Document fix for game freezing while switching mon (#869)

Fixes #868

Co-authored-by: Rangi <35663410+Rangi42@users.noreply.github.com>
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@ -35,9 +35,10 @@ Fixes in the [multi-player battle engine](#multi-player-battle-engine) category
- [Beat Up may trigger King's Rock even if it failed](#beat-up-may-trigger-kings-rock-even-if-it-failed)
- [Present damage is incorrect in link battles](#present-damage-is-incorrect-in-link-battles)
- [Dragon Scale, not Dragon Fang, boosts Dragon-type moves](#dragon-scale-not-dragon-fang-boosts-dragon-type-moves)
- [Switching out or switching against a Pokémon with max HP below 4 freezes the game](#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](#moves-that-do-damage-and-increase-your-stats-do-not-increase-stats-after-a-ko)
- [HP bar animation is slow for high HP](#hp-bar-animation-is-slow-for-high-hp)
- [HP bar animation off-by-one error for low HP](#hp-bar-animation-off-by-one-error-for-low-hp)
- [Moves that do damage and increase your stats do not increase stats after a KO](#moves-that-do-damage-and-increase-your-stats-do-not-increase-stats-after-a-ko)
- [Single-player battle engine](#single-player-battle-engine)
- [A Transformed Pokémon can use Sketch and learn otherwise unobtainable moves](#a-transformed-pokémon-can-use-sketch-and-learn-otherwise-unobtainable-moves)
- [Catching a Transformed Pokémon always catches a Ditto](#catching-a-transformed-pokémon-always-catches-a-ditto)
@ -714,6 +715,143 @@ This bug existed for all battles in Gold and Silver, and was only fixed for sing
```
### Switching out or switching against a Pokémon with max HP below 4 freezes the game
This 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](https://github.com/pret/pokecrystal/blob/master/engine/battle/core.asm):
```diff
; 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 Divide
```
Then edit `WithdrawMonText` in the same file:
```diff
; 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 Divide
```
This 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.
### Moves that do damage and increase your stats do not increase stats after a KO
`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](https://github.com/pret/pokecrystal/blob/master/data/moves/effects.asm):
```diff
DefenseUpHit:
...
criticaltext
supereffectivetext
+ 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
```
### HP bar animation is slow for high HP
*Fixing this cosmetic bug will* not *break link battle compatibility.*
@ -770,48 +908,6 @@ This bug existed for all battles in Gold and Silver, and was only fixed for sing
jr .loop
```
### Moves that do damage and increase your stats do not increase stats after a KO
`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](https://github.com/pret/pokecrystal/blob/master/data/moves/effects.asm):
```diff
DefenseUpHit:
...
criticaltext
supereffectivetext
+ 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
```
## Single-player battle engine