Document more bugs

This commit is contained in:
Remy Oukaour 2017-12-12 22:58:20 -05:00
parent c85587d973
commit 10eb426e40
7 changed files with 322 additions and 38 deletions

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@ -749,7 +749,7 @@ TextJump_EnemyWithdrew: ; 384d0
Function384d5: ; This appears to be unused
call AIUsedItemSound
call AI_HealStatus
ld a, X_SPEED
ld a, FULL_HEAL_RED ; X_SPEED
jp PrintText_UsedItemOn_AND_AIUpdateHUD
; 384e0
@ -761,6 +761,10 @@ AI_HealStatus: ; 384e0
xor a
ld [hl], a
ld [EnemyMonStatus], a
; Bug: this should reset SUBSTATUS_NIGHTMARE too
; Uncomment the lines below to fix
; ld hl, EnemySubStatus1
; res SUBSTATUS_NIGHTMARE, [hl]
ld hl, EnemySubStatus5
res SUBSTATUS_TOXIC, [hl]
ret

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@ -1876,7 +1876,8 @@ AI_Smart_MeanLook: ; 38dfb
pop hl
jp z, AIDiscourageMove
; 80% chance to greatly encourage this move if the enemy is badly poisoned (weird).
; 80% chance to greatly encourage this move if the enemy is badly poisoned (buggy).
; Should check PlayerSubStatus5 instead.
ld a, [EnemySubStatus5]
bit SUBSTATUS_TOXIC, a
jr nz, .asm_38e26

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@ -5998,7 +5998,7 @@ CheckPlayerHasUsableMoves: ; 3e786
swap a
and $f
ld b, a
ld d, $5
ld d, NUM_MOVES + 1
xor a
.loop
dec d
@ -6011,7 +6011,9 @@ CheckPlayerHasUsableMoves: ; 3e786
jr .loop
.done
and a ; This is probably a bug, and will result in a move with PP Up confusing the game.
; Bug: this will result in a move with PP Up confusing the game.
; Replace with "and $3f" to fix.
and a
ret nz
.force_struggle

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@ -272,6 +272,7 @@ ITEM_FROM_MEM EQU $FF
; leftovers from red
SAFARI_BALL EQU $08 ; MOON_STONE
MOON_STONE_RED EQU $0A ; BURN_HEAL
FULL_HEAL_RED EQU $34 ; X_SPEED
; mail
MAIL_MSG_LENGTH EQU $20

File diff suppressed because it is too large Load Diff

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@ -382,7 +382,10 @@ ShortHPBar_CalcPixelFrame: ; d839
and a
jr z, .return_zero
call AddNTimes
ld b, 0
; This routine is buggy. If [wCurHPAnimMaxHP] * [wCurHPBarPixels] is divisible
; by 48, the loop runs one extra time. To fix, uncomment the line below.
.loop
ld a, l
sub 6 * 8
@ -390,6 +393,7 @@ ShortHPBar_CalcPixelFrame: ; d839
ld a, h
sbc $0
ld h, a
; jr z, .done
jr c, .done
inc b
jr .loop

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@ -196,9 +196,10 @@ FlashyTransitionToBattle: ; 8c314
StartTrainerBattle_DetermineWhichAnimation: ; 8c365 (23:4365)
; The screen flashes a different number of
; times depending on the level of your lead
; Pokemon relative to the opponent's.
; The screen flashes a different number of times depending on the level of
; your lead Pokemon relative to the opponent's.
; BUG: BattleMonLevel and EnemyMonLevel are not set at this point, so whatever
; values happen to be there will determine the animation.
ld de, 0
ld a, [BattleMonLevel]
add 3