MediaWiki:Gadget-PasswordGenerator/Generator.js

/* 'Enum' of all code types */ const CODE_TYPES = { Famicom: 0, Popular: 1, CardE: 2, Magazine: 3, User: 4, CardEMini: 5 };

/* Embedded string size */ const PARAM_STRING_SIZE = 8;

/* Number of bits in each password string character */ const PASSWORD_CHAR_BITS = 6;

/* Number of bits in the password data bytes */ const PASSWORD_DATA_BITS = 8;

/* Number of bytes required to hold the password data structure */ const PASSWORD_DATA_SIZE = 21;

/* Password string length. Works out to 28 characters */ const PASSWORD_STR_SIZE = Math.floor((PASSWORD_DATA_SIZE * PASSWORD_DATA_BITS) / PASSWORD_CHAR_BITS);

/* Index of byte used for code scrambling */ const PASSWORD_BITMIXKEY_IDX = 1;

/* Index of byte used to get the first two RSA prime numbers */ const PASSWORD_RSA_KEY01_IDX = 15;

/* Index of the byte used as the exponent (e) in RSA cipher */ const PASSWORD_RSA_EXPONENT_IDX = 5;

/* Index of the byte which saves the RSA cipher texture values' 9th bits */ const PASSWORD_RSA_BITSAVE_IDX = 20;

const character_map = [ "¡", "¿", "Ä", "À", "Á", "Â", "Ã", "Å", "Ç", "È", "É", "Ê", "Ë", "Ì", "Í", "Î", "Ï", "Ð", "Ñ", "Ò", "Ó", "Ô", "Õ", "Ö", "Ø", "Ù", "Ú", "Û", "Ü", "ß", "Þ", "à", " ", "!", "\"", "á", "â", "%", "&", "'", "(", ")", "~", "♥", ",", "-", ".", "♪",   "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", ":", "🌢", "<", "=", ">", "?",    "@", "A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M", "N", "O",    "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z", "ã", "💢", "ä", "å", "_",    "ç", "a", "b", "c", "d", "e", "f", "g", "h", "i", "j", "k", "l", "m", "n", "o",    "p", "q", "r", "s", "t", "u", "v", "w", "x", "y", "z", "è", "é", "ê", "ë", "□",    "\x80", "ì", "í", "î", "ï", "•", "ð", "ñ", "ò", "ó", "ô", "õ", "ö", "⁰", "ù", "ú",    "–", "û", "ü", "ý", "ÿ", "þ", "Ý", "¦", "§", "a̱", "o̱", "‖", "µ", "³", "²", "¹",    "¯", "¬", "Æ", "æ", "„", "»", "«", "☀", "☁", "☂", "🌬", "☃", "∋", "∈", "/", "∞",    "○", "🗙", "□", "△", "+", "⚡", "♂", "♀", "🍀", "★", "💀", "😮", "😄", "😣", "😠", "😃",    "×", "÷", "🔨", "🎀", "✉", "💰", "🐾", "🐶", "🐱", "🐰", "🐦", "🐮", "🐷", "\n", "🐟", "🐞", ";", "#", "", "", "⚷", "", "", "", "", "", "", "", "", "", "", "",   "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "",    "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "" ];

const code_types = [ "Famicom", "Popular", "CardE", "Magazine", "User", "CardEMini" ];

const usable2fontnum = [ 0x62, 0x4b, 0x7a, 0x35, 0x63, 0x71, 0x59, 0x5a, 0x4f, 0x64, 0x74, 0x36, 0x6e, 0x6c, 0x42, 0x79, 0x6f, 0x38, 0x34, 0x4c, 0x6b, 0x25, 0x41, 0x51, 0x6d, 0x44, 0x50, 0x49, 0x37, 0x26, 0x52, 0x73, 0x77, 0x55, 0xd1, 0x72, 0x33, 0x45, 0x78, 0x4d, 0x43, 0x40, 0x65, 0x39, 0x67, 0x76, 0x56, 0x47, 0x75, 0x4e, 0x69, 0x58, 0x57, 0x66, 0x54, 0x4a, 0x46, 0x53, 0x48, 0x70, 0x32, 0x61, 0x6a, 0x68 ];

const change_code_tbl = [ 0xF0, 0x83, 0xFD, 0x62, 0x93, 0x49, 0x0D, 0x3E, 0xE1, 0xA4, 0x2B, 0xAF, 0x3A, 0x25, 0xD0, 0x82, 0x7F, 0x97, 0xD2, 0x03, 0xB2, 0x32, 0xB4, 0xE6, 0x09, 0x42, 0x57, 0x27, 0x60, 0xEA, 0x76, 0xAB, 0x2D, 0x65, 0xA8, 0x4D, 0x8B, 0x95, 0x01, 0x37, 0x59, 0x79, 0x33, 0xAC, 0x2F, 0xAE, 0x9F, 0xFE, 0x56, 0xD9, 0x04, 0xC6, 0xB9, 0x28, 0x06, 0x5C, 0x54, 0x8D, 0xE5, 0x00, 0xB3, 0x7B, 0x5E, 0xA7, 0x3C, 0x78, 0xCB, 0x2E, 0x6D, 0xE4, 0xE8, 0xDC, 0x40, 0xA0, 0xDE, 0x2C, 0xF5, 0x1F, 0xCC, 0x85, 0x71, 0x3D, 0x26, 0x74, 0x9C, 0x13, 0x7D, 0x7E, 0x66, 0xF2, 0x9E, 0x02, 0xA1, 0x53, 0x15, 0x4F, 0x51, 0x20, 0xD5, 0x39, 0x1A, 0x67, 0x99, 0x41, 0xC7, 0xC3, 0xA6, 0xC4, 0xBC, 0x38, 0x8C, 0xAA, 0x81, 0x12, 0xDD, 0x17, 0xB7, 0xEF, 0x2A, 0x80, 0x9D, 0x50, 0xDF, 0xCF, 0x89, 0xC8, 0x91, 0x1B, 0xBB, 0x73, 0xF8, 0x14, 0x61, 0xC2, 0x45, 0xC5, 0x55, 0xFC, 0x8E, 0xE9, 0x8A, 0x46, 0xDB, 0x4E, 0x05, 0xC1, 0x64, 0xD1, 0xE0, 0x70, 0x16, 0xF9, 0xB6, 0x36, 0x44, 0x8F, 0x0C, 0x29, 0xD3, 0x0E, 0x6F, 0x7C, 0xD7, 0x4A, 0xFF, 0x75, 0x6C, 0x11, 0x10, 0x77, 0x3B, 0x98, 0xBA, 0x69, 0x5B, 0xA3, 0x6A, 0x72, 0x94, 0xD6, 0xD4, 0x22, 0x08, 0x86, 0x31, 0x47, 0xBE, 0x87, 0x63, 0x34, 0x52, 0x3F, 0x68, 0xF6, 0x0F, 0xBF, 0xEB, 0xC0, 0xCE, 0x24, 0xA5, 0x9A, 0x90, 0xED, 0x19, 0xB8, 0xB5, 0x96, 0xFA, 0x88, 0x6E, 0xFB, 0x84, 0x23, 0x5D, 0xCD, 0xEE, 0x92, 0x58, 0x4C, 0x0B, 0xF7, 0x0A, 0xB1, 0xDA, 0x35, 0x5F, 0x9B, 0xC9, 0xA9, 0xE7, 0x07, 0x1D, 0x18, 0xF3, 0xE3, 0xF1, 0xF4, 0xCA, 0xB0, 0x6B, 0x30, 0xEC, 0x4B, 0x48, 0x1C, 0xAD, 0xE2, 0x21, 0x1E, 0xA2, 0xBD, 0x5A, 0xD8, 0x43, 0x7A ];

const prime_numbers = [ 0x011, 0x013, 0x017, 0x01D, 0x01F, 0x025, 0x029, 0x02B, 0x02F, 0x035, 0x03B, 0x03D, 0x043, 0x047, 0x049, 0x04F, 0x053, 0x059, 0x061, 0x065, 0x067, 0x06B, 0x06D, 0x071, 0x07F, 0x083, 0x089, 0x08B, 0x095, 0x097, 0x09D, 0x0A3, 0x0A7, 0x0AD, 0x0B3, 0x0B5, 0x0BF, 0x0C1, 0x0C5, 0x0C7, 0x0D3, 0x0DF, 0x0E3, 0x0E5, 0x0E9, 0x0EF, 0x0F1, 0x0FB, 0x101, 0x107, 0x10D, 0x10F, 0x115, 0x119, 0x11B, 0x125, 0x133, 0x137, 0x139, 0x13D, 0x14B, 0x151, 0x15B, 0x15D, 0x161, 0x167, 0x16F, 0x175, 0x17B, 0x17F, 0x185, 0x18D, 0x191, 0x199, 0x1A3, 0x1A5, 0x1AF, 0x1B1, 0x1B7, 0x1BB, 0x1C1, 0x1C9, 0x1CD, 0x1CF, 0x1D3, 0x1DF, 0x1E7, 0x1EB, 0x1F3, 0x1F7, 0x1FD, 0x209, 0x20B, 0x21D, 0x223, 0x22D, 0x233, 0x239, 0x23B, 0x241, 0x24B, 0x251, 0x257, 0x259, 0x25F, 0x265, 0x269, 0x26B, 0x277, 0x281, 0x283, 0x287, 0x28D, 0x293, 0x295, 0x2A1, 0x2A5, 0x2AB, 0x2B3, 0x2BD, 0x2C5, 0x2CF, 0x2D7, 0x2DD, 0x2E3, 0x2E7, 0x2EF, 0x2F5, 0x2F9, 0x301, 0x305, 0x313, 0x31D, 0x329, 0x32B, 0x335, 0x337, 0x33B, 0x33D, 0x347, 0x355, 0x359, 0x35B, 0x35F, 0x36D, 0x371, 0x373, 0x377, 0x38B, 0x38F, 0x397, 0x3A1, 0x3A9, 0x3AD, 0x3B3, 0x3B9, 0x3C7, 0x3CB, 0x3D1, 0x3D7, 0x3DF, 0x3E5, 0x3F1, 0x3F5, 0x3FB, 0x3FD, 0x407, 0x409, 0x40F, 0x419, 0x41B, 0x425, 0x427, 0x42D, 0x43F, 0x443, 0x445, 0x449, 0x44F, 0x455, 0x45D, 0x463, 0x469, 0x47F, 0x481, 0x48B, 0x493, 0x49D, 0x4A3, 0x4A9, 0x4B1, 0x4BD, 0x4C1, 0x4C7, 0x4CD, 0x4CF, 0x4D5, 0x4E1, 0x4EB, 0x4FD, 0x4FF, 0x503, 0x509, 0x50B, 0x511, 0x515, 0x517, 0x51B, 0x527, 0x529, 0x52F, 0x551, 0x557, 0x55D, 0x565, 0x577, 0x581, 0x58F, 0x593, 0x595, 0x599, 0x59F, 0x5A7, 0x5AB, 0x5AD, 0x5B3, 0x5BF, 0x5C9, 0x5CB, 0x5CF, 0x5D1, 0x5D5, 0x5DB, 0x5E7, 0x5F3, 0x5FB, 0x607, 0x60D, 0x611, 0x617, 0x61F, 0x623, 0x62B, 0x62F, 0x63D, 0x641, 0x647, 0x649, 0x64D, 0x653, 0x655, 0x65B, 0x665, 0x679, 0x67F, 0x683 ];

const key_idx = [ 18, 9 ];

const transposition_cipher_char0_table = [ "NiiMasaru", // Animal Crossing programmer (worked on the original N64 title) "KomatsuKunihiro", // Animal Crossing programmer (AF, AF+, AC, AFe+) "TakakiGentarou", // Animal Crossing programmer "MiyakeHiromichi", // Animal Crossing programmer "HayakawaKenzo", // Animal Crossing programmer "KasamatsuShigehiro", // Animal Crossing programmer "SumiyoshiNobuhiro", // Animal Crossing programmer "NomaTakafumi", // Animal Crossing programmer "EguchiKatsuya", // Animal Crossing director "NogamiHisashi", // Animal Crossing director "IidaToki", // Animal Crossing screen designer "IkegawaNoriko", // Animal Crossing character design "KawaseTomohiro", // Animal Crossing NES/Famicom emulator programmer "BandoTaro", // Animal Crossing Sound Effects programmer "TotakaKazuo", // Animal Crossing Sound Director (Kazumi Totaka) "WatanabeKunio" // Animal Crossing Script member (made text?) ];

const transposition_cipher_char1_table = [ "RichAmtower", // Localization Manager @ Nintendo of America https://www.linkedin.com/in/rich-amtower-83222a1, https://nintendo.fandom.com/wiki/Rich_Amtower "KyleHudson", // Former Product Testing Manager @ Nintendo of America https://metroid.fandom.com/wiki/Kyle_Hudson "MichaelKelbaugh", // Debugger & Beta Tester @ Nintendo of America https://nintendo.fandom.com/wiki/Michael_Kelbaugh "RaycholeLAneff", // Raychole L'Anett - Director of Engineering Services @ Nintendo of America https://metroid.fandom.com/wiki/Raychole_L%27Anett "LeslieSwan", // Senior Editor @ Nintendo Power, VA, Nintendo of America localization manager @ Treehouse. https://www.mariowiki.com/Leslie_Swan "YoshinobuMantani", // Nintendo of America employee (QA, Debugger) https://www.imdb.com/name/nm1412191/ "KirkBuchanan", // Senior Product Testing Manager @ Nintendo of America https://leadferret.com/directory/person/kirk-buchanan/16977208 "TimOLeary", // Localization Manager & Translator @ Nintendo of America https://nintendo.fandom.com/wiki/Tim_O%27Leary "BillTrinen", // Senior Product Marketing Manager, Translator, & Interpreter @ Nintendo of America https://en.wikipedia.org/wiki/Bill_Trinen "nAkAyOsInoNyuuSankin", // Translates to "good bacteria" (善玉菌) "zendamaKINAKUDAMAkin", // Translates to "bad bacteria" (悪玉菌) "OishikutetUYOKUNARU", // Translates to "It's becoming really delicious." "It's becoming strongly delicious." "AsetoAminofen", // Translates to Acetaminophen. Like the drug. "fcSFCn64GCgbCGBagbVB", // fc = Famicom | SFC = Super Famicom | n64 = Nintendo 64 | GC = GameCube | gb = GameBoy | CGB = GameBoy Color | agb = GameBoy Advance | VB = Virtual Boy "YossyIsland", // Yoshi's Island. The game. "KedamonoNoMori" // Translates to "Animal Forest" or "Beast Forest" ];

const transposition_cipher_char_table = [ transposition_cipher_char0_table, transposition_cipher_char1_table ];

/* Table used in RSA encoding & decoding. Each table holds the indexes of the bytes which are encrypted. */ const select_idx_table = [ [0x11, 0x0B, 0x00, 0x0A, 0x0C, 0x06, 0x08, 0x04], [0x03, 0x08, 0x0B, 0x10, 0x04, 0x06, 0x09, 0x13], [0x09, 0x0E, 0x11, 0x12, 0x0B, 0x0A, 0x0C, 0x02], [0x00, 0x02, 0x01, 0x04, 0x12, 0x0A, 0x0C, 0x08], [0x11, 0x13, 0x10, 0x07, 0x0C, 0x08, 0x02, 0x09], [0x10, 0x03, 0x01, 0x08, 0x12, 0x04, 0x07, 0x06], [0x13, 0x06, 0x0A, 0x11, 0x03, 0x10, 0x08, 0x09], [0x11, 0x07, 0x12, 0x10, 0x0C, 0x02, 0x0B, 0x00], [0x06, 0x02, 0x0C, 0x01, 0x08, 0x0E, 0x00, 0x10], [0x13, 0x10, 0x0B, 0x08, 0x11, 0x03, 0x06, 0x0E], [0x12, 0x0C, 0x02, 0x07, 0x0A, 0x0B, 0x01, 0x0E], [0x08, 0x00, 0x0E, 0x02, 0x07, 0x0B, 0x0C, 0x11], [0x09, 0x03, 0x02, 0x00, 0x0B, 0x08, 0x0E, 0x0A], [0x0A, 0x0B, 0x0C, 0x10, 0x13, 0x07, 0x11, 0x08], [0x13, 0x08, 0x06, 0x01, 0x11, 0x09, 0x0E, 0x0A], [0x09, 0x07, 0x11, 0x0C, 0x13, 0x0A, 0x01, 0x0B] ];

/************************************************************************************************ * COMMON SECTION ***********************************************************************************************/

// Converts the 6-bit alpha-numeric passwords into 8-bit data bytes function Change8BitsCode(password) { var data = new Uint8Array(PASSWORD_DATA_SIZE);

for (var i = 0; i < PASSWORD_DATA_SIZE; i++) { let byte = 0; for (var j = 0; j < PASSWORD_DATA_BITS; j++) { const idx = i * PASSWORD_DATA_BITS + j;     byte |= ((password[Math.floor(idx / PASSWORD_CHAR_BITS)] >> (idx % PASSWORD_CHAR_BITS)) & 1) << j;    }

data[i] = byte; }

return data; }

/* Does a transposition cipher on the data with a key derived from a constant lookup table and a value embedded in the data itself. */ function TranspositionCipher(data, negate, key_type) { const sign = negate ? -1 : 1; const cipher = transposition_cipher_char_table[key_type][data[key_idx[key_type]] & 0xF]; var cipher_pos = 0;

for (var i = 0; i < PASSWORD_DATA_SIZE; i++) { /* Do not transpose the value at key_idx */ if (i == key_idx[key_type]) { continue; }

data[i] = (data[i] + cipher.charCodeAt(cipher_pos % cipher.length) * sign) & 0xFF; cipher_pos++; }

return data; }

/* Inverts the bits for the password data */ function BitReverse(data) { for (var i = 0; i < PASSWORD_DATA_SIZE; i++) { if (i != PASSWORD_BITMIXKEY_IDX) { data[i] ^= 0xFF; } }

return data; }

/* Reverses the bit order for bytes in password data */ function BitArrangeReverse(data) { const modified_data = new Uint8Array(PASSWORD_DATA_SIZE - 1); const read_data = new Uint8Array(PASSWORD_DATA_SIZE - 1); for (var i = 0; i < PASSWORD_DATA_SIZE; i++) { if (i < PASSWORD_BITMIXKEY_IDX) { read_data[i] = data[i]; }   else if (i > PASSWORD_BITMIXKEY_IDX) { read_data[i - 1] = data[i]; } }

var outIdx = 0; for (var i = 19; i > -1; i--, outIdx++) { for (var b = 7; b > -1; b--) { modified_data[outIdx] |= ((read_data[i] >> b) & 1) << (7 - b); } }

for (var i = 0; i < PASSWORD_DATA_SIZE; i++) { if (i < PASSWORD_BITMIXKEY_IDX) { data[i] = modified_data[i]; }   else if (i > PASSWORD_BITMIXKEY_IDX) { data[i] = modified_data[i - 1]; } }

return data; }

/* Shifts bits in data as a bit array. 'shift' can be positive or negative. */ function BitShift(data, shift) { var modified_data = new Uint8Array(PASSWORD_DATA_SIZE - 1); const read_data = new Uint8Array(PASSWORD_DATA_SIZE - 1); for (var i = 0; i < PASSWORD_DATA_SIZE; i++) { if (i < PASSWORD_BITMIXKEY_IDX) { read_data[i] = data[i]; }   else if (i > PASSWORD_BITMIXKEY_IDX) { read_data[i - 1] = data[i]; } }

if (shift > 0) { let dst_pos = Math.floor(shift / 8); let dst_ofs = shift % 8;

for (var i = 0; i < modified_data.length; i++) { const dst = (i + dst_pos) % modified_data.length; const src = (i + (read_data.length - 1)) % read_data.length; const rs = 8 - dst_ofs;

modified_data[dst] = ((read_data[i] << dst_ofs) | (read_data[src] >> rs)) & 0xFF; }

for (var i = 0; i < data.length; i++) { if (i < PASSWORD_BITMIXKEY_IDX) { data[i] = modified_data[i]; }     else if (i > PASSWORD_BITMIXKEY_IDX) { data[i] = modified_data[i - 1]; }   }  }  else if (shift < 0) { for (var i = 0; i < modified_data.length; i++) { modified_data[i] = read_data[(modified_data.length - 1) - i]; }

shift = -shift;

let dst_pos = Math.floor(shift / 8); let dst_ofs = shift % 8;

for (var i = 0; i < modified_data.length; i++) { read_data[(i + dst_pos) % modified_data.length] = modified_data[i]; }

for (var i = 0; i < modified_data.length; i++) { const src = (i + (read_data.length - 1)) % read_data.length; modified_data[i] = ((read_data[i] >> dst_ofs) | (read_data[src] << (8 - dst_ofs))) & 0xFF; }

var w = 0; for (var i = 0; i < data.length; i++) { if (i == PASSWORD_BITMIXKEY_IDX) { w++; }

data[w++] = modified_data[(read_data.length - 1) - i]; } }

return data; }

/* Gets the parameters needed for the RSA cipher */ function GetRSAKeyCode(data) { var key0 = data[PASSWORD_RSA_KEY01_IDX] & 3; var key1 = (data[PASSWORD_RSA_KEY01_IDX] >> 2) & 3;

/* Ensure that key0 and key1 differ. */ /* NOTE: key0 & key1 will always be two of the following: 17, 19, or 23. */

if (key0 == 3) { key0 = (key0 ^ key1) & 3; if (key0 == 3) { key0 = 0; } }

if (key1 == 3) { key1 = (key0 + 1) & 3; if (key1 == 3) { key1 = 1; } }

if (key0 == key1) { key1 = (key0 + 1) & 3; if (key1 == 3) { key1 = 1; } }

return { p: prime_numbers[key0], q: prime_numbers[key1], e: prime_numbers[data[PASSWORD_RSA_EXPONENT_IDX]], select_tbl: select_idx_table[(data[PASSWORD_RSA_KEY01_IDX] >> 4) & 0xF] }; }

function ASCII2ACBytes(str) { const data = new Uint8Array(PARAM_STRING_SIZE); for (var i = 0; i < PARAM_STRING_SIZE; i++) { if (str.length > i) { var idx = character_map.indexOf(str.charAt(i)); data[i] = idx == -1 ? 0x20 : idx & 0xFF; }     else { data[i] = 0x20; } }

return data; }

function Uint8Array2ACBytes(str) { const data = new Uint8Array(PARAM_STRING_SIZE); for (var i = 0; i < PARAM_STRING_SIZE; i++) { if (str.length > i) { data[i] = str[i] & 0xFF; }       else { data[i] = 0x20; }   }

return data; }

/************************************************************************************************ * ENCODER SECTION ***********************************************************************************************/

/* Makes initial password binary data */ function MakePasscode(code_type, hit_rate_idx, str0, str1, item_id, npc_type, npc_code) { const data = new Uint8Array(PASSWORD_DATA_SIZE); npc_code &= 0xFF;

switch (code_type) { case CODE_TYPES.Famicom: case CODE_TYPES.User: case CODE_TYPES.CardEMini: hit_rate_idx = 1; npc_code = 0xFF; break;

case CODE_TYPES.CardE: break; case CODE_TYPES.Popular: hit_rate_idx = 4; break;

case CODE_TYPES.Magazine: hit_rate_idx &= 3; npc_type = (hit_rate_idx >> 2) & 1; npc_code = 0xFF; break;

default: throw 'Invalid code type!'; }

data[0] = (code_type & 7) << 5; data[0] |= hit_rate_idx << 1; data[0] |= npc_type & 1;

data[1] = npc_code;

// Add the two embedded strings for (var i = 0; i < PARAM_STRING_SIZE; i++) { if (str0.length > i) { data[2 + i] = str0[i]; }   else { data[2 + i] = 0x20; // Space character }

if (str1.length > i) { data[10 + i] = str1[i]; }   else { data[10 + i] = 0x20; // Space character } }

// Add present data[18] = (item_id >> 8) & 0xFF; data[19] = item_id & 0xFF;

// Calculate & add checksum var checksum = 0; for (var i = 0; i < PARAM_STRING_SIZE; i++) { checksum += data[2 + i]; } for (var i = 0; i < PARAM_STRING_SIZE; i++) { checksum += data[10 + i]; }

checksum += item_id & 0xFF; checksum += npc_code; data[0] |= (checksum & 3) << 3;

return data; }

/* Performs a simple substitution cipher on the data */ function EncodeSubstitutionCipher(data) { for (var i = 0; i < PASSWORD_DATA_SIZE; i++) { data[i] = change_code_tbl[data[i]]; }

return data; }

/* Encoder version of bit shuffle */ function EncodeBitShuffle(data, key) { const key_idx = key == 0 ? 13 : 2; const count = key == 0 ? 19 : 20;

const read_data = new Uint8Array(PASSWORD_DATA_SIZE - 1); const mod_data = new Uint8Array(PASSWORD_DATA_SIZE - 1); for (var i = 0; i < PASSWORD_DATA_SIZE; i++) { if (i < key_idx) { read_data[i] = data[i]; }   else if (i > key_idx) { read_data[i - 1] = data[i]; } }

const select_tbl = select_idx_table[data[key_idx] & 3]; for (var i = 0; i < count; i++) { var byte = read_data[i]; for (var j = 0; j < 8; j++) { const output_ofs = (select_tbl[j] + i) % count; mod_data[output_ofs] |= byte & (1 << j); // extract singular bit and insert it in correct position } }

for (var i = 0; i < data.length; i++) { if (i < key_idx) { data[i] = mod_data[i]; }   else if (i > key_idx) { data[i] = mod_data[i - 1]; } }

return data; }

/* Encoder RSA cipher implementation */ function EncodeChangeRSACipher(data) { const rsa_data = GetRSAKeyCode(data);

var rsa_bitsave = 0; /* Each bit represents the 9th bit in our ciphertext values */ const n = rsa_data.p * rsa_data.q; /* The multiple of our primes */ const e = rsa_data.e; /* Our exponent */ const select_tbl = rsa_data.select_tbl; /* Array of 8 byte indexes which we will apply the RSA encryption to */

for (var i = 0; i < 8; i++) { var c = data[select_tbl[i]]; const m = c;

/* Modular Exponentiation from [2, e] */ for (var j = 0; j < e - 1; j++) { /* c will always be below one of the following: 17*19 (323), 17*23 (391), 19*23 (437) * In other words, c is in range [0, p*q). */     c = (c * m) % n;    }

data[select_tbl[i]] = c & 0xFF; rsa_bitsave |= ((c >> 8) & 1) << i; // Save the 9th bit in case ciphertext went over 255. }

data[PASSWORD_RSA_BITSAVE_IDX] = rsa_bitsave; return data; }

/* Branching logic to mix up bit scrambling of password data */ function EncodeBitMixCode(data) { const code = data[PASSWORD_BITMIXKEY_IDX] & 0xF; if (code < 13) { if (code < 9) { if (code < 5) { BitShift(data, code * 3); BitArrangeReverse(data); }     else { BitShift(data, code * -5); BitReverse(data); }   }    else { BitArrangeReverse(data); BitShift(data, code * -5); } }  else { BitArrangeReverse(data); BitReverse(data); BitShift(data, code * 3); }

return data; }

/* Converts 8 bit encoded password data to 6 bit encoded password string data */ function Change6BitsCode(data) { const password_data = new Uint8Array(PASSWORD_STR_SIZE);

var code = 0; for (var i = 0; i < PASSWORD_STR_SIZE * PASSWORD_CHAR_BITS; i++) { code |= ((data[Math.floor(i / PASSWORD_DATA_BITS)] >> (i % PASSWORD_DATA_BITS)) & 1) << (i % PASSWORD_CHAR_BITS);

if ((i % PASSWORD_CHAR_BITS) == PASSWORD_CHAR_BITS - 1) { password_data[Math.floor(i / PASSWORD_CHAR_BITS)] = code & 0xFF; code = 0; } }  return password_data; }

/* Converts password data to password string */ function ChangeCommonFontCode(password_data) { var password = ""; for (var i = 0; i < PASSWORD_STR_SIZE; i++) { password += character_map[usable2fontnum[password_data[i]]]; }

return password; }

/* Converts password data to a Uint8Array */ function ChangeCommonFontCode_Uint8Array(password_data) { var password = new Uint8Array(PASSWORD_STR_SIZE); for (var i = 0; i < PASSWORD_STR_SIZE; i++) { password[i] = usable2fontnum[password_data[i]]; }

return password; }

/* Generates a password Uint8Array from input */ function MakePassword(code_type, hit_rate_idx, str0, str1, item_id, npc_type, npc_code) { var data = MakePasscode(code_type, hit_rate_idx, Uint8Array2ACBytes(str0), Uint8Array2ACBytes(str1), item_id, npc_type, npc_code); //console.log(`MakePasscode: ${data}`); EncodeSubstitutionCipher(data); //console.log(`EncodeSubstitutionCipher: ${data}`); TranspositionCipher(data, true, 0); //console.log(`TranspositionCipher: ${data}`); EncodeBitShuffle(data, 0); //console.log(`EncodeBitShuffle: ${data}`); EncodeChangeRSACipher(data); //console.log(`EncodeChangeRSACipher: ${data}`); EncodeBitMixCode(data); //console.log(`EncodeBitMixCode: ${data}`); EncodeBitShuffle(data, 1); //console.log(`EncodeBitShuffle: ${data}`); TranspositionCipher(data, false, 1); //console.log(`TranspositionCipher: ${data}`);

return ChangeCommonFontCode_Uint8Array(Change6BitsCode(data)); }

/************************************************************************************************ * DECODER SECTION ***********************************************************************************************/

/* Small function which replaces 1's with l and 0's with O. I guess it cleared up confusion. */ function AdjustLetter(password) { return password.replace(/1/g, 'l').replace(/0/g, 'O'); }

/* Returns the index (6-bits) of the character in the data table array, or 0xFF if not found. */ function ChangePasswordFontCodeSubroutine(char) { for (var i = 0; i < usable2fontnum.length; i++) { if (usable2fontnum[i] == char) { return i;   } } console.log(`char: ${char}`); return 0xFF; }

/* Converts a password string into its 6-bit data representation */ function ChangePasswordFontCode(password) { var data = new Uint8Array(password.length); for (var i = 0; i < password.length; i++) { var font_code = ChangePasswordFontCodeSubroutine(character_map.indexOf(password.charAt(i))); if (font_code == 0xFF) { throw "Invalid character in password!"; }

data[i] = font_code; }

return data; }

/* Decode implementation for bit shuffling */ function DecodeBitShuffle(data, key_idx) { const key = key_idx == 0 ? 13 : 2; const count = key_idx == 0 ? 19 : 20; const select_tbl = select_idx_table[data[key] & 3];

const r_data = new Uint8Array(PASSWORD_DATA_SIZE - 1); const w_data = new Uint8Array(PASSWORD_DATA_SIZE - 1);

for (var i = 0; i < PASSWORD_DATA_SIZE; i++) { if (i < key) { r_data[i] = data[i]; }   else if (i > key) { r_data[i - 1] = data[i]; } }

for (var i = 0; i < count; i++) { for (var j = 0; j < 8; j++) { var w_ofs = select_tbl[j] + i;     if (w_ofs >= count) { w_ofs -= count; }

w_data[i] |= r_data[w_ofs] & (1 << j); } }

for (var i = 0; i < data.length; i++) { if (i < key) { data[i] = w_data[i]; }   else if (i > key) { data[i] = w_data[i - 1]; } }

return data; }

/* Decode method for branching bit mixing */ function DecodeBitCode(data) { const code = data[PASSWORD_BITMIXKEY_IDX] & 0xF;

if (code < 13) { if (code < 9) { if (code < 5) { BitArrangeReverse(data); BitShift(data, code * -3); }     else { BitReverse(data); BitShift(data, code * 5); }   }    else { BitShift(data, code * 5); BitArrangeReverse(data); } }  else { BitShift(data, code * -3); BitReverse(data); BitArrangeReverse(data); } }

/* Decode implementation for RSA prime multiplication */ function DecodeRSACipher(data) { const rsa_info = GetRSAKeyCode(data);

const n = rsa_info.p * rsa_info.q; const even_product = (rsa_info.p - 1) * (rsa_info.q - 1);

var d; /* The modular multiplicative inverse of e */ var mod_count = 0; const e = rsa_info.e;

/* Calculate d (modular multiplicative inverse of e) via least common multiple of p-1 & q-1 */ do { d = (++mod_count * even_product + 1) / e; } while ((mod_count * even_product + 1) % e != 0);

/* Decrypt the ciphertext values (c). * This works by raising the ciphertext to the mod mult. inverse (d). * The math boils down to: c = m^e, e^d = 1 -> c^d = (m^e)^d = m^1 = m */ for (var i = 0; i < 8; i++) { var c_enc = data[rsa_info.select_tbl[i]]; c_enc |= ((data[PASSWORD_RSA_BITSAVE_IDX] >> i) & 1) << 8;

const c = c_enc; for (var j = 0; j < d - 1; j++) { c_enc = (c_enc * c) % n;   }

data[rsa_info.select_tbl[i]] = c_enc & 0xFF; }

return data; }

/* Swaps password data bytes with their substitution index */ function DecodeSubstitutionCipher(data) { for (var i = 0; i < PASSWORD_DATA_SIZE; i++) { for (var j = 0; j < 256; j++) { if (data[i] == change_code_tbl[j]) { data[i] = j;       break; }   }  }

return data; }

/* Generates a password object from the raw password data */ function GetPasswordData(data) { const chksum = (data[0] >> 3) & 3; var str0 = ""; var str1 = "";

for (var i = 0; i < PARAM_STRING_SIZE; i++) { str0 += character_map[data[2 + i]]; str1 += character_map[data[10 + i]]; }

const item_id = (data[18] << 8) | data[19]; const code_type = data[0] >> 5;

var hit_rate_idx; var is_special_npc; var npc_code;

switch (code_type) { case CODE_TYPES.Popular: case CODE_TYPES.CardE: hit_rate_idx = (data[0] >> 1) & 3; is_special_npc = (data[0] & 1) != 0; npc_code = data[1]; break; case CODE_TYPES.Magazine: hit_rate_idx = ((data[0] >> 1) & 3) | ((data[0] & 1) << 2); is_special_npc = true; npc_code = 0xFF; break; case CODE_TYPES.User: case CODE_TYPES.CardEMini: hit_rate_idx = (data[0] >> 1) & 3; is_special_npc = true; npc_code = 0xFF; break; }

var password = { Type: code_type, ItemId: item_id, SpecialNPC: is_special_npc, NPCCode: npc_code, HitRateIndex: hit_rate_idx, String0: str0, String1: str1, Checksum: chksum, Valid: false };

password.Valid = CheckIsPasswordValid(password); return password; }

function DecodePassword(password) { password = AdjustLetter(password); var password_str_bytes = ChangePasswordFontCode(password); //console.log(`${password_str_bytes},`); var data = Change8BitsCode(password_str_bytes); //console.log(`${data},`); TranspositionCipher(data, true, 1); //console.log(`${data},`); DecodeBitShuffle(data, 1); //console.log(`${data},`); DecodeBitCode(data); //console.log(`${data},`); DecodeRSACipher(data); //console.log(`${data},`); DecodeBitShuffle(data, 0); //console.log(`${data},`); TranspositionCipher(data, false, 0); //console.log(`${data},`); DecodeSubstitutionCipher(data); //console.log(`${data},`);

return GetPasswordData(data); }

/************************************************************************************************ * MISC SECTION ***********************************************************************************************/

/* Utility function to verify whether a password is 'valid'. NOTE: this check does not account for * varying code present restrictions. */ function CheckIsPasswordValid(password) { if (password.Type > CODE_TYPES.CardEMini) return false;

var chksum = 0; for (var i = 0; i < PARAM_STRING_SIZE; i++) { chksum += character_map.indexOf(password.String0.charAt(i)); chksum += character_map.indexOf(password.String1.charAt(i)); }

chksum += password.ItemId; chksum += password.NPCCode;

return (chksum & 3) == password.Checksum; }