Reverse engineered many of the multiplayer events
Some corrections to the way events are handled and identified.
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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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