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bazinga
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@@ -151,6 +151,30 @@ tradeoff vs. the relay). Headless tests drive the protocol over an
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in-memory loopback (`Net.loopbackPair`); under LÖVE the same test file
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also exercises real UDP pairing.
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## Fair play in link and online matches
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A link session is decided by the battle and nothing else, so for its
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duration:
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- **Game speed is pinned to normal.** The GAME SPEED option and
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`POKEPORT_SPEED` are ignored from the moment LINK PLAY opens until it
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closes, and apply again after. Fast-forward otherwise runs one peer's
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queue faster than the peer it is locked to and drains a tournament shot
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clock faster than the opponent racing it.
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- **Online play runs vanilla.** Picking ONLINE MATCH or TOURNAMENT with
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mods enabled offers to switch them all off and relaunch (mods merge at
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boot, so a restart is the only way). The restart is confirmed, not
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silent. They stay listed as disabled, ready to switch back on.
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- **Only a meaningful split ends a match.** The per-turn state signature
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both peers exchange is split three ways: `actives` and `bench` carry
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species, HP, status, stat stages, PP and the rest of the party, and a
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divergence there ends the match as a draw. `volatile` carries per-turn
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flags both sides recompute anyway - a divergence there is logged and
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reported to mods, and play continues.
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The relay logs which component diverged on which turn, so a desync report
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names something specific.
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## Custom boot text
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The boot sequence replaces the Nintendo / GAME FREAK identifiers with
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