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authorSierra A <6080951+Sierraffinity@users.noreply.github.com>2020-12-12 22:41:46 -0800
committerGitHub <noreply@github.com>2020-12-12 22:41:46 -0800
commit56ec5c65a89a3f13fa30ec5fca055346c9470ee4 (patch)
tree6d848844ab99929a912f5fa408aa5df24aa6e2c0
parent1aca3786347e8317e01323914e6782ea3d809256 (diff)
Update bugs_and_glitches.md
-rw-r--r--docs/bugs_and_glitches.md22
1 files changed, 20 insertions, 2 deletions
diff --git a/docs/bugs_and_glitches.md b/docs/bugs_and_glitches.md
index 3d294f5cf..d5531caf2 100644
--- a/docs/bugs_and_glitches.md
+++ b/docs/bugs_and_glitches.md
@@ -1,7 +1,7 @@
# Bugs and Glitches
-These are known bugs and glitches in the original Pokémon Emerald game: code that clearly does not work as intended, or that only works in limited circumstances but has the possibility to fail or crash.
+These are known bugs and glitches in the original Pokémon Emerald game: code that clearly does not work as intended, or that only works in limited circumstances but has the possibility to fail or crash. Defining the `BUGFIX` preprocessor variable will fix some of these automatically.
Fixes are written in the `diff` format. If you've used Git before, this should look familiar:
@@ -60,7 +60,7 @@ void CB2_InitTitleScreen(void)
SetGpuReg(REG_OFFSET_BLDY, 0);
...
```
-This matches with the code of FR/LG and does what GF originally wanted to do.
+This matches what FRLG does and obtains the seed differently than RS, independently of the RTC.
## Scrolling through items in the bag causes the image to flicker
@@ -95,3 +95,21 @@ Then edit `BagMenu_MoveCursorCallback` in [src/item_menu.c](https://github.com/p
if (a != -2)
...
```
+
+## Pokémon that have an affine transform as part of their entry animation glitch when going in and out of Poké Balls without a screen transition in between
+
+**Fix:** Edit sub_817F77C in [src/pokemon_animation.c](https://github.com/pret/pokeemerald/blob/master/src/pokemon_animation.c#L1028) and remove the ifdef/endif lines:
+
+```diff
+ ...
+-#ifdef BUGFIX
+ else
+ {
+ // FIX: Reset these back to normal after they were changed so Poké Ball catch/release
+ // animations without a screen transition in between don't break
+ sprite->affineAnimPaused = FALSE;
+ sprite->affineAnims = gUnknown_082FF694;
+ }
+-#endif // BUGFIX
+}
+```