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 330f344..3f86fec 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 @@ -1440,7 +1440,7 @@ Here's a complete payload, byte values represent their corresponding offset. **| * Trainer Names can't contain numbers ('8' is encoded as 254). * Nicknames can't contain numbers ('8' is encoded as 254). * Doing a rough (and generous) estimate, the games would need 180 bytes at the absolute worst case (without any glitches). -* **Any offset after the patch limit is reached (188) will be ignored**: +* **Any offset after the patch limit is reached (188) will be ""ignored""** (see [Buffer Overflow](#buffer-overflow)): * **Games are hardcoded to always exchange the 190 bytes of the patch buffer** even if there's nothing to patch (0x00 is sent repeatedly in those cases).