Number menu prints and clears properly
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3fe62f4611
commit
e64b58d89e
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@ -439,3 +439,34 @@ void print_number_menu(WINDOW* window, int style)
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print_character(decode_character(0x56), x, y);
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}
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}
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// Print the given digit for the number selection menu at the current cursor location
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void print_number_menu_current(byte digit, WINDOW* window)
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{
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// Skip the 4 blank tiles
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int x = (window->window_x + (window->cursor_delta - window->cursor_x) + 4) << 3;
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// Skip the first two text rows
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int y = (window->window_y + 4) << 3;
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// Erase what was there before
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print_blankstr(x >> 3, y >> 3, 1);
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// Now print the digit
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print_character(decode_character(digit + 0x60), x, y);
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}
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// Clears the number menu of a window
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// More specifically, clear the 3rd row of text and reset the bottom window border
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void clear_number_menu(WINDOW* window)
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{
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// Clear the text
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print_blankstr_window(0, 4, window->window_width, window);
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// Reset the border (6th tile row)
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unsigned short border_tile = (*tile_offset + 0x96) | *palette_mask;
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for (int i = 0; i < window->window_width; i++)
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{
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(*tilemap_pointer)[window->window_x + i + ((window->window_y + 6) * 32)] = border_tile;
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}
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}
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@ -58,6 +58,8 @@ void print_space(WINDOW *window);
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int print_string(byte *str, int x, int y);
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int print_menu_string(WINDOW* window);
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void print_number_menu(WINDOW* window, int style);
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void print_number_menu_current(byte digit, WINDOW* window);
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void clear_number_menu(WINDOW* window);
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extern unsigned short m2_coord_table[];
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extern int m2_bits_to_nybbles[];
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26
m2-hack.asm
26
m2-hack.asm
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@ -636,6 +636,32 @@ bl print_number_menu
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b 0x80BD084
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.pool
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// Clear number selector row
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.org 0x80BD096
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// [r4 + 8] = window
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ldr r0,[r4,8]
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bl clear_number_menu
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b 0x80BD122
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// Clear border tiles
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//---------------------------------------------------------
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// C9444 hacks (print number selection menu)
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//---------------------------------------------------------
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// Print the proper character
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.org 0x80C956C
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push {r2}
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// r0 = digit, r6 = window
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mov r1,r6
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bl print_number_menu_current
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pop {r2}
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ldr r3,=0x3005228
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ldr r4,=0x30051EC
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ldrh r3,[r3]
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b 0x080C959A
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.pool
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//==============================================================================
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// Data files
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//==============================================================================
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@ -216,14 +216,14 @@ other: don't show 00 symbol
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080BD086 (T) bl 80BD844h
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// Takes care of inputs and drawing the cursor and numbers
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// Returns 1 if user pressed A/L, -1 if user pressed B, 0 otherwise
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// Returns (value+1) if user pressed A/L, -1 if user pressed B/select, 0 otherwise
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080BD08A (T) ldr r0,[r4,8h]
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080BD08C (T) bl 80C9444h
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080BD090 (T) lsl r0,r0,10h
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080BD092 (T) cmp r0,0h
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080BD094 (T) beq 80BD118h
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// If A/B/L is pressed:
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080BD090 (T) lsl r0,r0,10h
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080BD092 (T) cmp r0,0h
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080BD094 (T) beq 80BD118h
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// If button is pressed:
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080BD096 (T) ldr r1,=3005270h
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080BD098 (T) ldr r3,[r4,8h]
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080BD09A (T) mov r2,24h
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@ -0,0 +1,274 @@
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// Called from BCF00 (number selection menu)
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// r0: window
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// Returns -1 if cancelled, (value + 1) if confirmed, 0 otherwise (e.g. nothing pressed)
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080C9444 push {r4-r7,r14}
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080C9446 mov r6,r0
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// Clear the cursor tile at the current cursor position
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080C9448 ldr r1,=#0x3005270
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080C944A mov r2,#0x24
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080C944C ldsh r0,[r6,r2] // window Y
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080C944E add r0,#0x6 // bottom border of the window (we're just assuming it's 6 tiles tall I guess)
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080C9450 lsl r0,r0,#0x6
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080C9452 ldr r1,[r1] // tilemap base
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080C9454 add r1,r1,r0
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080C9456 mov r2,#0x22
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080C9458 ldsh r0,[r6,r2] // window X
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080C945A lsl r0,r0,#0x1
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080C945C add r1,r1,r0
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080C945E mov r4,r6
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080C9460 add r4,#0x42
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080C9462 ldrb r0,[r4] // cursor delta
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080C9464 lsl r0,r0,#0x1
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080C9466 add r1,r1,r0
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080C9468 mov r2,#0x34
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080C946A ldsh r0,[r6,r2] // cursor X
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080C946C lsl r0,r0,#0x1
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080C946E sub r1,r1,r0
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080C9470 ldr r0,=#0x30051EC
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080C9472 ldrh r0,[r0] // tile offset
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080C9474 add r0,#0x96
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080C9476 lsl r0,r0,#0x10
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080C9478 lsr r5,r0,#0x10
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080C947A ldr r0,=#0x3005228
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080C947C ldrh r0,[r0] // palette mask
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080C947E orr r5,r0
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080C9480 strh r5,[r1,#0x8] // store the default window border tile at X+4 (skip the 4 blank spaces at the start of the selection menu)
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// Check for left button
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080C9482 ldr r0,=#0x3002500
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080C9484 ldrh r1,[r0]
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080C9486 mov r0,#0x20
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080C9488 and r0,r1
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080C948A cmp r0,#0x0
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080C948C beq #0x80C94AA
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080C948E mov r0,#0x97
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080C9490 lsl r0,r0,#0x1
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080C9492 bl m2_soundeffect
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080C9496 ldrh r0,[r6,#0x34]
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080C9498 add r0,#0x1 // increment cursor X
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080C949A strh r0,[r6,#0x34]
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080C949C mov r1,#0x34
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080C949E ldsh r0,[r6,r1]
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080C94A0 ldrb r4,[r4]
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080C94A2 cmp r0,r4
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080C94A4 blt #0x80C94AA
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080C94A6 mov r0,#0x0
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080C94A8 strh r0,[r6,#0x34] // wrap around to 0 if we go too far
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// Check for right button
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080C94AA ldr r0,=#0x3002500
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080C94AC ldrh r1,[r0]
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080C94AE mov r0,#0x10
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080C94B0 and r0,r1
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080C94B2 mov r7,r6
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080C94B4 add r7,#0x42
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080C94B6 cmp r0,#0x0
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080C94B8 beq #0x80C94D4
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080C94BA mov r0,#0x97
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080C94BC lsl r0,r0,#0x1
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080C94BE bl m2_soundeffect
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080C94C2 ldrh r0,[r6,#0x34]
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080C94C4 sub r0,#0x1 // decrement cursor X
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080C94C6 strh r0,[r6,#0x34]
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080C94C8 lsl r0,r0,#0x10
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080C94CA cmp r0,#0x0
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080C94CC bge #0x80C94D4
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080C94CE ldrb r0,[r7]
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080C94D0 sub r0,#0x1
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080C94D2 strh r0,[r6,#0x34] // wrap around to (delta - 1) if we go too far
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// Check for up button
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080C94D4 ldr r0,=#0x3002500
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080C94D6 ldrh r1,[r0]
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080C94D8 mov r0,#0x40
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080C94DA and r0,r1
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080C94DC cmp r0,#0x0
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080C94DE beq #0x80C950A
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080C94E0 ldr r0,=#0x12F
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080C94E2 bl m2_soundeffect
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080C94E6 ldr r1,[r6,#0x10]
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080C94E8 mov r2,#0x34
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080C94EA ldsh r0,[r6,r2]
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080C94EC add r1,#0x12
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080C94EE add r1,r1,r0
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080C94F0 ldrb r0,[r1]
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080C94F2 add r0,#0x1 // increment current digit
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080C94F4 strb r0,[r1]
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080C94F6 ldr r0,[r6,#0x10]
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080C94F8 mov r2,#0x34
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080C94FA ldsh r1,[r6,r2]
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080C94FC add r0,#0x12
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080C94FE add r1,r0,r1
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080C9500 ldrb r0,[r1]
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080C9502 cmp r0,#0x9
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080C9504 bls #0x80C950A
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080C9506 mov r0,#0x0
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080C9508 strb r0,[r1] // wrap around to 0 if we go too far
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// Check for down button
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080C950A ldr r0,=#0x3002500
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080C950C ldrh r1,[r0]
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080C950E mov r0,#0x80
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080C9510 and r0,r1
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080C9512 cmp r0,#0x0
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080C9514 beq #0x80C9540
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080C9516 ldr r0,=#0x12F
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080C9518 bl m2_soundeffect
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080C951C ldr r1,[r6,#0x10]
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080C951E mov r2,#0x34
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080C9520 ldsh r0,[r6,r2]
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080C9522 add r1,#0x12
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080C9524 add r1,r1,r0
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080C9526 ldrb r0,[r1]
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080C9528 sub r0,#0x1 // decrement current digit
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080C952A strb r0,[r1]
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080C952C ldr r0,[r6,#0x10]
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080C952E mov r2,#0x34
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080C9530 ldsh r1,[r6,r2]
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080C9532 add r0,#0x12
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080C9534 add r1,r0,r1
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080C9536 ldrb r0,[r1]
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080C9538 cmp r0,#0xA
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080C953A bls #0x80C9540
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080C953C mov r0,#0x9
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080C953E strb r0,[r1] // wrap around to 9 if we go too far
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// Print the number under the cursor
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080C9540 ldr r1,=#0x3005270
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080C9542 mov r2,#0x24
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080C9544 ldsh r0,[r6,r2]
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080C9546 add r0,#0x4
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080C9548 lsl r0,r0,#0x6
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080C954A ldr r2,[r1]
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080C954C add r2,r2,r0
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080C954E mov r1,#0x22
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080C9550 ldsh r0,[r6,r1]
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080C9552 lsl r0,r0,#0x1
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080C9554 add r2,r2,r0
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080C9556 ldrb r0,[r7] // cursor delta
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080C9558 lsl r0,r0,#0x1
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080C955A add r2,r2,r0
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080C955C mov r0,#0x34
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080C955E ldsh r1,[r6,r0]
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080C9560 lsl r0,r1,#0x1
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080C9562 sub r2,r2,r0
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080C9564 ldr r0,[r6,#0x10]
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080C9566 add r0,#0x12
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080C9568 add r0,r0,r1
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080C956A ldrb r0,[r0] // digit
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// Printing is done in here
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080C956C mov r5,r0
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080C956E add r5,#0xE0
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080C9570 ldr r0,=#0x8B1B4B0
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080C9572 lsl r1,r5,#0x1
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080C9574 add r1,r1,r0
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080C9576 ldr r4,=#0x30051EC
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080C9578 ldrh r0,[r4]
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080C957A ldrh r1,[r1]
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080C957C add r0,r0,r1
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080C957E lsl r0,r0,#0x10
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080C9580 lsr r5,r0,#0x10
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080C9582 ldr r3,=#0x3005228
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080C9584 ldrh r1,[r3]
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080C9586 mov r0,r5
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080C9588 orr r0,r1
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080C958A strh r0,[r2,#0x8]
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080C958C mov r1,r2
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080C958E add r1,#0x48
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080C9590 mov r0,r5
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080C9592 add r0,#0x20
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080C9594 ldrh r3,[r3]
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080C9596 orr r0,r3
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080C9598 strh r0,[r1]
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// Draw the cursor
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080C959A add r2,#0x88
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080C959C ldrh r0,[r4]
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080C959E add r0,#0xB8
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080C95A0 lsl r0,r0,#0x10
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080C95A2 lsr r5,r0,#0x10
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080C95A4 orr r5,r3
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080C95A6 strh r5,[r2]
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// Check for A/L button
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080C95A8 ldr r0,=#0x3002500
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080C95AA ldrh r1,[r0]
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080C95AC ldr r0,=#0x201
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080C95AE and r0,r1
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080C95B0 cmp r0,#0x0
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080C95B2 beq #0x80C9610
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080C95B4 ldr r0,=#0x12D
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080C95B6 bl m2_soundeffect
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// Get the entire numeric value of the user's input into r4
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080C95BA mov r4,#0x0
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080C95BC mov r1,#0x1
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080C95BE mov r5,#0x0
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080C95C0 ldrb r2,[r7]
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080C95C2 cmp r4,r2
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080C95C4 bcs #0x80C95E4
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080C95C6 ldr r0,[r6,#0x10]
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080C95C8 mov r3,r0
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080C95CA add r3,#0x12
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080C95CC add r0,r3,r5
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080C95CE ldrb r0,[r0]
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080C95D0 mul r0,r1
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080C95D2 add r4,r4,r0
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080C95D4 add r0,r5,1
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080C95D6 lsl r0,r0,#0x10
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080C95D8 lsr r5,r0,#0x10
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080C95DA lsl r0,r1,#0x2
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080C95DC add r0,r0,r1
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080C95DE lsl r1,r0,#0x1
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080C95E0 cmp r5,r2
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080C95E2 bcc #0x80C95CC
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// Store result to window variable
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080C95E4 mov r0,r4
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080C95E6 bl #0x80A334C
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// Return (value + 1)
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080C95EA add r4,#0x1
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080C95EC mov r0,r4
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080C95EE b #0x80C962E
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080C95F0 strh r0,[r6,r1]
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080C95F2 lsl r0,r0,#0xC
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080C95F4 str r4,[r5,r7]
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080C95F6 lsl r0,r0,#0xC
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080C95F8 strh r0,[r5,r0]
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080C95FA lsl r0,r0,#0xC
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080C95FC mov r5,#0x0
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080C95FE lsl r0,r0,#0xC
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080C9600 lsl r7,r5,#0x4
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080C9602 lsl r0,r0,#0x0
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080C9604 push {r4,r5,r7}
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080C9606 lsr r1,r6,#0x2
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080C9608 lsl r1,r0,#0x8
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080C960A lsl r0,r0,#0x0
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080C960C lsl r5,r5,#0x4
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080C960E lsl r0,r0,#0x0
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// Check for B/select button
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080C9610 mov r0,#0x6
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080C9612 and r0,r1
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080C9614 cmp r0,#0x0
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080C9616 bne #0x80C961C
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// If not B/select, return 0 and don't write result to window variable
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080C9618 mov r0,#0x0
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080C961A b #0x80C962E
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// If B/select, play sound effect, write 0 to window variable, and return -1
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080C961C mov r0,#0x97
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080C961E lsl r0,r0,#0x1
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080C9620 bl m2_soundeffect
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080C9624 mov r0,#0x0
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080C9626 bl #0x80A334C
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080C962A mov r0,#0x1
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080C962C neg r0,r0
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080C962E pop {r4-r7}
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080C9630 pop {r1}
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080C9632 bx r1
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