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|
# Bugs
## 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):
```
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 slower with more 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):
```
; 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`.
## 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):
```
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](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):
```
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 `deciram StringBuffer2, 2, 4` to `deciram StringBuffer2, 2, 5`.
## 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):
```
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](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](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](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](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](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](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](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
```
## No bump noise if standing on tile `$3E`
This is a bug with `DoPlayerMovement.CheckWarp` in [engine/player_movement.asm](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]
```
## `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):
```
; 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 PLAYER_NAME_LENGTH_JAPANESE - 1 ; should be PLAYER_NAME_LENGTH - 1
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 PLAYER_NAME_LENGTH_JAPANESE - 1` to `rept PLAYER_NAME_LENGTH - 1`.
## `HELD_CATCH_CHANCE` has no effect
This is a bug with `PokeBall` in [items/item_effects.asm](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
[engine/scripting.asm](engine/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 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):
```
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
[engine/wildmons.asm](engine/wildmons.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:**
```
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):
```
; 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):
```
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):
```
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`.
|