extern int TextQueue_AddEntry(int, int, int, int, int, int);
extern int Render_DrawFrame(int, int);
extern int Render_UpdateAll(int, int);
void Text_UpdateFromAnimation(int a) __attribute__((naked));
void Text_UpdateFromAnimation(int a)
{
  (void)a;
  __asm__ volatile(
  ".syntax unified\n"
  ".thumb\n"
  "push {r4, r5, r6, r7, lr}\n"
  "sub sp, #4\n"
  "adds r7, r0, #0\n"
  "movs r1, #128\n"
  "lsls r1, r1, #1\n"
  "adds r0, r7, r1\n"
  "ldr r0, [r0, #0]\n"
  "cmp r0, #0\n"
  "beq Lepi_%=\n"
  "ldr r3, [r0, #40]\n"
  "ldr r6, [r0, #48]\n"
  "ldr r2, [r0, #44]\n"
  "ldr r5, [r0, #52]\n"
  "movs r0, #130\n"
  "lsls r0, r0, #1\n"
  "adds r1, r7, r0\n"
  "ldr r0, [r1, #0]\n"
  "adds r0, r0, r2\n"
  "str r0, [r1, #0]\n"
  "movs r2, #132\n"
  "lsls r2, r2, #1\n"
  "adds r0, r7, r2\n"
  "ldr r4, [r0, #0]\n"
  "adds r4, r4, r5\n"
  "str r4, [r0, #0]\n"
  "ldr r0, [r1, #0]\n"
  "asrs r0, r0, #12\n"
  "movs r1, #15\n"
  "ands r0, r1\n"
  "asrs r4, r4, #12\n"
  "ands r4, r1\n"
  "lsls r0, r0, #5\n"
  "adds r3, r3, r0\n"
  "movs r5, #16\n"
  "str r5, [sp, #0]\n"
  "movs r0, #1\n"
  "movs r1, #0\n"
  "movs r2, #14\n"
  "bl TextQueue_AddEntry\n"
  "lsls r4, r4, #5\n"
  "adds r6, r6, r4\n"
  "str r5, [sp, #0]\n"
  "movs r0, #1\n"
  "movs r1, #0\n"
  "movs r2, #15\n"
  "adds r3, r6, #0\n"
  "bl TextQueue_AddEntry\n"
  "Lepi_%=:\n"
  "adds r4, r7, #0\n"
  "adds r4, #60\n"
  "adds r5, r4, #0\n"
  "movs r6, #5\n"
  "Ltop_%=:\n"
  "ldrb r0, [r5, #0]\n"
  "cmp r0, #0\n"
  "beq Lnext_%=\n"
  "movs r1, #16\n"
  "ldrsh r0, [r5, r1]\n"
  "cmp r0, #0\n"
  "beq Ldraw_%=\n"
  "cmp r0, #1\n"
  "beq Lupd_%=\n"
  "b Lnext_%=\n"
  "Ldraw_%=:\n"
  "adds r0, r7, #0\n"
  "adds r1, r4, #0\n"
  "bl Render_DrawFrame\n"
  "b Lnext_%=\n"
  "Lupd_%=:\n"
  "adds r0, r7, #0\n"
  "adds r1, r4, #0\n"
  "bl Render_UpdateAll\n"
  "Lnext_%=:\n"
  "adds r5, #32\n"
  "adds r4, #32\n"
  "subs r6, #1\n"
  "cmp r6, #0\n"
  "bge Ltop_%=\n"
  "add sp, #4\n"
  "pop {r4, r5, r6, r7}\n"
  "pop {r0}\n"
  "bx r0\n"
  ::: "r0","r1","r2","r3","r4","r5","r6","r7","memory");
}
