pokecrystal-board/docs/bugs_and_glitches.md
2017-12-13 16:52:13 -05:00

1173 lines
26 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

# Bugs and Glitches
## Contents
- [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)
- [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)
- [Experience underflow for level 1 Pokémon with Medium-Slow growth rate](#experience-underflow-for-level-1-pokémon-with-medium-slow-growth-rate)
- [Five-digit experience gain is printed incorrectly](#five-digit-experience-gain-is-printed-incorrectly)
- [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)
- ["Smart" AI encourages Mean Look if its own Pokémon is badly poisoned](#smart-ai-encourages-mean-look-if-its-own-pokémon-is-badly-poisoned)
- [A Disabled, PP Upenhanced move may not trigger automatic Struggling](#a-disabled-pp-upenhanced-move-may-not-trigger-automatic-struggling)
- [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 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)
- [Present damage is incorrect in link battles](#present-damage-is-incorrect-in-link-battles)
- [BRN/PSN/PAR do not affect catch rate](#brnpsnpar-do-not-affect-catch-rate)
- [Moon Ball does not boost catch rate](#moon-ball-does-not-boost-catch-rate)
- [Love Ball boosts catch rate for the wrong gender](#love-ball-boosts-catch-rate-for-the-wrong-gender)
- [Fast Ball only boosts catch rate for three Pokémon](#fast-ball-only-boosts-catch-rate-for-three-pokémon)
- [Friend Ball catches sent to the PC overwrite the wrong Pokémon's happiness](#friend-ball-catches-sent-to-the-pc-overwrite-the-wrong-pokémons-happiness)
- [Dragon Scale, not Dragon Fang, boosts Dragon-type moves](#dragon-scale-not-dragon-fang-boosts-dragon-type-moves)
- [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)
- [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)
- [Catching a Transformed Pokémon always catches a Ditto](#catching-a-transformed-pokémon-always-catches-a-ditto)
- [Using a Park Ball in normal battles has a corrupt animation](#using-a-park-ball-in-normal-battles-has-a-corrupt-animation)
- [`HELD_CATCH_CHANCE` has no effect](#held_catch_chance-has-no-effect)
- [Only the first three `EvosAttacks` evolution entries can have Stone compatibility reported correctly](#only-the-first-three-evosattacks-evolution-entries-can-have-stone-compatibility-reported-correctly)
- [`ScriptCall` can overflow `wScriptStack` and crash](#scriptcall-can-overflow-wscriptstack-and-crash)
- [`LoadSpriteGFX` does not limit the capacity of `UsedSprites`](#loadspritegfx-does-not-limit-the-capacity-of-usedsprites)
- [`ChooseWildEncounter` doesn't really validate the wild Pokémon species](#choosewildencounter-doesnt-really-validate-the-wild-pokémon-species)
- [`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
([Video](https://www.youtube.com/watch?v=rGqu3d3pdok&t=450))
This is a bug with `SpeciesItemBoost` in [battle/effect_commands.asm](battle/effect_commands.asm):
```asm
; Double the stat
sla l
rl h
ret
```
**Fix:**
```asm
; Double the stat
sla l
rl h
ld a, 999 / $100
cp h
jr c, .cap
ld a, 999 % $100
cp l
ret nc
.cap
ld h, 999 / $100
ld l, 999 % $100
ret
```
## Metal Powder can increase damage taken with boosted (Special) Defense
([Video](https://www.youtube.com/watch?v=rGqu3d3pdok&t=450))
This is a bug with `DittoMetalPowder` in [battle/effect_commands.asm](battle/effect_commands.asm):
```asm
ld a, c
srl a
add c
ld c, a
ret nc
srl b
ld a, b
and a
jr nz, .done
inc b
.done
scf
rr c
ret
```
**Fix:**
```asm
ld a, c
srl a
add c
ld c, a
ret nc
srl b
ld a, b
and a
jr nz, .done
inc b
.done
scf
rr c
ld a, 999 / $100
cp b
jr c, .cap
ld a, 999 % $100
cp c
ret nc
.cap
ld b, 999 / $100
ld c, 999 % $100
ret
```
## Belly Drum sharply boosts Attack even with under 50% HP
([Video](https://www.youtube.com/watch?v=zuCLMikWo4Y))
This is a bug with `BattleCommand_BellyDrum` in [battle/effect_commands.asm](battle/effect_commands.asm):
```asm
BattleCommand_BellyDrum: ; 37c1a
; bellydrum
; This command is buggy because it raises the user's attack
; before checking that it has enough HP to use the move.
; Swap the order of these two blocks to fix.
call BattleCommand_AttackUp2
ld a, [AttackMissed]
and a
jr nz, .failed
callab GetHalfMaxHP
callab CheckUserHasEnoughHP
jr nc, .failed
```
**Fix:**
```asm
BattleCommand_BellyDrum: ; 37c1a
; bellydrum
callab GetHalfMaxHP
callab CheckUserHasEnoughHP
jr nc, .failed
call BattleCommand_AttackUp2
ld a, [AttackMissed]
and a
jr nz, .failed
```
## HP bar animation is slow for high HP
([Video](https://www.youtube.com/watch?v=SE-BfsFgZVM))
This is a bug with `LongAnim_UpdateVariables` in [engine/anim_hp_bar.asm](engine/anim_hp_bar.asm):
```asm
; This routine is buggy. The result from ComputeHPBarPixels is stored
; 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
; ld a, e
pop bc
pop de
pop hl
ld a, e ; Comment or delete this line to fix the above bug.
ld hl, wCurHPBarPixels
cp [hl]
jr z, .loop
ld [hl], a
and a
ret
```
**Fix:** Move `ld a, e` to right after `call ComputeHPBarPixels`.
## HP bar animation off-by-one error for low HP
([Video](https://www.youtube.com/watch?v=9KyNVIZxJvI))
This is a bug with `ShortHPBar_CalcPixelFrame` in [engine/anim_hp_bar.asm](engine/anim_hp_bar.asm):
```asm
ld b, 0
; This routine is buggy. If [wCurHPAnimMaxHP] * [wCurHPBarPixels] is divisible
; by 48, the loop runs one extra time. To fix, uncomment the line below.
.loop
ld a, l
sub 6 * 8
ld l, a
ld a, h
sbc $0
ld h, a
; jr z, .done
jr c, .done
inc b
jr .loop
```
**Fix:** Uncomment `jr z, .done`.
## Experience underflow for level 1 Pokémon with Medium-Slow growth rate
([Video](https://www.youtube.com/watch?v=SXH8u0plHrE))
This can bring Pokémon straight from level 1 to 100 by gaining just a few experience points.
This is a bug with `CalcExpAtLevel` in [main.asm](main.asm):
```asm
CalcExpAtLevel: ; 50e47
; (a/b)*n**3 + c*n**2 + d*n - e
ld a, [BaseGrowthRate]
add a
add a
ld c, a
ld b, 0
ld hl, GrowthRates
add hl, bc
```
**Fix:**
```asm
CalcExpAtLevel: ; 50e47
; (a/b)*n**3 + c*n**2 + d*n - e
ld a, d
cp 1
jr nz, .UseExpFormula
; Pokémon have 0 experience at level 1
xor a
ld hl, hProduct
ld [hli], a
ld [hli], a
ld [hli], a
ld [hl], a
ret
.UseExpFormula
ld a, [BaseGrowthRate]
add a
add a
ld c, a
ld b, 0
ld hl, GrowthRates
add hl, bc
```
## Five-digit experience gain is printed incorrectly
([Video](https://www.youtube.com/watch?v=o54VjpAEoO8))
This is a bug with `Text_ABoostedStringBuffer2ExpPoints` and `Text_StringBuffer2ExpPoints` in [text/common_2.asm](text/common_2.asm):
```asm
Text_ABoostedStringBuffer2ExpPoints::
text ""
line "a boosted"
cont "@"
deciram StringBuffer2, 2, 4
text " EXP. Points!"
prompt
Text_StringBuffer2ExpPoints::
text ""
line "@"
deciram StringBuffer2, 2, 4
text " EXP. Points!"
prompt
```
**Fix:** Change both `deciram StringBuffer2, 2, 4` to `deciram StringBuffer2, 2, 5`.
## NPC use of Full Heal or Full Restore does not cure Nightmare status
([Video](https://www.youtube.com/watch?v=rGqu3d3pdok&t=322))
This is a bug with `AI_HealStatus` in [battle/ai/items.asm](battle/ai/items.asm):
```asm
AI_HealStatus: ; 384e0
ld a, [CurOTMon]
ld hl, OTPartyMon1Status
ld bc, PARTYMON_STRUCT_LENGTH
call AddNTimes
xor a
ld [hl], a
ld [EnemyMonStatus], a
; Bug: this should reset SUBSTATUS_NIGHTMARE too
; Uncomment the lines below to fix
; ld hl, EnemySubStatus1
; res SUBSTATUS_NIGHTMARE, [hl]
ld hl, EnemySubStatus5
res SUBSTATUS_TOXIC, [hl]
ret
; 384f7
```
**Fix:** Uncomment `ld hl, EnemySubStatus1` and `res SUBSTATUS_NIGHTMARE, [hl]`.
## "Smart" AI encourages Mean Look if its own Pokémon is badly poisoned
([Video](https://www.youtube.com/watch?v=cygMO-zHTls))
This is a bug with `AI_Smart_MeanLook` in [battle/ai/scoring.asm](battle/ai/scoring.asm):
```asm
; 80% chance to greatly encourage this move if the enemy is badly poisoned (buggy).
; Should check PlayerSubStatus5 instead.
ld a, [EnemySubStatus5]
bit SUBSTATUS_TOXIC, a
jr nz, .asm_38e26
```
**Fix:** Change `EnemySubStatus5` to `PlayerSubStatus5`.
## A Disabled, PP Upenhanced move may not trigger automatic Struggling
([Video](https://www.youtube.com/watch?v=1v9x4SgMggs))
This is a bug with `CheckPlayerHasUsableMoves` in [battle/core.asm](battle/core.asm):
```asm
.done
; Bug: this will result in a move with PP Up confusing the game.
; Replace with "and $3f" to fix.
and a
ret nz
.force_struggle
ld hl, BattleText_PkmnHasNoMovesLeft
call StdBattleTextBox
ld c, 60
call DelayFrames
xor a
ret
```
**Fix:** Change `and a` to `and $3f`.
## Counter and Mirror Coat still work if the opponent uses an item
([Video](https://www.youtube.com/watch?v=uRYyzKRatFk))
*To do:* Identify specific code causing this bug and fix it.
## A Pokémon that fainted from Pursuit will have its old status condition when revived
([Video](https://www.youtube.com/watch?v=tiRvw-Nb2ME))
*To do:* Identify specific code causing this bug and fix it.
## Present damage is incorrect in link battles
([Video](https://www.youtube.com/watch?v=XJaQoKtrEuw))
This bug existed for all battles in Gold and Silver, and was only fixed for single-player battles in Crystal to preserve link compatibility.
This is a bug with `BattleCommand_Present` in [battle/effects/present.asm](battle/effects/present.asm):
```asm
BattleCommand_Present: ; 37874
; present
ld a, [wLinkMode]
cp LINK_COLOSSEUM
jr z, .colosseum_skippush
push bc
push de
.colosseum_skippush
call BattleCommand_Stab
ld a, [wLinkMode]
cp LINK_COLOSSEUM
jr z, .colosseum_skippop
pop de
pop bc
.colosseum_skippop
```
**Fix:**
```asm
BattleCommand_Present: ; 37874
; present
push bc
push de
call BattleCommand_Stab
pop de
pop bc
```
## BRN/PSN/PAR do not affect catch rate
This is a bug with `PokeBall` in [items/item_effects.asm](items/item_effects.asm):
```asm
.statuscheck
; This routine is buggy. It was intended that SLP and FRZ provide a higher
; catch rate than BRN/PSN/PAR, which in turn provide a higher catch rate than
; no status effect at all. But instead, it makes BRN/PSN/PAR provide no
; benefit.
; Uncomment the line below to fix this.
ld b, a
ld a, [EnemyMonStatus]
and 1 << FRZ | SLP
ld c, 10
jr nz, .addstatus
; ld a, [EnemyMonStatus]
and a
ld c, 5
jr nz, .addstatus
ld c, 0
.addstatus
ld a, b
add c
jr nc, .max_1
ld a, $ff
.max_1
```
**Fix:** Uncomment `ld a, [EnemyMonStatus]`.
## Moon Ball does not boost catch rate
This is a bug with `MoonBallMultiplier` in [items/item_effects.asm](items/item_effects.asm):
```asm
MoonBallMultiplier:
; This function is buggy.
; Intent: multiply catch rate by 4 if mon evolves with moon stone
; Reality: no boost
...
; Moon Stone's constant from Pokémon Red is used.
; No Pokémon evolve with Burn Heal,
; so Moon Balls always have a catch rate of 1×.
push bc
ld a, BANK(EvosAttacks)
call GetFarByte
cp MOON_STONE_RED ; BURN_HEAL
pop bc
ret nz
```
**Fix:** Change `MOON_STONE_RED` to `MOON_STONE`.
## Love Ball boosts catch rate for the wrong gender
This is a bug with `LoveBallMultiplier` in [items/item_effects.asm](items/item_effects.asm):
```asm
LoveBallMultiplier:
; This function is buggy.
; Intent: multiply catch rate by 8 if mons are of same species, different sex
; Reality: multiply catch rate by 8 if mons are of same species, same sex
...
ld a, d
pop de
cp d
pop bc
ret nz ; for the intended effect, this should be "ret z"
```
**Fix:** Change `ret nz` to `ret z`.
## Fast Ball only boosts catch rate for three Pokémon
This is a bug with `FastBallMultiplier` in [items/item_effects.asm](items/item_effects.asm):
```asm
FastBallMultiplier:
; This function is buggy.
; Intent: multiply catch rate by 4 if enemy mon is in one of the three
; FleeMons tables.
; Reality: multiply catch rate by 4 if enemy mon is one of the first three in
; the first FleeMons table.
...
inc hl
cp -1
jr z, .next
cp c
jr nz, .next ; for the intended effect, this should be "jr nz, .loop"
sla b
jr c, .max
```
**Fix:** Change `jr nz, .next` to `jr nz, .loop`.
## Friend Ball catches sent to the PC overwrite the wrong Pokémon's happiness
This is a bug with `PokeBall` in [items/item_effects.asm](items/item_effects.asm):
```asm
ld a, [CurItem]
cp FRIEND_BALL
jr nz, .SkipBoxMonFriendBall
; Bug: overwrites the happiness of the first mon in the box!
ld a, FRIEND_BALL_HAPPINESS
ld [sBoxMon1Happiness], a
.SkipBoxMonFriendBall:
```
`sBoxMon1Happiness` is written *before* the Friend Ball Pokémon is deposited.
## Dragon Scale, not Dragon Fang, boosts Dragon-type moves
This is a bug with `ItemAttributes` in [items/item_attributes.asm](items/item_attributes.asm):
```asm
; DRAGON FANG
item_attribute 100, 0, 0, CANT_SELECT, ITEM, ITEMMENU_NOUSE, ITEMMENU_NOUSE
...
; DRAGON SCALE
item_attribute 2100, HELD_DRAGON_BOOST, 10, CANT_SELECT, ITEM, ITEMMENU_NOUSE, ITEMMENU_NOUSE
```
**Fix:** Move `HELD_DRAGON_BOOST` to the `DRAGON FANG` attributes and `0` to `DRAGON SCALE`.
## Daisy's massages don't always increase happiness
This is a bug with `MassageOrHaircut` in [event/special.asm](event/special.asm):
```asm
; Bug: Subtracting $ff from $ff fails to set c.
; This can result in overflow into the next data array.
; In the case of getting a massage from Daisy, we bleed
; into CopyPokemonName_Buffer1_Buffer3, which passes
; $d0 to ChangeHappiness and returns $73 to the script.
; The end result is that there is a 0.4% chance your
; Pokemon's happiness will not change at all.
.loop
sub [hl]
jr c, .ok
inc hl
inc hl
inc hl
jr .loop
.ok
inc hl
ld a, [hli]
ld [ScriptVar], a
ld c, [hl]
call ChangeHappiness
ret
...
Data_DaisyMassage: ; 746b
db $ff, 2, HAPPINESS_MASSAGE ; 99.6% chance
CopyPokemonName_Buffer1_Buffer3: ; 746e
ld hl, StringBuffer1
ld de, StringBuffer3
ld bc, PKMN_NAME_LENGTH
jp CopyBytes
```
**Fix:**
```asm
Data_DaisyMassage: ; 746b
db $80, 2, HAPPINESS_MASSAGE ; 50% chance
db $ff, 2, HAPPINESS_MASSAGE ; 50% chance
```
## Magikarp in Lake of Rage are shorter, not longer
This is a bug with `LoadEnemyMon.CheckMagikarpArea` in [battle/core.asm](battle/core.asm):
```asm
.CheckMagikarpArea:
; The z checks are supposed to be nz
; 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 size flooring in the Lake of Rage area
ld a, [MapGroup]
cp GROUP_LAKE_OF_RAGE
jr z, .Happiness
ld a, [MapNumber]
cp MAP_LAKE_OF_RAGE
jr z, .Happiness
```
**Fix:** Change both `jr z, .Happiness` to `jr nz, .Happiness`.
## Battle transitions fail to account for the enemy's level
([Video](https://www.youtube.com/watch?v=eij_1060SMc))
This is a bug with `StartTrainerBattle_DetermineWhichAnimation` in [engine/battle_start.asm](engine/battle_start.asm):
```asm
StartTrainerBattle_DetermineWhichAnimation: ; 8c365 (23:4365)
; The screen flashes a different number of times depending on the level of
; your lead Pokemon relative to the opponent's.
; BUG: BattleMonLevel and EnemyMonLevel are not set at this point, so whatever
; values happen to be there will determine the animation.
ld de, 0
ld a, [BattleMonLevel]
add 3
ld hl, EnemyMonLevel
cp [hl]
jr nc, .okay
set 0, e
.okay
ld a, [wPermission]
cp CAVE
jr z, .okay2
cp PERM_5
jr z, .okay2
cp DUNGEON
jr z, .okay2
set 1, e
.okay2
ld hl, .StartingPoints
add hl, de
ld a, [hl]
ld [wJumptableIndex], a
ret
; 8c38f (23:438f)
.StartingPoints: ; 8c38f
db 1, 9
db 16, 24
; 8c393
```
*To do:* Fix this bug.
## No bump noise if standing on tile `$3E`
This is a bug with `DoPlayerMovement.CheckWarp` in [engine/player_movement.asm](engine/player_movement.asm):
```asm
; Bug: Since no case is made for STANDING here, it will check
; [.edgewarps + $ff]. This resolves to $3e at $8035a.
; This causes wd041 to be nonzero when standing on tile $3e,
; making bumps silent.
ld a, [WalkingDirection]
ld e, a
ld d, 0
ld hl, .EdgeWarps
add hl, de
ld a, [PlayerStandingTile]
cp [hl]
jr nz, .not_warp
ld a, 1
ld [wd041], a
ld a, [WalkingDirection]
cp STANDING
jr z, .not_warp
```
**Fix:**
```asm
ld a, [WalkingDirection]
cp STANDING
jr z, .not_warp
ld e, a
ld d, 0
ld hl, .EdgeWarps
add hl, de
ld a, [PlayerStandingTile]
cp [hl]
jr nz, .not_warp
ld a, 1
ld [wd041], a
ld a, [WalkingDirection]
```
## Playing Entei's Pokédex cry can distort Raikou's and Suicune's
([Video](https://www.youtube.com/watch?v=z305e4sIO24))
The exact cause is unknown, but a workaround exists for `DexEntryScreen_MenuActionJumptable.Cry` in [engine/pokedex.asm](engine/pokedex.asm):
```asm
.Cry: ; 40340
call Pokedex_GetSelectedMon
ld a, [wd265]
call GetCryIndex
ld e, c
ld d, b
call PlayCryHeader
ret
```
**Workaround:**
```asm
.Cry: ; 40340
ld a, [CurPartySpecies]
call PlayCry
ret
```
## 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.
[home/map.asm](home/map.asm):
```asm
; Set hl to the address of the current metatile data ([TilesetBlocksAddress] + (a) tiles).
; This is buggy; it wraps around past 128 blocks.
; To fix, uncomment the line below.
add a ; Comment or delete this line to fix the above bug.
ld l, a
ld h, 0
; add hl, hl
add hl, hl
add hl, hl
add hl, hl
ld a, [TilesetBlocksAddress]
add l
ld l, a
ld a, [TilesetBlocksAddress + 1]
adc h
ld h, a
```
**Fix:** Delete `add a` and uncomment `add hl, hl`.
## Surfing directly across a map connection does not load the new map
([Video](https://www.youtube.com/watch?v=XFOWvMNG-zw))
*To do:* Identify specific code causing this bug and fix it.
## `CheckOwnMon` only checks the first five letters of OT names
([Video](https://www.youtube.com/watch?v=GVTTmReM4nQ))
This bug can allow you to talk to Eusine in Celadon City and encounter Ho-Oh with only traded legendary beasts.
[engine/search.asm](engine/search.asm):
```asm
; check OT
; This only checks five characters, which is fine for the Japanese version,
; but in the English version the player name is 7 characters, so this is wrong.
ld hl, PlayerName
rept NAME_LENGTH_JAPANESE +- 2 ; should be PLAYER_NAME_LENGTH +- 2
ld a, [de]
cp [hl]
jr nz, .notfound
cp "@"
jr z, .found ; reached end of string
inc hl
inc de
endr
ld a, [de]
cp [hl]
jr z, .found
.notfound
pop de
pop hl
pop bc
and a
ret
```
**Fix:** Change `rept NAME_LENGTH_JAPANESE +- 2` to `rept PLAYER_NAME_LENGTH +- 2`.
## Catching a Transformed Pokémon always catches a Ditto
This bug can affect Mew or Pokémon other than Ditto that used Transform via Mirror Move or Sketch.
*To do:* Identify specific code causing this bug and fix it.
## Using a Park Ball in normal battles has a corrupt animation
([Video](https://www.youtube.com/watch?v=v1ErZdLCIyU))
This is a bug with `ParkBall` in [items/item_effects.asm](items/item_effects.asm):
```asm
.room_in_party
xor a
ld [wWildMon], a
ld a, [CurItem]
cp PARK_BALL
call nz, ReturnToBattle_UseBall
```
**Fix:**
```asm
.room_in_party
xor a
ld [wWildMon], a
ld a, [BattleType]
cp BATTLETYPE_CONTEST
call nz, ReturnToBattle_UseBall
```
## `HELD_CATCH_CHANCE` has no effect
This is a bug with `PokeBall` in [items/item_effects.asm](items/item_effects.asm):
```asm
; BUG: callba overwrites a,
; and GetItemHeldEffect takes b anyway.
; This is probably the reason
; the HELD_CATCH_CHANCE effect
; is never used.
; Uncomment the line below to fix.
ld a, [BattleMonItem]
; ld b, a
callba GetItemHeldEffect
ld a, b
cp HELD_CATCH_CHANCE
```
**Fix:** Uncomment `ld b, a`.
## Only the first three `EvosAttacks` evolution entries can have Stone compatibility reported correctly
This is a bug with `PlacePartyMonEvoStoneCompatibility.DetermineCompatibility` in [engine/party_menu.asm](engine/party_menu.asm):
```asm
.DetermineCompatibility: ; 50268
ld de, StringBuffer1
ld a, BANK(EvosAttacksPointers)
ld bc, 2
call FarCopyBytes
ld hl, StringBuffer1
ld a, [hli]
ld h, [hl]
ld l, a
ld de, StringBuffer1
ld a, BANK(EvosAttacks)
ld bc, $a
call FarCopyBytes
```
**Fix:** Change `ld bc, $a` to `ld bc, $10` to support up to five Stone entries.
## `ScriptCall` can overflow `wScriptStack` and crash
[engine/scripting.asm](engine/scripting.asm):
```asm
ScriptCall:
; Bug: The script stack has a capacity of 5 scripts, yet there is
; nothing to stop you from pushing a sixth script. The high part
; of the script address can then be overwritten by modifications
; to ScriptDelay, causing the script to return to the rst/interrupt
; space.
push de
ld hl, wScriptStackSize
ld e, [hl]
inc [hl]
ld d, $0
ld hl, wScriptStack
add hl, de
add hl, de
add hl, de
pop de
ld a, [ScriptBank]
ld [hli], a
ld a, [ScriptPos]
ld [hli], a
ld a, [ScriptPos + 1]
ld [hl], a
ld a, b
ld [ScriptBank], a
ld a, e
ld [ScriptPos], a
ld a, d
ld [ScriptPos + 1], a
ret
```
## `LoadSpriteGFX` does not limit the capacity of `UsedSprites`
[engine/overworld.asm](engine/overworld.asm):
```asm
LoadSpriteGFX: ; 14306
; Bug: b is not preserved, so
; it's useless as a next count.
ld hl, UsedSprites
ld b, SPRITE_GFX_LIST_CAPACITY
.loop
ld a, [hli]
and a
jr z, .done
push hl
call .LoadSprite
pop hl
ld [hli], a
dec b
jr nz, .loop
.done
ret
.LoadSprite:
call GetSprite
ld a, l
ret
; 1431e
```
**Fix:** Surround `call GetSprite` with `push bc`/`pop bc`.
## `ChooseWildEncounter` doesn't really validate the wild Pokémon species
[engine/wildmons.asm](engine/wildmons.asm):
```asm
ChooseWildEncounter: ; 2a14f
...
ld a, b
ld [CurPartyLevel], a
ld b, [hl]
; ld a, b
call ValidateTempWildMonSpecies
jr c, .nowildbattle
ld a, b ; This is in the wrong place.
cp UNOWN
jr nz, .done
...
ValidateTempWildMonSpecies: ; 2a4a0
; Due to a development oversight, this function is called with the wild Pokemon's level, not its species, in a.
```
**Fix:**
```asm
ld a, b
ld [CurPartyLevel], a
ld b, [hl]
ld a, b
call ValidateTempWildMonSpecies
jr c, .nowildbattle
cp UNOWN
jr nz, .done
```
## `TryObjectEvent` arbitrary code execution
[engine/events.asm](engine/events.asm):
```asm
; Bug: If IsInArray returns nc, data at bc will be executed as code.
push bc
ld de, 3
ld hl, .pointers
call IsInArray
jr nc, .nope_bugged
pop bc
inc hl
ld a, [hli]
ld h, [hl]
ld l, a
jp hl
.nope_bugged
; pop bc
xor a
ret
```
**Fix:** Uncomment `pop bc`.
## `Special_CheckBugContestContestantFlag` can read beyond its data table
[event/bug_contest_2.asm](event/bug_contest_2.asm):
```asm
Special_CheckBugContestContestantFlag: ; 139ed
; Checks the flag of the Bug Catching Contestant whose index is loaded in a.
; Bug: If a >= 10 when this is called, it will read beyond the table.
ld hl, BugCatchingContestantEventFlagTable
ld e, a
ld d, 0
add hl, de
add hl, de
ld e, [hl]
inc hl
ld d, [hl]
ld b, CHECK_FLAG
call EventFlagAction
ret
; 139fe
BugCatchingContestantEventFlagTable: ; 139fe
dw EVENT_BUG_CATCHING_CONTESTANT_1A
dw EVENT_BUG_CATCHING_CONTESTANT_2A
dw EVENT_BUG_CATCHING_CONTESTANT_3A
dw EVENT_BUG_CATCHING_CONTESTANT_4A
dw EVENT_BUG_CATCHING_CONTESTANT_5A
dw EVENT_BUG_CATCHING_CONTESTANT_6A
dw EVENT_BUG_CATCHING_CONTESTANT_7A
dw EVENT_BUG_CATCHING_CONTESTANT_8A
dw EVENT_BUG_CATCHING_CONTESTANT_9A
dw EVENT_BUG_CATCHING_CONTESTANT_10A
; 13a12
```
## `ClearWRAM` only clears WRAM bank 1
[home/init.asm](home/init.asm):
```asm
ClearWRAM:: ; 25a
; Wipe swappable WRAM banks (1-7)
; Assumes CGB or AGB
ld a, 1
.bank_loop
push af
ld [rSVBK], a
xor a
ld hl, $d000
ld bc, $1000
call ByteFill
pop af
inc a
cp 8
jr nc, .bank_loop ; Should be jr c
ret
; 270
```
**Fix:** Change `jr nc, .bank_loop` to `jr c, .bank_loop`.
## `GetForestTreeFrame` works, but it's still bad
[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
```