Document two more bugs

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Remy Oukaour 2017-12-14 21:45:35 -05:00
parent 232feca298
commit 9ba224e2e6

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@ -10,9 +10,11 @@
- [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)
- [A Pokémon that fainted from Pursuit will have its old status condition when revived](#a-pokémon-that-fainted-from-pursuit-will-have-its-old-status-condition-when-revived)
- [Lock-On and Mind Reader don't always bypass Fly and Dig](#lock-on-and-mind-reader-dont-always-bypass-fly-and-dig)
- [Beat Up can desynchronize link battles](#beat-up-can-desynchronize-link-battles)
- [Present damage is incorrect in link battles](#present-damage-is-incorrect-in-link-battles)
- ["Smart" AI encourages Mean Look if its own Pokémon is badly poisoned](#smart-ai-encourages-mean-look-if-its-own-pokémon-is-badly-poisoned)
- [AI makes a false assumption about `CheckTypeMatchup`](#ai-makes-a-false-assumption-about-checktypematchup)
- [NPC use of Full Heal or Full Restore does not cure Nightmare status](#npc-use-of-full-heal-or-full-restore-does-not-cure-nightmare-status)
- [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)
@ -26,9 +28,9 @@
- [Daisy's massages don't always increase happiness](#daisys-massages-dont-always-increase-happiness)
- [Magikarp in Lake of Rage are shorter, not longer](#magikarp-in-lake-of-rage-are-shorter-not-longer)
- [Battle transitions fail to account for the enemy's level](#battle-transitions-fail-to-account-for-the-enemys-level)
- [Slot machine payout sound effects cut each other off](#slot-machine-payout-sound-effects-cut-each-other-off)
- [No bump noise if standing on tile `$3E`](#no-bump-noise-if-standing-on-tile-3e)
- [Playing Entei's Pokédex cry can distort Raikou's and Suicune's](#playing-enteis-pokédex-cry-can-distort-raikous-and-suicunes)
- [Lock-On and Mind Reader don't always bypass Fly and Dig](#lock-on-and-mind-reader-dont-always-bypass-fly-and-dig)
- [`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)
- [`CheckOwnMon` only checks the first five letters of OT names](#checkownmon-only-checks-the-first-five-letters-of-ot-names)
@ -248,6 +250,13 @@ This is a bug with `CheckPlayerHasUsableMoves` in [battle/core.asm](/battle/core
*To do:* Identify specific code causing this bug and fix it.
## Lock-On and Mind Reader don't always bypass Fly and Dig
This bug affects Attract, Curse, Foresight, Mean Look, Mimic, Nightmare, Spider Web, Transform, and stat-lowering effects of moves like String Shot or Bubble during the semi-invulnerable turn of Fly or Dig.
*To do:* Identify specific code causing this bug and fix it.
## Beat Up can desynchronize link battles
([Video](https://www.youtube.com/watch?v=202-iAsrIa8))
@ -343,6 +352,35 @@ This is a bug with `AI_Smart_MeanLook` in [battle/ai/scoring.asm](/battle/ai/sco
**Fix:** Change `EnemySubStatus5` to `PlayerSubStatus5`.
## AI makes a false assumption about `CheckTypeMatchup`
In [battle/effect_commands.asm](/battle/effect_commands.asm):
```asm
BattleCheckTypeMatchup: ; 347c8
ld hl, EnemyMonType1
ld a, [hBattleTurn]
and a
jr z, CheckTypeMatchup
ld hl, BattleMonType1
CheckTypeMatchup: ; 347d3
; There is an incorrect assumption about this function made in the AI related code: when
; the AI calls CheckTypeMatchup (not BattleCheckTypeMatchup), it assumes that placing the
; offensive type in a will make this function do the right thing. Since a is overwritten,
; this assumption is incorrect. A simple fix would be to load the move type for the
; current move into a in BattleCheckTypeMatchup, before falling through, which is
; consistent with how the rest of the code assumes this code works like.
push hl
push de
push bc
ld a, BATTLE_VARS_MOVE_TYPE
call GetBattleVar
ld d, a
```
*To do:* Fix this bug.
## NPC use of Full Heal or Full Restore does not cure Nightmare status
([Video](https://www.youtube.com/watch?v=rGqu3d3pdok&t=322))
@ -742,6 +780,28 @@ StartTrainerBattle_DetermineWhichAnimation: ; 8c365 (23:4365)
*To do:* Fix this bug.
## Slot machine payout sound effects cut each other off
([Video](https://www.youtube.com/watch?v=ojq3xqfRF6I))
This is a bug with `Slots_PayoutAnim` in [engine/slot_machine.asm](/engine/slot_machine.asm):
```asm
.okay
ld [hl], e
dec hl
ld [hl], d
ld a, [wcf64]
and $7
ret z ; ret nz would be more appropriate
ld de, SFX_GET_COIN_FROM_SLOTS
call PlaySFX
ret
```
**Fix:** Change `ret z` to `ret nz`.
## No bump noise if standing on tile `$3E`
This is a bug with `DoPlayerMovement.CheckWarp` in [engine/player_movement.asm](/engine/player_movement.asm):
@ -815,13 +875,6 @@ The exact cause is unknown, but a workaround exists for `DexEntryScreen_MenuActi
```
## Lock-On and Mind Reader don't always bypass Fly and Dig
This bug affects Attract, Curse, Foresight, Mean Look, Mimic, Nightmare, Spider Web, Transform, and stat-lowering effects of moves like String Shot or Bubble during the semi-invulnerable turn of Fly or Dig.
*To do:* Identify specific code causing this bug and fix it.
## `LoadMetatiles` wraps around past 128 blocks
This bug prevents you from using blocksets with more than 128 blocks.