	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_SceneRenderActors_b            ## -- Begin function SceneRenderActors_b
	.p2align	4, 0x90
_SceneRenderActors_b:                   ## @SceneRenderActors_b
	.cfi_startproc
## %bb.0:
	pushq	%rbp
	.cfi_def_cfa_offset 16
	.cfi_offset %rbp, -16
	movq	%rsp, %rbp
	.cfi_def_cfa_register %rbp
	pushq	%r15
	pushq	%r14
	pushq	%r13
	pushq	%r12
	pushq	%rbx
	pushq	%rax
	.cfi_offset %rbx, -56
	.cfi_offset %r12, -48
	.cfi_offset %r13, -40
	.cfi_offset %r14, -32
	.cfi_offset %r15, -24
	movq	_IS_FRAME_9@GOTPCREL(%rip), %rax
	cmpq	$0, (%rax)
	movq	_scene_num_actors@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	je	LBB0_7
## %bb.1:
	testq	%rax, %rax
	je	LBB0_16
## %bb.2:
	movq	_actors@GOTPCREL(%rip), %rax
	movq	(%rax), %r13
	xorl	%r14d, %r14d
	jmp	LBB0_3
	.p2align	4, 0x90
LBB0_5:                                 ##   in Loop: Header=BB0_3 Depth=1
	movq	%r15, %rdi
	movq	%r12, %rsi
	callq	_set_sprite_tile
	incq	%r15
LBB0_6:                                 ##   in Loop: Header=BB0_3 Depth=1
	addq	$2, %r12
	movq	%r15, %rdi
	movq	%r12, %rsi
	callq	_set_sprite_tile
	addq	$32, %r13
	incq	%r14
	movq	_scene_num_actors@GOTPCREL(%rip), %rax
	cmpq	(%rax), %r14
	je	LBB0_8
LBB0_3:                                 ## =>This Inner Loop Header: Depth=1
	movq	%r14, %rdi
	callq	_MUL_2
	movq	%rax, %r15
	movq	_ACTOR_SPRITE_OFFSET@GOTPCREL(%rip), %rax
	addq	(%rax), %r15
	movq	%r13, %rdi
	callq	_ACTOR_SPRITE
	movq	%rax, %rbx
	movq	%r13, %rdi
	callq	_ACTOR_FRAME
	addq	%rax, %rbx
	movq	%r13, %rdi
	callq	_ACTOR_FRAME_OFFSET
	addq	%rax, %rbx
	movq	%rbx, %rdi
	callq	_MUL_4
	movq	%rax, %r12
	movq	%r13, %rdi
	callq	_ACTOR_FLIP
	testq	%rax, %rax
	je	LBB0_5
## %bb.4:                               ##   in Loop: Header=BB0_3 Depth=1
	leaq	1(%r15), %rdi
	movq	%r12, %rsi
	callq	_set_sprite_tile
	jmp	LBB0_6
LBB0_7:
	testq	%rax, %rax
	je	LBB0_16
LBB0_8:
	movq	_actors@GOTPCREL(%rip), %rax
	movq	(%rax), %r15
	xorl	%r14d, %r14d
	jmp	LBB0_9
	.p2align	4, 0x90
LBB0_14:                                ##   in Loop: Header=BB0_9 Depth=1
	movq	%rbx, %rdi
	xorl	%esi, %esi
	xorl	%edx, %edx
	callq	_move_sprite
	incq	%rbx
	movq	%rbx, %rdi
	xorl	%esi, %esi
	xorl	%edx, %edx
LBB0_15:                                ##   in Loop: Header=BB0_9 Depth=1
	callq	_move_sprite
	addq	$32, %r15
	incq	%r14
	movq	_scene_num_actors@GOTPCREL(%rip), %rax
	cmpq	(%rax), %r14
	je	LBB0_16
LBB0_9:                                 ## =>This Inner Loop Header: Depth=1
	movq	%r14, %rdi
	callq	_MUL_2
	movq	%rax, %rbx
	movq	_ACTOR_SPRITE_OFFSET@GOTPCREL(%rip), %rax
	addq	(%rax), %rbx
	movq	%r15, %rdi
	callq	_ACTOR_X
	movq	%rax, %r12
	movq	_SCX_REG@GOTPCREL(%rip), %rax
	subq	(%rax), %r12
	movq	%r15, %rdi
	callq	_ACTOR_Y
	movq	%rax, %r13
	movq	_SCY_REG@GOTPCREL(%rip), %rax
	subq	(%rax), %r13
	movq	%r15, %rdi
	callq	_ACTOR_ENABLED
	testq	%rax, %rax
	je	LBB0_14
## %bb.10:                              ##   in Loop: Header=BB0_9 Depth=1
	movq	_win_pos_y@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	movq	_MENU_CLOSED_Y@GOTPCREL(%rip), %rcx
	cmpq	(%rcx), %rax
	je	LBB0_13
## %bb.11:                              ##   in Loop: Header=BB0_9 Depth=1
	addq	$16, %rax
	cmpq	%rax, %r13
	jl	LBB0_13
## %bb.12:                              ##   in Loop: Header=BB0_9 Depth=1
	movq	_win_pos_x@GOTPCREL(%rip), %rax
	movq	(%rax), %rax
	addq	$8, %rax
	cmpq	%rax, %r12
	jge	LBB0_14
LBB0_13:                                ##   in Loop: Header=BB0_9 Depth=1
	movq	%rbx, %rdi
	movq	%r12, %rsi
	movq	%r13, %rdx
	callq	_move_sprite
	incq	%rbx
	addq	$8, %r12
	movq	%rbx, %rdi
	movq	%r12, %rsi
	movq	%r13, %rdx
	jmp	LBB0_15
LBB0_16:
	addq	$8, %rsp
	popq	%rbx
	popq	%r12
	popq	%r13
	popq	%r14
	popq	%r15
	popq	%rbp
	retq
	.cfi_endproc
                                        ## -- End function
	.comm	_IS_FRAME_9,8,3                 ## @IS_FRAME_9
	.comm	_actors,8,3                     ## @actors
	.comm	_scene_num_actors,8,3           ## @scene_num_actors
	.comm	_ACTOR_SPRITE_OFFSET,8,3        ## @ACTOR_SPRITE_OFFSET
	.comm	_SCX_REG,8,3                    ## @SCX_REG
	.comm	_SCY_REG,8,3                    ## @SCY_REG
	.comm	_win_pos_y,8,3                  ## @win_pos_y
	.comm	_MENU_CLOSED_Y,8,3              ## @MENU_CLOSED_Y
	.comm	_win_pos_x,8,3                  ## @win_pos_x
.subsections_via_symbols

	.section	__TEXT,__text,regular,pure_instructions
	.build_version macos, 13, 0	sdk_version 13, 3
	.globl	_SceneRenderActors_b            ; -- Begin function SceneRenderActors_b
	.p2align	2
_SceneRenderActors_b:                   ; @SceneRenderActors_b
	.cfi_startproc
; %bb.0:
	stp	x28, x27, [sp, #-96]!           ; 16-byte Folded Spill
	.cfi_def_cfa_offset 96
	stp	x26, x25, [sp, #16]             ; 16-byte Folded Spill
	stp	x24, x23, [sp, #32]             ; 16-byte Folded Spill
	stp	x22, x21, [sp, #48]             ; 16-byte Folded Spill
	stp	x20, x19, [sp, #64]             ; 16-byte Folded Spill
	stp	x29, x30, [sp, #80]             ; 16-byte Folded Spill
	add	x29, sp, #80
	.cfi_def_cfa w29, 16
	.cfi_offset w30, -8
	.cfi_offset w29, -16
	.cfi_offset w19, -24
	.cfi_offset w20, -32
	.cfi_offset w21, -40
	.cfi_offset w22, -48
	.cfi_offset w23, -56
	.cfi_offset w24, -64
	.cfi_offset w25, -72
	.cfi_offset w26, -80
	.cfi_offset w27, -88
	.cfi_offset w28, -96
Lloh0:
	adrp	x8, _IS_FRAME_9@GOTPAGE
Lloh1:
	ldr	x8, [x8, _IS_FRAME_9@GOTPAGEOFF]
Lloh2:
	adrp	x25, _scene_num_actors@GOTPAGE
Lloh3:
	ldr	x25, [x25, _scene_num_actors@GOTPAGEOFF]
Lloh4:
	ldr	x9, [x8]
	ldr	x8, [x25]
Lloh5:
	adrp	x23, _actors@GOTPAGE
Lloh6:
	ldr	x23, [x23, _actors@GOTPAGEOFF]
	cbz	x9, LBB0_7
; %bb.1:
	cbz	x8, LBB0_15
; %bb.2:
	mov	x19, #0
	ldr	x20, [x23]
	b	LBB0_5
LBB0_3:                                 ;   in Loop: Header=BB0_5 Depth=1
	mov	x0, x21
	mov	x1, x22
	bl	_set_sprite_tile
	add	x21, x21, #1
LBB0_4:                                 ;   in Loop: Header=BB0_5 Depth=1
	add	x1, x22, #2
	mov	x0, x21
	bl	_set_sprite_tile
	add	x20, x20, #32
	add	x19, x19, #1
	ldr	x8, [x25]
	cmp	x19, x8
	b.eq	LBB0_8
LBB0_5:                                 ; =>This Inner Loop Header: Depth=1
	mov	x0, x19
	bl	_MUL_2
Lloh7:
	adrp	x8, _ACTOR_SPRITE_OFFSET@GOTPAGE
Lloh8:
	ldr	x8, [x8, _ACTOR_SPRITE_OFFSET@GOTPAGEOFF]
Lloh9:
	ldr	x8, [x8]
	add	x21, x8, x0
	mov	x0, x20
	bl	_ACTOR_SPRITE
	mov	x22, x0
	mov	x0, x20
	bl	_ACTOR_FRAME
	add	x22, x0, x22
	mov	x0, x20
	bl	_ACTOR_FRAME_OFFSET
	add	x0, x22, x0
	bl	_MUL_4
	mov	x22, x0
	mov	x0, x20
	bl	_ACTOR_FLIP
	cbz	x0, LBB0_3
; %bb.6:                                ;   in Loop: Header=BB0_5 Depth=1
	add	x0, x21, #1
	mov	x1, x22
	bl	_set_sprite_tile
	b	LBB0_4
LBB0_7:
	cbz	x8, LBB0_15
LBB0_8:
	mov	x19, #0
	ldr	x20, [x23]
Lloh10:
	adrp	x27, _SCX_REG@GOTPAGE
Lloh11:
	ldr	x27, [x27, _SCX_REG@GOTPAGEOFF]
Lloh12:
	adrp	x28, _SCY_REG@GOTPAGE
Lloh13:
	ldr	x28, [x28, _SCY_REG@GOTPAGEOFF]
	b	LBB0_11
LBB0_9:                                 ;   in Loop: Header=BB0_11 Depth=1
	mov	x0, x21
	mov	x1, #0
	mov	x2, #0
	bl	_move_sprite
	add	x0, x21, #1
	mov	x1, #0
	mov	x2, #0
LBB0_10:                                ;   in Loop: Header=BB0_11 Depth=1
	bl	_move_sprite
	add	x20, x20, #32
	add	x19, x19, #1
	ldr	x8, [x25]
	cmp	x19, x8
	b.eq	LBB0_15
LBB0_11:                                ; =>This Inner Loop Header: Depth=1
	mov	x0, x19
	bl	_MUL_2
Lloh14:
	adrp	x8, _ACTOR_SPRITE_OFFSET@GOTPAGE
Lloh15:
	ldr	x8, [x8, _ACTOR_SPRITE_OFFSET@GOTPAGEOFF]
Lloh16:
	ldr	x8, [x8]
	add	x21, x8, x0
	mov	x0, x20
	bl	_ACTOR_X
	mov	x22, x0
	ldr	x23, [x27]
	mov	x0, x20
	bl	_ACTOR_Y
	mov	x24, x0
	ldr	x26, [x28]
	mov	x0, x20
	bl	_ACTOR_ENABLED
	cbz	x0, LBB0_9
; %bb.12:                               ;   in Loop: Header=BB0_11 Depth=1
	sub	x23, x22, x23
	sub	x22, x24, x26
Lloh17:
	adrp	x8, _win_pos_y@GOTPAGE
Lloh18:
	ldr	x8, [x8, _win_pos_y@GOTPAGEOFF]
Lloh19:
	ldr	x8, [x8]
Lloh20:
	adrp	x9, _MENU_CLOSED_Y@GOTPAGE
Lloh21:
	ldr	x9, [x9, _MENU_CLOSED_Y@GOTPAGEOFF]
Lloh22:
	ldr	x9, [x9]
	add	x10, x8, #16
	cmp	x8, x9
	ccmp	x22, x10, #8, ne
	b.lt	LBB0_14
; %bb.13:                               ;   in Loop: Header=BB0_11 Depth=1
Lloh23:
	adrp	x8, _win_pos_x@GOTPAGE
Lloh24:
	ldr	x8, [x8, _win_pos_x@GOTPAGEOFF]
Lloh25:
	ldr	x8, [x8]
	add	x8, x8, #8
	cmp	x23, x8
	b.ge	LBB0_9
LBB0_14:                                ;   in Loop: Header=BB0_11 Depth=1
	mov	x0, x21
	mov	x1, x23
	mov	x2, x22
	bl	_move_sprite
	add	x0, x21, #1
	add	x1, x23, #8
	mov	x2, x22
	b	LBB0_10
LBB0_15:
	ldp	x29, x30, [sp, #80]             ; 16-byte Folded Reload
	ldp	x20, x19, [sp, #64]             ; 16-byte Folded Reload
	ldp	x22, x21, [sp, #48]             ; 16-byte Folded Reload
	ldp	x24, x23, [sp, #32]             ; 16-byte Folded Reload
	ldp	x26, x25, [sp, #16]             ; 16-byte Folded Reload
	ldp	x28, x27, [sp], #96             ; 16-byte Folded Reload
	ret
	.loh AdrpLdrGot	Lloh5, Lloh6
	.loh AdrpLdrGot	Lloh2, Lloh3
	.loh AdrpLdrGotLdr	Lloh0, Lloh1, Lloh4
	.loh AdrpLdrGotLdr	Lloh7, Lloh8, Lloh9
	.loh AdrpLdrGot	Lloh12, Lloh13
	.loh AdrpLdrGot	Lloh10, Lloh11
	.loh AdrpLdrGotLdr	Lloh14, Lloh15, Lloh16
	.loh AdrpLdrGotLdr	Lloh20, Lloh21, Lloh22
	.loh AdrpLdrGotLdr	Lloh17, Lloh18, Lloh19
	.loh AdrpLdrGotLdr	Lloh23, Lloh24, Lloh25
	.cfi_endproc
                                        ; -- End function
	.comm	_IS_FRAME_9,8,3                 ; @IS_FRAME_9
	.comm	_actors,8,3                     ; @actors
	.comm	_scene_num_actors,8,3           ; @scene_num_actors
	.comm	_ACTOR_SPRITE_OFFSET,8,3        ; @ACTOR_SPRITE_OFFSET
	.comm	_SCX_REG,8,3                    ; @SCX_REG
	.comm	_SCY_REG,8,3                    ; @SCY_REG
	.comm	_win_pos_y,8,3                  ; @win_pos_y
	.comm	_MENU_CLOSED_Y,8,3              ; @MENU_CLOSED_Y
	.comm	_win_pos_x,8,3                  ; @win_pos_x
.subsections_via_symbols
