GPU Wiring Help?

I downloaded a code for pong, but I have absolutely NO clue how to wire it up. I’ve even edited the code a little to be black and to move some of the words.


dentrypoint 0,_draw; 

add #ball.x, 0.5; 
add #ball.y, 0.5; 
add #p1.x, 0.13; 
add #p1.y, 0.2; 
add #p2.x, 0.85 
add #p2.y, 0.5; 
add #wall.y, 0.15;
add #wall.x, 0.00;

alloc pa_int;
alloc pb_int;

alloc p1_temp_x1;
alloc p1_temp_y1;
alloc p1_temp_x2;
alloc p1_temp_y2;
alloc p1_launch_x;
alloc p1_launch_y;

alloc p2_temp_x1;
alloc p2_temp_y1;
alloc p2_temp_x2;
alloc p2_temp_y2;
alloc p2_launch_x;
alloc p2_launch_y;

alloc CPU;

alloc p2_black;
dexit; 

//////////////////////////////////

_draw: 

dcvxpipe 2; 
dclrscr bg_color; 

dmuldt eax,#d.x; 
add #ball.x,eax; 
dmuldt eax,#d.y; 
add #ball.y,eax; 


mov #p1_temp_x1, #p1.x; 
mov #p1_temp_x2, #p1.x;
mov #p1_temp_y1, #p1.y;
mov #p1_temp_y2, #p1.y;

sub #p1_temp_x1, 0.01;
add #p1_temp_x2, 0.02;
sub #p1_temp_y1, 0.02;
add #p1_temp_y2, 0.15;

mov #p2_temp_x1, #p2.x; 
mov #p2_temp_x2, #p2.x;
mov #p2_temp_y1, #p2.y;
mov #p2_temp_y2, #p2.y;

sub #p2_temp_x1, 0.01;
add #p2_temp_x2, 0.02;
sub #p2_temp_y1, 0.02;
add #p2_temp_y2, 0.15;

mov #p1_launch_x, #p1.x;
mov #p1_launch_y, #p1.y;
add #p1_launch_x, 0.02;
add #p1_launch_y, 0.07;

mov #p2_launch_x, #p2.x;
mov #p2_launch_y, #p2.y;
sub #p2_launch_x, 0.01;
add #p2_launch_y, 0.07;

mov #CPU, #ball.y;
sub #CPU, 0.08;


call P1x; 
call P2x;
call P1y;
call P2y;

cmp #ball.y,0.98; 
cge bounce.y; 
cmp #ball.y,0.15; 
cle bounce.y; 


cmp #ball.x,0.99; 
cge pa_win; 
cmp #ball.x,0.00; 
cle pb_win; 


dcolor ball_color; 
drectwh ball,ball_wh; 

dcolor ball_color; 
drectwh wall,wall_wh; 

dcolor p1_color; 
drectwh p1,p1_wh; 

dcolor p2_color; 
drectwh p2,p2_wh; 

dcolor text_color; 
dsetsize 14; 
dwrite pa_name_pos,pa_name; 
dwrite pb_name_pos,pb_name;
dwrite pa_score_pos,pa_score; 
dwrite pb_score_pos,pb_score;
dwritef pa_int_pos,#pa_int;
dwritef pb_int_pos,#pb_int; 
dsetsize 50;
dwrite pong_pos,pong;

dcolor chiss_color; 
dsetsize 20;
dwrite chiss_pos,chiss;





dexit; 



//////////////////////////////////

P1X:
cmp #ball.y, #p1_temp_y1
jle PadRet;
cmp #ball.y, #p1_temp_y2
jge PadRet;
cmp #ball.x, #p1_temp_x1
jle PadRet;
cmp #ball.x, #p1_temp_x2
jge PadRet;
call bounce.x;
ret



P2X:
cmp #ball.y, #p2_temp_y1;
jle PadRet;
cmp #ball.y, #p2_temp_y2;
jge PadRet;
cmp #ball.x, #p2_temp_x1;
jle PadRet;
cmp #ball.x, #p2_temp_x2;
jge PadRet;
je bounce.x;
ret




P1y:
cmp port3, 0;
je P1CPU;
mov #p1.y, port1;
ret

P2y:
cmp port4, 0;
je P2CPU;
mov #p2.y, port2;
ret

P1CPU:
mov #p1.y, #CPU;
ret

P2CPU:
mov #p2.y, #CPU;
ret



PadRet:
ret

pa_win: 
inc #pa_int; 
neg #d.x; 
mov #ball.x, #p2_launch_x; 
mov #ball.y, #p2_launch_y; 
ret

pb_win: 
inc #pb_int; 
neg #d.x; 
mov #ball.x, #p1_launch_x; 
mov #ball.y, #p1_launch_y; 
ret

bounce.x: 
neg #d.x; 
min #ball.x,0.99; 
max #ball.x,0.0; 
ret 


bounce.y: 
neg #d.y; 
min #ball.y,0.98; 
max #ball.y,0.15; 
ret 

bounce.xy: 
neg #d.x; 
min #ball.x,0.99; 
max #ball.x,0.0; 
neg #d.y; 
min #ball.y,0.98; 
max #ball.y,0.15; 
ret 





//////////////////////////////////

color ball_color,255,255,255; 
color bg_color,000,000,000; 

vector2f ball; 
vector2f ball_wh,0.01,0.02; 

vector2f d,3.14,1.5; 

vector2f p1; 
vector2f p2; 
vector2f p1_wh,0.02,0.15; 
vector2f p2_wh,0.02,0.15; 

vector2f wall;
vector2f wall_wh,1,0.01

color p1_color,255,255,255; 
color p2_color,255,255,255; 
color text_color, 255,255,255; 
color chiss_color, 255,255,255; 

vector2f pa_name_pos,0.05,0.05; 
vector2f pb_name_pos,0.8,0.05;
vector2f chiss_pos,0.260,0.165; 
vector2f pa_score_pos, 0.05, 0.1;
vector2f pb_score_pos, 0.80, 0.1;
vector2f pa_int_pos, 0.16, 0.1;
vector2f pb_int_pos, 0.91, 0.1;
vector2f pong_pos, 0.37, 0.03;

string pa_name,'Player 1'; 
string pb_name,'Player 2'; 
string chiss,'EDIT BY !MENTLEGEN!';
string pong, 'PONG';
string pa_score,'Score:'; 
string pb_score,'Score:';  

Any help would be appreciated.

http://www.facepunch.com/forums/16-Help-amp-Support - Post there, Little bit more help then posting in Garry’s mod Discussion.