pokecrystal/engine/rtc/reset_password.asm

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NASM
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_ResetClock:
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farcall BlankScreen
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ld b, SCGB_DIPLOMA
call GetSGBLayout
call LoadStandardFont
call LoadFontsExtra
ld de, MUSIC_MAIN_MENU
call PlayMusic
ld hl, .text_askreset
call PrintText
ld hl, .NoYes_MenuHeader
call CopyMenuHeader
call VerticalMenu
ret c
ld a, [wMenuCursorY]
cp $1
ret z
call ClockResetPassword
jr c, .wrongpassword
ld a, BANK(sRTCStatusFlags)
call GetSRAMBank
ld a, $80
ld [sRTCStatusFlags], a
call CloseSRAM
ld hl, .text_okay
call PrintText
ret
.wrongpassword
ld hl, .text_wrong
call PrintText
ret
.text_okay
; Password OK. Select CONTINUE & reset settings.
text_far UnknownText_0x1c55db
text_end
.text_wrong
; Wrong password!
text_far UnknownText_0x1c560b
text_end
.text_askreset
; Reset the clock?
text_far UnknownText_0x1c561c
text_end
.NoYes_MenuHeader:
db 0 ; flags
menu_coords 14, 7, SCREEN_WIDTH - 1, TEXTBOX_Y - 1
dw .NoYes_MenuData
db 1 ; default option
.NoYes_MenuData:
db STATICMENU_CURSOR | STATICMENU_NO_TOP_SPACING ; flags
db 2 ; items
db "NO@"
db "YES@"
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ClockResetPassword:
call .CalculatePassword
push de
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ld hl, wStringBuffer2
ld bc, 5
xor a
call ByteFill
ld a, $4
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ld [wStringBuffer2 + 5], a
ld hl, .pleaseenterpasswordtext
call PrintText
.loop
call .updateIDdisplay
.loop2
call JoyTextDelay
ldh a, [hJoyLast]
ld b, a
and A_BUTTON
jr nz, .confirm
ld a, b
and D_PAD
jr z, .loop2
call .dpadinput
ld c, 3
call DelayFrames
jr .loop
.confirm
call .ConvertDecIDToBytes
pop de
ld a, e
cp l
jr nz, .nope
ld a, d
cp h
jr nz, .nope
and a
ret
.nope
scf
ret
.pleaseenterpasswordtext
; Please enter the password.
text_far UnknownText_0x1c562e
text_end
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.updateIDdisplay
hlcoord 14, 15
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ld de, wStringBuffer2
ld c, 5
.loop3
ld a, [de]
add "0"
ld [hli], a
inc de
dec c
jr nz, .loop3
hlcoord 14, 16
ld bc, 5
ld a, " "
call ByteFill
hlcoord 14, 16
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ld a, [wStringBuffer2 + 5]
ld e, a
ld d, $0
add hl, de
ld [hl], "▲"
ret
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.dpadinput
ld a, b
and D_LEFT
jr nz, .left
ld a, b
and D_RIGHT
jr nz, .right
ld a, b
and D_UP
jr nz, .up
ld a, b
and D_DOWN
jr nz, .down
ret
.left
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ld a, [wStringBuffer2 + 5]
and a
ret z
dec a
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ld [wStringBuffer2 + 5], a
ret
.right
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ld a, [wStringBuffer2 + 5]
cp $4
ret z
inc a
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ld [wStringBuffer2 + 5], a
ret
.up
call .getcurrentdigit
ld a, [hl]
cp 9
jr z, .wraparound_up
inc a
ld [hl], a
ret
.wraparound_up
ld [hl], $0
ret
.down
call .getcurrentdigit
ld a, [hl]
and a
jr z, .wraparound_down
dec a
ld [hl], a
ret
.wraparound_down
ld [hl], 9
ret
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.getcurrentdigit
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ld a, [wStringBuffer2 + 5]
ld e, a
ld d, $0
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ld hl, wStringBuffer2
add hl, de
ret
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.ConvertDecIDToBytes:
ld hl, 0
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ld de, wStringBuffer2 + 4
ld bc, 1
call .ConvertToBytes
ld bc, 10
call .ConvertToBytes
ld bc, 100
call .ConvertToBytes
ld bc, 1000
call .ConvertToBytes
ld bc, 10000
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.ConvertToBytes:
ld a, [de]
dec de
push hl
ld hl, 0
call AddNTimes
ld c, l
ld b, h
pop hl
add hl, bc
ret
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.CalculatePassword:
ld a, BANK(sPlayerData)
call GetSRAMBank
ld de, 0
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ld hl, sPlayerData + (wPlayerID - wPlayerData)
ld c, $2
call .ComponentFromNumber
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ld hl, sPlayerData + (wPlayerName - wPlayerData)
ld c, NAME_LENGTH_JAPANESE - 1
call .ComponentFromString
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ld hl, sPlayerData + (wMoney - wPlayerData)
ld c, $3
call .ComponentFromNumber
call CloseSRAM
ret
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.ComponentFromNumber:
ld a, [hli]
add e
ld e, a
ld a, $0
adc d
ld d, a
dec c
jr nz, .ComponentFromNumber
ret
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.ComponentFromString:
ld a, [hli]
cp "@"
ret z
add e
ld e, a
ld a, $0
adc d
ld d, a
dec c
jr nz, .ComponentFromString
ret