Document another bug

Document fixes for design flaws
GetForestTreeFrame is more like a design flaw than a bug/glitch (though it's really just calling out humorously bad code)
This commit is contained in:
Remy Oukaour 2017-12-28 12:49:32 -05:00
parent 805474b0db
commit 7167895612
2 changed files with 162 additions and 44 deletions

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@ -8,6 +8,7 @@ These are known bugs and glitches in the original Pokémon Crystal game: code th
- [Thick Club and Light Ball can decrease damage done with boosted (Special) Attack](#thick-club-and-light-ball-can-decrease-damage-done-with-boosted-special-attack)
- [Metal Powder can increase damage taken with boosted (Special) Defense](#metal-powder-can-increase-damage-taken-with-boosted-special-defense)
- [Belly Drum sharply boosts Attack even with under 50% HP](#belly-drum-sharply-boosts-attack-even-with-under-50-hp)
- [Confusion damage is affected by type-boosting items and Explosion/Self-Destruct doubling](#confusion-damage-is-affected-by-type-boosting-items-and-explosionself-destruct-doubling)
- [Moves that lower Defense can do so after breaking a Substitute](#moves-that-lower-defense-can-do-so-after-breaking-a-substitute)
- [Counter and Mirror Coat still work if the opponent uses an item](#counter-and-mirror-coat-still-work-if-the-opponent-uses-an-item)
- [A Disabled but PP Upenhanced move may not trigger Struggle](#a-disabled-but-pp-upenhanced-move-may-not-trigger-struggle)
@ -51,7 +52,6 @@ These are known bugs and glitches in the original Pokémon Crystal game: code th
- [`TryObjectEvent` arbitrary code execution](#tryobjectevent-arbitrary-code-execution)
- [`Special_CheckBugContestContestantFlag` can read beyond its data table](#special_checkbugcontestcontestantflag-can-read-beyond-its-data-table)
- [`ClearWRAM` only clears WRAM bank 1](#clearwram-only-clears-wram-bank-1)
- [`GetForestTreeFrame` works, but it's still bad](#getforesttreeframe-works-but-its-still-bad)
## Thick Club and Light Ball can decrease damage done with boosted (Special) Attack
@ -182,6 +182,13 @@ BattleCommand_BellyDrum: ; 37c1a
```
## Confusion damage is affected by type-boosting items and Explosion/Self-Destruct doubling
([Video](https://twitter.com/crystal_rby/status/874626362287562752))
*To do:* Identify specific code causing this bug and fix it.
## Moves that lower Defense can do so after breaking a Substitute
([Video](https://www.youtube.com/watch?v=OGwKPRJLaaI))
@ -1412,46 +1419,3 @@ ClearWRAM:: ; 25a
```
**Fix:** Change `jr nc, .bank_loop` to `jr c, .bank_loop`.
## `GetForestTreeFrame` works, but it's still bad
In [tilesets/animations.asm](/tilesets/animations.asm):
```asm
GetForestTreeFrame: ; fc54c
; Return 0 if a is even, or 2 if odd.
and a
jr z, .even
cp 1
jr z, .odd
cp 2
jr z, .even
cp 3
jr z, .odd
cp 4
jr z, .even
cp 5
jr z, .odd
cp 6
jr z, .even
.odd
ld a, 2
scf
ret
.even
xor a
ret
; fc56d
```
**Fix:**
```asm
GetForestTreeFrame: ; fc54c
; Return 0 if a is even, or 2 if odd.
and 1
add a
ret
; fc56d
```

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@ -10,6 +10,7 @@ These are parts of the code that do not work *incorrectly*, like [bugs and glitc
- [Footprints are split into top and bottom halves](#footprints-are-split-into-top-and-bottom-halves)
- [Pokédex entry banks are derived from their species IDs](#pokédex-entry-banks-are-derived-from-their-species-ids)
- [`ITEM_C3` and `ITEM_DC` break up the continuous sequence of TM items](#item_c3-and-item_dc-break-up-the-continuous-sequence-of-tm-items)
- [`GetForestTreeFrame` works, but it's still bad](#getforesttreeframe-works-but-its-still-bad)
## Pic banks are offset by `PICS_FIX`
@ -71,6 +72,8 @@ GLOBAL PICS_FIX
db BANK(Pics_1) + 23
```
**Fix:** Use `dba` instead of `dba_pic`, and don't call `FixPicBank` to modify `a`.
## `PokemonPicPointers` and `UnownPicPointers` are assumed to start at the same address
@ -90,6 +93,19 @@ SECTION "Unown Pic Pointers", ROMX
INCLUDE "data/pokemon/unown_pic_pointers.asm"
```
In [pokecrystal.link](/pokecrystal.link):
```
ROMX $48
org $4000
"Pic Pointers"
"Pics 1"
ROMX $49
org $4000
"Unown Pic Pointers"
"Pics 2"
```
Two routines in [gfx/load_pics.asm](/gfx/load_pics.asm) make this assumption; `GetFrontpicPointer`:
```asm
@ -130,6 +146,50 @@ And `GetMonBackpic`:
call AddNTimes
```
**Fix:**
Don't enforce `org $4000` in pokecrystal.link.
Modify `GetFrontpicPointer`:
```asm
ld a, [CurPartySpecies]
cp UNOWN
jr z, .unown
ld a, [CurPartySpecies]
ld d, BANK(PokemonPicPointers)
ld hl, PokemonPicPointers
jr .ok
.unown
ld a, [UnownLetter]
ld d, BANK(UnownPicPointers)
ld hl, UnownPicPointers
.ok
dec a
ld bc, 6
call AddNTimes
```
And `GetMonBackpic`:
```asm
GLOBAL PokemonPicPointers, UnownPicPointers
ld a, b
ld hl, PokemonPicPointers
ld d, BANK(PokemonPicPointers)
cp UNOWN
jr nz, .ok
ld a, c
ld hl, UnownPicPointers
ld d, BANK(UnownPicPointers)
.ok
dec a
ld bc, 6
call AddNTimes
```
## Footprints are split into top and bottom halves
@ -191,6 +251,31 @@ INCBIN "gfx/footprints/wartortle.1bpp", footprint_bottom
call Request1bpp
```
**Fix:**
Store footprints contiguously:
```asm
INCBIN "gfx/footprints/bulbasaur.1bpp"
INCBIN "gfx/footprints/ivysaur.1bpp"
INCBIN "gfx/footprints/venusaur.1bpp"
INCBIN "gfx/footprints/charmander.1bpp"
INCBIN "gfx/footprints/charmeleon.1bpp"
INCBIN "gfx/footprints/charizard.1bpp"
INCBIN "gfx/footprints/squirtle.1bpp"
INCBIN "gfx/footprints/wartortle.1bpp"
```
Modify `Pokedex_LoadAnyFootprint`:
```asm
ld e, l
ld d, h
ld hl, VTiles2 tile $62
lb bc, BANK(Footprints), 4
call Request1bpp
```
## Pokédex entry banks are derived from their species IDs
@ -297,6 +382,8 @@ PokedexShow_GetDexEntryBank:
db BANK(PokedexEntries4)
```
**Fix:** Use `dba` instead of `dw` in `PokedexDataPointerTable`, and modify the code that accesses it to match.
## `ITEM_C3` and `ITEM_DC` break up the continuous sequence of TM items
@ -355,3 +442,70 @@ GetNumberedTMHM: ; d417
ld c, a
ret
```
**Fix:**
Move `ITEM_C3` and `ITEM_DC` above all the TMs in every table of item data.
Modify engine/items.asm:
```asm
GetTMHMNumber:: ; d407
; Return the number of a TM/HM by item id c.
ld a, c
sub TM01
inc a
ld c, a
ret
GetNumberedTMHM: ; d417
; Return the item id of a TM/HM by number c.
ld a, c
add TM01
dec a
ld c, a
ret
```
## `GetForestTreeFrame` works, but it's still bad
In [tilesets/animations.asm](/tilesets/animations.asm):
```asm
GetForestTreeFrame: ; fc54c
; Return 0 if a is even, or 2 if odd.
and a
jr z, .even
cp 1
jr z, .odd
cp 2
jr z, .even
cp 3
jr z, .odd
cp 4
jr z, .even
cp 5
jr z, .odd
cp 6
jr z, .even
.odd
ld a, 2
scf
ret
.even
xor a
ret
; fc56d
```
**Fix:**
```asm
GetForestTreeFrame: ; fc54c
; Return 0 if a is even, or 2 if odd.
and 1
add a
ret
; fc56d
```