These are known bugs and glitches in the original Pokémon Crystal game: code that clearly does not work as intended, or that only works in limited circumstances but has the possibility to fail or crash.
Fixes are written in the diff format. If you've used Git before, this should look familiar:
this is some code
-delete red - lines
+add green + linesFixes in the multi-player battle engine category will break compatibility with standard Pokémon Gold/Silver/Crystal for link battles. This can be avoided by writing more complicated fixes that only apply if the value at [wLinkMode] is not LINK_COLOSSEUM. That's how Crystal itself fixed two bugs in Gold and Silver regarding the moves Reflect and Light Screen and Present.
- Multi-player battle engine
- Perish Song and Spikes can leave a Pokémon with 0 HP and not faint
- Thick Club and Light Ball can make (Special) Attack wrap around above 1024
- Metal Powder can increase damage taken with boosted (Special) Defense
- Reflect and Light Screen can make (Special) Defense wrap around above 1024
- Moves with a 100% secondary effect chance will not trigger it in 1/256 uses
- Belly Drum sharply boosts Attack even with under 50% HP
- Berserk Gene's confusion lasts for 256 turns or the previous Pokémon's confusion count
- Confusion damage is affected by type-boosting items and Explosion/Self-Destruct doubling
- Moves that lower Defense can do so after breaking a Substitute
- Counter and Mirror Coat still work if the opponent uses an item
- A Disabled but PP Up–enhanced move may not trigger Struggle
- A Pokémon that fainted from Pursuit will have its old status condition when revived
- Lock-On and Mind Reader don't always bypass Fly and Dig
- Beat Up can desynchronize link battles
- Beat Up works incorrectly with only one Pokémon in the party
- Beat Up may trigger King's Rock even if it failed
- Present damage is incorrect in link battles
- Return and Frustration deal no damage when the user's happiness is low or high, respectively
- Dragon Scale, not Dragon Fang, boosts Dragon-type moves
- Switching out or switching against a Pokémon with max HP below 4 freezes the game
- Moves that do damage and increase your stats do not increase stats after a KO
- Single-player battle engine
- A Transformed Pokémon can use Sketch and learn otherwise unobtainable moves
- Catching a Transformed Pokémon always catches a Ditto
- Experience underflow for level 1 Pokémon with Medium-Slow growth rate
- The Dude's catching tutorial may crash if his Poké Ball can't be used
- BRN/PSN/PAR do not affect catch rate
- Moon Ball does not boost catch rate
- Love Ball boosts catch rate for the wrong gender
- Fast Ball only boosts catch rate for three Pokémon
- Heavy Ball uses wrong weight value for three Pokémon
- Catch rate formula breaks for Pokémon with max HP > 341
- PRZ and BRN stat reductions don't apply to switched Pokémon
- Glacier Badge may not boost Special Defense depending on the value of Special Attack
- "Smart" AI encourages Mean Look if its own Pokémon is badly poisoned
- "Smart" AI discourages Conversion2 after the first turn
- "Smart" AI does not encourage Solar Beam, Flame Wheel, or Moonlight during Sunny Day
- "Cautious" AI may fail to discourage residual moves
- AI does not discourage Nightmare if the player has any status condition
- AI does not discourage Future Sight when it's already been used
- AI makes a false assumption about
CheckTypeMatchup - AI use of Full Heal or Full Restore does not cure Nightmare status
- AI use of Full Heal does not cure confusion status
- AI use of Full Heal or Full Restore does not cure Attack or Speed drops from burn or paralysis
- AI might use its base reward value as an item
- Wild Pokémon can always Teleport regardless of level difference
RIVAL2has lower DVs thanRIVAL1HELD_CATCH_CHANCEhas no effect- Credits sequence changes move selection menu behavior
- Overworld engine
- Graphics
- In-battle “
…” ellipsis is too high - Two tiles in the
porttileset are drawn incorrectly - The Ruins of Alph research center's roof color at night looks wrong
- Slowpoke Well's stones use the wrong corner tile
- A hatching Unown egg would not show the right letter
- Beat Up may fail to raise Substitute
- HP bar animation is slow for high HP
- HP bar animation off-by-one error for low HP
- Using a Park Ball in non-Contest battles has a corrupt animation
- Battle transitions fail to account for the enemy's level
- Some trainer NPCs have inconsistent overworld sprites
- Tackle is missing part of its hit animation
- In-battle “
- Audio
- Text
- Scripted events
- Clair can give TM24 Dragonbreath twice
- Daisy's grooming doesn't always increase happiness
- Magikarp in Lake of Rage are shorter, not longer
- Magikarp length limits have a unit conversion error
- Magikarp lengths can be miscalculated
CheckOwnMononly checks the first five letters of OT namesCheckOwnMonAnywheredoes not check the Day-Care- The unused
phonecallscript command may crash - Mania uses wrong dialogue for trying to return Shuckie with no other Pokémon
- Internal engine routines
- Saves corrupted by mid-save shutoff are not handled
ScriptCallcan overflowwScriptStackand crashLoadSpriteGFXdoes not limit the capacity ofUsedSpritesChooseWildEncounterdoesn't really validate the wild Pokémon speciesRandomUnseenWildMonalways picks a morning Pokémon speciesTryObjectEventarbitrary code executionReadObjectEventsoverflows intowObjectMasksClearWRAMonly clears WRAM bank 1BattleAnimCmd_ClearObjsonly clears the first 6⅔ objects- Options menu fails to clear joypad state on initialization
(Video)
Fix: Edit CheckFaint_PlayerThenEnemy and CheckFaint_EnemyThenPlayer in engine/battle/core.asm:
jp HandleEncore
+HasAnyoneFainted:
+ call HasPlayerFainted
+ jp nz, HasEnemyFainted
+ ret
+
CheckFaint_PlayerThenEnemy:
-; BUG: Perish Song and Spikes can leave a Pokemon with 0 HP and not faint (see docs/bugs_and_glitches.md)
+.faint_loop
+ call .Function
+ ret c
+ call HasAnyoneFainted
+ ret nz
+ jr .faint_loop
+
+.Function:
call HasPlayerFainted
jr nz, .PlayerNotFainted
call HandlePlayerMonFaint
... CheckFaint_EnemyThenPlayer:
-; BUG: Perish Song and Spikes can leave a Pokemon with 0 HP and not faint (see docs/bugs_and_glitches.md)
+.faint_loop
+ call .Function
+ ret c
+ call HasAnyoneFainted
+ ret nz
+ jr .faint_loop
+
+.Function:
call HasEnemyFainted
jr nz, .EnemyNotFainted
call HandleEnemyMonFaint
...(Video)
Fix: Edit SpeciesItemBoost in engine/battle/effect_commands.asm:
; Double the stat
-; BUG: Thick Club and Light Ball can make (Special) Attack wrap around above 1024 (see docs/bugs_and_glitches.md)
sla l
rl h
+
+ ld a, HIGH(MAX_STAT_VALUE)
+ cp h
+ jr c, .cap
+ ret nz
+ ld a, LOW(MAX_STAT_VALUE)
+ cp l
+ ret nc
+
+.cap
+ ld hl, MAX_STAT_VALUE
ret(Video)
Fix: Edit engine/battle/effect_commands.asm:
DittoMetalPowder:
...
-; BUG: Metal Powder can increase damage taken with boosted (Special) Defense (see docs/bugs_and_glitches.md)
- ld a, c
- srl a
- add c
- ld c, a
- ret nc
-
- srl b
- ld a, b
- and a
- jr nz, .done
- inc b
-.done
- scf
- rr c
+ ld h, b
+ ld l, c
+ srl b
+ rr c
+ add hl, bc
+ ld b, h
+ ld c, l
+
+ ld a, HIGH(MAX_STAT_VALUE)
+ cp b
+ jr c, .cap
+ ret nz
+ ld a, LOW(MAX_STAT_VALUE)
+ cp c
+ ret nc
+
+.cap
+ ld bc, MAX_STAT_VALUE
ret PlayerAttackDamage:
...
.done
+ push hl
+ call DittoMetalPowder
+ pop hl
call TruncateHL_BC
ld a, [wBattleMonLevel]
ld e, a
- call DittoMetalPowder
ld a, 1
and a
ret EnemyAttackDamage:
...
.done
+ push hl
+ call DittoMetalPowder
+ pop hl
call TruncateHL_BC
ld a, [wBattleMonLevel]
ld e, a
- call DittoMetalPowder
ld a, 1
and a
retThis bug existed for all battles in Gold and Silver, and was only fixed for single-player battles in Crystal to preserve link compatibility.
Fix: Edit TruncateHL_BC in engine/battle/effect_commands.asm:
.finish
-; BUG: Reflect and Light Screen can make (Special) Defense wrap around above 1024 (see docs/bugs_and_glitches.md)
- ld a, [wLinkMode]
- cp LINK_COLOSSEUM
- jr z, .done
; If we go back to the loop point,
; it's the same as doing this exact
; same check twice.
ld a, h
or b
jr nz, .loop
-.done
ld b, l
ret(This fix also affects Thick Club, Light Ball, and Metal Powder, as described above, but their specific fixes in the above bugs allow more accurate damage calculations.)
(Video)
Fix: Edit BattleCommand_EffectChance in engine/battle/effect_commands.asm:
.got_move_chance
-; BUG: Moves with a 100% secondary effect chance will not trigger it in 1/256 uses (see docs/bugs_and_glitches.md)
- call BattleRandom
+ ld a, [hl]
+ sub 100 percent
+ ; If chance was 100%, RNG won't be called (carry not set)
+ ; Thus chance will be subtracted from 0, guaranteeing a carry
+ call c, BattleRandom
cp [hl]
pop hl
ret c
.failed
ld a, 1
ld [wEffectFailed], a
and a
retCompatibility preservation: If you wish to keep compatibility with standard Pokémon Crystal, you can disable the fix during link battles by also applying the following edit in the same place:
+ ld a, [wLinkMode]
+ cp LINK_COLOSSEUM
+ scf ; Force RNG to be called
+ jr z, .nofix ; Don't apply fix in link battles, for compatibility
ld a, [hl]
sub 100 percent
; If chance was 100%, RNG won't be called (carry not set)
; Thus chance will be subtracted from 0, guaranteeing a carry
+.nofix
call c, BattleRandom(Video)
Fix: Edit BattleCommand_BellyDrum in engine/battle/move_effects/belly_drum.asm:
BattleCommand_BellyDrum:
-; BUG: Belly Drum sharply boosts Attack even with under 50% HP (see docs/bugs_and_glitches.md)
- call BattleCommand_AttackUp2
- ld a, [wAttackMissed]
- and a
- jr nz, .failed
-
callfar GetHalfMaxHP
callfar CheckUserHasEnoughHP
jr nc, .failed
+
+ push bc
+ call BattleCommand_AttackUp2
+ pop bc
+ ld a, [wAttackMissed]
+ and a
+ jr nz, .failed(Video)
Fix: Edit HandleBerserkGene in engine/battle/core.asm:
HandleBerserkGene:
...
-; BUG: Berserk Gene's confusion lasts for 256 turns or the previous Pokémon's confusion count (see docs/bugs_and_glitches.md)
ld a, BATTLE_VARS_SUBSTATUS3
call GetBattleVarAddr
push af
set SUBSTATUS_CONFUSED, [hl]
+ ldh a, [hBattleTurn]
+ and a
+ ld hl, wPlayerConfuseCount
+ jr z, .set_confuse_count
+ ld hl, wEnemyConfuseCount
+.set_confuse_count
+ call BattleRandom
+ and %11
+ add 2
+ ld [hl], a
ld a, BATTLE_VARS_MOVE_ANIM
call GetBattleVarAddr
...This makes the Berserk Gene use the regular confusion duration (2–5 turns).
(Video)
Fix:
First, edit wram.asm:
wTurnEnded:: db
- ds 1
+wIsConfusionDamage:: db
wPlayerStats::Then edit four routines in engine/battle/effect_commands.asm:
HitSelfInConfusion:
...
call TruncateHL_BC
ld d, 40
pop af
ld e, a
+ ld a, TRUE
+ ld [wIsConfusionDamage], a
ret BattleCommand_DamageCalc:
; Return a damage value for move power d, player level e, enemy defense c and player attack b.
-; BUG: Confusion damage is affected by type-boosting items and Explosion/Self-Destruct doubling (see docs/bugs_and_glitches.md)
...
.skip_zero_damage_check
+ xor a ; Not confusion damage
+ ld [wIsConfusionDamage], a
+ ; fallthrough
+
+ConfusionDamageCalc:
; Minimum defense value is 1.
ld a, c
and a
jr nz, .not_dividing_by_zero
ld c, 1
.not_dividing_by_zero
...
; Item boosts
+
+; Item boosts don't apply to confusion damage
+ ld a, [wIsConfusionDamage]
+ and a
+ jr nz, .DoneItem
+
call GetUserItem
... CheckEnemyTurn:
...
ld hl, HurtItselfText
call StdBattleTextbox
call HitSelfInConfusion
- call BattleCommand_DamageCalc
+ call ConfusionDamageCalc
call BattleCommand_LowerSub
... HitConfusion:
ld hl, HurtItselfText
call StdBattleTextbox
xor a
ld [wCriticalHit], a
call HitSelfInConfusion
- call BattleCommand_DamageCalc
+ call ConfusionDamageCalc
call BattleCommand_LowerSub(Video)
This bug affects Acid, Iron Tail, and Rock Smash.
Fix: Edit DefenseDownHit in data/moves/effects.asm:
DefenseDownHit:
checkobedience
usedmovetext
doturn
critical
damagestats
damagecalc
stab
damagevariation
checkhit
effectchance
hittarget
failuretext
checkfaint
criticaltext
supereffectivetext
checkfaint
buildopponentrage
-; BUG: Moves that lower Defense can do so after breaking a Substitute (see docs/bugs_and_glitches.md)
- effectchance
defensedown
statdownmessage
endmove(Video)
Fix: Edit BattleCommand_Counter in engine/battle/move_effects/counter.asm and BattleCommand_MirrorCoat in engine/battle/move_effects/mirror_coat.asm:
-; BUG: Counter and Mirror Coat still work if the opponent uses an item (see docs/bugs_and_glitches.md)
ld hl, wCurDamage
ld a, [hli]
or [hl]
- ret z
+ jr z, .failedAdd this to the end of each file:
+.failed
+ ld a, 1
+ ld [wEffectFailed], a
+ and a
+ ret(Video)
Fix: Edit CheckPlayerHasUsableMoves in engine/battle/core.asm:
.done
-; BUG: A Disabled but PP Up–enhanced move may not trigger Struggle (see docs/bugs_and_glitches.md)
- and a
+ and PP_MASK
ret nz
.force_struggle
ld hl, BattleText_MonHasNoMovesLeft
call StdBattleTextbox
ld c, 60
call DelayFrames
xor a
ret(Video)
Fix: Edit PursuitSwitch in engine/battle/core.asm:
-; BUG: A Pokémon that fainted from Pursuit will have its old status condition when revived (see docs/bugs_and_glitches.md)
ld a, $f0
ld [wCryTracks], a
ld a, [wBattleMonSpecies]
call PlayStereoCry
+ ld a, [wCurBattleMon]
+ push af
ld a, [wLastPlayerMon]
+ ld [wCurBattleMon], a
+ call UpdateFaintedPlayerMon
+ pop af
+ ld [wCurBattleMon], a
- ld c, a
- ld hl, wBattleParticipantsNotFainted
- ld b, RESET_FLAG
- predef SmallFarFlagAction
call PlayerMonFaintedAnimation
ld hl, BattleText_MonFainted
jr .done_faintedThis bug affects Attract, Curse, Foresight, Mean Look, Mimic, Nightmare, Spider Web, Transform, and stat-lowering effects of moves like String Shot or Bubble during the semi-invulnerable turn of Fly or Dig.
Fix: Edit CheckHiddenOpponent in engine/battle/effect_commands.asm:
CheckHiddenOpponent:
-; BUG: Lock-On and Mind Reader don't always bypass Fly and Dig (see docs/bugs_and_glitches.md)
+ ld a, BATTLE_VARS_SUBSTATUS5_OPP
+ call GetBattleVar
+ cpl
+ and 1 << SUBSTATUS_LOCK_ON
+ ret z
+
ld a, BATTLE_VARS_SUBSTATUS3_OPP
call GetBattleVar
and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND
ret(Video)
Fix: Edit BattleCommand_BeatUp in engine/battle/move_effects/beat_up.asm:
.got_mon
-; BUG: Beat Up can desynchronize link battles (see docs/bugs_and_glitches.md)
ld a, [wCurBeatUpPartyMon]
ld hl, wPartyMonNicknames
call GetNickname
ld a, MON_HP
call GetBeatupMonLocation
ld a, [hli]
or [hl]
jp z, .beatup_fail ; fainted
ld a, [wCurBeatUpPartyMon]
ld c, a
ld a, [wCurBattleMon]
- cp [hl]
+ cp c
ld hl, wBattleMonStatus
jr z, .active_mon
ld a, MON_STATUS
call GetBeatupMonLocation
.active_mon
ld a, [hl]
and a
jp nz, .beatup_failThis bug prevents the rest of Beat Up's effect from being executed if the player or enemy only has one Pokémon in their party while using it. It prevents Substitute from being raised and King's Rock from working.
Fix: Edit BattleCommand_EndLoop in engine/battle/effect_commands.asm:
.only_one_beatup
-; BUG: Beat Up works incorrectly with only one Pokémon in the party (see docs/bugs_and_glitches.md)
ld a, BATTLE_VARS_SUBSTATUS3
call GetBattleVarAddr
res SUBSTATUS_IN_LOOP, [hl]
- call BattleCommand_BeatUpFailText
- jp EndMoveEffect
+ retCosmetic fix: This fix does not break compatibility, but it only affects what's shown on the screen for the patched game.
.only_one_beatup
; BUG: Beat Up works incorrectly with only one Pokemon in the party (see docs/bugs_and_glitches.md)
ld a, BATTLE_VARS_SUBSTATUS3
call GetBattleVarAddr
res SUBSTATUS_IN_LOOP, [hl]
call BattleCommand_BeatUpFailText
+ call BattleCommand_RaiseSub
jp EndMoveEffectFix: Edit BattleCommand_BeatUpFailText in engine/battle/move_effects/beat_up.asm:
BattleCommand_BeatUpFailText:
-; BUG: Beat Up may trigger King's Rock even if it failed (see docs/bugs_and_glitches.md)
ld a, [wBeatUpHitAtLeastOnce]
and a
ret nz
+
+ inc a
+ ld [wAttackMissed], a
jp PrintButItFailed(Video)
This bug existed for all battles in Gold and Silver, and was only fixed for single-player battles in Crystal to preserve link compatibility.
Fix: Edit BattleCommand_Present in engine/battle/move_effects/present.asm:
BattleCommand_Present:
-; BUG: Present damage is incorrect in link battles (see docs/bugs_and_glitches.md)
- ld a, [wLinkMode]
- cp LINK_COLOSSEUM
- jr z, .colosseum_skippush
push bc
push de
-.colosseum_skippush
-
call BattleCommand_Stab
-
- ld a, [wLinkMode]
- cp LINK_COLOSSEUM
- jr z, .colosseum_skippop
pop de
pop bc
-.colosseum_skippopThis happens because the user's happiness (or 255 − happiness for Frustration) is multiplied by 10 and divided by 25, which rounds down to zero when the happiness is 0–2 (or 253–255 for Frustration).
Fix:
Edit engine/battle/move_effects/return.asm:
BattleCommand_HappinessPower:
-; BUG: Return and Frustration deal no damage when the user's happiness is low or high, respectively (see docs/bugs_and_glitches.md)
...
call Multiply
ld a, 25
ldh [hDivisor], a
ld b, 4
call Divide
ldh a, [hQuotient + 3]
+ and a
+ jr nz, .done
+ inc a
+.done
ld d, a
pop bc
retAnd edit engine/battle/move_effects/frustration.asm:
BattleCommand_FrustrationPower:
-; BUG: Return and Frustration deal no damage when the user's happiness is low or high, respectively (see docs/bugs_and_glitches.md)
...
call Multiply
ld a, 25
ldh [hDivisor], a
ld b, 4
call Divide
ldh a, [hQuotient + 3]
+ and a
+ jr nz, .done
+ inc a
+.done
ld d, a
pop bc
retFix: Edit ItemAttributes in data/items/attributes.asm:
-; BUG: Dragon Scale, not Dragon Fang, boosts Dragon-type moves (see docs/bugs_and_glitches.md)
; DRAGON_FANG
- item_attribute 100, HELD_NONE, 0, CANT_SELECT, ITEM, ITEMMENU_NOUSE, ITEMMENU_NOUSE
+ item_attribute 100, HELD_DRAGON_BOOST, 10, CANT_SELECT, ITEM, ITEMMENU_NOUSE, ITEMMENU_NOUSE
...
; DRAGON_SCALE
- item_attribute 2100, HELD_DRAGON_BOOST, 10, CANT_SELECT, ITEM, ITEMMENU_NOUSE, ITEMMENU_NOUSE
+ item_attribute 2100, HELD_NONE, 0, CANT_SELECT, ITEM, ITEMMENU_NOUSE, ITEMMENU_NOUSEThis happens because switching involves calculating a percentage of maximum enemy HP. Directly calculating HP × 100 / max HP would require a two-byte denominator, so instead the game calculates HP × 25 / (max HP / 4), since even a maximum HP of 999 divided by 4 is 249, which fits in one byte. However, if the maximum HP is below 4 this will divide by 0, which enters an infinite loop in _Divide.
Fix: First, edit SendOutMonText in engine/battle/core.asm:
-; BUG: Switching out or switching against a Pokémon with max HP below 4 freezes the game (see docs/bugs_and_glitches.md)
; compute enemy health remaining as a percentage
xor a
ldh [hMultiplicand + 0], a
ld hl, wEnemyMonHP
ld a, [hli]
ld [wEnemyHPAtTimeOfPlayerSwitch], a
ldh [hMultiplicand + 1], a
ld a, [hl]
ld [wEnemyHPAtTimeOfPlayerSwitch + 1], a
ldh [hMultiplicand + 2], a
- ld a, 25
- ldh [hMultiplier], a
- call Multiply
ld hl, wEnemyMonMaxHP
ld a, [hli]
ld b, [hl]
- srl a
- rr b
- srl a
- rr b
+ ld c, 100
+ and a
+ jr z, .shift_done
+.shift
+ rra
+ rr b
+ srl c
+ and a
+ jr nz, .shift
+.shift_done
+ ld a, c
+ ldh [hMultiplier], a
+ call Multiply
ld a, b
ld b, 4
ldh [hDivisor], a
call DivideThen edit WithdrawMonText in the same file:
; compute enemy health lost as a percentage
ld hl, wEnemyMonHP + 1
ld de, wEnemyHPAtTimeOfPlayerSwitch + 1
ld b, [hl]
dec hl
ld a, [de]
sub b
ldh [hMultiplicand + 2], a
dec de
ld b, [hl]
ld a, [de]
sbc b
ldh [hMultiplicand + 1], a
- ld a, 25
- ldh [hMultiplier], a
- call Multiply
ld hl, wEnemyMonMaxHP
ld a, [hli]
ld b, [hl]
- srl a
- rr b
- srl a
- rr b
+ ld c, 100
+ and a
+ jr z, .shift_done
+.shift
+ rra
+ rr b
+ srl c
+ and a
+ jr nz, .shift
+.shift_done
+ ld a, c
+ ldh [hMultiplier], a
+ call Multiply
ld a, b
ld b, 4
ldh [hDivisor], a
call DivideThis changes both calculations to HP × (100 / N) / (max HP / N) for the smallest necessary N, which will be at least 1, so it avoids dividing by zero and is also more accurate.
BattleCommand_CheckFaint "ends the move effect if the opponent faints", and these moves attempt to raise the user's stats after checkfaint. Note that fixing this can lead to stats being increased at the end of battle, but will not have any negative effects.
Fix: Edit data/moves/effects.asm:
DefenseUpHit:
...
criticaltext
supereffectivetext
-; BUG: Moves that do damage and increase your stats do not increase stats after a KO (see docs/bugs_and_glitches.md)
+ defenseup
+ statupmessage
checkfaint
buildopponentrage
- defenseup
- statupmessage
endmove
AttackUpHit:
...
criticaltext
supereffectivetext
+ attackup
+ statupmessage
checkfaint
buildopponentrage
- attackup
- statupmessage
endmove
AllUpHit:
...
criticaltext
supereffectivetext
+ allstatsup
checkfaint
buildopponentrage
- allstatsup
endmove(Video)
Fix: Edit BattleCommand_Sketch in engine/battle/move_effects/sketch.asm:
-; If the opponent is transformed, fail.
-; BUG: A Transformed Pokémon can use Sketch and learn otherwise unobtainable moves (see docs/bugs_and_glitches.md)
+; If the user is transformed, fail.
- ld a, BATTLE_VARS_SUBSTATUS5_OPP
+ ld a, BATTLE_VARS_SUBSTATUS5
call GetBattleVarAddr
bit SUBSTATUS_TRANSFORMED, [hl]
jp nz, .failFix: Edit PokeBallEffect in engine/items/item_effects.asm:
ld hl, wEnemySubStatus5
ld a, [hl]
push af
set SUBSTATUS_TRANSFORMED, [hl]
-; BUG: Catching a Transformed Pokémon always catches a Ditto (see docs/bugs_and_glitches.md)
bit SUBSTATUS_TRANSFORMED, a
- jr nz, .ditto
- jr .not_ditto
+ jr nz, .load_data
-.ditto
- ld a, DITTO
- ld [wTempEnemyMonSpecies], a
- jr .load_data
-
-.not_ditto
- set SUBSTATUS_TRANSFORMED, [hl]
ld hl, wEnemyBackupDVs
ld a, [wEnemyMonDVs]
ld [hli], a
ld a, [wEnemyMonDVs + 1]
ld [hl], a
.load_data
ld a, [wTempEnemyMonSpecies]
ld [wCurPartySpecies], a
ld a, [wEnemyMonLevel]
ld [wCurPartyLevel], a
farcall LoadEnemyMon
pop af
ld [wEnemySubStatus5], a(Video)
Fix: Edit CalcExpAtLevel in engine/pokemon/experience.asm:
CalcExpAtLevel:
; (a/b)*n**3 + c*n**2 + d*n - e
-; BUG: Experience underflow for level 1 Pokémon with Medium-Slow growth rate (see docs/bugs_and_glitches.md)
+ ld a, d
+ dec a
+ jr nz, .UseExpFormula
+; Pokémon have 0 experience at level 1
+ ld hl, hProduct
+ ld [hli], a
+ ld [hli], a
+ ld [hli], a
+ ld [hl], a
+ ret
+
+.UseExpFormula
ld a, [wBaseGrowthRate]
add a
add a
ld c, a
ld b, 0
ld hl, GrowthRates
add hl, bc(Video)
This can occur if your party and current PC box are both full when you start the tutorial.
Fix: Edit PokeBallEffect in engine/items/item_effects.asm:
PokeBallEffect:
-; BUG: The Dude's catching tutorial may crash if his Poké Ball can't be used (see docs/bugs_and_glitches.md)
ld a, [wBattleMode]
dec a
jp nz, UseBallInTrainerBattle
+ ld a, [wBattleType]
+ cp BATTLETYPE_TUTORIAL
+ jr z, .room_in_party
+
ld a, [wPartyCount]
cp PARTY_LENGTH
jr nz, .room_in_party
ld a, BANK(sBoxCount)
call OpenSRAM
ld a, [sBoxCount]
cp MONS_PER_BOX
call CloseSRAM
jp z, Ball_BoxIsFullMessageFix: Edit PokeBallEffect in engine/items/item_effects.asm:
.statuscheck
-; BUG: BRN/PSN/PAR do not affect catch rate (see docs/bugs_and_glitches.md)
ld b, a
ld a, [wEnemyMonStatus]
and 1 << FRZ | SLP_MASK
ld c, 10
jr nz, .addstatus
+ ld a, [wEnemyMonStatus]
and a
ld c, 5
jr nz, .addstatus
ld c, 0
.addstatus
ld a, b
add c
jr nc, .max_1
ld a, $ff
.max_1The Moon Ball checks the wrong memory address for the wrong item ID, so no Pokémon can receive the boost.
Fix: Edit MoonBallMultiplier in engine/items/item_effects.asm:
-; BUG: Moon Ball does not boost catch rate (see docs/bugs_and_glitches.md)
inc hl
- inc hl
- inc hl
push bc
ld a, BANK("Evolutions and Attacks")
call GetFarByte
- cp MOON_STONE_RED ; BURN_HEAL
+ cp MOON_STONE
pop bc
ret nzNote that this fix only accounts for Pokémon that evolve via Moon Stone as their first evolution method. However, that is sufficient to cover all Pokémon in the game that can evolve by Moon Stone.
Fix: Edit LoveBallMultiplier in engine/items/item_effects.asm:
.got_wild_gender
-; BUG: Love Ball boosts catch rate for the wrong gender (see docs/bugs_and_glitches.md)
ld a, d
pop de
cp d
pop bc
- ret nz
+ ret zFix: Edit FastBallMultiplier in engine/items/item_effects.asm:
.loop
-; BUG: Fast Ball only boosts catch rate for three Pokémon (see docs/bugs_and_glitches.md)
ld a, BANK(FleeMons)
call GetFarByte
inc hl
cp -1
jr z, .next
cp c
- jr nz, .next
+ jr nz, .loop
sla b
jr c, .maxHeavyBall_GetDexEntryBank gets the wrong bank for Kadabra (64), Tauros (128), and Sunflora (192).
Fix: Edit HeavyBall_GetDexEntryBank in engine/items/item_effects.asm:
HeavyBall_GetDexEntryBank:
-; BUG: Heavy Ball uses wrong weight value for three Pokemon (see docs/bugs_and_glitches.md)
push hl
push de
ld a, [wEnemyMonSpecies]
+ dec a
rlca
rlca
maskbits NUM_DEX_ENTRY_BANKS
ld hl, .PokedexEntryBanks
ld d, 0
ld e, a
add hl, de
ld a, [hl]
pop de
pop hl
ret
.PokedexEntryBanks:
db BANK("Pokedex Entries 001-064")
db BANK("Pokedex Entries 065-128")
db BANK("Pokedex Entries 129-192")
db BANK("Pokedex Entries 193-251")HP values above 341 remain larger than 1 byte after division.
Fix: Edit PokeBallEffect in engine/items/item_effects.asm:
srl d
rr e
srl d
rr e
srl b
rr c
srl b
rr c
- ; BUG: Catch rate formula breaks for Pokémon with max HP > 341 (see docs/bugs_and_glitches.md)
+ ; Divide by 2 again if there's still something in the high byte
+ ld a, d
+ and a
+ jr z, .check_cur_low
+ srl d
+ rr e
+ srl b
+ rr c
+.check_cur_low
ld a, c
and a
jr nz, .okay_1
ld c, $1
.okay_1
ld b, eThis does not affect link battles or Battle Tower battles because those jump from LoadEnemyMon to InitEnemyMon, which already calls ApplyStatusEffectOnEnemyStats.
Fix: Edit LoadEnemyMon in engine/battle/core.asm:
ld hl, wEnemyMonStats
ld de, wEnemyStats
ld bc, NUM_EXP_STATS * 2
call CopyBytes
-; BUG: PRZ and BRN stat reductions don't apply to switched Pokémon (see docs/bugs_and_glitches.md)
+ call ApplyStatusEffectOnEnemyStats
retPryce's dialog ("That BADGE will raise the SPECIAL stats of POKéMON.") implies that Glacier Badge is intended to boost both Special Attack and Special Defense, but the Special Defense boost will not happen unless the unboosted Special Attack stat is 206–432, or 661 or above.
Fix: Edit BadgeStatBoosts.CheckBadge in engine/battle/core.asm:
.CheckBadge:
-; BUG: Glacier Badge may not boost Special Defense depending on the value of Special Attack (see docs/bugs_and_glitches.md)
ld a, b
srl b
+ push af
call c, BoostStat
+ pop af
inc hl
inc hl
; Check every other badge.
srl b
dec c
jr nz, .CheckBadge
srl a
call c, BoostStat
ret(Video)
Fix: Edit AI_Smart_MeanLook in engine/battle/ai/scoring.asm:
; 80% chance to greatly encourage this move if the enemy is badly poisoned.
-; BUG: "Smart" AI encourages Mean Look if its own Pokémon is badly poisoned (see docs/bugs_and_glitches.md)
- ld a, [wEnemySubStatus5]
+ ld a, [wPlayerSubStatus5]
bit SUBSTATUS_TOXIC, a
jr nz, .asm_38e26Fix: Edit AI_Smart_Conversion2 in engine/battle/ai/scoring.asm:
AI_Smart_Conversion2:
-; BUG: "Smart" AI discourages Conversion2 after the first turn (see docs/bugs_and_glitches.md)
ld a, [wLastPlayerMove]
and a
- jr nz, .discourage
+ jr z, .discourageFix: Edit SunnyDayMoves in data/battle/ai/sunny_day_moves.asm:
SunnyDayMoves:
-; BUG: "Smart" AI does not encourage Sunny Day when it knows Solar Beam, Flame Wheel, or Moonlight (see docs/bugs_and_glitches.md)
db FIRE_PUNCH
db EMBER
db FLAMETHROWER
+ db SOLARBEAM
db FIRE_SPIN
db FIRE_BLAST
+ db FLAME_WHEEL
db SACRED_FIRE
db MORNING_SUN
db SYNTHESIS
+ db MOONLIGHT
db -1 ; endFix: Edit AI_Cautious in engine/battle/ai/scoring.asm:
AI_Cautious:
; 90% chance to discourage moves with residual effects after the first turn.
...
pop bc
pop de
pop hl
jr nc, .loop
-; BUG: "Cautious" AI may fail to discourage residual moves (see docs/bugs_and_glitches.md)
call Random
cp 90 percent + 1
- ret nc
+ jr nc, .loop
inc [hl]
jr .loopFix Edit AI_Redundant.Nightmare in engine/battle/ai/redundant.asm:
.Nightmare:
-; BUG: AI does not discourage Nightmare if the player has any status condition (see docs/bugs_and_glitches.md)
ld a, [wBattleMonStatus]
- and a
+ and SLP_MASK
jr z, .Redundant
ld a, [wPlayerSubStatus1]
bit SUBSTATUS_NIGHTMARE, a
retFix: Edit AI_Redundant.FutureSight in engine/battle/ai/redundant.asm:
.FutureSight:
-; BUG: AI does not discourage Future Sight when it's already been used (see docs/bugs_and_glitches.md)
- ld a, [wEnemyScreens]
- bit SCREENS_UNUSED, a
+ ld a, [wEnemyFutureSightCount]
+ and a
retFix: Edit BattleCheckTypeMatchup in engine/battle/effect_commands.asm:
BattleCheckTypeMatchup:
ld hl, wEnemyMonType1
ldh a, [hBattleTurn]
and a
- jr z, CheckTypeMatchup
+ jr z, .get_type
ld hl, wBattleMonType1
+.get_type
+ ld a, BATTLE_VARS_MOVE_TYPE
+ call GetBattleVar ; preserves hl, de, and bc
; fallthrough
CheckTypeMatchup:
-; BUG: AI makes a false assumption about CheckTypeMatchup (see docs/bugs_and_glitches.md)
push hl
push de
push bc
- ld a, BATTLE_VARS_MOVE_TYPE
- call GetBattleVar
ld d, a
...(Video)
Fix: Edit AI_HealStatus in engine/battle/ai/items.asm:
AI_HealStatus:
-; BUG: AI use of Full Heal or Full Restore does not cure Nightmare status (see docs/bugs_and_glitches.md)
; BUG: AI use of Full Heal or Full Restore does not cure Attack or Speed drops from burn or paralysis (see docs/bugs_and_glitches.md)
ld a, [wCurOTMon]
ld hl, wOTPartyMon1Status
ld bc, PARTYMON_STRUCT_LENGTH
call AddNTimes
xor a
ld [hl], a
ld [wEnemyMonStatus], a
+ ld hl, wEnemySubStatus1
+ res SUBSTATUS_NIGHTMARE, [hl]
ld hl, wEnemySubStatus5
res SUBSTATUS_TOXIC, [hl]
retFix: Edit EnemyUsedFullRestore, and AI_HealStatus in engine/battle/ai/items.asm:
EnemyUsedFullRestore:
-; BUG: AI use of Full Heal does not cure confusion status (see docs/bugs_and_glitches.md)
call AI_HealStatus
ld a, FULL_RESTORE
ld [wCurEnemyItem], a
- ld hl, wEnemySubStatus3
- res SUBSTATUS_CONFUSED, [hl]
- xor a
- ld [wEnemyConfuseCount], a
; fallthrough AI_HealStatus:
; BUG: AI use of Full Heal or Full Restore does not cure Nightmare status (see docs/bugs_and_glitches.md)
; BUG: AI use of Full Heal or Full Restore does not cure Attack or Speed drops from burn or paralysis (see docs/bugs_and_glitches.md)
ld a, [wCurOTMon]
ld hl, wOTPartyMon1Status
ld bc, PARTYMON_STRUCT_LENGTH
call AddNTimes
xor a
ld [hl], a
ld [wEnemyMonStatus], a
+ ld [wEnemyConfuseCount], a
+ ld hl, wEnemySubStatus3
+ res SUBSTATUS_CONFUSED, [hl]
ld hl, wEnemySubStatus5
res SUBSTATUS_TOXIC, [hl]
retFix: Edit AI_HealStatus in engine/battle/ai/items.asm:
AI_HealStatus:
; BUG: AI use of Full Heal or Full Restore does not cure Nightmare status (see docs/bugs_and_glitches.md)
-; BUG: AI use of Full Heal or Full Restore does not cure Attack or Speed drops from burn or paralysis (see docs/bugs_and_glitches.md)
ld a, [wCurOTMon]
ld hl, wOTPartyMon1Status
ld bc, PARTYMON_STRUCT_LENGTH
call AddNTimes
xor a
ld [hl], a
ld [wEnemyMonStatus], a
ld hl, wEnemySubStatus5
res SUBSTATUS_TOXIC, [hl]
+ farcall CalcEnemyStats
retIn the AI_TryItem routine, an item pointer is set to wEnemyTrainerItem1 and then increments to wEnemyTrainerItem2 to see if either of the AI's items are in the AI_Items list. However, if the AI has used its first item (or its first one is ITEM_NONE) and hasn't used its second item, the item pointer can increment from wEnemyTrainerItem2 to wEnemyTrainerBaseReward. If the value at this address then matches an item in the AI_Items list, the AI could mistakenly use it.
Fix: Edit AI_TryItem in engine/battle/ai/items.asm:
AI_TryItem:
...
ld a, [wTrainerClass]
dec a
ld hl, TrainerClassAttributes + TRNATTR_AI_ITEM_SWITCH
ld bc, NUM_TRAINER_ATTRIBUTES
call AddNTimes
ld b, h
ld c, l
ld hl, AI_Items
-; BUG: AI might use its base reward value as an item (see docs/bugs_and_glitches.md)
- ld de, wEnemyTrainerItem1
.loop
+ ld de, wEnemyTrainerItem1
ld a, [hl]
and a
inc a
ret zFix: Edit BattleCommand_Teleport in engine/battle/move_effects/teleport.asm:
.loop_enemy
-; BUG: Wild Pokémon can always Teleport regardless of level difference (see docs/bugs_and_glitches.md)
+; If a random number >= player level / 4, Teleport will succeed
call BattleRandom
cp c
jr nc, .loop_enemy
; b = player level / 4
srl b
srl b
cp b
- jr nc, .run_away
+ jr c, .failedRIVAL1 is battled throughout the game. RIVAL2 is battled at Indigo Plateau, and would not be expected to have worse DVs.
Fix: Edit TrainerClassDVs in data/trainers/dvs.asm:
dn 13, 13, 13, 13 ; RIVAL1
...
-; BUG: RIVAL2 has lower DVs than RIVAL1 (see docs/bugs_and_glitches.md)
- dn 9, 8, 8, 8 ; RIVAL2
+ dn 13, 13, 13, 13 ; RIVAL2Fix: Edit PokeBallEffect in engine/items/item_effects.asm:
-; BUG: HELD_CATCH_CHANCE has no effect (see docs/bugs_and_glitches.md)
ld d, a
push de
ld a, [wBattleMonItem]
+ ld b, a
farcall GetItemHeldEffect
ld a, b
cp HELD_CATCH_CHANCE
pop de
ld a, d
jr nz, .max_2
add c
jr nc, .max_2
ld a, $ff
.max_2(Video)
To select a move in battle, you have to press and release the Up or Down buttons. However, after playing the credits sequence, holding down either button will continuously scroll through the moves.
Fix: Edit Credits in engine/movie/credits.asm:
-; BUG: Credits sequence changes move selection menu behavior (see docs/bugs_and_glitches.md)
ldh a, [hVBlank]
push af
ld a, VBLANK_CREDITS
ldh [hVBlank], a
+ ldh a, [hInMenu]
+ push af
ld a, TRUE
ldh [hInMenu], a
...
ldh [hLCDCPointer], a
ldh [hBGMapAddress], a
+ pop af
+ ldh [hInMenu], a
pop af
ldh [hVBlank], a
pop af
ldh [rWBK], aThe [hInMenu] value determines this button behavior. However, the battle moves menu doesn't actually set [hInMenu] to anything, so either behavior may have been intentional. The default 0 prevents continuous scrolling; a value of 1 allows it. (The Japanese release sets it to 0.)
Optional fix: To explicitly set a [hInMenu] for the moves menu, edit BattleTurn in engine/battle/core.asm:
BattleTurn:
+ ldh a, [hInMenu]
+ push af
+ ld a, 1 ; or "xor a" for the value 0
+ ldh [hInMenu], a
+
.loop
...
jp .loop
.quit
+ pop af
+ ldh [hInMenu], a
retThis bug prevents you from using blocksets with more than 128 blocks.
Fix: Edit LoadMetatiles in home/map.asm:
; Set hl to the address of the current metatile data ([wTilesetBlocksAddress] + (a) tiles).
-; BUG: LoadMetatiles wraps around past 128 blocks (see docs/bugs_and_glitches.md)
- add a
ld l, a
ld h, 0
+ add hl, hl
add hl, hl
add hl, hl
add hl, hl
ld a, [wTilesetBlocksAddress]
add l
ld l, a
ld a, [wTilesetBlocksAddress + 1]
adc h
ld h, a(Video)
Fix:
First, edit UsedSurfScript in engine/events/overworld.asm:
UsedSurfScript:
-; BUG: Surfing directly across a map connection does not load the new map (see docs/bugs_and_glitches.md)
writetext UsedSurfText ; "used SURF!"
waitbutton
closetext
callasm .empty_fn ; empty function
readmem wSurfingPlayerState
writevar VAR_MOVEMENT
special UpdatePlayerSprite
special PlayMapMusic
-; step into the water (slow_step DIR, step_end)
special SurfStartStep
- applymovement PLAYER, wMovementBuffer
endThen edit SurfStartStep in engine/overworld/player_object.asm:
SurfStartStep:
- call InitMovementBuffer
- call .GetMovementData
- call AppendToMovementBuffer
- ld a, movement_step_end
- call AppendToMovementBuffer
- ret
-
-.GetMovementData:
ld a, [wPlayerDirection]
srl a
srl a
maskbits NUM_DIRECTIONS
ld e, a
ld d, 0
ld hl, .movement_data
add hl, de
- ld a, [hl]
- ret
+ add hl, de
+ add hl, de
+ ld a, BANK(.movement_data)
+ jp StartAutoInput
.movement_data
- slow_step DOWN
- slow_step UP
- slow_step LEFT
- slow_step RIGHT
+ db PAD_DOWN, 0, -1
+ db PAD_UP, 0, -1
+ db PAD_LEFT, 0, -1
+ db PAD_RIGHT, 0, -1This fix will make the player enter the water at a normal walking speed, not with a slow step.
This bug is why the Lapras in maps/UnionCaveB2F.asm, which uses SPRITEMOVEDATA_SWIM_WANDER, is not restricted by its 1, 1 movement radius.
Fix: Edit CanObjectMoveInDirection in engine/overworld/npc_movement.asm:
-; BUG: Swimming NPCs aren't limited by their movement radius (see docs/bugs_and_glitches.md)
ld hl, OBJECT_FLAGS1
add hl, bc
bit NOCLIP_TILES_F, [hl]
+ jr nz, .noclip_tilesFix: Edit engine/events/overworld.asm:
FishFunction:
...
.TryFish:
-; BUG: You can fish on top of NPCs (see docs/bugs_and_glitches.md)
ld a, [wPlayerState]
cp PLAYER_SURF
jr z, .fail
cp PLAYER_SURF_PIKA
jr z, .fail
call GetFacingTileCoord
call GetTilePermission
cp WATER_TILE
- jr z, .facingwater
+ jr nz, .fail
+ farcall CheckFacingObject
+ jr nc, .facingwater
.fail
ld a, $3
retWhen a Pokémon is withdrawn from the Day-Care, its Exp. Points are reset to the minimum required for its level. This means that if it hadn't gained any levels while in the Day-Care, it may lose experience.
Fix: Edit RetrieveBreedmon in engine/pokemon/move_mon.asm:
RetrieveBreedmon:
...
-; BUG: Pokémon deposited in the Day-Care might lose experience (see docs/bugs_and_glitches.md)
ld a, [wPartyCount]
dec a
ld [wCurPartyMon], a
farcall HealPartyMon
- ld a, [wCurPartyLevel]
- ld d, a
+ ld d, MAX_LEVEL
callfar CalcExpAtLevel
pop bc
- ld hl, MON_EXP
+ ld hl, MON_EXP + 2
add hl, bc
ldh a, [hMultiplicand]
- ld [hli], a
+ ld b, a
ldh a, [hMultiplicand + 1]
- ld [hli], a
+ ld c, a
ldh a, [hMultiplicand + 2]
+ ld d, a
+ ld a, [hld]
+ sub d
+ ld a, [hld]
+ sbc c
+ ld a, [hl]
+ sbc b
+ jr c, .not_max_exp
+ ld a, b
+ ld [hli], a
+ ld a, c
+ ld [hli], a
+ ld a, d
ld [hl], a
+.not_max_exp
and a
retThis is a mistake with the “…” tile in gfx/battle/hp_exp_bar_border.png:
Fix: Lower the ellipsis by two pixels:
This is a mistake with the left-hand warp carpet corner tiles in gfx/tilesets/port.png:
Fix: Adjust them to match the right-hand corner tiles:
The dungeons' map group mostly has indoor maps that don't need roof colors, but maps/RuinsOfAlphOutside.blk is an exception. It appears to have poorly-chosen roof colors: the morning/day colors are the same default gray as the unused group 0, and the night colors combine the light default gray and the dark red of Cinnabar's night roofs.
Fix: Edit gfx/tilesets/roofs.pal to use the same red colors as Cinnabar (which are not actually seen in-game):
; group 3 (dungeons)
- RGB 21,21,21, 11,11,11 ; morn/day
- RGB 21,21,21, 17,08,07 ; nite
+ RGB 31,10,00, 18,06,00 ; morn/day
+ RGB 18,05,09, 17,08,07 ; niteThis is a mistake with block $5B in the johto_modern tileset. The bottom-left corners of the three stones around Slowpoke Well use tile $4B, but should use tile $47.
Fix: Edit block $5B with Polished Map to use the same tiles as block $5C:
Fix: Edit both functions in engine/pokemon/breeding.asm:
GetEggFrontpic:
-; BUG: A hatching Unown egg would not show the right letter (see docs/bugs_and_glitches.md)
push de
ld [wCurPartySpecies], a
ld [wCurSpecies], a
call GetBaseData
- ld hl, wBattleMonDVs
+ ld a, MON_DVS
+ call GetPartyParamLocation
predef GetUnownLetter
pop de
predef_jump GetMonFrontpic
GetHatchlingFrontpic:
push de
ld [wCurPartySpecies], a
ld [wCurSpecies], a
call GetBaseData
- ld hl, wBattleMonDVs
+ ld a, MON_DVS
+ call GetPartyParamLocation
predef GetUnownLetter
pop de
predef_jump GetAnimatedFrontpicThis bug prevents Substitute from being raised if Beat Up was blocked by Protect or Detect.
Fix: Edit BattleCommand_FailureText in engine/battle/effect_commands.asm.
-; BUG: Beat Up may fail to raise Substitute (see docs/bugs_and_glitches.md)
cp EFFECT_MULTI_HIT
jr z, .multihit
cp EFFECT_DOUBLE_HIT
jr z, .multihit
cp EFFECT_POISON_MULTI_HIT
jr z, .multihit
+ cp EFFECT_BEAT_UP
+ jr z, .multihit
jp EndMoveEffect
.multihit
call BattleCommand_RaiseSub
jp EndMoveEffect(Video)
Fix: Edit LongAnim_UpdateVariables in engine/battle/anim_hp_bar.asm:
-; BUG: HP bar animation is slow for high HP (see docs/bugs_and_glitches.md)
call ComputeHPBarPixels
+ ld a, e
pop bc
pop de
pop hl
- ld a, e
ld hl, wCurHPBarPixels
cp [hl]
jr z, .loop
ld [hl], a
and a
ret(Video)
Fix: Edit ShortHPBar_CalcPixelFrame in engine/battle/anim_hp_bar.asm:
ld b, 0
.loop
-; BUG: HP bar animation off-by-one error for low HP (see docs/bugs_and_glitches.md)
ld a, l
sub HP_BAR_LENGTH_PX
ld l, a
ld a, h
sbc $0
ld h, a
+ jr z, .done
jr c, .done
inc b
jr .loop(Video)
Fix: Edit PokeBallEffect in engine/items/item_effects.asm:
.room_in_party
-; BUG: Using a Park Ball in non-Contest battles has a corrupt animation (see docs/bugs_and_glitches.md)
xor a
ld [wWildMon], a
- ld a, [wCurItem]
- cp PARK_BALL
+ ld a, [wBattleType]
+ cp BATTLETYPE_CONTEST
call nz, ReturnToBattle_UseBall(Video)
There are three things wrong here:
wEnemyMonLevelisn't initialized yetwBattleMonLevelgets overwritten after it's initialized byFindFirstAliveMonAndStartBattlewBattleMonLevelisn't initialized until much later when the battle is with a trainer
Fix:
First, edit engine/battle/battle_transition.asm:
StartTrainerBattle_DetermineWhichAnimation:
; The screen flashes a different number of times depending on the level of
; your lead Pokemon relative to the opponent's.
-; BUG: Battle transitions fail to account for enemy's level (see docs/bugs_and_glitches.md)
+ ld a, [wOtherTrainerClass]
+ and a
+ jr z, .wild
+ farcall SetTrainerBattleLevel
+
+.wild
+ ld b, PARTY_LENGTH
+ ld hl, wPartyMon1HP
+ ld de, PARTYMON_STRUCT_LENGTH - 1
+
+.loop
+ ld a, [hli]
+ or [hl]
+ jr nz, .okay
+ add hl, de
+ dec b
+ jr nz, .loop
+
+.okay
+ ld de, MON_LEVEL - MON_HP - 1
+ add hl, de
ld de, 0
- ld a, [wBattleMonLevel]
+ ld a, [hl]
add 3
- ld hl, wEnemyMonLevel
+ ld hl, wCurPartyLevel
cp [hl]
jr nc, .not_stronger
set TRANS_STRONGER_F, e
.not_stronger
ld a, [wEnvironment]
cp CAVE
jr z, .cave
cp ENVIRONMENT_5
jr z, .cave
cp DUNGEON
jr z, .cave
set TRANS_NO_CAVE_F, e
.cave
ld hl, .StartingPoints
add hl, de
ld a, [hl]
ld [wJumptableIndex], a
ret
.StartingPoints:
; entries correspond to TRANS_* constants
db BATTLETRANSITION_CAVE
db BATTLETRANSITION_CAVE_STRONGER
db BATTLETRANSITION_NO_CAVE
db BATTLETRANSITION_NO_CAVE_STRONGERThen edit engine/battle/start_battle.asm:
FindFirstAliveMonAndStartBattle:
xor a
ldh [hMapAnims], a
call DelayFrame
- ld b, PARTY_LENGTH
- ld hl, wPartyMon1HP
- ld de, PARTYMON_STRUCT_LENGTH - 1
-
-.loop
- ld a, [hli]
- or [hl]
- jr nz, .okay
- add hl, de
- dec b
- jr nz, .loop
-
-.okay
- ld de, MON_LEVEL - MON_HP
- add hl, de
- ld a, [hl]
- ld [wBattleMonLevel], a
predef DoBattleTransitionFinally, edit engine/battle/read_trainer_party.asm:
INCLUDE "data/trainers/parties.asm"
+
+SetTrainerBattleLevel:
+ ld a, 255
+ ld [wCurPartyLevel], a
+
+ ld a, [wInBattleTowerBattle]
+ bit IN_BATTLE_TOWER_BATTLE_F, a
+ ret nz
+
+ ld a, [wLinkMode]
+ and a
+ ret nz
+
+ ld a, [wOtherTrainerClass]
+ dec a
+ ld c, a
+ ld b, 0
+ ld hl, TrainerGroups
+ add hl, bc
+ add hl, bc
+ ld a, [hli]
+ ld h, [hl]
+ ld l, a
+
+ ld a, [wOtherTrainerID]
+ ld b, a
+.skip_trainer
+ dec b
+ jr z, .got_trainer
+.skip_party
+ ld a, [hli]
+ cp $ff
+ jr nz, .skip_party
+ jr .skip_trainer
+.got_trainer
+
+.skip_name
+ ld a, [hli]
+ cp "@"
+ jr nz, .skip_name
+
+ inc hl
+ ld a, [hl]
+ ld [wCurPartyLevel], a
+ retSome of these may have been intentional behavior; use your own judgment for whether to fix them.
Most trainer classes always use the same sprite and color for their overworld NPCs. There are some exceptions:
- maps/FastShipCabins_SE_SSE_CaptainsCabin.asm:
TrainerPsychicRodneyshould useSPRITE_YOUNGSTER, notSPRITE_SUPER_NERD - maps/LakeOfRage.asm:
TrainerFisherAndreandTrainerFisherRaymondshould usePAL_NPC_GREEN, notPAL_NPC_BLUE - maps/Route13.asm:
TrainerHikerKennyshould usePAL_NPC_BROWN, notPAL_NPC_RED - maps/Route44.asm:
TrainerBirdKeeperVance1should usePAL_NPC_BLUE, notPAL_NPC_GREEN - maps/Route44.asm:
TrainerPokemaniacZachshould usePAL_NPC_BLUE, notPAL_NPC_GREEN - maps/UnionCaveB2F.asm:
TrainerCooltrainermNickshould useSPRITE_COOLTRAINER_M, notSPRITE_ROCKER - maps/FuchsiaPokecenter1F.asm:
FuchsiaPokecenter1FNurseScriptshould usePAL_NPC_RED, notPAL_NPC_GREEN - maps/IlexForest.asm:
TrainerBugCatcherWayneshould useSPRITE_BUG_CATCHERandPAL_NPC_BROWN, notSPRITE_YOUNGSTERandPAL_NPC_GREEN
Most of the NPCs in maps/NationalParkBugContest.asm and maps/Route36NationalParkGate.asm are also inconsistent with their trainers from other maps:
BugCatchingContestant1AScriptandBugCatchingContestant1BScript:BUG_CATCHER DONfrom maps/Route30.asm should useSPRITE_BUG_CATCHERandPAL_NPC_BROWN, notSPRITE_YOUNGSTERandPAL_NPC_REDBugCatchingContestant2AScriptandBugCatchingContestant2BScript:BUG_CATCHER EDfrom maps/Route2.asm should useSPRITE_BUG_CATCHERandPAL_NPC_BROWN, notSPRITE_YOUNGSTERandPAL_NPC_GREENBugCatchingContestant3AScriptandBugCatchingContestant3BScript:COOLTRAINERM NICKfrom maps/UnionCaveB2F.asm should useSPRITE_COOLTRAINER_MandPAL_NPC_RED, notSPRITE_ROCKERandPAL_NPC_BLUEBugCatchingContestant4AScriptandBugCatchingContestant4BScript:POKEFANM WILLIAMfrom maps/NationalPark.asm should usePAL_NPC_RED, notPAL_NPC_BROWNBugCatchingContestant5AScriptandBugCatchingContestant5BScript:BUG_CATCHER BENNYfrom maps/AzaleaGym.asm should useSPRITE_BUG_CATCHERandPAL_NPC_BROWN, notSPRITE_YOUNGSTERandPAL_NPC_REDBugCatchingContestant7AScriptandBugCatchingContestant7BScript:PICNICKER CINDYfrom maps/FuchsiaGym.asm should usePAL_NPC_GREEN, notPAL_NPC_BLUEBugCatchingContestant8AScriptandBugCatchingContestant8BScript:BUG_CATCHER JOSHfrom maps/AzaleaGym.asm should useSPRITE_BUG_CATCHERandPAL_NPC_BROWN, notSPRITE_YOUNGSTERandPAL_NPC_REDBugCatchingContestant9AScriptandBugCatchingContestant9BScript:YOUNGSTER SAMUELfrom maps/Route34.asm should usePAL_NPC_BLUE, notPAL_NPC_GREEN
(Note that maps/Route8.asm has three BIKERs, DWAYNE, HARRIS, and ZEKE, that use PAL_NPC_RED, PAL_NPC_GREEN, and PAL_NPC_BLUE instead of PAL_NPC_BROWN; this is intentional since they're the "Kanto Pokémon Federation".)
(The use of SPRITE_ROCKER instead of SPRITE_COOLTRAINER_M for COOLTRAINERM NICK may also be an intentional reference to the player's brother from the Space World '97 beta.)
Copying two rows causes BATTLE_BG_EFFECT_TACKLE to hit the horizontal sprite limit. This fix restores the animation to copy only one row like in Pokémon Gold and Silver.
Fix: Edit BattleAnim_Tackle in data/moves/animations.asm:
BattleAnim_Tackle:
-; BUG: Tackle is missing part of its hit animation (see docs/bugs_and_glitches.md)
anim_1gfx BATTLE_ANIM_GFX_HIT
- anim_call BattleAnim_TargetObj_2Row
+ anim_call BattleAnim_TargetObj_1Row
anim_bgeffect BATTLE_BG_EFFECT_TACKLE, $0, BG_EFFECT_USER, $0(Video)
Fix: Edit SlotsAction_PayoutAnim in engine/games/slot_machine.asm:
.okay
-; BUG: Slot machine payout sound effects cut each other off (see docs/bugs_and_glitches.md)
ld [hl], e
dec hl
ld [hl], d
ld a, [wSlotsDelay]
and $7
- ret z
+ ret nz
ld de, SFX_GET_COIN_FROM_SLOTS
call PlaySFX
retFix: Edit PlayBattleMusic in engine/battle/start_battle.asm:
-; BUG: Team Rocket battle music is not used for Executives or Scientists (see docs/bugs_and_glitches.md)
ld de, MUSIC_ROCKET_BATTLE
cp GRUNTM
jr z, .done
cp GRUNTF
jr z, .done
+ cp EXECUTIVEM
+ jr z, .done
+ cp EXECUTIVEF
+ jr z, .done
+ cp SCIENTIST
+ jr z, .doneIf [wWalkingDirection] is STANDING ($FF), this will check [.EdgeWarps + $ff], which happens to be $3E.
Fix: Edit DoPlayerMovement.CheckWarp in engine/overworld/player_movement.asm:
.CheckWarp:
-; BUG: No bump noise if standing on tile $3E (see docs/bugs_and_glitches.md)
ld a, [wWalkingDirection]
+ cp STANDING
+ jr z, .not_warp
ld e, a
ld d, 0
ld hl, .EdgeWarps
add hl, de
ld a, [wPlayerTileCollision]
cp [hl]
jr nz, .not_warp
ld a, TRUE
ld [wWalkingIntoEdgeWarp], a
ld a, [wWalkingDirection]
- cp STANDING
- jr z, .not_warp(Video)
The exact cause of this bug is unknown.
Workaround: Edit DexEntryScreen_MenuActionJumptable.Cry in engine/pokedex/pokedex.asm:
.Cry:
-; BUG: Playing Entei's Pokédex cry can distort Raikou's and Suicune's (see docs/bugs_and_glitches.md)
- call Pokedex_GetSelectedMon
- ld a, [wTempSpecies]
- call GetCryIndex
- ld e, c
- ld d, b
- call PlayCry
+ ld a, [wCurPartySpecies]
+ call PlayMonCry
retFix: Edit WildFled_EnemyFled_LinkBattleCanceled in engine/battle/core.asm:
-; BUG: SFX_RUN does not play correctly when a wild Pokemon flees from battle (see docs/bugs_and_glitches.md)
ld de, SFX_RUN
- call PlaySFX
+ call WaitPlaySFX(Video)
Fix: Edit _BoostedExpPointsText and _ExpPointsText in data/text/common_2.asm:
_BoostedExpPointsText::
-; BUG: Five-digit experience gain is printed incorrectly (see docs/bugs_and_glitches.md)
text_start
line "a boosted"
cont "@"
- text_decimal wStringBuffer2, 2, 4
+ text_decimal wStringBuffer2, 2, 5
text " EXP. Points!"
prompt
_ExpPointsText::
-; BUG: Five-digit experience gain is printed incorrectly (see docs/bugs_and_glitches.md)
text_start
line "@"
- text_decimal wStringBuffer2, 2, 4
+ text_decimal wStringBuffer2, 2, 5
text " EXP. Points!"
promptWorkaround: Edit PlacePartyMonEvoStoneCompatibility.DetermineCompatibility in engine/pokemon/party_menu.asm:
.DetermineCompatibility:
-; BUG: Only the first three evolution entries can have Stone compatibility reported correctly (see docs/bugs_and_glitches.md)
ld de, wStringBuffer1
ld a, BANK(EvosAttacksPointers)
ld bc, 2
call FarCopyBytes
ld hl, wStringBuffer1
ld a, [hli]
ld h, [hl]
ld l, a
ld de, wStringBuffer1
ld a, BANK("Evolutions and Attacks")
- ld bc, 10
+ ld bc, STRING_BUFFER_LENGTH
call FarCopyBytesThis supports up to six entries.
Fix: Edit PlacePartyMonEvoStoneCompatibility.DetermineCompatibility in engine/pokemon/party_menu.asm:
.loop2
-; BUG: EVOLVE_STAT can break Stone compatibility reporting (see docs/bugs_and_glitches.md)
ld a, [hli]
and a
jr z, .nope
+ cp EVOLVE_STAT
+ jr nz, .not_four_bytes
+ inc hl
+.not_four_bytes
inc hl
inc hl
cp EVOLVE_ITEM
jr nz, .loop2(Video)
Fix: Edit _HallOfFamePC.DisplayMonAndStrings in engine/events/halloffame.asm:
-; BUG: A "HOF Master!" title for 200-Time Famers is defined but inaccessible (see docs/bugs_and_glitches.md)
ld a, [wHallOfFameTempWinCount]
- cp HOF_MASTER_COUNT + 1
+ cp HOF_MASTER_COUNT
jr c, .print_num_hof
ld de, .HOFMaster
hlcoord 1, 2
call PlaceString
hlcoord 13, 2
jr .finish(Video)
Fix:
Edit DragonsDen1F_MapScripts in maps/DragonsDen1F.asm:
def_callbacks
+ callback MAPCALLBACK_NEWMAP, .UnsetClairScene
+
+.UnsetClairScene:
+ setmapscene DRAGONS_DEN_B1F, SCENE_DRAGONSDENB1F_NOOP
+ endcallbackAnd edit maps/DragonsDenB1F.asm:
DragonsDenB1F_ClairScene:
-; BUG: Clair can give TM24 Dragonbreath twice (see docs/bugs_and_glitches.md)Subtracting $FF from $FF fails to set the carry flag, which results in a 0.4% chance that Daisy's grooming will not affect your Pokémon's happiness.
This is a bug with HaircutOrGrooming in engine/events/haircut.asm:
.loop
sub [hl]
jr c, .ok
inc hl
inc hl
inc hl
jr .loop
.ok
inc hl
ld a, [hli]
ld [wScriptVar], a
ld c, [hl]
call ChangeHappiness
ret
...
INCLUDE "data/events/happiness_probabilities.asm"
CopyPokemonName_Buffer1_Buffer3:
ld hl, wStringBuffer1
ld de, wStringBuffer3
ld bc, MON_NAME_LENGTH
jp CopyBytesFix: Edit data/events/happiness_probabilities.asm:
HappinessData_DaisysGrooming:
-; BUG: Daisy's grooming doesn't always increase happiness (see docs/bugs_and_glitches.md)
- db -1, 2, HAPPINESS_GROOMING ; 99.6% chance
+ db 50 percent, 2, HAPPINESS_GROOMING ; 50% chance
+ db -1, 2, HAPPINESS_GROOMING ; 50% chancecp HIGH(1024) should be cp 3, since 1024 mm = 3'4", but HIGH(1024) = 4.
Fix: Edit LoadEnemyMon.CheckMagikarpArea in engine/battle/core.asm:
.CheckMagikarpArea:
-; BUG: Magikarp in Lake of Rage are shorter, not longer (see docs/bugs_and_glitches.md)
ld a, [wMapGroup]
cp GROUP_LAKE_OF_RAGE
- jr z, .Happiness
+ jr nz, .Happiness
ld a, [wMapNumber]
cp MAP_LAKE_OF_RAGE
- jr z, .Happiness
+ jr nz, .Happiness
; 40% chance of not flooring
call Random
cp 39 percent + 1
jr c, .Happiness
; Try again if length < 1024 mm (i.e. if HIGH(length) < 3 feet)
ld a, [wMagikarpLength]
- cp HIGH(1024)
+ cp 3
jr c, .GenerateDVs ; try againcp HIGH(1536)should becp 5, since 1536 mm = 5'0", butHIGH(1536)= 6.cp LOW(1616)should becp 4, since 1616 mm = 5'4", butLOW(1616)= 80.cp LOW(1600)should becp 3, since 1600 mm = 5'3", butLOW(1600)= 64.
Fix: Edit LoadEnemyMon.CheckMagikarpArea in engine/battle/core.asm:
; Get Magikarp's length
-; BUG: Magikarp length limits have a unit conversion error (see docs/bugs_and_glitches.md)
ld de, wEnemyMonDVs
ld bc, wPlayerID
callfar CalcMagikarpLength
; No reason to keep going if length > 1536 mm (i.e. if HIGH(length) > 6 feet)
ld a, [wMagikarpLength]
- cp HIGH(1536)
+ cp 5
jr nz, .CheckMagikarpArea
; 5% chance of skipping both size checks
call Random
cp 5 percent
jr c, .CheckMagikarpArea
; Try again if length >= 1616 mm (i.e. if LOW(length) >= 4 inches)
ld a, [wMagikarpLength + 1]
- cp LOW(1616)
+ cp 4
jr nc, .GenerateDVs
; 20% chance of skipping this check
call Random
cp 20 percent - 1
jr c, .CheckMagikarpArea
; Try again if length >= 1600 mm (i.e. if LOW(length) >= 3 inches)
ld a, [wMagikarpLength + 1]
- cp LOW(1600)
+ cp 3
jr nc, .GenerateDVsBetter fix: Rewrite the whole system to use millimeters instead of feet and inches, since they have better precision (1 in = 25.4 mm); and only convert from metric to imperial units for display purposes (or don't, of course).
Fix: Edit CalcMagikarpLength.BCLessThanDE in engine/events/magikarp.asm:
.BCLessThanDE:
-; BUG: Magikarp lengths can be miscalculated (see docs/bugs_and_glitches.md)
ld a, b
cp d
ret c
- ret nc
ld a, c
cp e
ret(Video)
This bug can allow you to talk to Eusine in Celadon City and encounter Ho-Oh with only traded legendary beasts.
Fix: Edit CheckOwnMon in engine/pokemon/search_owned.asm:
; check OT
ld hl, wPlayerName
-; BUG: CheckOwnMon only checks the first five letters of OT names (see docs/bugs_and_glitches.md)
-rept NAME_LENGTH_JAPANESE - 2
+rept PLAYER_NAME_LENGTH - 2
ld a, [de]
cp [hl]
jr nz, .notfound
cp "@"
jr z, .found ; reached end of string
inc hl
inc de
endr
ld a, [de]
cp [hl]
jr z, .foundThis may have been intentional behavior; use your own judgment for whether to fix it.
This bug can prevent you from talking to Eusine in Celadon City or encountering Ho-Oh when a caught legendary beast is in the Day-Care.
Fix: Edit CheckOwnMonAnywhere in engine/pokemon/search_owned.asm:
-; BUG: CheckOwnMon does not check the Day-Care (see docs/bugs_and_glitches.md)
+ ld hl, wBreedMon1Species
+ ld bc, wBreedMon1OT
+ call CheckOwnMon
+ ret c ; found!
+
+ ld hl, wBreedMon2Species
+ ld bc, wBreedMon2OT
+ call CheckOwnMon
+ ret c ; found!
+
ld d, a
ld e, 0
ld hl, wPartyMon1Species
ld bc, wPartyMonOTsThe phonecall script command calls the PhoneCall routine, which calls the BrokenPlaceFarString routine; this switches banks without being in bank 0, so it would start running arbitrary data as code.
Fix: Edit PhoneCall.CallerTextboxWithName in engine/phone/phone.asm:
-; BUG: The unused phonecall script command may crash (see docs/bugs_and_glitches.md)
- ld a, [wPhoneScriptBank]
- ld b, a
ld a, [wPhoneCaller]
ld e, a
ld a, [wPhoneCaller + 1]
ld d, a
- call BrokenPlaceFarString
+ ld a, [wPhoneScriptBank]
+ call PlaceFarString
retYou can also delete the now-unused BrokenPlaceFarString routine in the same file.
Fix: Edit ManiaScript.returnshuckie in maps/ManiasHouse.asm:
-; BUG: Mania uses wrong dialogue for trying to return Shuckie with no other Pokémon (see docs/bugs_and_glitches.md)
- ifequal SHUCKIE_FAINTED, .default_postevent
+ ifequal SHUCKIE_FAINTED, .nothingleftThis allows Pokémon to be duplicated, among other effects. It does not have a simple and accurate fix. A fix would involve redesigning parts of the save system for Pokémon boxes.
Fix: Edit ScriptCall in engine/overworld/scripting.asm:
ScriptCall:
-; BUG: ScriptCall can overflow wScriptStack and crash (see docs/bugs_and_glitches.md)
-
+ ld hl, wScriptStackSize
+ ld a, [hl]
+ cp 5
+ ret nc
push de
- ld hl, wScriptStackSize
- ld e, [hl]
inc [hl]
+ ld e, a
ld d, 0
ld hl, wScriptStack
add hl, de
add hl, de
add hl, de
pop de
ld a, [wScriptBank]
ld [hli], a
ld a, [wScriptPos]
ld [hli], a
ld a, [wScriptPos + 1]
ld [hl], a
ld a, b
ld [wScriptBank], a
ld a, e
ld [wScriptPos], a
ld a, d
ld [wScriptPos + 1], a
retFix: Edit LoadSpriteGFX in engine/overworld/overworld.asm:
LoadSpriteGFX:
-; BUG: LoadSpriteGFX does not limit the capacity of UsedSprites (see docs/bugs_and_glitches.md)
-
ld hl, wUsedSprites
ld b, SPRITE_GFX_LIST_CAPACITY
.loop
ld a, [hli]
and a
jr z, .done
push hl
call .LoadSprite
pop hl
ld [hli], a
dec b
jr nz, .loop
.done
ret
.LoadSprite:
+ push bc
call GetSprite
+ pop bc
ld a, l
retFix: Edit ChooseWildEncounter in engine/overworld/wildmons.asm:
.ok
-; BUG: ChooseWildEncounter doesn't really validate the wild Pokemon species (see docs/bugs_and_glitches.md)
ld a, b
ld [wCurPartyLevel], a
ld b, [hl]
+ ld a, b
call ValidateTempWildMonSpecies
jr c, .nowildbattle
- ld a, b
cp UNOWN
jr nz, .doneFix: Edit RandomUnseenWildMon in engine/overworld/wildmons.asm:
.GetGrassmon:
-; BUG: RandomUnseenWildMon always picks a morning Pokémon species (see docs/bugs_and_glitches.md)
+ ld a, [wTimeOfDay]
+ ld bc, NUM_GRASSMON * 2
+ call AddNTimes
push hl
ld bc, 5 + 4 * 2 ; Location of the level of the 5th wild Pokemon in that map
add hl, bc
- ld a, [wTimeOfDay]
- ld bc, NUM_GRASSMON * 2
- call AddNTimesIf IsInArray returns nc, data at bc will be executed as code.
Fix: Edit TryObjectEvent in engine/overworld/events.asm:
-; BUG: TryObjectEvent arbitrary code execution (see docs/bugs_and_glitches.md)
push bc
ld de, 3
ld hl, ObjectEventTypeArray
call IsInArray
- jr nc, .nope
pop bc
+ jr nc, .nope
inc hl
ld a, [hli]
ld h, [hl]
ld l, a
jp hl
.nope
xor a
retFix: Edit ReadObjectEvents in home/map.asm:
-; get NUM_OBJECTS - [wCurMapObjectEventCount]
+; get NUM_OBJECTS - [wCurMapObjectEventCount] - 1
-; BUG: ReadObjectEvents overflows into wObjectMasks (see docs/bugs_and_glitches.md)
ld a, [wCurMapObjectEventCount]
ld c, a
- ld a, NUM_OBJECTS
+ ld a, NUM_OBJECTS - 1
sub c
jr z, .skip
+ jr c, .skip
; could have done "inc hl" instead
ld bc, 1
add hl, bc
ld bc, MAPOBJECT_LENGTH
.loop
ld [hl], 0
inc hl
ld [hl], -1
dec hl
add hl, bc
dec a
jr nz, .loopFix: Edit ClearWRAM in home/init.asm:
ClearWRAM::
; Wipe swappable WRAM banks (1-7)
; Assumes CGB or AGB
-; BUG: ClearWRAM only clears WRAM bank 1 (see docs/bugs_and_glitches.md)
ld a, 1
.bank_loop
push af
ldh [rWBK], a
xor a
ld hl, STARTOF(WRAMX)
ld bc, SIZEOF(WRAMX)
call ByteFill
pop af
inc a
cp 8
- jr nc, .bank_loop
+ jr c, .bank_loop
retFix: Edit BattleAnimCmd_ClearObjs in engine/battle_anims/anim_commands.asm:
BattleAnimCmd_ClearObjs:
-; BUG: BattleAnimCmd only clears the first 6⅔ objects (see docs/bugs_and_glitches.md)
ld hl, wActiveAnimObjects
- ld a, $a0
+ ld a, NUM_BATTLE_ANIM_STRUCTS * BATTLEANIMSTRUCT_LENGTH
.loop
ld [hl], 0
inc hl
dec a
jr nz, .loop
ret(Video)
This bug allows all the options to be updated at once if the left or right buttons are pressed on the same frame that the options menu is opened.
Fix: Edit _Option in engine/menus/options_menu.asm:
_Option:
-; BUG: Options menu fails to clear joypad state on initialization (see docs/bugs_and_glitches.md)
+ call ClearJoypad
ld hl, hInMenu
ld a, [hl]
push af






