int GameState_Setup(int s, int f) __attribute__((naked));
int GameState_Setup(int s, int f)
{
  (void)s; (void)f;
  __asm__ volatile(
  ".syntax unified\n"
  ".thumb\n"
  "push {r4, r5, r6, r7, lr}\n"
  "adds r5, r0, #0\n"
  "adds r7, r1, #0\n"
  "movs r1, #146\n"
  "lsls r1, r1, #6\n"
  "adds r0, r5, r1\n"
  "movs r1, #2\n"
  "bl Collectible_Animate\n"
  "ldr r2, .Lp0_%=\n"
  "adds r0, r5, r2\n"
  "movs r1, #2\n"
  "bl Render_DrawSpriteAt\n"
  "ldr r3, .Lp1_%=\n"
  "adds r4, r5, r3\n"
  "adds r0, r4, #0\n"
  "movs r1, #2\n"
  "bl Player_FreeState\n"
  "movs r1, #129\n"
  "lsls r1, r1, #2\n"
  "adds r0, r5, r1\n"
  "cmp r0, #0\n"
  "beq skip1_%=\n"
  "cmp r0, r4\n"
  "beq skip1_%=\n"
  "adds r6, r0, #0\n"
  "loop1_%=:\n"
  "ldr r2, .Lp2_%=\n"
  "adds r4, r4, r2\n"
  "ldr r1, [r4, #56]\n"
  "movs r3, #8\n"
  "ldrsh r0, [r1, r3]\n"
  "adds r0, r4, r0\n"
  "ldr r2, [r1, #12]\n"
  "movs r1, #0\n"
  "bl Math_Sqrt\n"
  "cmp r6, r4\n"
  "bne loop1_%=\n"
  "skip1_%=:\n"
  "movs r1, #208\n"
  "lsls r1, r1, #1\n"
  "adds r0, r5, r1\n"
  "movs r1, #2\n"
  "bl ObjectArray_ClearWithFree\n"
  "adds r2, r5, #0\n"
  "adds r2, #140\n"
  "adds r0, r5, #0\n"
  "adds r0, #88\n"
  "cmp r2, #0\n"
  "beq skip2_%=\n"
  "movs r3, #198\n"
  "lsls r3, r3, #1\n"
  "adds r1, r5, r3\n"
  "cmp r2, r1\n"
  "beq skip2_%=\n"
  "loop2_%=:\n"
  "subs r1, #16\n"
  "cmp r2, r1\n"
  "bne loop2_%=\n"
  "skip2_%=:\n"
  "movs r1, #2\n"
  "bl Float_IsInf\n"
  "movs r0, #1\n"
  "ands r0, r7\n"
  "cmp r0, #0\n"
  "beq ret_%=\n"
  "adds r0, r5, #0\n"
  "bl Mem_FreeAndChildren\n"
  "ret_%=:\n"
  "pop {r4, r5, r6, r7}\n"
  "pop {r0}\n"
  "bx r0\n"
  ".align 2\n"
  ".Lp0_%=: .word 0x22F4\n"
  ".Lp1_%=: .word 0x2284\n"
  ".Lp2_%=: .word 0xFFFFFEFC\n"
  ::: "r0","r1","r2","r3","r4","r5","r6","r7","memory");
}
