pokecrystal-board/docs/bugs_and_glitches.md
mid-kid a91b59ab5d Remove a documented bug that's not really a bug
I mean, technically, being able to read beyond a data table's size is
bad practice, but there's so many cases of this that it's not worth
mentioning.

For most of these cases, at least, it's safe to assume the index won't
ever get high enough to surpass such a table's length, because it's
either hardcoded or decided by the game without the use of
uncontrollable data. As such, they don't expose any actual bugs.
2018-07-26 23:34:05 +02:00

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Bugs and Glitches

These are known bugs and glitches in the original Pokémon Crystal game: code that clearly does not work as intended, or that only works in limited circumstances but has the possibility to fail or crash.

Contents

Thick Club and Light Ball can decrease damage done with boosted (Special) Attack

Fixing this bug will break compatibility with standard Pokémon Crystal for link battles.

(Video)

This is a bug with SpeciesItemBoost in engine/battle/effect_commands.asm:

Fix:

; Double the stat
	sla l
	rl h
+
+	ld a, HIGH(MAX_STAT_VALUE)
+	cp h
+	jr c, .cap
+	ld a, LOW(MAX_STAT_VALUE)
+	cp l
+	ret nc
+
+.cap
+	ld h, HIGH(MAX_STAT_VALUE)
+	ld l, LOW(MAX_STAT_VALUE)
	ret

Metal Powder can increase damage taken with boosted (Special) Defense

Fixing this bug will break compatibility with standard Pokémon Crystal for link battles.

(Video)

This is a bug with DittoMetalPowder in engine/battle/effect_commands.asm:

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, HIGH(MAX_STAT_VALUE)
+	cp b
+	jr c, .cap
+	ld a, LOW(MAX_STAT_VALUE)
+	cp c
+	ret nc
+
+.cap
+	ld b, HIGH(MAX_STAT_VALUE)
+	ld c, LOW(MAX_STAT_VALUE)
	ret

Belly Drum sharply boosts Attack even with under 50% HP

Fixing this bug will break compatibility with standard Pokémon Crystal for link battles.

(Video)

This is a bug with BattleCommand_BellyDrum in engine/battle/move_effects/belly_drum.asm:

Fix:

BattleCommand_BellyDrum:
; 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.
+	callfar GetHalfMaxHP
+	callfar CheckUserHasEnoughHP
+	jr nc, .failed
+
	call BattleCommand_AttackUp2
	ld a, [wAttackMissed]
	and a
	jr nz, .failed
-
-	callfar GetHalfMaxHP
-	callfar CheckUserHasEnoughHP
-	jr nc, .failed

Confusion damage is affected by type-boosting items and Explosion/Self-Destruct doubling

Fixing this bug will break compatibility with standard Pokémon Crystal for link battles.

(Video)

To do: Identify specific code causing this bug and fix it.

Moves that lower Defense can do so after breaking a Substitute

Fixing this bug will break compatibility with standard Pokémon Crystal for link battles.

(Video)

This bug affects Acid, Iron Tail, and Rock Smash.

This is a bug with DefenseDownHit in data/moves/effects.asm:

Fix:

DefenseDownHit:
	checkobedience
	usedmovetext
	doturn
	critical
	damagestats
	damagecalc
	stab
	damagevariation
	checkhit
	effectchance
	hittarget
	failuretext
	checkfaint
	criticaltext
	supereffectivetext
	checkdestinybond
	buildopponentrage
-	effectchance ; bug: duplicate effectchance shouldn't be here
	defensedown
	statdownmessage
	endmove

Counter and Mirror Coat still work if the opponent uses an item

Fixing this bug will break compatibility with standard Pokémon Crystal for link battles.

(Video)

This is a bug with BattleCommand_Counter in engine/battle/move_effects/counter.asm and BattleCommand_MirrorCoat in engine/battle/move_effects/mirror_coat.asm:

Fix:

-	; BUG: Move should fail with all non-damaging battle actions
	ld hl, wCurDamage
	ld a, [hli]
	or [hl]
-	ret z
+	jp z, .failed

Add this to the end of each file:

+.failed
+	ld a, 1
+	ld [wEffectFailed], a
+	and a
+	ret

A Disabled but PP Upenhanced move may not trigger Struggle

Fixing this bug will break compatibility with standard Pokémon Crystal for link battles.

(Video)

This is a bug with CheckPlayerHasUsableMoves in engine/battle/core.asm:

Fix:

.done
-	; Bug: this will result in a move with PP Up confusing the game.
-	and a ; should be "and PP_MASK"
+	and PP_MASK
	ret nz

.force_struggle
	ld hl, BattleText_MonHasNoMovesLeft
	call StdBattleTextBox
	ld c, 60
	call DelayFrames
	xor a
	ret

A Pokémon that fainted from Pursuit will have its old status condition when revived

Fixing this bug will break compatibility with standard Pokémon Crystal for link battles.

(Video)

To do: Identify specific code causing this bug and fix it.

Lock-On and Mind Reader don't always bypass Fly and Dig

Fixing this bug will break compatibility with standard Pokémon Crystal for link battles.

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.

This is a bug with CheckHiddenOpponent in engine/battle/effect_commands.asm:

Fix:

CheckHiddenOpponent:
-; BUG: This routine is completely redundant and introduces a bug, since BattleCommand_CheckHit does these checks properly.
-	ld a, BATTLE_VARS_SUBSTATUS3_OPP
-	call GetBattleVar
-	and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND
	ret

The code in CheckHiddenOpponent is completely redundant as BattleCommand_CheckHit already does what this code is doing. Another option is to remove CheckHiddenOpponent completely, the calls to CheckHiddenOpponent, and the jump afterwards.

Fixing this bug will break compatibility with standard Pokémon Crystal for link battles.

(Video)

This is a bug with BattleCommand_BeatUp in engine/battle/move_effects/beat_up.asm:

Fix:

.got_mon
	ld a, [wd002]
	ld hl, wPartyMonNicknames
	call GetNick
	ld a, MON_HP
	call GetBeatupMonLocation
	ld a, [hli]
	or [hl]
	jp z, .beatup_fail ; fainted
	ld a, [wd002]
	ld c, a
	ld a, [wCurBattleMon]
-	; BUG: this can desynchronize link battles
-	; Change "cp [hl]" to "cp c" to fix
-	cp [hl]
+	cp c
	ld hl, wBattleMonStatus
	jr z, .active_mon
	ld a, MON_STATUS
	call GetBeatupMonLocation
.active_mon
	ld a, [hl]
	and a
	jp nz, .beatup_fail

Beat Up may fail to raise substitute

Fixing this bug will break compatibility with standard Pokémon Crystal for link battles.
(Only the fixes denoted with "breaking" will actually break compatibility, the others just affect what's shown on the screen with the patched game)

This is a bug in BattleCommand_EndLoop in engine/battle/effect_commands.asm that prevents the rest of the move's effect from being executed if the player or enemy only has one mon in their party while using Beat Up.

It prevents the substitute from being raised and the King's Rock from working.

Fix (breaking):

.only_one_beatup
	ld a, BATTLE_VARS_SUBSTATUS3
	call GetBattleVarAddr
	res SUBSTATUS_IN_LOOP, [hl]
-	call BattleCommand_BeatUpFailText
-	jp EndMoveEffect
+	ret

Fix (cosmetics):

.only_one_beatup
	ld a, BATTLE_VARS_SUBSTATUS3
	call GetBattleVarAddr
	res SUBSTATUS_IN_LOOP, [hl]
	call BattleCommand_BeatUpFailText
+	call BattleCommand_RaiseSub
	jp EndMoveEffect

There's a similar oversight in BattleCommand_FailureText in engine/battle/effect_commands.asm that will prevent the substitute from being raised if Beat Up is protected against.

Fix (cosmetics):

	cp EFFECT_MULTI_HIT
	jr z, .multihit
	cp EFFECT_DOUBLE_HIT
	jr z, .multihit
	cp EFFECT_POISON_MULTI_HIT
	jr z, .multihit
+	cp EFFECT_BEAT_UP
+	jr z, .multihit
	jp EndMoveEffect

.multihit
	call BattleCommand_RaiseSub
	jp EndMoveEffect

Beat Up may trigger King's Rock even if it failed

Fixing this bug will break compatibility with standard Pokémon Crystal for link battles.

This is a bug in how wAttackMissed is never set by BeatUp, even when none of the 'mon have been able to attack (due to being fainted or having a status effect), the King's Rock may activate.

This bug can be fixed in a plethora of ways, but the most straight-forward would be in BattleCommand_BeatUpFailText in engine/battle/move_effects/beat_up.asm, as that's always ran before the king's rock effect.

Fix:

BattleCommand_BeatUpFailText:
; beatupfailtext

	ld a, [wBeatUpHitAtLeastOnce]
	and a
	ret nz
+
+	inc a
+	ld [wAttackMissed], a

	jp PrintButItFailed

Fixing this bug will break compatibility with standard Pokémon Crystal for 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 engine/battle/move_effects/present.asm:

Fix:

BattleCommand_Present:
; 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

"Smart" AI encourages Mean Look if its own Pokémon is badly poisoned

(Video)

This is a bug with AI_Smart_MeanLook in engine/battle/ai/scoring.asm:

Fix:

-; 80% chance to greatly encourage this move if the enemy is badly poisoned (buggy).
-; Should check wPlayerSubStatus5 instead.
-	ld a, [wEnemySubStatus5]
+; 80% chance to greatly encourage this move if the player is badly poisoned
+	ld a, [wPlayerSubStatus5]
	bit SUBSTATUS_TOXIC, a
	jr nz, .asm_38e26

AI makes a false assumption about CheckTypeMatchup

In engine/battle/effect_commands.asm:

BattleCheckTypeMatchup:
	ld hl, wEnemyMonType1
	ld a, [hBattleTurn]
	and a
	jr z, CheckTypeMatchup
	ld hl, wBattleMonType1
CheckTypeMatchup:
; 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)

This is a bug with AI_HealStatus in engine/battle/ai/items.asm:

Fix:

AI_HealStatus:
	ld a, [wCurOTMon]
	ld hl, wOTPartyMon1Status
	ld bc, PARTYMON_STRUCT_LENGTH
	call AddNTimes
	xor a
	ld [hl], a
	ld [wEnemyMonStatus], a
-	; Bug: this should reset SUBSTATUS_NIGHTMARE too
-	; Uncomment the lines below to fix
-	; ld hl, wEnemySubStatus1
-	; res SUBSTATUS_NIGHTMARE, [hl]
+	ld hl, wEnemySubStatus1
+	res SUBSTATUS_NIGHTMARE, [hl]
	ld hl, wEnemySubStatus5
	res SUBSTATUS_TOXIC, [hl]
	ret

HP bar animation is slow for high HP

(Video)

This is a bug with LongAnim_UpdateVariables in engine/battle/anim_hp_bar.asm:

Fix:

-	; 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
+	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

HP bar animation off-by-one error for low HP

(Video)

This is a bug with ShortHPBar_CalcPixelFrame in engine/battle/anim_hp_bar.asm:

Fix:

	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
	ld a, l
	sub HP_BAR_LENGTH_PX
	ld l, a
	ld a, h
	sbc $0
	ld h, a
-	; jr z, .done
+	jr z, .done
	jr c, .done
	inc b
	jr .loop

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 engine/pokemon/experience.asm:

Fix:

CalcExpAtLevel:
; (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, [wBaseGrowthRate]
	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 data/text/common_2.asm:

Fix:

Text_ABoostedStringBuffer2ExpPoints::
	text_start
	line "a boosted"
	cont "@"
-	deciram wStringBuffer2, 2, 4
+	deciram wStringBuffer2, 2, 5
	text " EXP. Points!"
	prompt

Text_StringBuffer2ExpPoints::
	text_start
	line "@"
-	deciram wStringBuffer2, 2, 4
+	deciram wStringBuffer2, 2, 5
	text " EXP. Points!"
	prompt

BRN/PSN/PAR do not affect catch rate

This is a bug with PokeBallEffect in engine/items/item_effects.asm:

Fix:

-; 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, [wEnemyMonStatus]
	and 1 << FRZ | SLP
	ld c, 10
	jr nz, .addstatus
-	; ld a, [wEnemyMonStatus]
+	ld a, [wEnemyMonStatus]
	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

Moon Ball does not boost catch rate

This is a bug with MoonBallMultiplier in items/item_effects.asm:

Fix:

-; 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("Evolutions and Attacks")
	call GetFarByte
-	cp MOON_STONE_RED ; BURN_HEAL
+	cp MOON_STONE
	pop bc
	ret nz

Love Ball boosts catch rate for the wrong gender

This is a bug with LoveBallMultiplier in items/item_effects.asm:

Fix:

.wildmale

	ld a, d
	pop de
	cp d
	pop bc
-	ret nz ; for the intended effect, this should be "ret z"
+	ret z

Fast Ball only boosts catch rate for three Pokémon

This is a bug with FastBallMultiplier in items/item_effects.asm:

Fix:

.loop
	ld a, BANK(FleeMons)
	call GetFarByte

	inc hl
	cp -1
	jr z, .next
	cp c
-	jr nz, .next ; for the intended effect, this should be "jr nz, .loop"
+	jr nz, .loop
	sla b
	jr c, .max

Dragon Scale, not Dragon Fang, boosts Dragon-type moves

Fixing this bug will break compatibility with standard Pokémon Crystal for link battles.

This is a bug with ItemAttributes in data/items/attributes.asm:

Fix:

; DRAGON_FANG
-	item_attribute 100, HELD_NONE, 0, CANT_SELECT, ITEM, ITEMMENU_NOUSE, ITEMMENU_NOUSE
+	item_attribute 100, HELD_DRAGON_BOOST, 0, CANT_SELECT, ITEM, ITEMMENU_NOUSE, ITEMMENU_NOUSE

And:

; DRAGON_SCALE
-	item_attribute 2100, HELD_DRAGON_BOOST, 10, CANT_SELECT, ITEM, ITEMMENU_NOUSE, ITEMMENU_NOUSE
+	item_attribute 2100, HELD_NONE, 10, CANT_SELECT, ITEM, ITEMMENU_NOUSE, ITEMMENU_NOUSE

Daisy's grooming doesn't always increase happiness

This is a bug with HaircutOrGrooming in engine/events/haircut.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 grooming 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 [wScriptVar], a
	ld c, [hl]
	call ChangeHappiness
	ret

...

INCLUDE "data/events/happiness_probabilities.asm"

CopyPokemonName_Buffer1_Buffer3:
	ld hl, wStringBuffer1
	ld de, wStringBuffer3
	ld bc, MON_NAME_LENGTH
	jp CopyBytes

In data/events/happiness_probabilities.asm:

Fix:

HappinessData_DaisysGrooming:
-	db $ff, 2, HAPPINESS_GROOMING ; 99.6% chance
+	db $80, 2, HAPPINESS_GROOMING ; 50% chance
+	db $ff, 2, HAPPINESS_GROOMING ; 50% chance

Magikarp in Lake of Rage are shorter, not longer

This is a bug with LoadEnemyMon.CheckMagikarpArea in engine/battle/core.asm:

Fix:

.CheckMagikarpArea:
-; The "jr z" checks are supposed to be "jr 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 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]
	cp GROUP_LAKE_OF_RAGE
-	jr z, .Happiness
+	jr nz, .Happiness
	ld a, [wMapNumber]
	cp MAP_LAKE_OF_RAGE
-	jr z, .Happiness
+	jr nz, .Happiness

Magikarp length limits have a unit conversion error

This is a bug with LoadEnemyMon.CheckMagikarpArea in engine/battle/core.asm:

Fix:

; Get Magikarp's length
	ld de, wEnemyMonDVs
	ld bc, wPlayerID
	callfar CalcMagikarpLength

; No reason to keep going if length > 1536 mm (i.e. if HIGH(length) > 6 feet)
	ld a, [wMagikarpLength]
-	cp HIGH(1536) ; should be "cp 5", since 1536 mm = 5'0", but HIGH(1536) = 6
+	cp 5
	jr nz, .CheckMagikarpArea

; 5% chance of skipping both size checks
	call Random
	cp 5 percent
	jr c, .CheckMagikarpArea
; Try again if length >= 1616 mm (i.e. if LOW(length) >= 3 inches)
	ld a, [wMagikarpLength + 1]
-	cp LOW(1616) ; should be "cp 3", since 1616 mm = 5'3", but LOW(1616) = 80
+	cp 3
	jr nc, .GenerateDVs

; 20% chance of skipping this check
	call Random
	cp 20 percent - 1
	jr c, .CheckMagikarpArea
; Try again if length >= 1600 mm (i.e. if LOW(length) >= 2 inches)
	ld a, [wMagikarpLength + 1]
-	cp LOW(1600) ; should be "cp 2", since 1600 mm = 5'2", but LOW(1600) = 64
+	cp 2
	jr nc, .GenerateDVs

Magikarp lengths can be miscalculated

This is a bug with CalcMagikarpLength.BCLessThanDE in engine/events/magikarp.asm:

Fix:

.BCLessThanDE:
-; Intention: Return bc < de.
-; Reality: Return b < d.
	ld a, b
	cp d
	ret c
-	ret nc ; whoops
	ld a, c
	cp e
	ret

Battle transitions fail to account for the enemy's level

(Video)

This is a bug with StartTrainerBattle_DetermineWhichAnimation in engine/battle/battle_transition.asm:

StartTrainerBattle_DetermineWhichAnimation:
; The screen flashes a different number of times depending on the level of
; your lead Pokemon relative to the opponent's.
; BUG: wBattleMonLevel and wEnemyMonLevel are not set at this point, so whatever
; values happen to be there will determine the animation.
	ld de, 0
	ld a, [wBattleMonLevel]
	add 3
	ld hl, wEnemyMonLevel
	cp [hl]
	jr nc, .not_stronger
	set TRANS_STRONGER_F, e
.not_stronger
	ld a, [wEnvironment]
	cp CAVE
	jr z, .cave
	cp ENVIRONMENT_5
	jr z, .cave
	cp DUNGEON
	jr z, .cave
	set TRANS_NO_CAVE_F, e
.cave
	ld hl, .StartingPoints
	add hl, de
	ld a, [hl]
	ld [wJumptableIndex], a
	ret

.StartingPoints:
; entries correspond to TRANS_* constants
	db BATTLETRANSITION_CAVE
	db BATTLETRANSITION_CAVE_STRONGER
	db BATTLETRANSITION_NO_CAVE
	db BATTLETRANSITION_NO_CAVE_STRONGER

To do: Fix this bug.

A "HOF Master!" title for 200-Time Famers is defined but inaccessible

(Video)

This is a bug with _HallOfFamePC.DisplayMonAndStrings in engine/events/halloffame.asm:

Fix:

	ld a, [wHallOfFameTempWinCount]
-	cp HOF_MASTER_COUNT + 1 ; should be HOF_MASTER_COUNT
+	cp HOF_MASTER_COUNT
	jr c, .print_num_hof
	ld de, .HOFMaster
	hlcoord 1, 2
	call PlaceString
	hlcoord 13, 2
	jr .finish

Slot machine payout sound effects cut each other off

(Video)

This is a bug with Slots_PayoutAnim in engine/games/slot_machine.asm:

Fix:

.okay
	ld [hl], e
	dec hl
	ld [hl], d
	ld a, [wSlotsDelay]
	and $7
-	ret z ; ret nz would be more appropriate
+	ret nz
	ld de, SFX_GET_COIN_FROM_SLOTS
	call PlaySFX
	ret

Team Rocket battle music is not used for Executives or Scientists

This is a bug with PlayBattleMusic in engine/battle/start_battle.asm:

Fix:

	ld de, MUSIC_ROCKET_BATTLE
	cp GRUNTM
	jr z, .done
	cp GRUNTF
	jr z, .done
+	cp EXECUTIVEM
+	jr z, .done
+	cp EXECUTIVEF
+	jr z, .done
+	cp SCIENTIST
+	jr z, .done

No bump noise if standing on tile $3E

This is a bug with DoPlayerMovement.CheckWarp in engine/overworld/player_movement.asm:

Fix:

.CheckWarp:
-; 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, [wWalkingDirection]
-	; cp STANDING
-	; jr z, .not_warp
+	cp STANDING
+	jr z, .not_warp
	ld e, a
	ld d, 0
	ld hl, .EdgeWarps
	add hl, de
	ld a, [wPlayerStandingTile]
	cp [hl]
	jr nz, .not_warp

	ld a, 1
	ld [wd041], a
	ld a, [wWalkingDirection]
-	; This is in the wrong place.
-	cp STANDING
-	jr z, .not_warp

Playing Entei's Pokédex cry can distort Raikou's and Suicune's

(Video)

The exact cause is unknown, but a workaround exists for DexEntryScreen_MenuActionJumptable.Cry in engine/pokedex/pokedex.asm:

Workaround:

.Cry:
-	call Pokedex_GetSelectedMon
-	ld a, [wd265]
-	call GetCryIndex
-	ld e, c
-	ld d, b
-	call PlayCry
+	ld a, [wCurPartySpecies]
+	call PlayMonCry
	ret

In-battle “” ellipsis is too high

This is a mistake with the “” tile in gfx/battle/hp_exp_bar_border.png:

image

Fix: Lower the ellipsis by two pixels:

image

Two tiles in the port tileset are drawn incorrectly

This is a mistake with the left-hand warp carpet corner tiles in gfx/tilesets/port.png:

image

Fix: Adjust them to match the right-hand corner tiles:

image

LoadMetatiles wraps around past 128 blocks

This bug prevents you from using blocksets with more than 128 blocks.

In home/map.asm:

Fix:

	; Set hl to the address of the current metatile data ([wTilesetBlocksAddress] + (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
	add hl, hl
	ld a, [wTilesetBlocksAddress]
	add l
	ld l, a
	ld a, [wTilesetBlocksAddress + 1]
	adc h
	ld h, a

Surfing directly across a map connection does not load the new map

(Video)

To do: Identify specific code causing this bug and fix it.

Swimming NPCs aren't limited by their movement radius

This bug is why the Lapras in maps/UnionCaveB2F.asm, which uses SPRITEMOVEDATA_SWIM_WANDER, is not restricted by its 1, 1 movement radius.

This is a bug with CanObjectMoveInDirection in engine/overworld/npc_movement.asm:

Fix:

	ld hl, OBJECT_FLAGS1
	add hl, bc
	bit NOCLIP_TILES_F, [hl] ; lost, uncomment next line to fix
-	; jr nz, .noclip_tiles
+	jr nz, .noclip_tiles

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.

In engine/pokemon/search.asm:

Fix:

; 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, wPlayerName

-rept NAME_LENGTH_JAPANESE + -2 ; should be PLAYER_NAME_LENGTH + -2
+rept 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

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.

This is a bug with PokeBallEffect in engine/items/item_effects.asm:

Fix:

	ld hl, wEnemySubStatus5
	ld a, [hl]
	push af
	set SUBSTATUS_TRANSFORMED, [hl]

-; This code is buggy. Any wild Pokémon that has Transformed will be
-; caught as a Ditto, even if it was something else like Mew.
-; To fix, do not set [wTempEnemyMonSpecies] to DITTO.
	bit SUBSTATUS_TRANSFORMED, a
-	jr nz, .ditto
-	jr .not_ditto
+	jr nz, .load_data

-.ditto
-	ld a, DITTO
-	ld [wTempEnemyMonSpecies], a
-	jr .load_data
-
-.not_ditto
-	set SUBSTATUS_TRANSFORMED, [hl]
	ld hl, wEnemyBackupDVs
	ld a, [wEnemyMonDVs]
	ld [hli], a
	ld a, [wEnemyMonDVs + 1]
	ld [hl], a

.load_data
	ld a, [wTempEnemyMonSpecies]
	ld [wCurPartySpecies], a
	ld a, [wEnemyMonLevel]
	ld [wCurPartyLevel], a
	farcall LoadEnemyMon

	pop af
	ld [wEnemySubStatus5], a

Using a Park Ball in normal battles has a corrupt animation

(Video)

This is a bug with PokeBallEffect in engine/items/item_effects.asm:

Fix:

.room_in_party
	xor a
	ld [wWildMon], a
-	ld a, [wCurItem]
-	cp PARK_BALL
+	ld a, [wBattleType]
+	cp BATTLETYPE_CONTEST
	call nz, ReturnToBattle_UseBall

HELD_CATCH_CHANCE has no effect

This is a bug with PokeBallEffect in engine/items/item_effects.asm:

Fix:

-	; BUG: farcall 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 d, a
	push de
	ld a, [wBattleMonItem]
-	; ld b, a
+	ld b, a
	farcall GetItemHeldEffect
	ld a, b
	cp HELD_CATCH_CHANCE
	pop de
	ld a, d
	jr nz, .max_2
	add c
	jr nc, .max_2
	ld a, $ff
.max_2

Only the first three evolution entries can have Stone compatibility reported correctly

This is a bug with PlacePartyMonEvoStoneCompatibility.DetermineCompatibility in engine/pokemon/party_menu.asm:

Workaround (supports up to six entries):

.DetermineCompatibility:
	ld de, wStringBuffer1
	ld a, BANK(EvosAttacksPointers)
	ld bc, 2
	call FarCopyBytes
	ld hl, wStringBuffer1
	ld a, [hli]
	ld h, [hl]
	ld l, a
	ld de, wStringBuffer1
	ld a, BANK("Evolutions and Attacks")
-	ld bc, 10
+	ld bc, wStringBuffer2 - wStringBuffer1
	call FarCopyBytes

EVOLVE_STAT can break Stone compatibility reporting

This is a bug with PlacePartyMonEvoStoneCompatibility.DetermineCompatibility in engine/pokemon/party_menu.asm:

Fix:

.loop2
	ld a, [hli]
	and a
	jr z, .nope
+	cp EVOLVE_STAT
+	jr nz, .not_four_bytes
+	inc hl
+.not_four_bytes
	inc hl
	inc hl
	cp EVOLVE_ITEM
	jr nz, .loop2

ScriptCall can overflow wScriptStack and crash

In engine/overworld/scripting.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 wScriptDelay, 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, [wScriptBank]
	ld [hli], a
	ld a, [wScriptPos]
	ld [hli], a
	ld a, [wScriptPos + 1]
	ld [hl], a
	ld a, b
	ld [wScriptBank], a
	ld a, e
	ld [wScriptPos], a
	ld a, d
	ld [wScriptPos + 1], a
	ret

To do: Fix this bug.

LoadSpriteGFX does not limit the capacity of UsedSprites

In engine/overworld/overworld.asm:

Fix:

LoadSpriteGFX:
-; Bug: b is not preserved, so it's useless as a next count.
-; Uncomment the lines below to fix.
-
	ld hl, wUsedSprites
	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:
-	; push bc
+	push bc
	call GetSprite
-	; pop bc
+	pop bc
	ld a, l
	ret

ChooseWildEncounter doesn't really validate the wild Pokémon species

In engine/overworld/wildmons.asm:

Fix:

.ok
	ld a, b
	ld [wCurPartyLevel], a
	ld b, [hl]
-	; ld a, b
+	ld a, b
	call ValidateTempWildMonSpecies
	jr c, .nowildbattle

	cp UNOWN
	jr nz, .done

TryObjectEvent arbitrary code execution

In engine/overworld/events.asm:

Fix:

-; 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
+	pop bc
	xor a
	ret

ClearWRAM only clears WRAM bank 1

In home/init.asm:

Fix:

ClearWRAM::
; Wipe swappable WRAM banks (1-7)
; Assumes CGB or AGB

	ld a, 1
.bank_loop
	push af
	ld [rSVBK], a
	xor a
	ld hl, WRAM1_Begin
	ld bc, WRAM1_End - WRAM1_Begin
	call ByteFill
	pop af
	inc a
	cp 8
-	jr nc, .bank_loop ; Should be jr c
+	jr c, .bank_loop
	ret