Clean up bugs commented in the source code (#912)

Co-authored-by: Rangi <remy.oukaour+rangi42@gmail.com>
This commit is contained in:
vulcandth
2022-07-09 16:12:02 -05:00
committed by GitHub
parent bd27c0d8dc
commit ef9b9bb437
49 changed files with 267 additions and 324 deletions

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@ -1,6 +1,7 @@
; AI_SMART prefers these moves during harsh sunlight. ; AI_SMART prefers these moves during harsh sunlight.
SunnyDayMoves: SunnyDayMoves:
; BUG: "Smart" AI does not encourage Solar Beam, Flame Wheel, or Moonlight during Sunny Day (see docs/bugs_and_glitches.md)
db FIRE_PUNCH db FIRE_PUNCH
db EMBER db EMBER
db FLAMETHROWER db FLAMETHROWER

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@ -9,4 +9,5 @@ HappinessData_YoungerHaircutBrother:
db -1, 4, HAPPINESS_YOUNGCUT3 ; 10% chance db -1, 4, HAPPINESS_YOUNGCUT3 ; 10% chance
HappinessData_DaisysGrooming: HappinessData_DaisysGrooming:
; BUG: Daisy's grooming doesn't always increase happiness (see docs/bugs_and_glitches.md)
db -1, 2, HAPPINESS_GROOMING ; 99.6% chance db -1, 2, HAPPINESS_GROOMING ; 99.6% chance

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@ -294,6 +294,7 @@ ItemAttributes:
item_attribute $9999, HELD_NONE, 0, NO_LIMITS, ITEM, ITEMMENU_NOUSE, ITEMMENU_NOUSE item_attribute $9999, HELD_NONE, 0, NO_LIMITS, ITEM, ITEMMENU_NOUSE, ITEMMENU_NOUSE
; METAL_COAT ; METAL_COAT
item_attribute 100, HELD_STEEL_BOOST, 10, CANT_SELECT, ITEM, ITEMMENU_NOUSE, ITEMMENU_NOUSE item_attribute 100, HELD_STEEL_BOOST, 10, CANT_SELECT, ITEM, ITEMMENU_NOUSE, ITEMMENU_NOUSE
; BUG: Dragon Scale, not Dragon Fang, boosts Dragon-type moves (see docs/bugs_and_glitches.md)
; DRAGON_FANG ; DRAGON_FANG
item_attribute 100, HELD_NONE, 0, CANT_SELECT, ITEM, ITEMMENU_NOUSE, ITEMMENU_NOUSE item_attribute 100, HELD_NONE, 0, CANT_SELECT, ITEM, ITEMMENU_NOUSE, ITEMMENU_NOUSE
; ITEM_91 ; ITEM_91

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@ -575,7 +575,8 @@ DefenseDownHit:
supereffectivetext supereffectivetext
checkfaint checkfaint
buildopponentrage buildopponentrage
effectchance ; bug: duplicate effectchance shouldn't be here ; BUG: Moves that lower Defense can do so after breaking a Substitute (see docs/bugs_and_glitches.md)
effectchance
defensedown defensedown
statdownmessage statdownmessage
endmove endmove
@ -706,6 +707,7 @@ DefenseUpHit:
applydamage applydamage
criticaltext criticaltext
supereffectivetext supereffectivetext
; BUG: Moves that do damage and increase your stats do not increase stats after a KO (see docs/bugs_and_glitches.md)
checkfaint checkfaint
buildopponentrage buildopponentrage
defenseup defenseup

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@ -100,6 +100,7 @@ Text_Gained::
text_end text_end
_BoostedExpPointsText:: _BoostedExpPointsText::
; BUG: Five-digit experience gain is printed incorrectly (see docs/bugs_and_glitches.md)
text_start text_start
line "a boosted" line "a boosted"
cont "@" cont "@"
@ -108,6 +109,7 @@ _BoostedExpPointsText::
prompt prompt
_ExpPointsText:: _ExpPointsText::
; BUG: Five-digit experience gain is printed incorrectly (see docs/bugs_and_glitches.md)
text_start text_start
line "@" line "@"
text_decimal wStringBuffer2, 2, 4 text_decimal wStringBuffer2, 2, 4

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@ -43,6 +43,7 @@ TrainerClassDVs:
dn 7, 8, 8, 8 ; SWIMMERF dn 7, 8, 8, 8 ; SWIMMERF
dn 9, 8, 8, 8 ; SAILOR dn 9, 8, 8, 8 ; SAILOR
dn 9, 8, 8, 8 ; SUPER_NERD dn 9, 8, 8, 8 ; SUPER_NERD
; BUG: RIVAL2 has lower DVs than RIVAL1 (see docs/bugs_and_glitches.md)
dn 9, 8, 8, 8 ; RIVAL2 dn 9, 8, 8, 8 ; RIVAL2
dn 9, 8, 8, 8 ; GUITARIST dn 9, 8, 8, 8 ; GUITARIST
dn 10, 8, 8, 8 ; HIKER dn 10, 8, 8, 8 ; HIKER

File diff suppressed because it is too large Load Diff

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@ -552,6 +552,7 @@ EnemyUsedMaxPotion:
jr FullRestoreContinue jr FullRestoreContinue
EnemyUsedFullRestore: EnemyUsedFullRestore:
; BUG: AI use of Full Heal does not cure confusion status (see docs/bugs_and_glitches.md)
call AI_HealStatus call AI_HealStatus
ld a, FULL_RESTORE ld a, FULL_RESTORE
ld [wCurEnemyItem], a ld [wCurEnemyItem], a
@ -559,6 +560,7 @@ EnemyUsedFullRestore:
res SUBSTATUS_CONFUSED, [hl] res SUBSTATUS_CONFUSED, [hl]
xor a xor a
ld [wEnemyConfuseCount], a ld [wEnemyConfuseCount], a
; fallthrough
FullRestoreContinue: FullRestoreContinue:
ld de, wCurHPAnimOldHP ld de, wCurHPAnimOldHP
@ -725,6 +727,7 @@ EnemyUsedFullHealRed: ; unreferenced
jp PrintText_UsedItemOn_AND_AIUpdateHUD jp PrintText_UsedItemOn_AND_AIUpdateHUD
AI_HealStatus: AI_HealStatus:
; BUG: AI use of Full Heal or Full Restore does not cure Nightmare status (see docs/bugs_and_glitches.md)
ld a, [wCurOTMon] ld a, [wCurOTMon]
ld hl, wOTPartyMon1Status ld hl, wOTPartyMon1Status
ld bc, PARTYMON_STRUCT_LENGTH ld bc, PARTYMON_STRUCT_LENGTH
@ -732,14 +735,6 @@ AI_HealStatus:
xor a xor a
ld [hl], a ld [hl], a
ld [wEnemyMonStatus], a ld [wEnemyMonStatus], a
; Bug: this should reset SUBSTATUS_NIGHTMARE
; Uncomment the 2 lines below to fix
; ld hl, wEnemySubStatus1
; res SUBSTATUS_NIGHTMARE, [hl]
; Bug: this should reset SUBSTATUS_CONFUSED
; Uncomment the 2 lines below to fix
; ld hl, wEnemySubStatus3
; res SUBSTATUS_CONFUSED, [hl]
ld hl, wEnemySubStatus5 ld hl, wEnemySubStatus5
res SUBSTATUS_TOXIC, [hl] res SUBSTATUS_TOXIC, [hl]
ret ret

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@ -176,6 +176,7 @@ AI_Redundant:
ret ret
.FutureSight: .FutureSight:
; BUG: AI does not discourage Future Sight when it's already been used (see docs/bugs_and_glitches.md)
ld a, [wEnemyScreens] ld a, [wEnemyScreens]
bit 5, a bit 5, a
ret ret

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@ -1665,9 +1665,10 @@ AI_Smart_Thief:
ret ret
AI_Smart_Conversion2: AI_Smart_Conversion2:
; BUG: "Smart" AI discourages Conversion2 after the first turn (see docs/bugs_and_glitches.md)
ld a, [wLastPlayerMove] ld a, [wLastPlayerMove]
and a and a
jr nz, .discourage ; should be jr z jr nz, .discourage
push hl push hl
dec a dec a
@ -1743,8 +1744,8 @@ AI_Smart_MeanLook:
pop hl pop hl
jp z, AIDiscourageMove jp z, AIDiscourageMove
; 80% chance to greatly encourage this move if the enemy is badly poisoned (buggy). ; 80% chance to greatly encourage this move if the enemy is badly poisoned.
; Should check wPlayerSubStatus5 instead. ; BUG: "Smart" AI encourages Mean Look if its own Pokémon is badly poisoned (see docs/bugs_and_glitches.md)
ld a, [wEnemySubStatus5] ld a, [wEnemySubStatus5]
bit SUBSTATUS_TOXIC, a bit SUBSTATUS_TOXIC, a
jr nz, .encourage jr nz, .encourage

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@ -179,16 +179,12 @@ LongAnim_UpdateVariables:
ld c, a ld c, a
ld a, [hli] ld a, [hli]
ld b, a ld b, a
; This routine is buggy. The result from ComputeHPBarPixels is stored ; BUG: HP bar animation is slow for high HP (see docs/bugs_and_glitches.md)
; in e. However, the pop de opcode deletes this result before it is even
; used. The game then proceeds as though it never deleted that output.
; To fix, uncomment the line below.
call ComputeHPBarPixels call ComputeHPBarPixels
; ld a, e
pop bc pop bc
pop de pop de
pop hl pop hl
ld a, e ; Comment or delete this line to fix the above bug. ld a, e
ld hl, wCurHPBarPixels ld hl, wCurHPBarPixels
cp [hl] cp [hl]
jr z, .loop jr z, .loop
@ -373,17 +369,14 @@ ShortHPBar_CalcPixelFrame:
call AddNTimes call AddNTimes
ld b, 0 ld b, 0
; This routine is buggy. If [wCurHPAnimMaxHP] * [wCurHPBarPixels] is
; divisible by HP_BAR_LENGTH_PX, the loop runs one extra time.
; To fix, uncomment the line below.
.loop .loop
; BUG: HP bar animation off-by-one error for low HP (see docs/bugs_and_glitches.md)
ld a, l ld a, l
sub HP_BAR_LENGTH_PX sub HP_BAR_LENGTH_PX
ld l, a ld l, a
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

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@ -214,8 +214,7 @@ DEF TRANS_NO_CAVE_F EQU 1 ; bit set in TRANS_NO_CAVE and TRANS_NO_CAVE_STRONGER
StartTrainerBattle_DetermineWhichAnimation: StartTrainerBattle_DetermineWhichAnimation:
; The screen flashes a different number of times depending on the level of ; The screen flashes a different number of times depending on the level of
; your lead Pokemon relative to the opponent's. ; your lead Pokemon relative to the opponent's.
; BUG: wBattleMonLevel and wEnemyMonLevel are not set at this point, so whatever ; BUG: Battle transitions fail to account for enemy's level (see docs/bugs_and_glitches.md)
; values happen to be there will determine the animation.
ld de, 0 ld de, 0
ld a, [wBattleMonLevel] ld a, [wBattleMonLevel]
add 3 add 3

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@ -295,6 +295,7 @@ HandleBetweenTurnEffects:
jp HandleEncore jp HandleEncore
CheckFaint_PlayerThenEnemy: CheckFaint_PlayerThenEnemy:
; BUG: Perish Song and Spikes can leave a Pokemon with 0 HP and not faint (see docs/bugs_and_glitches.md)
call HasPlayerFainted call HasPlayerFainted
jr nz, .PlayerNotFainted jr nz, .PlayerNotFainted
call HandlePlayerMonFaint call HandlePlayerMonFaint
@ -319,6 +320,7 @@ CheckFaint_PlayerThenEnemy:
ret ret
CheckFaint_EnemyThenPlayer: CheckFaint_EnemyThenPlayer:
; BUG: Perish Song and Spikes can leave a Pokemon with 0 HP and not faint (see docs/bugs_and_glitches.md)
call HasEnemyFainted call HasEnemyFainted
jr nz, .EnemyNotFainted jr nz, .EnemyNotFainted
call HandleEnemyMonFaint call HandleEnemyMonFaint
@ -387,6 +389,7 @@ HandleBerserkGene:
call GetPartyLocation call GetPartyLocation
xor a xor a
ld [hl], a ld [hl], a
; BUG: Berserk Gene's confusion lasts for 256 turns or the previous Pokémon's confusion count (see docs/bugs_and_glitches.md)
ld a, BATTLE_VARS_SUBSTATUS3 ld a, BATTLE_VARS_SUBSTATUS3
call GetBattleVarAddr call GetBattleVarAddr
push af push af
@ -4186,6 +4189,7 @@ PursuitSwitch:
or [hl] or [hl]
jr nz, .done jr nz, .done
; BUG: A Pokémon that fainted from Pursuit will have its old status condition when revived (see docs/bugs_and_glitches.md)
ld a, $f0 ld a, $f0
ld [wCryTracks], a ld [wCryTracks], a
ld a, [wBattleMonSpecies] ld a, [wBattleMonSpecies]
@ -5759,8 +5763,8 @@ CheckPlayerHasUsableMoves:
jr .loop jr .loop
.done .done
; Bug: this will result in a move with PP Up confusing the game. ; BUG: A Disabled but PP Upenhanced move may not trigger Struggle (see docs/bugs_and_glitches.md)
and a ; should be "and PP_MASK" and a
ret nz ret nz
.force_struggle .force_struggle
@ -6159,13 +6163,14 @@ LoadEnemyMon:
jr nz, .Happiness jr nz, .Happiness
; Get Magikarp's length ; Get Magikarp's length
; BUG: Magikarp length limits have a unit conversion error (see docs/bugs_and_glitches.md)
ld de, wEnemyMonDVs ld de, wEnemyMonDVs
ld bc, wPlayerID ld bc, wPlayerID
callfar CalcMagikarpLength callfar CalcMagikarpLength
; No reason to keep going if length > 1536 mm (i.e. if HIGH(length) > 6 feet) ; No reason to keep going if length > 1536 mm (i.e. if HIGH(length) > 6 feet)
ld a, [wMagikarpLength] ld a, [wMagikarpLength]
cp HIGH(1536) ; should be "cp 5", since 1536 mm = 5'0", but HIGH(1536) = 6 cp HIGH(1536)
jr nz, .CheckMagikarpArea jr nz, .CheckMagikarpArea
; 5% chance of skipping both size checks ; 5% chance of skipping both size checks
@ -6174,7 +6179,7 @@ LoadEnemyMon:
jr c, .CheckMagikarpArea jr c, .CheckMagikarpArea
; Try again if length >= 1616 mm (i.e. if LOW(length) >= 4 inches) ; Try again if length >= 1616 mm (i.e. if LOW(length) >= 4 inches)
ld a, [wMagikarpLength + 1] ld a, [wMagikarpLength + 1]
cp LOW(1616) ; should be "cp 4", since 1616 mm = 5'4", but LOW(1616) = 80 cp LOW(1616)
jr nc, .GenerateDVs jr nc, .GenerateDVs
; 20% chance of skipping this check ; 20% chance of skipping this check
@ -6183,23 +6188,11 @@ LoadEnemyMon:
jr c, .CheckMagikarpArea jr c, .CheckMagikarpArea
; Try again if length >= 1600 mm (i.e. if LOW(length) >= 3 inches) ; Try again if length >= 1600 mm (i.e. if LOW(length) >= 3 inches)
ld a, [wMagikarpLength + 1] ld a, [wMagikarpLength + 1]
cp LOW(1600) ; should be "cp 3", since 1600 mm = 5'3", but LOW(1600) = 64 cp LOW(1600)
jr nc, .GenerateDVs jr nc, .GenerateDVs
.CheckMagikarpArea: .CheckMagikarpArea:
; The "jr z" checks are supposed to be "jr nz". ; BUG: Magikarp in Lake of Rage are shorter, not longer (see docs/bugs_and_glitches.md)
; Instead, all maps in GROUP_LAKE_OF_RAGE (Mahogany area)
; and Routes 20 and 44 are treated as Lake of Rage.
; This also means Lake of Rage Magikarp can be smaller than ones
; caught elsewhere rather than the other way around.
; Intended behavior enforces a minimum size at Lake of Rage.
; The real behavior prevents a minimum size in the Lake of Rage area.
; Moreover, due to the check not being translated to feet+inches, all Magikarp
; smaller than 4'0" may be caught by the filter, a lot more than intended.
ld a, [wMapGroup] ld a, [wMapGroup]
cp GROUP_LAKE_OF_RAGE cp GROUP_LAKE_OF_RAGE
jr z, .Happiness jr z, .Happiness
@ -6212,7 +6205,7 @@ LoadEnemyMon:
jr c, .Happiness jr c, .Happiness
; Try again if length < 1024 mm (i.e. if HIGH(length) < 3 feet) ; Try again if length < 1024 mm (i.e. if HIGH(length) < 3 feet)
ld a, [wMagikarpLength] ld a, [wMagikarpLength]
cp HIGH(1024) ; should be "cp 3", since 1024 mm = 3'4", but HIGH(1024) = 4 cp HIGH(1024)
jr c, .GenerateDVs ; try again jr c, .GenerateDVs ; try again
; Finally done with DVs ; Finally done with DVs
@ -6805,6 +6798,7 @@ BadgeStatBoosts:
ld hl, wBattleMonAttack ld hl, wBattleMonAttack
ld c, 4 ld c, 4
.CheckBadge: .CheckBadge:
; BUG: Glacier Badge may not boost Special Defense depending on the value of Special Attack (see docs/bugs_and_glitches.md)
ld a, b ld a, b
srl b srl b
call c, BoostStat call c, BoostStat
@ -6814,9 +6808,6 @@ BadgeStatBoosts:
srl b srl b
dec c dec c
jr nz, .CheckBadge jr nz, .CheckBadge
; Check GlacierBadge again for Special Defense.
; This check is buggy because it assumes that a is set by the "ld a, b" in the above loop,
; but it can actually be overwritten by the call to BoostStat.
srl a srl a
call c, BoostStat call c, BoostStat
ret ret
@ -7637,6 +7628,7 @@ SendOutMonText:
ld hl, GoMonText ld hl, GoMonText
jr z, .skip_to_textbox jr z, .skip_to_textbox
; BUG: Switching out or switching against a Pokémon with max HP below 4 freezes the game (see docs/bugs_and_glitches.md)
; compute enemy health remaining as a percentage ; compute enemy health remaining as a percentage
xor a xor a
ldh [hMultiplicand + 0], a ldh [hMultiplicand + 0], a

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@ -1401,13 +1401,9 @@ BattleCheckTypeMatchup:
and a and a
jr z, CheckTypeMatchup jr z, CheckTypeMatchup
ld hl, wBattleMonType1 ld hl, wBattleMonType1
; fallthrough
CheckTypeMatchup: CheckTypeMatchup:
; There is an incorrect assumption about this function made in the AI related code: when ; BUG: AI makes a false assumption about CheckTypeMatchup (see docs/bugs_and_glitches.md)
; 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 hl
push de push de
push bc push bc
@ -1865,9 +1861,7 @@ BattleCommand_EffectChance:
jr z, .got_move_chance jr z, .got_move_chance
ld hl, wEnemyMoveStruct + MOVE_CHANCE ld hl, wEnemyMoveStruct + MOVE_CHANCE
.got_move_chance .got_move_chance
; BUG: Moves with a 100% secondary effect chance will not trigger it in 1/256 uses (see docs/bugs_and_glitches.md)
; BUG: 1/256 chance to fail even for a 100% effect chance,
; since carry is not set if BattleRandom == [hl] == 255
call BattleRandom call BattleRandom
cp [hl] cp [hl]
pop hl pop hl
@ -2089,6 +2083,7 @@ BattleCommand_FailureText:
inc hl inc hl
ld a, [hl] ld a, [hl]
; BUG: Beat Up may fail to raise Substitute (see docs/bugs_and_glitches.md)
cp EFFECT_MULTI_HIT cp EFFECT_MULTI_HIT
jr z, .multihit jr z, .multihit
cp EFFECT_DOUBLE_HIT cp EFFECT_DOUBLE_HIT
@ -2510,6 +2505,7 @@ DittoMetalPowder:
pop bc pop bc
ret nz ret nz
; BUG: Metal Powder can increase damage taken with boosted (Special) Defense (see docs/bugs_and_glitches.md)
ld a, c ld a, c
srl a srl a
add c add c
@ -2646,6 +2642,7 @@ TruncateHL_BC:
inc l inc l
.finish .finish
; BUG: Reflect and Light Screen can make (Special) Defense wrap around above 1024 (see docs/bugs_and_glitches.md)
ld a, [wLinkMode] ld a, [wLinkMode]
cp LINK_COLOSSEUM cp LINK_COLOSSEUM
jr z, .done jr z, .done
@ -2772,6 +2769,7 @@ SpeciesItemBoost:
ret nz ret nz
; Double the stat ; Double the stat
; BUG: Thick Club and Light Ball can make (Special) Attack wrap around above 1024 (see docs/bugs_and_glitches.md)
sla l sla l
rl h rl h
ret ret
@ -2901,8 +2899,7 @@ HitSelfInConfusion:
BattleCommand_DamageCalc: BattleCommand_DamageCalc:
; Return a damage value for move power d, player level e, enemy defense c and player attack b. ; Return a damage value for move power d, player level e, enemy defense c and player attack b.
; BUG: Confusion damage is affected by type-boosting items and Explosion/Self-Destruct doubling (see docs/bugs_and_glitches.md)
; Return 1 if successful, else 0.
ld a, BATTLE_VARS_MOVE_EFFECT ld a, BATTLE_VARS_MOVE_EFFECT
call GetBattleVar call GetBattleVar
@ -5263,6 +5260,7 @@ BattleCommand_EndLoop:
jr .double_hit jr .double_hit
.only_one_beatup .only_one_beatup
; BUG: Beat Up works incorrectly with only one Pokémon in the party (see docs/bugs_and_glitches.md)
ld a, BATTLE_VARS_SUBSTATUS3 ld a, BATTLE_VARS_SUBSTATUS3
call GetBattleVarAddr call GetBattleVarAddr
res SUBSTATUS_IN_LOOP, [hl] res SUBSTATUS_IN_LOOP, [hl]
@ -6546,7 +6544,7 @@ INCLUDE "engine/battle/move_effects/future_sight.asm"
INCLUDE "engine/battle/move_effects/thunder.asm" INCLUDE "engine/battle/move_effects/thunder.asm"
CheckHiddenOpponent: CheckHiddenOpponent:
; BUG: This routine is completely redundant and introduces a bug, since BattleCommand_CheckHit does these checks properly. ; BUG: Lock-On and Mind Reader don't always bypass Fly and Dig (see docs/bugs_and_glitches.md)
ld a, BATTLE_VARS_SUBSTATUS3_OPP ld a, BATTLE_VARS_SUBSTATUS3_OPP
call GetBattleVar call GetBattleVar
and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND

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@ -24,6 +24,7 @@ BattleCommand_BeatUp:
ld [wCurBeatUpPartyMon], a ld [wCurBeatUpPartyMon], a
.got_mon .got_mon
; BUG: Beat Up can desynchronize link battles (see docs/bugs_and_glitches.md)
ld a, [wCurBeatUpPartyMon] ld a, [wCurBeatUpPartyMon]
ld hl, wPartyMonNicknames ld hl, wPartyMonNicknames
call GetNickname call GetNickname
@ -35,8 +36,6 @@ BattleCommand_BeatUp:
ld a, [wCurBeatUpPartyMon] ld a, [wCurBeatUpPartyMon]
ld c, a ld c, a
ld a, [wCurBattleMon] ld a, [wCurBattleMon]
; BUG: this can desynchronize link battles
; Change "cp [hl]" to "cp c" to fix
cp [hl] cp [hl]
ld hl, wBattleMonStatus ld hl, wBattleMonStatus
jr z, .active_mon jr z, .active_mon
@ -196,6 +195,7 @@ BattleCommand_BeatUp:
jp SkipToBattleCommand jp SkipToBattleCommand
BattleCommand_BeatUpFailText: BattleCommand_BeatUpFailText:
; BUG: Beat Up may trigger King's Rock even if it failed (see docs/bugs_and_glitches.md)
ld a, [wBeatUpHitAtLeastOnce] ld a, [wBeatUpHitAtLeastOnce]
and a and a
ret nz ret nz

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@ -1,7 +1,5 @@
BattleCommand_BellyDrum: BattleCommand_BellyDrum:
; This command is buggy because it raises the user's attack ; BUG: Belly Drum sharply boosts Attack even with under 50% HP (see docs/bugs_and_glitches.md)
; before checking that it has enough HP to use the move.
; Swap the order of these two blocks to fix.
call BattleCommand_AttackUp2 call BattleCommand_AttackUp2
ld a, [wAttackMissed] ld a, [wAttackMissed]
and a and a

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@ -34,7 +34,7 @@ BattleCommand_Counter:
cp SPECIAL cp SPECIAL
ret nc ret nc
; BUG: Move should fail with all non-damaging battle actions ; BUG: Counter and Mirror Coat still work if the opponent uses an item (see docs/bugs_and_glitches.md)
ld hl, wCurDamage ld hl, wCurDamage
ld a, [hli] ld a, [hli]
or [hl] or [hl]

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@ -1,4 +1,5 @@
BattleCommand_FrustrationPower: BattleCommand_FrustrationPower:
; BUG: Return and Frustration deal no damage when the user's happiness is low or high, respectively (see docs/bugs_and_glitches.md)
push bc push bc
ld hl, wBattleMonHappiness ld hl, wBattleMonHappiness
ldh a, [hBattleTurn] ldh a, [hBattleTurn]

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@ -35,7 +35,7 @@ BattleCommand_MirrorCoat:
cp SPECIAL cp SPECIAL
ret c ret c
; BUG: Move should fail with all non-damaging battle actions ; BUG: Counter and Mirror Coat still work if the opponent uses an item (see docs/bugs_and_glitches.md)
ld hl, wCurDamage ld hl, wCurDamage
ld a, [hli] ld a, [hli]
or [hl] or [hl]

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@ -1,4 +1,5 @@
BattleCommand_Present: BattleCommand_Present:
; BUG: Present damage is incorrect in link battles (see docs/bugs_and_glitches.md)
ld a, [wLinkMode] ld a, [wLinkMode]
cp LINK_COLOSSEUM cp LINK_COLOSSEUM
jr z, .colosseum_skippush jr z, .colosseum_skippush

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