Reverse engineered many of the multiplayer events
Some corrections to the way events are handled and identified.
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@@ -10,6 +10,8 @@
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#define FRONTIER_FACILITY_PIKE 5
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#define FRONTIER_FACILITY_PYRAMID 6
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#define NUM_FRONTIER_FACILITIES 7
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// The multiplayer battle colosseum rooms re-use VAR_FRONTIER_FACILITY.
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#define FRONTIER_FACILITY_DOUBLE_COLOSSEUM 9
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#define TENT_VERDANTURF 2
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#define TENT_FALLARBOR 3
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@@ -244,7 +244,7 @@ bool8 IsLinkTaskFinished(void);
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void CreateWirelessStatusIndicatorSprite(u8, u8);
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void sub_800ADF8(void);
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void sub_800B488(void);
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void sub_800A620(void);
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void CheckShouldAdvanceLinkState(void);
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void sub_8011BD0(void);
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u8 IsLinkMaster(void);
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void sub_800AC34(void);
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@@ -299,8 +299,8 @@ extern struct LinkPlayer gLocalLinkPlayer;
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bool32 Link_AnyPartnersPlayingRubyOrSapphire(void);
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bool32 sub_800A03C(void);
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void sub_8009628(u8);
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u8 sub_800AA48(void);
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void SetLocalLinkPlayerId(u8);
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u8 GetSavedPlayerCount(void);
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void sub_8009FAC(void);
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bool8 sub_800A4D8(u8 a0);
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u8 sub_800A9D8(void);
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@@ -8,11 +8,22 @@
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#define LINK_KEY_CODE_DPAD_LEFT 0x14
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#define LINK_KEY_CODE_DPAD_RIGHT 0x15
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#define LINK_KEY_CODE_UNK_2 0x16
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#define LINK_KEY_CODE_UNK_3 0x17
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#define LINK_KEY_CODE_EXIT_ROOM 0x17
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#define LINK_KEY_CODE_START_BUTTON 0x18
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#define LINK_KEY_CODE_A_BUTTON 0x19
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#define LINK_KEY_CODE_UNK_4 0x1A // I'd guess this is the B button?
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// These two are a hack to stop user input until link stuff can be
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// resolved.
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#define LINK_KEY_CODE_HANDLE_RECV_QUEUE 0x1B
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#define LINK_KEY_CODE_HANDLE_SEND_QUEUE 0x1C
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#define LINK_KEY_CODE_UNK_7 0x1D
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#define LINK_KEY_CODE_UNK_8 0x1E
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#define MOVEMENT_MODE_FREE 0
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#define MOVEMENT_MODE_FROZEN 1
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#define MOVEMENT_MODE_SCRIPTED 2
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struct InitialPlayerAvatarState
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{
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u8 transitionFlags;
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@@ -24,7 +35,7 @@ struct LinkPlayerEventObject
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u8 active;
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u8 linkPlayerId;
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u8 eventObjId;
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u8 mode;
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u8 movementMode;
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};
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// Exported RAM declarations
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@@ -120,7 +131,7 @@ void CB1_Overworld(void);
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void CB2_OverworldBasic(void);
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void CB2_Overworld(void);
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void SetMainCallback1(void (*cb)(void));
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void sub_8085E94(void *a0);
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void SetUnusedCallback(void *a0);
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void CB2_NewGame(void);
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void CB2_WhiteOut(void);
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void CB2_LoadMap(void);
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@@ -140,7 +151,7 @@ u32 sub_8087214(void);
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bool32 sub_808727C(void);
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u16 sub_8087288(void);
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u16 sub_808729C(void);
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u16 sub_80872B0(void);
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u16 QueueExitLinkRoomKey(void);
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u16 sub_80872C4(void);
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bool32 sub_8087598(void);
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bool32 sub_80875C8(void);
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@@ -85,7 +85,7 @@ u8 GetItemEffectType(u16 item);
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void CB2_PartyMenuFromStartMenu(void);
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void sub_81B7F60(void);
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void sub_81B8448(void);
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void sub_81B8518(u8 unused);
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void InitChooseHalfPartyForBattle(u8 unused);
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void sub_81B8558(void);
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void sub_81B8904(u8 initArg, MainCallback callback);
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void sub_81B892C(void);
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@@ -7,7 +7,7 @@ struct PlayerHallRecords
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struct RankingHall2P twoPlayers[2];
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};
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void sub_80E6BE8(void);
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void EventScript_RecordMixingPlayerSpotTriggered(void);
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void GetPlayerHallRecords(struct PlayerHallRecords *dst);
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#endif //GUARD_RECORD_MIXING_H
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@@ -83,13 +83,11 @@ bool8 sub_8153380(void);
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bool8 sub_81533AC(void);
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u8 sub_81533E0(void);
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u8 sub_8153408(void);
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u8 sub_8153430(void);
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bool8 sub_8153474(void);
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u8 FullSaveGame(void); //FullSaveGame
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bool8 CheckSaveFile(void); //CheckSaveFile
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u8 Save_LoadGameData(u8 a1);
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u16 sub_815355C(void);
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u8 sub_81534D0(u8);
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u8 sub_8153430(void);
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bool8 sub_8153474(void);
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u32 TryCopySpecialSaveSection(u8 sector, u8* dst);
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u32 sub_8153634(u8 sector, u8* src);
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void sub_8153688(u8 taskId);
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