20 KiB
Bugs and Glitches
Thick Club and Light Ball can decrease damage done with boosted (Special) Attack
(Video)
This is a bug with SpeciesItemBoost
in battle/effect_commands.asm:
; Double the stat
sla l
rl h
ret
Fix:
; 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)
This is a bug with DittoMetalPowder
in battle/effect_commands.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:
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)
This is a bug with BattleCommand_BellyDrum
in battle/effect_commands.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:
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)
This is a bug with LongAnim_UpdateVariables
in engine/anim_hp_bar.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)
This is a bug with ShortHPBar_CalcPixelFrame
in engine/anim_hp_bar.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)
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:
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:
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)
This is a bug with Text_ABoostedStringBuffer2ExpPoints
and Text_StringBuffer2ExpPoints
in text/common_2.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)
This is a bug with AI_HealStatus
in battle/ai/items.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)
This is a bug with AI_Smart_MeanLook
in battle/ai/scoring.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 Up–enhanced move may not trigger automatic Struggling
(Video)
This is a bug with CheckPlayerHasUsableMoves
in battle/core.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)
To do: Identify specific code causing this bug and fix it.
Present damage is incorrect in link battles
(Video)
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:
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:
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:
.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:
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:
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:
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:
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:
; 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:
; 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:
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:
.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)
This is a bug with StartTrainerBattle_DetermineWhichAnimation
in engine/battle_start.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:
; 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:
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]
LoadMetatiles
wrap around past 128 blocks
; 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)
To do: Identify specific code causing this bug and fix it.
CheckOwnMon
only checks the first five letters of OT names
(Video)
This bug can allow you to talk to Eusine in Celadon City and encounter Ho-Oh with only traded legendary beasts.
; 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
.
HELD_CATCH_CHANCE
has no effect
This is a bug with PokeBall
in items/item_effects.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
.
ScriptCall
can overflow wScriptStack
and crash
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
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
GetSprite
modifies b
. Surround it with push bc
/pop bc
to fix.
ChooseWildEncounter
doesn't really validate the wild Pokémon species
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:
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
; 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
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
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
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:
GetForestTreeFrame: ; fc54c
; Return 0 if a is even, or 2 if odd.
and 1
add a
ret
; fc56d