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Build the Virtual Console patches with make red_vc and make blue_vc (#351)
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24 changed files with 1752 additions and 34 deletions
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@ -3023,6 +3023,7 @@ LinkBattleExchangeData:
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ld a, b
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.doExchange
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ld [wSerialExchangeNybbleSendData], a
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vc_hook send_byt2
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callfar PrintWaitingText
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.syncLoop1
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call Serial_ExchangeNybble
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@ -3030,18 +3031,33 @@ LinkBattleExchangeData:
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ld a, [wSerialExchangeNybbleReceiveData]
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inc a
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jr z, .syncLoop1
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vc_hook send_byt2_ret
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vc_patch FIGHT
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IF DEF(_RED_VC) || DEF(_BLUE_VC)
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ld b, 26
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ELSE
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ld b, 10
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ENDC
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vc_patch_end
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.syncLoop2
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call DelayFrame
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call Serial_ExchangeNybble
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dec b
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jr nz, .syncLoop2
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vc_hook send_dummy
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vc_patch FIGHT2
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IF DEF(_RED_VC) || DEF(_BLUE_VC)
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ld b, 26
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ELSE
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ld b, 10
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ENDC
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vc_patch_end
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.syncLoop3
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call DelayFrame
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call Serial_SendZeroByte
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dec b
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jr nz, .syncLoop3
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vc_hook send_dummy_end
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ret
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ExecutePlayerMove:
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@ -6661,7 +6677,14 @@ BattleRandom:
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ld a, [hl]
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pop bc
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pop hl
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vc_hook fight_ret_c
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vc_patch fight_ret
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IF DEF(_RED_VC) || DEF(_BLUE_VC)
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ret
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ELSE
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ret c
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ENDC
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vc_patch_end
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; if we picked the last seed, we need to recalculate the nine seeds
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push hl
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@ -6726,7 +6749,9 @@ HandleExplodingAnimation:
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PlayMoveAnimation:
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ld [wAnimationID], a
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vc_hook_red FPA_conf_Begin
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call Delay3
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vc_hook_red FPA_phy_Begin
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predef_jump MoveAnimation
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InitBattle::
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