From 4061132ae6760b83285e7e3ea4233aac7109f6d7 Mon Sep 17 00:00:00 2001 From: alexisbalbachan Date: Mon, 13 Nov 2023 19:17:07 -0300 Subject: [PATCH] Update 2023-09-23-Pokemon-GEN-I-and-II-Link-Cable-Protocol.md --- _posts/2023-09-23-Pokemon-GEN-I-and-II-Link-Cable-Protocol.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/_posts/2023-09-23-Pokemon-GEN-I-and-II-Link-Cable-Protocol.md b/_posts/2023-09-23-Pokemon-GEN-I-and-II-Link-Cable-Protocol.md index 3b90328..7037ce3 100644 --- a/_posts/2023-09-23-Pokemon-GEN-I-and-II-Link-Cable-Protocol.md +++ b/_posts/2023-09-23-Pokemon-GEN-I-and-II-Link-Cable-Protocol.md @@ -1902,7 +1902,7 @@ Exactly the same as in Gen I: [\[Gen I\] Handshake](#handshake) * **0xD1**: Trade (In Gen I it was 0xD4). * 0xD2: Battle (In Gen I it was 0xD5). * 0xD**Y** (Y being Anything else): Players will be disconnected (with a message that says the other player chose a different room). -* When Gen II games detected that the other player is trying to connect from a Gen I game (see previous section), they'll send **0xDE**: +* When Gen II games detect that the other player is trying to connect from a Gen I game (see previous section), they'll send **0xDE**: * By Gen I standards it means that both 'A' and 'B' are pressed and that cancel was being selected, it's basically a double cancel. * Games will disconnect after that.