r3, #192]	@  number,  samples
	mov	r1, #1
	ldr	r3, .L89+56
	mov	lr, pc
	bx	r3
	ldr	r6, .L89+12
	ldrsh	r2, [r6, #0]	@  cursorpos
	mov	ip, r0	@  number
	add	r2, r2, #7	@  number
	ldr	r0, .L89+44
	mov	r1, #2
	ldr	r3, .L89+80
	ldr	r7, .L89+40
	str	ip, [r4, #0]	@  number,  g_hChannel
	mov	lr, pc
	bx	r7
	ldrh	r3, [r6, #0]	@  cursorpos
	add	r3, r3, #1
	strh	r3, [r6, #0]	@ movhi 	@  cursorpos
	ldrsh	r2, [r6, #0]	@  cursorpos
	cmp	r2, #4
	ldrh	r2, [r6, #0]	@  cursorpos
	moveq	r2, r5
	mov	r2, r2, asl #16
	mov	r2, r2, asr #16
	mov	r1, #2
	ldr	r3, .L89+84
	streqh	r5, [r6, #0]	@ movhi 	@  cursorpos
	add	r2, r2, #7	@  number
	ldr	r0, .L89+44
	mov	lr, pc
	bx	r7
	ldr	r3, .L89+8
	mov	r1, #10	@ movhi
	strh	r1, [r3, #0]	@ movhi 	@  delay
	b	.L61
.L83:
	ldr	r4, .L89+48
	ldr	r3, .L89+52
	ldr	r2, [r4, #0]	@  number,  g_hChannel
	ldr	r0, [r3, #192]	@  number,  samples
	mov	r1, #1
	ldr	r3, .L89+56
	mov	lr, pc
	bx	r3
	ldr	r5, .L89+12
	ldrsh	r2, [r5, #0]	@  cursorpos
	mov	ip, r0	@  number
	add	r2, r2, #7	@  number
	ldr	r0, .L89+44
	mov	r1, #2
	ldr	r3, .L89+80
	ldr	r6, .L89+40
	str	ip, [r4, #0]	@  number,  g_hChannel
	mov	lr, pc
	bx	r6
	ldrh	r3, [r5, #0]	@  cursorpos
	sub	r3, r3, #1
	strh	r3, [r5, #0]	@ movhi 	@  cursorpos
	ldrsh	r2, [r5, #0]	@  cursorpos
	cmn	r2, #1
	ldrh	r2, [r5, #0]	@  cursorpos
	moveq	r2, #3	@ movhi
	streqh	r2, [r5, #0]	@ movhi 	@  cursorpos
	moveq	r2, #3
	mov	r2, r2, asl #16
	mov	r2, r2, asr #16
	mov	r1, #2
	ldr	r3, .L89+84
	add	r2, r2, #7	@  number
	ldr	r0, .L89+44
	mov	lr, pc
	bx	r6
	ldr	r3, .L89+8
	mov	r1, #10	@ movhi
	strh	r1, [r3, #0]	@ movhi 	@  delay
	b	.L59
.L82:
	ldr	r2, .L89+28
	ldrb	r3, [r2, #0]	@ zero_extendqisi2	@  hitthea
	cmp	r3, #0
	beq	.L45
	ldr	r1, .L89+88
	ldrb	r3, [r1, #0]	@ zero_extendqisi2	@  battlewonmusic
	cmp	r3, #0
	beq	.L85
	ldr	sl, .L89+68
	ldrb	r3, [sl, #0]	@ zero_extendqisi2	@  slay
	cmp	r3, #0
	bne	.L86
.L47:
	ldrb	r3, [r9, #4]	@ zero_extendqisi2
	ands	r0, r3, #64	@  number
	bne	.L49
	ldrb	r3, [sl, #0]	@ zero_extendqisi2	@  slay
	cmp	r3, #0
	bne	.L1
.L49:
	ldr	r5, .L89+16
	ldrsh	r3, [r5, #26]	@  watashi.monster
	cmp	r3, #10
	moveq	r0, #4	@  number
	beq	.L1
	ldrb	r3, [sl, #0]	@ zero_extendqisi2	@  slay
	cmp	r3, #0
	beq	.L51
	ldrsh	r2, [r5, #24]	@  watashi.level
	ldr	r3, .L89+92
	add	r3, r3, r2, asl #1
	ldrh	r1, [r3, #2]	@  exptable
	ldr	r2, [r5, #20]	@  watashi.exp
	cmp	r2, r1
	ldrh	r3, [r5, #24]	@  watashi.level
	bcs	.L87
.L51:
	mov	r0, #2
	mov	r1, #0
	ldr	r3, .L89+96
	mov	lr, pc
	bx	r3
	ldr	r6, .L89+100
	ldr	r5, .L89+104
	mov	r4, #0	@  x
.L57:
	mov	r1, #1
	ldrb	r0, [r6, r4]	@ zero_extendqisi2	@  number,  sprites
	add	r4, r4, r1	@  x,  x
	mov	lr, pc
	bx	r5
	cmp	r4, #118	@  x
	ble	.L57
	ldr	r3, .L89+12
	mov	r4, #0	@ movhi
	ldr	r0, .L89+44
	strh	r4, [r3, #0]	@ movhi 	@  cursorpos
	ldr	r2, .L89+108
	mov	lr, pc
	bx	r2
	ldr	r3, .L89+88
	ldr	r1, .L89+8
	strb	r4, [r3, #0]	@  battlewonmusic
	ldr	r3, .L89+28
	mov	r2, #20	@ movhi
	mov	r0, #1	@  number
	strh	r2, [r1, #0]	@ movhi 	@  delay
	strb	r4, [r3, #0]	@  hitthea
	strb	r4, [sl, #0]	@  slay
	b	.L1
.L87:
	add	r3, r3, #1
	strh	r3, [r5, #24]	@ movhi 	@  watashi.level
	sub	r4, fp, #68	@  number
	ldrsh	r2, [r5, #24]	@  number,  watashi.level
	ldr	r1, .L89+112
	ldr	r3, .L89+32
	mov	r0, r4	@  number
	mov	lr, pc
	bx	r3
	mov	r3, r4	@  number
	ldr	r0, .L89+44
	mov	r1, #2
	mov	r2, #14
	ldr	ip, .L89+40
	mov	lr, pc
	bx	ip
	ldrsh	r3, [r5, #24]	@  watashi.level
	ldrh	r2, [r5, #14]	@  watashi.maxhp
	mov	r3, r3, asl #1
	add	r2, r2, r3
	ldrh	r1, [r5, #18]	@  watashi.maxmp
	sub	r2, r2, #1
	strh	r2, [r5, #14]	@ movhi 	@  watashi.maxhp
	add	r1, r1, r3
	sub	r1, r1, #2
	ldr	r3, .L89+8
	ldrh	r2, [r5, #14]	@ movhi	@  watashi.maxhp
	strh	r1, [r5, #18]	@ movhi 	@  watashi.maxmp
	strh	r1, [r5, #16]	@ movhi 	@  watashi.mp
	mov	r0, #0	@  number
	mov	r1, #90	@ movhi
	strh	r1, [r3, #0]	@ movhi 	@  delay
	strh	r2, [r5, #12]	@ movhi 	@  watashi.hp
	b	.L1
.L86:
	ldr	r8, .L89+16
	ldr	r3, .L89+76
	ldr	r0, .L89+44
	mov	r1, #2
	mov	r2, #13
	ldr	r6, .L89+40
	mov	lr, pc
	bx	r6
	ldr	r4, .L89+24
	ldrsh	r3, [r8, #26]	@  watashi.monster
	sub	r5, fp, #68	@  number
	add	r3, r4, r3, asl #5
	ldrsh	r2, [r3, #24]	@  number,  <variable>.exp
	ldr	r1, .L89+116
	ldr	r7, .L89+32
	mov	r0, r5	@  number
	mov	lr, pc
	bx	r7
	mov	r3, r5	@  number
	ldr	r0, .L89+44
	mov	r1, #2
	mov	r2, #13
	mov	lr, pc
	bx	r6
	ldrsh	r3, [r8, #26]	@  watashi.monster
	add	r4, r4, r3, asl #5
	ldr	r2, [r4, #28]	@  number,  <variable>.name
	ldr	r1, .L89+120
	mov	r0, r5	@  number
	mov	lr, pc
	bx	r7
	mov	r3, r5	@  number
	ldr	r0, .L89+44
	mov	r1, #2
	mov	r2, #12
	mov	lr, pc
	bx	r6
	b	.L47
.L85:
	ldr	r5, .L89+100
	ldr	r4, .L89+124
	ldrb	r0, [r5, #120]	@ zero_extendqisi2	@  number,  sprites
	mov	lr, pc
	bx	r4
	ldrb	r0, [r5, #121]	@ zero_extendqisi2	@  number,  sprites
	mov	lr, pc
	bx	r4
	ldrb	r0, [r5, #122]	@ zero_extendqisi2	@  number,  sprites
	mov	lr, pc
	bx	r4
	ldrb	r0, [r5, #123]	@ zero_extendqisi2	@  number,  sprites
	mov	lr, pc
	bx	r4
	ldr	r2, .L89+88
	mov	r0, #2	@  number
	strb	r6, [r2, #0]	@  battlewonmusic
	b	.L1
.L81:
	ldr	r3, .L89+12
	strh	r2, [r3, #0]	@ movhi 	@  cursorpos
	ldr	r2, .L89+8
	mov	r0, #3	@  number
	mov	r3, #30	@ movhi
	b	.L77
.L36:
	ldr	r2, .L89+24
	ldrsh	r3, [r5, #26]	@  watashi.monster
	add	r3, r2, r3, asl #5
	ldrh	r2, [r3, #22]	@  <variable>.maxhp
	mov	r2, r2, asl #16
	mov	r3, r2, asr #31
	mov	r3, r3, lsr #29
	add	r3, r3, r2, asr #16
	mov	r3, r3, asr #3
	add	r3, r3, #1
	cmp	r4, r3	@  x
	add	r4, r4, #1	@  x,  x
	bge	.L88
	ldr	r0, .L89+20
	mov	lr, pc
	bx	r0
	ldr	r2, .L89+128
	umull	r1, r3, r2, r0	@  number
	mov	r3, r3, lsr #1
	add	r3, r3, r3, asl #1
	rsb	r0, r3, r0	@  number
	add	r0, r8, r0	@  number
	add	r0, r0, #1
	mov	r0, r0, asl #16
	mov	r8, r0, asr #16	@  number
	b	.L36
.L88:
	ldrh	r3, [r5, #12]	@  watashi.hp
	rsb	r3, r8, r3	@  number
	strh	r3, [r5, #12]	@ movhi 	@  watashi.hp
	ldrsh	r2, [r5, #12]	@  watashi.hp
	cmp	r2, #0
	movle	r3, #0	@ movhi
	strleh	r3, [r5, #12]	@ movhi 	@  watashi.hp
	ldr	sl, .L89+16
	sub	r4, fp, #68	@  number
	ldrsh	r2, [sl, #12]	@  number,  watashi.hp
	ldrsh	r3, [sl, #14]	@  number,  watashi.maxhp
	ldr	r1, .L89+36
	ldr	r7, .L89+32
	mov	r0, r4	@  number
	mov	lr, pc
	bx	r7
	mov	r1, #16
	mov	r2, r1
	mov	r3, r4	@  number
	ldr	r0, .L89+44
	ldr	r6, .L89+40
	mov	lr, pc
	bx	r6
	ldr	r5, .L89+48
	ldr	r3, .L89+52
	ldr	r2, [r5, #0]	@  number,  g_hChannel
	ldr	r0, [r3, #276]	@  number,  samples
	mov	r1, #1
	ldr	r3, .L89+56
	mov	lr, pc
	bx	r3
	ldrsh	r3, [sl, #26]	@  watashi.monster
	ldr	r1, .L89+24
	mov	ip, r0	@  number
	add	r3, r1, r3, asl #5
	ldr	r2, [r3, #28]	@  number,  <variable>.name
	ldr	r1, .L89+132
	mov	r3, r8	@  number
	str	ip, [r5, #0]	@  number,  g_hChannel
	mov	r0, r4	@  number
	mov	lr, pc
	bx	r7
	mov	r3, r4	@  number
	mov	r1, #2
	mov	r2, #13
	ldr	r0, .L89+44
	mov	lr, pc
	bx	r6
	ldr	r2, .L89+72
	ldr	r3, .L89+8
	mov	r1, #90	@ movhi
	strh	r1, [r3, #0]	@ movhi 	@  delay
	strh	r1, [r2, #0]	@ movhi 	@  actiondelay
	b	.L34
.L80:
	ldr	r5, .L89+16
	ldrsh	r3, [r5, #16]	@  watashi.mp
	cmp	r3, #2
	ldrh	r3, [r5, #16]	@  watashi.mp
	ble	.L24
	ldrsh	r2, [r5, #24]	@  watashi.level
	sub	r3, r3, #3
	cmp	r0, r2, asl #1	@  number
	mov	r8, r0	@  number,  number
	strh	r3, [r5, #16]	@ movhi 	@  watashi.mp
	mov	r4, r0	@  x,  number
	bge	.L69
	ldr	r6, .L89+20
.L29:
	mov	lr, pc
	bx	r6
	and	r0, r0, #1	@  number
	add	r0, r8, r0	@  number
	ldrsh	r3, [r5, #24]	@  watashi.level
	add	r0, r0, #1
	add	r4, r4, #1	@  x,  x
	mov	r0, r0, asl #16
	cmp	r4, r3, asl #1	@  x
	mov	r8, r0, asr #16	@  number
	blt	.L29
.L69:
	ldrsh	r3, [r5, #26]	@  watashi.monster
	ldr	r2, .L89+24
	add	r1, r2, r3, asl #5
	ldrh	r2, [r1, #20]	@  <variable>.hp
	rsb	r2, r8, r2	@  number
	strh	r2, [r1, #20]	@ movhi 	@  <variable>.hp
	ldrsh	r3, [r1, #20]	@  <variable>.hp
	cmp	r3, #0
	movle	r3, #0	@ movhi
	strleh	r3, [r1, #20]	@ movhi 	@  <variable>.hp
	ldrle	r3, .L89+28
	movle	r2, #1
	strleb	r2, [r3, #0]	@  hitthea
	sub	r4, fp, #68	@  number
	ldr	sl, .L89+16
	ldrsh	r3, [r1, #22]	@  number,  <variable>.maxhp
	ldrsh	r2, [r1, #20]	@  number,  <variable>.hp
	ldr	r5, .L89+32
	ldr	r1, .L89+36
	mov	r0, r4	@  number
	mov	lr, pc
	bx	r5
	ldr	r6, .L89+40
	ldr	r0, .L89+44
	mov	r1, #2
	mov	r2, #3
	mov	r3, r4	@  number
	mov	lr, pc
	bx	r6
	ldrsh	r2, [sl, #16]	@  number,  watashi.mp
	ldrsh	r3, [sl, #18]	@  number,  watashi.maxmp
	ldr	r1, .L89+136
	mov	r0, r4	@  number
	mov	lr, pc
	bx	r5
	mov	r3, r4	@  number
	ldr	r0, .L89+44
	mov	r1, #16
	mov	r2, #17
	mov	lr, pc
	bx	r6
	ldr	r7, .L89+48
	ldr	r3, .L89+52
	ldr	r2, [r7, #0]	@  number,  g_hChannel
	ldr	r0, [r3, #368]	@  number,  samples
	mov	r1, #1
	ldr	r3, .L89+56
	mov	lr, pc
	bx	r3
	ldrsh	r3, [sl, #26]	@  watashi.monster
	ldr	r1, .L89+24
	mov	ip, r0	@  number
	add	r3, r1, r3, asl #5
	ldr	r2, [r3, #28]	@  number,  <variable>.name
	ldr	r1, .L89+60
	mov	r3, r8	@  number
	str	ip, [r7, #0]	@  number,  g_hChannel
	mov	r0, r4	@  number
	mov	lr, pc
	bx	r5
	mov	r3, r4	@  number
	mov	r1, #2
	mov	r2, #13
	ldr	r0, .L89+44
	mov	lr, pc
	bx	r6
	ldrsh	r3, [sl, #26]	@  watashi.monster
	ldr	r2, .L89+24
	add	r1, r2, r3, asl #5
	ldrsh	r2, [r1, #20]	@  <variable>.hp
	cmp	r2, #0
	ldrne	r3, .L89+64
	movne	r1, #90	@ movhi
	strneh	r1, [r3, #0]	@ movhi 	@  enemydelay
	bne	.L32
	ldr	r3, .L89+68
	mov	r2, #1
	strb	r2, [r3, #0]	@  slay
	ldr	r3, .L89+8
	mov	r2, #90	@ movhi
	strh	r2, [r3, #0]	@ movhi 	@  delay
	ldr	r3, [sl, #20]	@  watashi.exp
	ldrsh	r2, [r1, #24]	@  <variable>.exp
	add	r3, r3, r2
	str	r3, [sl, #20]	@  watashi.exp
.L32:
	ldr	r2, .L89+8
	mov	r3, #90	@ movhi
	strh	r3, [r2, #0]	@ movhi 	@  delay
	b	.L23
.L24:
	mov	r1, #2
	ldr	r3, .L89+140
	ldr	r0, .L89+44
	mov	r2, #13
	ldr	ip, .L89+40
	mov	lr, pc
	bx	ip
	ldr	r3, .L89+8
	mov	r1, #90	@ movhi
	strh	r1, [r3, #0]	@ movhi 	@  delay
	b	.L23
.L79:
	ldr	r5, .L89+16
	ldrsh	r3, [r5, #16]	@  watashi.mp
	cmp	r3, #1
	ldrh	r3, [r5, #16]	@  watashi.mp
	ble	.L6
	ldrsh	r2, [r5, #24]	@  watashi.level
	sub	r3, r3, #2
	cmp	r0, r2	@  x
	mov	r4, r0	@  x,  x
	strh	r3, [r5, #16]	@ movhi 	@  watashi.mp
	mov	r7, #4	@  number
	bge	.L65
	ldr	r6, .L89+20
.L11:
	mov	lr, pc
	bx	r6
	ldr	r2, .L89+128
	umull	r1, r3, r2, r0	@  number
	mov	r3, r3, lsr #1
	add	r3, r3, r3, asl #1
	rsb	r0, r3, r0	@  number
	add	r0, r7, r0	@  number
	ldrsh	r3, [r5, #24]	@  watashi.level
	add	r0, r0, #1
	add	r4, r4, #1	@  x,  x
	mov	r0, r0, asl #16
	cmp	r4, r3	@  x
	mov	r7, r0, asr #16	@  number
	blt	.L11
.L65:
	ldrh	r3, [r5, #12]	@  watashi.hp
	add	r3, r7, r3	@  number
	strh	r3, [r5, #12]	@ movhi 	@  watashi.hp
	ldrsh	r2, [r5, #14]	@  watashi.maxhp
	ldrsh	r3, [r5, #12]	@  watashi.hp
	ldr	r8, .L89+16
	cmp	r3, r2
	ldrh	r3, [r5, #14]	@  watashi.maxhp
	sub	r4, fp, #68	@  number
	strgth	r3, [r5, #12]	@ movhi 	@  watashi.hp
	ldrsh	r2, [r8, #16]	@  number,  watashi.mp
	ldr	r5, .L89+32
	ldrsh	r3, [r8, #18]	@  number,  watashi.maxmp
	ldr	r1, .L89+136
	mov	r0, r4	@  number
	mov	lr, pc
	bx	r5
	ldr	r6, .L89+40
	mov	r3, r4	@  number
	ldr	r0, .L89+44
	mov	r1, #16
	mov	r2, #17
	mov	lr, pc
	bx	r6
	ldrsh	r3, [r8, #14]	@  number,  watashi.maxhp
	ldrsh	r2, [r8, #12]	@  number,  watashi.hp
	ldr	r1, .L89+36
	mov	r0, r4	@  number
	mov	lr, pc
	bx	r5
	mov	r1, #16
	mov	r3, r4	@  number
	mov	r2, r1
	ldr	r0, .L89+44
	mov	lr, pc
	bx	r6
	mov	r0, r4	@  number
	mov	r2, r7	@  number
	ldr	r1, .L89+144
	mov	lr, pc
	bx	r5
	mov	r3, r4	@  number
	ldr	r0, .L89+44
	mov	r1, #2
	mov	r2, #13
	mov	lr, pc
	bx	r6
	ldr	r4, .L89+48
	ldr	r3, .L89+52
	ldr	r2, [r4, #0]	@  number,  g_hChannel
	ldr	r0, [r3, #348]	@  number,  samples
	mov	r1, #1
	ldr	r3, .L89+56
	mov	lr, pc
	bx	r3
	ldr	r2, .L89+64
	ldr	r1, .L89+8
	mov	r3, #90	@ movhi
	str	r0, [r4, #0]	@  number,  g_hChannel
	strh	r3, [r2, #0]	@ movhi 	@  enemydelay
	strh	r3, [r1, #0]	@ movhi 	@  delay
	b	.L5
.L6:
	mov	r2, #13
	ldr	r3, .L89+140
	ldr	r0, .L89+44
	ldr	ip, .L89+40
	mov	lr, pc
	bx	ip
	ldr	r3, .L89+8
	mov	r2, #90	@ movhi
	strh	r2, [r3, #0]	@ movhi 	@  delay
	b	.L5
.L78:
	ldr	r6, .L89+20
	mov	lr, pc
	bx	r6
	tst	r0, #1	@  number
	bne	.L3
	ldr	r5, .L89+48
	ldr	r3, .L89+52
	ldr	r2, [r5, #0]	@  number,  g_hChannel
	ldr	r0, [r3, #340]	@  number,  samples
	mov	r1, #1
	ldr	r3, .L89+56
	mov	lr, pc
	bx	r3
	mov	r4, r0	@  number
	mov	r2, #13
	ldr	r3, .L89+148
	ldr	r0, .L89+44
	mov	r1, #2
	str	r4, [r5, #0]	@  number,  g_hChannel
	ldr	ip, .L89+40
	mov	lr, pc
	bx	ip
	ldr	r3, .L89+28
	mov	r2, #1
	strb	r2, [r3, #0]	@  hitthea
	ldr	r2, .L89+8
	mov	r3, #90	@ movhi
	strh	r3, [r2, #0]	@ movhi 	@  delay
	b	.L2
.L3:
	mov	r1, #2
	mov	r2, #13
	ldr	r3, .L89+152
	ldr	r0, .L89+44
	ldr	ip, .L89+40
	mov	lr, pc
	bx	ip
	ldr	r1, .L89+8
	ldr	r3, .L89+64
	mov	r2, #90	@ movhi
	strh	r2, [r1, #0]	@ movhi 	@  delay
	strh	r2, [r3, #0]	@ movhi 	@  enemydelay
	b	.L2
.L90:
	.align	2
.L89:
	.word	hel_Pad
	.word	hel_PadReadState
	.word	delay
	.word	cursorpos
	.word	watashi
	.word	_Z7genrandv
	.word	monsterlist
	.word	hitthea
	.word	sprintf
	.word	.LC3
	.word	hel_CustomTextPrint
	.word	g_TextInfo
	.word	g_hChannel
	.word	samples
	.word	kramPlay
	.word	.LC6
	.word	enemydelay
	.word	slay
	.word	actiondelay
	.word	.LC8
	.word	.LC12
	.word	.LC13
	.word	battlewonmusic
	.word	exptable
	.word	ham_SetBgVisible
	.word	sprites
	.word	ham_SetObjVisible
	.word	hel_CustomTextClear
	.word	.LC11
	.word	.LC9
	.word	.LC10
	.word	ham_DeleteObj
	.word	-1431655765
	.word	.LC7
	.word	.LC2
	.word	.LC5
	.word	.LC4
	.word	.LC0
	.word	.LC1
	.size	_Z8myBattlev, .-_Z8myBattlev
	.align	2
	.type	_Z41__static_initialization_and_destruction_0ii, %function
_Z41__static_initialization_and_destruction_0ii:
	@ Function supports interworking.
	@ args = 0, pretend = 0, frame = 0
	@ frame_needed = 1, uses_anonymous_args = 0
	mov	ip, sp
	stmfd	sp!, {r4, r5, r6, fp, ip, lr, pc}
	mov	r4, #65280
	add	r4, r4, #255
	cmp	r1, r4	@  __priority
	cmpeq	r0, #1	@  __initialize_p
	mov	r6, r0	@  __initialize_p
	sub	fp, ip, #4
	mov	r5, r1	@  __priority
	ldr	r0, .L96
	beq	.L94
.L92:
	cmp	r5, r4	@  __priority
	cmpeq	r6, #0	@  __initialize_p
	ldr	r0, .L96
	beq	.L95
.L91:
	ldmea	fp, {r4, r5, r6, fp, sp, lr}
	bx	lr
.L95:
	ldr	r3, .L96+4
	mov	lr, pc
	bx	r3
	b	.L91
.L94:
	ldr	r3, .L96+8
	mov	lr, pc
	bx	r3
	b	.L92
.L97:
	.align	2
.L96:
	.word	_ZSt8__ioinit
	.word	_ZNSt8ios_base4InitD1Ev
	.word	_ZNSt8ios_base4InitC1Ev
	.size	_Z41__static_initialization_and_destruction_0ii, .-_Z41__static_initialization_and_destruction_0ii
	.weak	_ZNSt15basic_streambufIcSt11char_traitsIcEE13_S_pback_sizeE
	.section	.gnu.linkonce.r._ZNSt15basic_streambufIcSt11char_traitsIcEE13_S_pback_sizeE,"a",%progbits
	.align	2
	.type	_ZNSt15basic_streambufIcSt11char_traitsIcEE13_S_pback_sizeE, %object
	.size	_ZNSt15basic_streambufIcSt11char_traitsIcEE13_S_pback_sizeE, 4
_ZNSt15basic_streambufIcSt11char_traitsIcEE13_S_pback_sizeE:
	.word	1
	.text
	.align	2
	.type	_GLOBAL__I_hitthea, %function
_GLOBAL__I_hitthea:
	@ Function supports interworking.
	@ args = 0, pretend = 0, frame = 0
	@ frame_needed = 0, uses_anonymous_args = 0
	@ link register save eliminated.
	mov	r1, #65280
	add	r1, r1, #255
	mov	r0, #1
	@ lr needed for prologue
	b	_Z41__static_initialization_and_destruction_0ii
	.size	_GLOBAL__I_hitthea, .-_GLOBAL__I_hitthea
	.section	.ctors,"aw",%progbits
	.align	2
	.word	_GLOBAL__I_hitthea
	.text
	.align	2
	.type	_GLOBAL__D_hitthea, %function
_GLOBAL__D_hitthea:
	@ Function supports interworking.
	@ args = 0, pretend = 0, frame = 0
	@ frame_needed = 0, uses_anonymous_args = 0
	@ link register save eliminated.
	mov	r1, #65280
	add	r1, r1, #255
	mov	r0, #0
	@ lr needed for prologue
	b	_Z41__static_initialization_and_destruction_0ii
	.size	_GLOBAL__D_hitthea, .-_GLOBAL__D_hitthea
	.section	.dtors,"aw",%progbits
	.align	2
	.word	_GLOBAL__D_hitthea
	.ident	"GCC: (GNU) 3.3.2"
