Clean up the recently documented bug fixes

This commit is contained in:
Rangi 2021-09-05 12:40:32 -04:00
parent 35f6b6e68c
commit 8059d0c845
4 changed files with 59 additions and 55 deletions

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@ -51,14 +51,15 @@ Fixes in the [multi-player battle engine](#multi-player-battle-engine) category
- [Glacier Badge may not boost Special Defense depending on the value of Special Attack](#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-encourages-mean-look-if-its-own-pokémon-is-badly-poisoned)
- ["Smart" AI discourages Conversion2 after the first turn](#smart-ai-discourages-conversion2-after-the-first-turn)
- ["Smart" AI does not encourage Solar Beam, Flame Wheel, or Moonlight during Sunny Day](#smart-ai-does-not-encourage-solar-beam-flame-wheel-or-moonlight-during-sunny-day)
- [AI does not discourage Future Sight when it's already been used](#ai-does-not-discourage-future-sight-when-its-already-been-used)
- [AI makes a false assumption about `CheckTypeMatchup`](#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-or-full-restore-does-not-cure-nightmare-status)
- [AI use of Full Heal does not cure confusion status](#ai-use-of-full-heal-does-not-cure-confusion-status)
- [Wild Pokémon can always Teleport regardless of level difference](#wild-pokémon-can-always-teleport-regardless-of-level-difference)
- [`RIVAL2` has lower DVs than `RIVAL1`](#rival2-has-lower-dvs-than-rival1)
- [`HELD_CATCH_CHANCE` has no effect](#held_catch_chance-has-no-effect)
- [Credits sequence changes move selection menu behavior](#credits-sequence-changes-move-selection-menu-behavior)
- [Solar Beam, Flame Wheel, and Moonlight are not in the "Smart" AI's list of moves that encourage Sunny Day](#solar-beam-flame-wheel-and-moonlight-are-not-in-the-smart-ais-list-of-moves-that-encourage-sunny-day)
- [Overworld engine](#overworld-engine)
- [`LoadMetatiles` wraps around past 128 blocks](#loadmetatiles-wraps-around-past-128-blocks)
- [Surfing directly across a map connection does not load the new map](#surfing-directly-across-a-map-connection-does-not-load-the-new-map)
@ -66,6 +67,7 @@ Fixes in the [multi-player battle engine](#multi-player-battle-engine) category
- [Graphics](#graphics)
- [In-battle “`…`” ellipsis is too high](#in-battle--ellipsis-is-too-high)
- [Two tiles in the `port` tileset are drawn incorrectly](#two-tiles-in-the-port-tileset-are-drawn-incorrectly)
- [The Ruins of Alph research center's roof color at night looks wrong](#the-ruins-of-alph-research-centers-roof-color-at-night-looks-wrong)
- [Using a Park Ball in non-Contest battles has a corrupt animation](#using-a-park-ball-in-non-contest-battles-has-a-corrupt-animation)
- [Battle transitions fail to account for the enemy's level](#battle-transitions-fail-to-account-for-the-enemys-level)
- [Some trainer NPCs have inconsistent overworld sprites](#some-trainer-npcs-have-inconsistent-overworld-sprites)
@ -1114,6 +1116,27 @@ As Pryce's dialog ("That BADGE will raise the SPECIAL stats of POKéMON.") impli
```
### "Smart" AI does not encourage Solar Beam, Flame Wheel, and Moonlight during Sunny Day
**Fix:** Edit `SunnyDayMoves` in [data/battle/ai/sunny_day_moves.asm](https://github.com/pret/pokecrystal/blob/master/data/battle/ai/sunny_day_moves.asm):
```diff
SunnyDayMoves:
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 ; end
```
### AI does not discourage Future Sight when it's already been used
**Fix:** Edit `AI_Redundant` in [engine/battle/ai/redundant.asm](https://github.com/pret/pokecrystal/blob/master/engine/battle/ai/redundant.asm):
@ -1263,6 +1286,20 @@ As Pryce's dialog ("That BADGE will raise the SPECIAL stats of POKéMON.") impli
```
### `RIVAL2` has lower DVs than `RIVAL1`
`RIVAL1` 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](https://github.com/pret/pokecrystal/blob/master/data/trainers/dvs.asm):
```diff
dn 13, 13, 13, 13 ; RIVAL1
...
- dn 9, 8, 8, 8 ; RIVAL2
+ dn 13, 13, 13, 13 ; RIVAL2
```
### `HELD_CATCH_CHANCE` has no effect
**Fix:** Edit `PokeBallEffect` in [engine/items/item_effects.asm](https://github.com/pret/pokecrystal/blob/master/engine/items/item_effects.asm):
@ -1342,25 +1379,6 @@ The `[hInMenu]` value determines this button behavior. However, the battle moves
ret
```
### Solar Beam, Flame Wheel, and Moonlight are not in the "Smart" AI's list of moves that encourage Sunny Day
**Fix:** Edit [data/battle/ai/sunny_day_moves.asm](https://github.com/pret/pokecrystal/blob/master/data/battle/ai/sunny_day_moves.asm):
```diff
SunnyDayMoves:
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 ; end
```
## Overworld engine
@ -1500,6 +1518,25 @@ This is a mistake with the left-hand warp carpet corner tiles in [gfx/tilesets/p
![image](https://raw.githubusercontent.com/pret/pokecrystal/master/docs/images/port.png)
## The Ruins of Alph research center's roof color at night looks wrong
The dungeons' map group mostly has indoor maps that don't need roof colors, but [maps/RuinsOfAlphOutside.blk](https://github.com/pret/pokecrystal/blob/master/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.
![image](https://raw.githubusercontent.com/pret/pokecrystal/master/docs/images/ruins_of_alph_outside.png)
**Fix:** Edit [gfx/tilesets/roofs.pal](https://github.com/pret/pokecrystal/blob/master/gfx/tilesets/roofs.pal) to use the same red colors as Cinnabar (which are not actually seen in-game):
```diff
; 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 ; nite
```
![image](https://raw.githubusercontent.com/pret/pokecrystal/master/docs/images/ruins_of_alph_outside_cinnabar.png)
### Using a Park Ball in non-Contest battles has a corrupt animation
([Video](https://www.youtube.com/watch?v=v1ErZdLCIyU))

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@ -13,8 +13,6 @@ These are parts of the code that do not work *incorrectly*, like [bugs and glitc
- [Pokédex entry banks are derived from their species IDs](#pokédex-entry-banks-are-derived-from-their-species-ids)
- [Identical sine wave code and data is repeated five times](#identical-sine-wave-code-and-data-is-repeated-five-times)
- [`GetForestTreeFrame` works, but it's still bad](#getforesttreeframe-works-but-its-still-bad)
- [Second rival battle's DVs are lower than the first](#second-rival-battles-dvs-are-lower-than-the-first)
- [The Ruins of Alph research center's roof color at night looks wrong](#the-ruins-of-alph-research-centers-roof-color-at-night-looks-wrong)
## Pic banks are offset by `PICS_FIX`
@ -590,7 +588,7 @@ Edit [engine/items/item_effects.asm](https://github.com/pret/pokecrystal/blob/ma
ld a, BANK(PokedexDataPointerTable)
call GetFarWord
+ pop de
.SkipText:
- call GetPokedexEntryBank
+ ld a, d
@ -598,7 +596,7 @@ Edit [engine/items/item_effects.asm](https://github.com/pret/pokecrystal/blob/ma
inc hl
cp "@"
jr nz, .SkipText
- call GetPokedexEntryBank
+ ld a, d
push bc
@ -793,34 +791,3 @@ Edit `GetForestTreeFrame`:
+ add a
ret
```
## Second rival battle's DVs are lower than the first
The second rival battle has Pokémon whose DVs are actually *lower* than the DVs of the Pokémon from the first rival battle, which doesn't align with Silver's beliefs throughout the game.
**Fix:**
Edit [data/trainers/dvs.asm](https://github.com/pret/pokecrystal/blob/master/data/trainers/dvs.asm) to adjust the DVs of RIVAL2 to those of RIVAL1:
```diff
dn 13, 13, 13, 13 ; RIVAL1
...
- dn 9, 8, 8, 8 ; RIVAL2
+ dn 13, 13, 13, 13 ; RIVAL2
```
## The Ruins of Alph research center's roof color at night looks wrong
The Ruins of Alph research center's roof looks wonky during the night, making it look unprofessional.
**Fix:**
Edit [gfx/tilesets/roofs.pal](https://github.com/pret/pokecrystal/blob/master/gfx/tilesets/roofs.pal) to adjust Group 3's night palette to a suitable one (that of Pewter City's roofs in this instance):
```diff
; group 3 (dungeons)
RGB 21,21,21, 11,11,11 ; morn/day
- RGB 21,21,21, 17,08,07 ; nite
+ RGB 09,09,11, 04,05,07 ; nite
```

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