You've already forked pokecrystal-board
mirror of
https://gitlab.com/xCrystal/pokecrystal-board.git
synced 2025-04-09 05:44:44 -07:00
Document more bugs
This commit is contained in:
@ -749,7 +749,7 @@ TextJump_EnemyWithdrew: ; 384d0
|
|||||||
Function384d5: ; This appears to be unused
|
Function384d5: ; This appears to be unused
|
||||||
call AIUsedItemSound
|
call AIUsedItemSound
|
||||||
call AI_HealStatus
|
call AI_HealStatus
|
||||||
ld a, X_SPEED
|
ld a, FULL_HEAL_RED ; X_SPEED
|
||||||
jp PrintText_UsedItemOn_AND_AIUpdateHUD
|
jp PrintText_UsedItemOn_AND_AIUpdateHUD
|
||||||
; 384e0
|
; 384e0
|
||||||
|
|
||||||
@ -761,6 +761,10 @@ AI_HealStatus: ; 384e0
|
|||||||
xor a
|
xor a
|
||||||
ld [hl], a
|
ld [hl], a
|
||||||
ld [EnemyMonStatus], 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
|
ld hl, EnemySubStatus5
|
||||||
res SUBSTATUS_TOXIC, [hl]
|
res SUBSTATUS_TOXIC, [hl]
|
||||||
ret
|
ret
|
||||||
|
@ -1876,7 +1876,8 @@ AI_Smart_MeanLook: ; 38dfb
|
|||||||
pop hl
|
pop hl
|
||||||
jp z, AIDiscourageMove
|
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]
|
ld a, [EnemySubStatus5]
|
||||||
bit SUBSTATUS_TOXIC, a
|
bit SUBSTATUS_TOXIC, a
|
||||||
jr nz, .asm_38e26
|
jr nz, .asm_38e26
|
||||||
|
@ -5998,7 +5998,7 @@ CheckPlayerHasUsableMoves: ; 3e786
|
|||||||
swap a
|
swap a
|
||||||
and $f
|
and $f
|
||||||
ld b, a
|
ld b, a
|
||||||
ld d, $5
|
ld d, NUM_MOVES + 1
|
||||||
xor a
|
xor a
|
||||||
.loop
|
.loop
|
||||||
dec d
|
dec d
|
||||||
@ -6011,7 +6011,9 @@ CheckPlayerHasUsableMoves: ; 3e786
|
|||||||
jr .loop
|
jr .loop
|
||||||
|
|
||||||
.done
|
.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
|
ret nz
|
||||||
|
|
||||||
.force_struggle
|
.force_struggle
|
||||||
|
@ -272,6 +272,7 @@ ITEM_FROM_MEM EQU $FF
|
|||||||
; leftovers from red
|
; leftovers from red
|
||||||
SAFARI_BALL EQU $08 ; MOON_STONE
|
SAFARI_BALL EQU $08 ; MOON_STONE
|
||||||
MOON_STONE_RED EQU $0A ; BURN_HEAL
|
MOON_STONE_RED EQU $0A ; BURN_HEAL
|
||||||
|
FULL_HEAL_RED EQU $34 ; X_SPEED
|
||||||
|
|
||||||
; mail
|
; mail
|
||||||
MAIL_MSG_LENGTH EQU $20
|
MAIL_MSG_LENGTH EQU $20
|
||||||
|
333
docs/bugs.md
333
docs/bugs.md
File diff suppressed because it is too large
Load Diff
@ -382,7 +382,10 @@ ShortHPBar_CalcPixelFrame: ; d839
|
|||||||
and a
|
and a
|
||||||
jr z, .return_zero
|
jr z, .return_zero
|
||||||
call AddNTimes
|
call AddNTimes
|
||||||
|
|
||||||
ld b, 0
|
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
|
.loop
|
||||||
ld a, l
|
ld a, l
|
||||||
sub 6 * 8
|
sub 6 * 8
|
||||||
@ -390,6 +393,7 @@ ShortHPBar_CalcPixelFrame: ; d839
|
|||||||
ld a, h
|
ld a, h
|
||||||
sbc $0
|
sbc $0
|
||||||
ld h, a
|
ld h, a
|
||||||
|
; jr z, .done
|
||||||
jr c, .done
|
jr c, .done
|
||||||
inc b
|
inc b
|
||||||
jr .loop
|
jr .loop
|
||||||
|
@ -196,9 +196,10 @@ FlashyTransitionToBattle: ; 8c314
|
|||||||
|
|
||||||
|
|
||||||
StartTrainerBattle_DetermineWhichAnimation: ; 8c365 (23:4365)
|
StartTrainerBattle_DetermineWhichAnimation: ; 8c365 (23:4365)
|
||||||
; The screen flashes a different number of
|
; The screen flashes a different number of times depending on the level of
|
||||||
; times depending on the level of your lead
|
; your lead Pokemon relative to the opponent's.
|
||||||
; 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 de, 0
|
||||||
ld a, [BattleMonLevel]
|
ld a, [BattleMonLevel]
|
||||||
add 3
|
add 3
|
||||||
|
Reference in New Issue
Block a user