#define NULL ((void *)0)
typedef unsigned long size_t; // Customize by platform.
typedef long intptr_t;
typedef unsigned long uintptr_t;
typedef long scalar_t__; // Either arithmetic or pointer type.
/* By default, we understand bool (as a convenience). */
typedef int bool;
#define false 0
#define true 1

/* Forward declarations */

/* Type definitions */

/* Variables and functions */
int /*<<< orphan*/ Game(char const **);
int /*<<< orphan*/ free(char const **);
scalar_t__ malloc(int);
int SDL_main(int argc, const char **argv) {
  const char **gameArgs = (const char **)malloc(sizeof(char *) * 11);
  gameArgs[0] = "0";
  gameArgs[1] = "1024";
  gameArgs[2] = "768";
  gameArgs[3] = "0";
  gameArgs[4] = "en.txt";
  gameArgs[5] = "wrapper";
  gameArgs[6] = "1";
  gameArgs[7] = "1";
  gameArgs[8] = "1";
  gameArgs[9] = "0.0";
  gameArgs[10] = "Save.hws";
  Game(gameArgs);
  free(gameArgs);
  return 0;
}


x86 assembly (clang, -O0):
<SDL_main>:
push   %rbp
mov    %rsp,%rbp
sub    $0x20,%rsp
mov    %edi,-0x4(%rbp)
mov    %rsi,-0x10(%rbp)
mov    $0x58,%edi
call   1040 <malloc@plt>
mov    %rax,-0x18(%rbp)
mov    -0x18(%rbp),%rax
lea    0xec4(%rip),%rcx
mov    %rcx,(%rax)
mov    -0x18(%rbp),%rax
lea    0xe9a(%rip),%rcx
mov    %rcx,0x8(%rax)
mov    -0x18(%rbp),%rax
lea    0xe90(%rip),%rcx
mov    %rcx,0x10(%rax)
mov    -0x18(%rbp),%rax
lea    0xe98(%rip),%rcx
mov    %rcx,0x18(%rax)
mov    -0x18(%rbp),%rax
lea    0xe76(%rip),%rcx
mov    %rcx,0x20(%rax)
mov    -0x18(%rbp),%rax
lea    0xe6e(%rip),%rcx
mov    %rcx,0x28(%rax)
mov    -0x18(%rbp),%rax
lea    0xe67(%rip),%rcx
mov    %rcx,0x30(%rax)
mov    -0x18(%rbp),%rax
lea    0xe58(%rip),%rcx
mov    %rcx,0x38(%rax)
mov    -0x18(%rbp),%rax
lea    0xe49(%rip),%rcx
mov    %rcx,0x40(%rax)
mov    -0x18(%rbp),%rax
lea    0xe3c(%rip),%rcx
mov    %rcx,0x48(%rax)
mov    -0x18(%rbp),%rax
lea    0xe31(%rip),%rcx
mov    %rcx,0x50(%rax)
mov    -0x18(%rbp),%rdi
call   1050 <Game@plt>
mov    -0x18(%rbp),%rdi
call   1030 <free@plt>
xor    %eax,%eax
add    $0x20,%rsp
pop    %rbp
ret

x86 assembly (clang, -O2):
<SDL_main>:
push   %rbx
mov    $0x58,%edi
call   1040 <malloc@plt>
mov    %rax,%rbx
lea    0xed7(%rip),%rax
mov    %rax,(%rbx)
lea    0xeb1(%rip),%rcx
mov    %rcx,0x8(%rbx)
lea    0xeab(%rip),%rcx
mov    %rcx,0x10(%rbx)
mov    %rax,0x18(%rbx)
lea    0xea0(%rip),%rax
mov    %rax,0x20(%rbx)
lea    0xe9c(%rip),%rax
mov    %rax,0x28(%rbx)
lea    0xe99(%rip),%rax
mov    %rax,0x30(%rbx)
mov    %rax,0x38(%rbx)
mov    %rax,0x40(%rbx)
lea    0xe88(%rip),%rax
mov    %rax,0x48(%rbx)
lea    0xe81(%rip),%rax
mov    %rax,0x50(%rbx)
mov    %rbx,%rdi
call   1050 <Game@plt>
mov    %rbx,%rdi
call   1030 <free@plt>
xor    %eax,%eax
pop    %rbx
ret

LLVM IR (-O0):
@.str = [2 x i8] c"0\00"
@.str.1 = [5 x i8] c"1024\00"
@.str.2 = [4 x i8] c"768\00"
@.str.3 = [7 x i8] c"en.txt\00"
@.str.4 = [8 x i8] c"wrapper\00"
@.str.5 = [2 x i8] c"1\00"
@.str.6 = [4 x i8] c"0.0\00"
@.str.7 = [9 x i8] c"Save.hws\00"
define i32 @SDL_main(i32 %0, i8** %1) {
%3 = alloca i32
%4 = alloca i8**
%5 = alloca i8**
store i32 %0, i32* %3
store i8** %1, i8*** %4
%6 = call i64 @malloc(i32 88)
%7 = inttoptr i64 %6 to i8**
store i8** %7, i8*** %5
%8 = load i8**, i8*** %5
%9 = getelementptr inbounds i8*, i8** %8, i64 0
store i8* getelementptr inbounds ([2 x i8], [2 x i8]* @.str, i64 0, i64 0), i8** %9
%10 = load i8**, i8*** %5
%11 = getelementptr inbounds i8*, i8** %10, i64 1
store i8* getelementptr inbounds ([5 x i8], [5 x i8]* @.str.1, i64 0, i64 0), i8** %11
%12 = load i8**, i8*** %5
%13 = getelementptr inbounds i8*, i8** %12, i64 2
store i8* getelementptr inbounds ([4 x i8], [4 x i8]* @.str.2, i64 0, i64 0), i8** %13
%14 = load i8**, i8*** %5
%15 = getelementptr inbounds i8*, i8** %14, i64 3
store i8* getelementptr inbounds ([2 x i8], [2 x i8]* @.str, i64 0, i64 0), i8** %15
%16 = load i8**, i8*** %5
%17 = getelementptr inbounds i8*, i8** %16, i64 4
store i8* getelementptr inbounds ([7 x i8], [7 x i8]* @.str.3, i64 0, i64 0), i8** %17
%18 = load i8**, i8*** %5
%19 = getelementptr inbounds i8*, i8** %18, i64 5
store i8* getelementptr inbounds ([8 x i8], [8 x i8]* @.str.4, i64 0, i64 0), i8** %19
%20 = load i8**, i8*** %5
%21 = getelementptr inbounds i8*, i8** %20, i64 6
store i8* getelementptr inbounds ([2 x i8], [2 x i8]* @.str.5, i64 0, i64 0), i8** %21
%22 = load i8**, i8*** %5
%23 = getelementptr inbounds i8*, i8** %22, i64 7
store i8* getelementptr inbounds ([2 x i8], [2 x i8]* @.str.5, i64 0, i64 0), i8** %23
%24 = load i8**, i8*** %5
%25 = getelementptr inbounds i8*, i8** %24, i64 8
store i8* getelementptr inbounds ([2 x i8], [2 x i8]* @.str.5, i64 0, i64 0), i8** %25
%26 = load i8**, i8*** %5
%27 = getelementptr inbounds i8*, i8** %26, i64 9
store i8* getelementptr inbounds ([4 x i8], [4 x i8]* @.str.6, i64 0, i64 0), i8** %27
%28 = load i8**, i8*** %5
%29 = getelementptr inbounds i8*, i8** %28, i64 10
store i8* getelementptr inbounds ([9 x i8], [9 x i8]* @.str.7, i64 0, i64 0), i8** %29
%30 = load i8**, i8*** %5
%31 = call i32 @Game(i8** %30)
%32 = load i8**, i8*** %5
%33 = call i32 @free(i8** %32)
ret i32 0
}

LLVM IR (-O2):
@.str = [2 x i8] c"0\00"
@.str.1 = [5 x i8] c"1024\00"
@.str.2 = [4 x i8] c"768\00"
@.str.3 = [7 x i8] c"en.txt\00"
@.str.4 = [8 x i8] c"wrapper\00"
@.str.5 = [2 x i8] c"1\00"
@.str.6 = [4 x i8] c"0.0\00"
@.str.7 = [9 x i8] c"Save.hws\00"
define i32 @SDL_main(i32 %0, i8** nocapture readnone %1) {
%3 = tail call i64 @malloc(i32 88)
%4 = inttoptr i64 %3 to i8**
store i8* getelementptr inbounds ([2 x i8], [2 x i8]* @.str, i64 0, i64 0), i8** %4
%5 = getelementptr inbounds i8*, i8** %4, i64 1
store i8* getelementptr inbounds ([5 x i8], [5 x i8]* @.str.1, i64 0, i64 0), i8** %5
%6 = getelementptr inbounds i8*, i8** %4, i64 2
store i8* getelementptr inbounds ([4 x i8], [4 x i8]* @.str.2, i64 0, i64 0), i8** %6
%7 = getelementptr inbounds i8*, i8** %4, i64 3
store i8* getelementptr inbounds ([2 x i8], [2 x i8]* @.str, i64 0, i64 0), i8** %7
%8 = getelementptr inbounds i8*, i8** %4, i64 4
store i8* getelementptr inbounds ([7 x i8], [7 x i8]* @.str.3, i64 0, i64 0), i8** %8
%9 = getelementptr inbounds i8*, i8** %4, i64 5
store i8* getelementptr inbounds ([8 x i8], [8 x i8]* @.str.4, i64 0, i64 0), i8** %9
%10 = getelementptr inbounds i8*, i8** %4, i64 6
store i8* getelementptr inbounds ([2 x i8], [2 x i8]* @.str.5, i64 0, i64 0), i8** %10
%11 = getelementptr inbounds i8*, i8** %4, i64 7
store i8* getelementptr inbounds ([2 x i8], [2 x i8]* @.str.5, i64 0, i64 0), i8** %11
%12 = getelementptr inbounds i8*, i8** %4, i64 8
store i8* getelementptr inbounds ([2 x i8], [2 x i8]* @.str.5, i64 0, i64 0), i8** %12
%13 = getelementptr inbounds i8*, i8** %4, i64 9
store i8* getelementptr inbounds ([4 x i8], [4 x i8]* @.str.6, i64 0, i64 0), i8** %13
%14 = getelementptr inbounds i8*, i8** %4, i64 10
store i8* getelementptr inbounds ([9 x i8], [9 x i8]* @.str.7, i64 0, i64 0), i8** %14
%15 = tail call i32 @Game(i8** %4)
%16 = tail call i32 @free(i8** %4)
ret i32 0
}