mirror of
				https://github.com/thornAvery/jep-hack.git
				synced 2025-11-04 21:01:01 +13:00 
			
		
		
		
	Simplify clock reset procedures
Taken from this tutorial. Makes it like GS, but down Down + B instead of Down + B + Select. Used this tutorial: https://github.com/pret/pokecrystal/wiki/simplify-the-clock-reset-procedure
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			@ -899,23 +899,22 @@ _SpaceSpaceColonText:: ; unreferenced
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	done
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_PasswordAskResetText::
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	text "Password OK."
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	line "Select CONTINUE &"
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	cont "reset settings."
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	text "Select CONTINUE &"
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	line "reset settings."
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	prompt
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_PasswordWrongText::
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	text "Wrong password!"
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	prompt
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;_PasswordWrongText::
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;	text "Wrong password!"
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;	prompt
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_PasswordAskResetClockText::
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	text "Reset the clock?"
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	done
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_PasswordAskEnterText::
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	text "Please enter the"
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	line "password."
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	done
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;_PasswordAskEnterText::
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;	text "Please enter the"
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;	line "password."
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;	done
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_ClearAllSaveDataText::
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	text "Clear all save"
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			@ -1195,35 +1195,38 @@ TitleScreenMain:
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	cp  D_UP + B_BUTTON + SELECT
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	jr z, .delete_save_data
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; To bring up the clock reset dialog:
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; Now uses the GS sequence, using Down + B
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; Used this tutorial: https://github.com/pret/pokecrystal/wiki/simplify-the-clock-reset-procedure
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; Hold Down + B + Select to initiate the sequence.
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; To bring up the clock reset dialog, press Down + B + Select.
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	ldh a, [hClockResetTrigger]
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	cp $34
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	jr z, .check_clock_reset
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	jr z, .reset_clock
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	ld a, [hl]
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	and D_DOWN + B_BUTTON + SELECT
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	cp  D_DOWN + B_BUTTON + SELECT
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	and D_DOWN + B_BUTTON
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	cp  D_DOWN + B_BUTTON
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	jr nz, .check_start
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	ld a, $34
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	ldh [hClockResetTrigger], a
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	jr .check_start
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; Keep Select pressed, and hold Left + Up.
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; Then let go of Select.
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.check_clock_reset
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	bit SELECT_F, [hl]
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	jr nz, .check_start
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; Removed for GS clock version 
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	xor a
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	ldh [hClockResetTrigger], a
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; X Keep Select pressed, and hold Left + Up.
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; X Then let go of Select.
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;.check_clock_reset
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;	bit SELECT_F, [hl]
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;	jr nz, .check_start
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	ld a, [hl]
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	and D_LEFT + D_UP
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	cp  D_LEFT + D_UP
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	jr z, .reset_clock
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;	xor a
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;	ldh [hClockResetTrigger], a
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;	ld a, [hl]
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;	and D_LEFT + D_UP
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;	cp  D_LEFT + D_UP
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;	jr z, .reset_clock
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; Press Start or A to start the game.
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.check_start
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			@ -1,3 +1,5 @@
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; Password stuff has been removed.
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; Done with this tutorial: https://github.com/pret/pokecrystal/wiki/simplify-the-clock-reset-procedure
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_ResetClock:
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	farcall BlankScreen
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	ld b, SCGB_DIPLOMA
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			@ -15,8 +17,8 @@ _ResetClock:
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	ld a, [wMenuCursorY]
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	cp 1
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	ret z
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	call ClockResetPassword
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	jr c, .wrongpassword
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	;call ClockResetPassword
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	;jr c, .wrongpassword
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	ld a, BANK(sRTCStatusFlags)
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	call OpenSRAM
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	ld a, $80
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			@ -26,18 +28,18 @@ _ResetClock:
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	call PrintText
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	ret
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.wrongpassword
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	ld hl, .PasswordWrongText
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	call PrintText
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	ret
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;.wrongpassword
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;	ld hl, .PasswordWrongText
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;	call PrintText
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;	ret
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.PasswordAskResetText:
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	text_far _PasswordAskResetText
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	text_end
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.PasswordWrongText:
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	text_far _PasswordWrongText
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	text_end
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;.PasswordWrongText:
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;	text_far _PasswordWrongText
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;	text_end
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.PasswordAskResetClockText:
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	text_far _PasswordAskResetClockText
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			@ -55,201 +57,201 @@ _ResetClock:
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	db "NO@"
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	db "YES@"
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ClockResetPassword:
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	call .CalculatePassword
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	push de
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	ld hl, wStringBuffer2
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	ld bc, 5
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	xor a
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	call ByteFill
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	ld a, 4
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	ld [wStringBuffer2 + 5], a
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	ld hl, .PasswordAskEnterText
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	call PrintText
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.loop
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	call .updateIDdisplay
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.loop2
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	call JoyTextDelay
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	ldh a, [hJoyLast]
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	ld b, a
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	and A_BUTTON
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	jr nz, .confirm
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	ld a, b
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	and D_PAD
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	jr z, .loop2
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	call .dpadinput
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	ld c, 3
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	call DelayFrames
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	jr .loop
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;ClockResetPassword:
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;	call .CalculatePassword
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;	push de
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;	ld hl, wStringBuffer2
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;	ld bc, 5
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;	xor a
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;	call ByteFill
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;	ld a, 4
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;	ld [wStringBuffer2 + 5], a
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;	ld hl, .PasswordAskEnterText
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;	call PrintText
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;.loop
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;	call .updateIDdisplay
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;.loop2
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;	call JoyTextDelay
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;	ldh a, [hJoyLast]
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;	ld b, a
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;	and A_BUTTON
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;	jr nz, .confirm
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;	ld a, b
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;	and D_PAD
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;	jr z, .loop2
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;	call .dpadinput
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;	ld c, 3
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;	call DelayFrames
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;	jr .loop
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.confirm
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	call .ConvertDecIDToBytes
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	pop de
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	ld a, e
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	cp l
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	jr nz, .nope
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	ld a, d
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	cp h
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	jr nz, .nope
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	and a
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	ret
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;.confirm
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;	call .ConvertDecIDToBytes
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;	pop de
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;	ld a, e
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;	cp l
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;	jr nz, .nope
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;	ld a, d
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;	cp h
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;	jr nz, .nope
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;	and a
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;	ret
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.nope
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	scf
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	ret
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;.nope
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;	scf
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;	ret
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.PasswordAskEnterText:
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	text_far _PasswordAskEnterText
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	text_end
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;.PasswordAskEnterText:
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;	text_far _PasswordAskEnterText
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;	text_end
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.updateIDdisplay
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	hlcoord 14, 15
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	ld de, wStringBuffer2
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	ld c, 5
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.loop3
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	ld a, [de]
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	add "0"
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	ld [hli], a
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	inc de
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	dec c
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	jr nz, .loop3
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	hlcoord 14, 16
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	ld bc, 5
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	ld a, " "
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	call ByteFill
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	hlcoord 14, 16
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	ld a, [wStringBuffer2 + 5]
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	ld e, a
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	ld d, 0
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	add hl, de
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	ld [hl], "▲"
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	ret
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;.updateIDdisplay
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;	hlcoord 14, 15
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;	ld de, wStringBuffer2
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;	ld c, 5
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;.loop3
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;	ld a, [de]
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;	add "0"
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;	ld [hli], a
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;	inc de
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;	dec c
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;	jr nz, .loop3
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;	hlcoord 14, 16
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;	ld bc, 5
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;	ld a, " "
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;	call ByteFill
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;	hlcoord 14, 16
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;	ld a, [wStringBuffer2 + 5]
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;	ld e, a
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;	ld d, 0
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;	add hl, de
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;	ld [hl], "▲"
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;	ret
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.dpadinput
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	ld a, b
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	and D_LEFT
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	jr nz, .left
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	ld a, b
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	and D_RIGHT
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	jr nz, .right
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	ld a, b
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	and D_UP
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	jr nz, .up
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	ld a, b
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	and D_DOWN
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	jr nz, .down
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	ret
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;.dpadinput
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;	ld a, b
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;	and D_LEFT
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;	jr nz, .left
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;	ld a, b
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;	and D_RIGHT
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;	jr nz, .right
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;	ld a, b
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;	and D_UP
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;	jr nz, .up
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;	ld a, b
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;	and D_DOWN
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;	jr nz, .down
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;	ret
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.left
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	ld a, [wStringBuffer2 + 5]
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	and a
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	ret z
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	dec a
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	ld [wStringBuffer2 + 5], a
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	ret
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;.left
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;	ld a, [wStringBuffer2 + 5]
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;	and a
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;	ret z
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;	dec a
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;	ld [wStringBuffer2 + 5], a
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;	ret
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.right
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	ld a, [wStringBuffer2 + 5]
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	cp 4
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	ret z
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	inc a
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	ld [wStringBuffer2 + 5], a
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	ret
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;.right
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;	ld a, [wStringBuffer2 + 5]
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;	cp 4
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;	ret z
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;	inc a
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;	ld [wStringBuffer2 + 5], a
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;	ret
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.up
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	call .getcurrentdigit
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	ld a, [hl]
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	cp 9
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	jr z, .wraparound_up
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	inc a
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	ld [hl], a
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	ret
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;.up
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;	call .getcurrentdigit
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;	ld a, [hl]
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;	cp 9
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;	jr z, .wraparound_up
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;	inc a
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;	ld [hl], a
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;	ret
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.wraparound_up
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	ld [hl], 0
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	ret
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;.wraparound_up
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;	ld [hl], 0
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;	ret
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.down
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	call .getcurrentdigit
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	ld a, [hl]
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	and a
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	jr z, .wraparound_down
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	dec a
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	ld [hl], a
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	ret
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;.down
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;	call .getcurrentdigit
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;	ld a, [hl]
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;	and a
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;	jr z, .wraparound_down
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;	dec a
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;	ld [hl], a
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;	ret
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.wraparound_down
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	ld [hl], 9
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	ret
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;.wraparound_down
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;	ld [hl], 9
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;	ret
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.getcurrentdigit
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	ld a, [wStringBuffer2 + 5]
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	ld e, a
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	ld d, 0
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	ld hl, wStringBuffer2
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	add hl, de
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	ret
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;.getcurrentdigit
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;	ld a, [wStringBuffer2 + 5]
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;	ld e, a
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;	ld d, 0
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;	ld hl, wStringBuffer2
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;	add hl, de
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;	ret
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.ConvertDecIDToBytes:
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	ld hl, 0
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	ld de, wStringBuffer2 + 4
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	ld bc, 1
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	call .ConvertToBytes
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	ld bc, 10
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	call .ConvertToBytes
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	ld bc, 100
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	call .ConvertToBytes
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	ld bc, 1000
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	call .ConvertToBytes
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	ld bc, 10000
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.ConvertToBytes:
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	ld a, [de]
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	dec de
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	push hl
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	ld hl, 0
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	call AddNTimes
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	ld c, l
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	ld b, h
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	pop hl
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	add hl, bc
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	ret
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;.ConvertDecIDToBytes:
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;	ld hl, 0
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;	ld de, wStringBuffer2 + 4
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;	ld bc, 1
 | 
			
		||||
;	call .ConvertToBytes
 | 
			
		||||
;	ld bc, 10
 | 
			
		||||
;	call .ConvertToBytes
 | 
			
		||||
;	ld bc, 100
 | 
			
		||||
;	call .ConvertToBytes
 | 
			
		||||
;	ld bc, 1000
 | 
			
		||||
;	call .ConvertToBytes
 | 
			
		||||
;	ld bc, 10000
 | 
			
		||||
;.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
 | 
			
		||||
 | 
			
		||||
.CalculatePassword:
 | 
			
		||||
	ld a, BANK(sPlayerData)
 | 
			
		||||
	call OpenSRAM
 | 
			
		||||
	ld de, 0
 | 
			
		||||
	ld hl, sPlayerData + (wPlayerID - wPlayerData)
 | 
			
		||||
	ld c, 2
 | 
			
		||||
	call .ComponentFromNumber
 | 
			
		||||
	ld hl, sPlayerData + (wPlayerName - wPlayerData)
 | 
			
		||||
	ld c, NAME_LENGTH_JAPANESE - 1
 | 
			
		||||
	call .ComponentFromString
 | 
			
		||||
	ld hl, sPlayerData + (wMoney - wPlayerData)
 | 
			
		||||
	ld c, 3
 | 
			
		||||
	call .ComponentFromNumber
 | 
			
		||||
	call CloseSRAM
 | 
			
		||||
	ret
 | 
			
		||||
;.CalculatePassword:
 | 
			
		||||
;	ld a, BANK(sPlayerData)
 | 
			
		||||
;	call OpenSRAM
 | 
			
		||||
;	ld de, 0
 | 
			
		||||
;	ld hl, sPlayerData + (wPlayerID - wPlayerData)
 | 
			
		||||
;	ld c, 2
 | 
			
		||||
;	call .ComponentFromNumber
 | 
			
		||||
;	ld hl, sPlayerData + (wPlayerName - wPlayerData)
 | 
			
		||||
;	ld c, NAME_LENGTH_JAPANESE - 1
 | 
			
		||||
;	call .ComponentFromString
 | 
			
		||||
;	ld hl, sPlayerData + (wMoney - wPlayerData)
 | 
			
		||||
;	ld c, 3
 | 
			
		||||
;	call .ComponentFromNumber
 | 
			
		||||
;	call CloseSRAM
 | 
			
		||||
;	ret
 | 
			
		||||
 | 
			
		||||
.ComponentFromNumber:
 | 
			
		||||
	ld a, [hli]
 | 
			
		||||
	add e
 | 
			
		||||
	ld e, a
 | 
			
		||||
	ld a, 0
 | 
			
		||||
	adc d
 | 
			
		||||
	ld d, a
 | 
			
		||||
	dec c
 | 
			
		||||
	jr nz, .ComponentFromNumber
 | 
			
		||||
	ret
 | 
			
		||||
;.ComponentFromNumber:
 | 
			
		||||
;	ld a, [hli]
 | 
			
		||||
;	add e
 | 
			
		||||
;	ld e, a
 | 
			
		||||
;	ld a, 0
 | 
			
		||||
;	adc d
 | 
			
		||||
;	ld d, a
 | 
			
		||||
;	dec c
 | 
			
		||||
;	jr nz, .ComponentFromNumber
 | 
			
		||||
;	ret
 | 
			
		||||
 | 
			
		||||
.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
 | 
			
		||||
;.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
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
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		Reference in a new issue