pokecrystal/docs/design_flaws.md

20 KiB

Design Flaws

These are parts of the code that do not work incorrectly, like bugs and glitches, but that clearly exist just to work around a problem. In other words, with a slightly different design, the code would not need to exist at all. Design flaws may be exceptions to a usual rule, such as "tables of pointers in different banks use dba" (one exception, and another) or "graphics used as a unit are stored and loaded contiguously" (a notable exception).

Contents

Pic banks are offset by PICS_FIX

data/pokemon/pic_pointers.asm, data/pokemon/unown_pic_pointers.asm, and data/trainers/pic_pointers.asm all have to use dba_pic instead of dba. This is a macro in macros/data.asm that offsets banks by PICS_FIX:

dba_pic: MACRO ; dbw bank, address
	db BANK(\1) - PICS_FIX
	dw \1
ENDM

The offset is translated into a correct bank by FixPicBank in engine/gfx/load_pics.asm:

FixPicBank:
; This is a thing for some reason.

PICS_FIX EQU $36
GLOBAL PICS_FIX

	push hl
	push bc
	sub BANK("Pics 1") - PICS_FIX
	ld c, a
	ld b, 0
	ld hl, .PicsBanks
	add hl, bc
	ld a, [hl]
	pop bc
	pop hl
	ret

.PicsBanks:
	db BANK("Pics 1")  ; BANK("Pics 1") + 0
	db BANK("Pics 2")  ; BANK("Pics 1") + 1
	db BANK("Pics 3")  ; BANK("Pics 1") + 2
	db BANK("Pics 4")  ; BANK("Pics 1") + 3
	db BANK("Pics 5")  ; BANK("Pics 1") + 4
	db BANK("Pics 6")  ; BANK("Pics 1") + 5
	db BANK("Pics 7")  ; BANK("Pics 1") + 6
	db BANK("Pics 8")  ; BANK("Pics 1") + 7
	db BANK("Pics 9")  ; BANK("Pics 1") + 8
	db BANK("Pics 10") ; BANK("Pics 1") + 9
	db BANK("Pics 11") ; BANK("Pics 1") + 10
	db BANK("Pics 12") ; BANK("Pics 1") + 11
	db BANK("Pics 13") ; BANK("Pics 1") + 12
	db BANK("Pics 14") ; BANK("Pics 1") + 13
	db BANK("Pics 15") ; BANK("Pics 1") + 14
	db BANK("Pics 16") ; BANK("Pics 1") + 15
	db BANK("Pics 17") ; BANK("Pics 1") + 16
	db BANK("Pics 18") ; BANK("Pics 1") + 17
	db BANK("Pics 19") ; BANK("Pics 1") + 18
	db BANK("Pics 20") ; BANK("Pics 1") + 19
	db BANK("Pics 21") ; BANK("Pics 1") + 20
	db BANK("Pics 22") ; BANK("Pics 1") + 21
	db BANK("Pics 23") ; BANK("Pics 1") + 22
	db BANK("Pics 24") ; BANK("Pics 1") + 23

Fix: Delete FixPicBank and remove all four calls to FixPicBank in engine/gfx/load_pics.asm. Then use dba instead of dba_pic everywhere.

PokemonPicPointers and UnownPicPointers are assumed to start at the same address

GetFrontpicPointer and GetMonBackpic in engine/gfx/load_pics.asm make this assumption, which has to be accounted for in the data files.

In gfx/pics.asm:

; PokemonPicPointers and UnownPicPointers are assumed to start at the same
; address, but in different banks. This is enforced in pokecrystal.link.


SECTION "Pic Pointers", ROMX

INCLUDE "data/pokemon/pic_pointers.asm"


SECTION "Unown Pic Pointers", ROMX

INCLUDE "data/pokemon/unown_pic_pointers.asm"

In pokecrystal.link:

ROMX $48
	org $4000
	"Pic Pointers"
	"Pics 1"
ROMX $49
	org $4000
	"Unown Pic Pointers"
	"Pics 2"

Fix:

Don't enforce org $4000 in pokecrystal.link.

Edit GetFrontpicPointer:

 	ld a, [wCurPartySpecies]
 	cp UNOWN
 	jr z, .unown
 	ld a, [wCurPartySpecies]
+	ld hl, PokemonPicPointers
 	ld d, BANK(PokemonPicPointers)
 	jr .ok

 .unown
 	ld a, [wUnownLetter]
+	ld hl, UnownPicPointers
 	ld d, BANK(UnownPicPointers)

 .ok
-	ld hl, PokemonPicPointers ; UnownPicPointers
 	dec a
 	ld bc, 6
 	call AddNTimes

And GetMonBackpic:

-	; These are assumed to be at the same address in their respective banks.
-	ld hl, PokemonPicPointers ; UnownPicPointers
 	ld a, b
+	ld hl, PokemonPicPointers
 	ld d, BANK(PokemonPicPointers)
 	cp UNOWN
 	jr nz, .ok
 	ld a, c
+	ld hl, UnownPicPointers
 	ld d, BANK(UnownPicPointers)
 .ok
 	dec a
 	ld bc, 6
 	call AddNTimes

Footprints are split into top and bottom halves

In gfx/footprints.asm:

; Footprints are 2x2 tiles each, but are stored as a 16x64-tile image
; (32 rows of 8 footprints per row).
; That means there's a row of the top two tiles for eight footprints,
; then a row of the bottom two tiles for those eight footprints.

; These macros help extract the first and the last two tiles, respectively.
footprint_top    EQUS "0,                 2 * LEN_1BPP_TILE"
footprint_bottom EQUS "2 * LEN_1BPP_TILE, 2 * LEN_1BPP_TILE"

; Entries correspond to Pokémon species, two apiece, 8 tops then 8 bottoms

; 001-008 top halves
INCBIN "gfx/footprints/bulbasaur.1bpp",  footprint_top
INCBIN "gfx/footprints/ivysaur.1bpp",    footprint_top
INCBIN "gfx/footprints/venusaur.1bpp",   footprint_top
INCBIN "gfx/footprints/charmander.1bpp", footprint_top
INCBIN "gfx/footprints/charmeleon.1bpp", footprint_top
INCBIN "gfx/footprints/charizard.1bpp",  footprint_top
INCBIN "gfx/footprints/squirtle.1bpp",   footprint_top
INCBIN "gfx/footprints/wartortle.1bpp",  footprint_top
; 001-008 bottom halves
INCBIN "gfx/footprints/bulbasaur.1bpp",  footprint_bottom
INCBIN "gfx/footprints/ivysaur.1bpp",    footprint_bottom
INCBIN "gfx/footprints/venusaur.1bpp",   footprint_bottom
INCBIN "gfx/footprints/charmander.1bpp", footprint_bottom
INCBIN "gfx/footprints/charmeleon.1bpp", footprint_bottom
INCBIN "gfx/footprints/charizard.1bpp",  footprint_bottom
INCBIN "gfx/footprints/squirtle.1bpp",   footprint_bottom
INCBIN "gfx/footprints/wartortle.1bpp",  footprint_bottom
...

Pokedex_LoadAnyFootprint in engine/pokedex/pokedex.asm has to load the halves separately.

Fix:

Store footprints contiguously:

INCBIN "gfx/footprints/bulbasaur.1bpp"
INCBIN "gfx/footprints/ivysaur.1bpp"
INCBIN "gfx/footprints/venusaur.1bpp"
INCBIN "gfx/footprints/charmander.1bpp"
INCBIN "gfx/footprints/charmeleon.1bpp"
INCBIN "gfx/footprints/charizard.1bpp"
INCBIN "gfx/footprints/squirtle.1bpp"
INCBIN "gfx/footprints/wartortle.1bpp"
...

Edit Pokedex_LoadAnyFootprint:

-	push hl
 	ld e, l
 	ld d, h
 	ld hl, vTiles2 tile $62
-	lb bc, BANK(Footprints), 2
+	lb bc, BANK(Footprints), 4
 	call Request1bpp
-	pop hl
-
-	; Whoever was editing footprints forgot to fix their
-	; tile editor. Now each bottom half is 8 tiles off.
-	ld de, 8 tiles
-	add hl, de
-
-	ld e, l
-	ld d, h
-	ld hl, vTiles2 tile $64
-	lb bc, BANK(Footprints), 2
-	call Request1bpp

Music IDs $64 and $80 or above have special behavior

If a map's music ID in data/maps/maps.asm is $64 (the value of MUSIC_MAHOGANY_MART or MUSIC_SUICUNE_BATTLE) it will play either MUSIC_ROCKET_HIDEOUT or MUSIC_CHERRYGROVE_CITY. Moreover, if a map's music ID is $80 or above (the value of RADIO_TOWER_MUSIC) it might play MUSIC_ROCKET_OVERTURE or something else. This is caused by GetMapMusic in home/map.asm.

Fix:

Replace RADIO_TOWER_MUSIC | MUSIC_GOLDENROD_CITY with MUSIC_RADIO_TOWER in data/maps/maps.asm.

Redefine the special music constants in constants/music_constants.asm:

-; GetMapMusic picks music for this value (see home/map.asm)
-MUSIC_MAHOGANY_MART EQU $64
+; GetMapMusic picks music for these values (see home/map.asm)
+MUSIC_MAHOGANY_MART EQU $fc
+MUSIC_RADIO_TOWER   EQU $fd

 ; ExitPokegearRadio_HandleMusic uses these values
 RESTART_MAP_MUSIC EQU $fe
 ENTER_MAP_MUSIC   EQU $ff
-
-; GetMapMusic picks music for this bit flag
-RADIO_TOWER_MUSIC_F EQU 7
-RADIO_TOWER_MUSIC EQU 1 << RADIO_TOWER_MUSIC_F

Edit GetMapMusic:

 GetMapMusic::
 	push hl
 	push bc
 	ld de, MAP_MUSIC
 	call GetMapField
 	ld a, c
 	cp MUSIC_MAHOGANY_MART
 	jr z, .mahoganymart
-	bit RADIO_TOWER_MUSIC_F, c
-	jr nz, .radiotower
+	cp MUSIC_RADIO_TOWER
+	jr z, .radiotower
 	farcall Function8b342
 	ld e, c
 	ld d, 0
 .done
 	pop bc
 	pop hl
 	ret

 .radiotower
 	ld a, [wStatusFlags2]
 	bit STATUSFLAGS2_ROCKETS_IN_RADIO_TOWER_F, a
 	jr z, .clearedradiotower
 	ld de, MUSIC_ROCKET_OVERTURE
 	jr .done

 .clearedradiotower
-	; the rest of the byte
-	ld a, c
-	and RADIO_TOWER_MUSIC - 1
-	ld e, a
-	ld d, 0
+	ld de, MUSIC_GOLDENROD_CITY
 	jr .done

 .mahoganymart
 	ld a, [wStatusFlags2]
 	bit STATUSFLAGS2_ROCKETS_IN_MAHOGANY_F, a
 	jr z, .clearedmahogany
 	ld de, MUSIC_ROCKET_HIDEOUT
 	jr .done

 .clearedmahogany
 	ld de, MUSIC_CHERRYGROVE_CITY
 	jr .done

ITEM_C3 and ITEM_DC break up the continuous sequence of TM items

constants/item_constants.asm defined the 50 TMs in order with add_tm, but ITEM_C3 and ITEM_DC break up that sequence.

	add_tm DYNAMICPUNCH ; bf
	...
	add_tm ROLLOUT      ; c2
	const ITEM_C3       ; c3
	add_tm ROAR         ; c4
	...
	add_tm DIG          ; db
	const ITEM_DC       ; dc
	add_tm PSYCHIC_M    ; dd
	...
	add_tm NIGHTMARE    ; f2
NUM_TMS EQU const_value - TM01 - 2 ; discount ITEM_C3 and ITEM_DC

GetTMHMNumber and GetNumberedTMHM in engine/items/items.asm have to compensate for this.

There was originally a good reason for these two gaps!

Pokémon traded from RBY to GSC have their catch rate interpreted as their new held item. This was planned early on in development, so some items were given indexes corresponding to appropriate Gen 1 catch rates:

  • $03 = 3: BRIGHTPOWDER is for Articuno, Zapdos, Moltres, and Mewtwo
  • $1E = 30: LUCKY_PUNCH is for Chansey
  • $23 = 35: METAL_POWDER is for Ditto
  • $3C = 60: SILVER_LEAF is for 10 Pokémon
  • $4B = 75: GOLD_LEAF is for 13 Pokémon
  • $96 = 150: MYSTERYBERRY is for Clefairy
  • $AA = 170: POLKADOT_BOW is for Jigglypuff
  • $B4 = 180: BRICK_PIECE is for Machop

Yellow was also being developed then, and it did the reverse, altering some catch rates to correspond to appropriate Gen 2 items:

  • Starter Pikachu's catch rate became 163 = $A3 for LIGHT_BALL
  • Wild Kadabra's catch rate became 96 = $60 for TWISTEDSPOON
  • Wild Dragonair's catch rate became 27 = $1B for PROTEIN
  • Wild Dragonite's catch rate became 9 = $09 for ANTIDOTE

Most catch rates were left as gaps in the item list, and transformed into held items via the TimeCapsule_CatchRateItems table in data/items/catch_rate_items.asm. For example, the 52 Pokémon with catch rate 45 would hold the gap ITEM_2D, except that gets transformed into BITTER_BERRY.

But a few Pokémon end up with weird items. Abra has a catch rate of 200, or $C8; and Krabby, Horsea, Goldeen, and Staryu have a catch rate of 225, or $E1. Those indexes correspond to the items TM_PSYCH_UP and TM_ICE_PUNCH, which seem like random choices—because they are.

The TMs and HMs span from indexes $BF to $F9. However, as we can see in pokegold-spaceworld, they originally spanned $C4 to $FF. For some reason they were shifted down by 5 during development.

Before the index shift, the gap ITEM_C3 would have been at index $C8, and ITEM_DC at $E1. In other words, they would have neatly corresponded to the catch rates for those five Pokémon! Then they would have held BERRY when traded through the Time Capsule (since the gap items get transformed via TimeCapsule_CatchRateItems).

Fix:

Move ITEM_C3 and ITEM_DC above all the TMs in every table of item data.

Edit engine/items/items.asm:

 GetTMHMNumber::
 ; Return the number of a TM/HM by item id c.
 	ld a, c
-; Skip any dummy items.
-	cp ITEM_C3 ; TM04-05
-	jr c, .done
-	cp ITEM_DC ; TM28-29
-	jr c, .skip
-	dec a
-.skip
-	dec a
-.done
 	sub TM01
 	inc a
 	ld c, a
 	ret

 GetNumberedTMHM:
 ; Return the item id of a TM/HM by number c.
 	ld a, c
-; Skip any gaps.
-	cp ITEM_C3 - (TM01 - 1)
-	jr c, .done
-	cp ITEM_DC - (TM01 - 1) - 1
-	jr c, .skip_one
-.skip_two
-	inc a
-.skip_one
-	inc a
-.done
 	add TM01
 	dec a
 	ld c, a
 	ret

Pokédex entry banks are derived from their species IDs

PokedexDataPointerTable in data/pokemon/dex_entry_pointers.asm is a table of dw, not dba, yet there are four banks used for Pokédex entries. The correct bank is derived from the species ID at the beginning of each Pokémon's base stats. (This is the only use the base stat species ID has.)

Three separate routines do the same derivation; GetDexEntryPointer in engine/pokedex/pokedex_2.asm:

GetDexEntryPointer:
; return dex entry pointer b:de
	push hl
	ld hl, PokedexDataPointerTable
	ld a, b
	dec a
	ld d, 0
	ld e, a
	add hl, de
	add hl, de
	ld e, [hl]
	inc hl
	ld d, [hl]
	push de
	rlca
	rlca
	maskbits NUM_DEX_ENTRY_BANKS
	ld hl, .PokedexEntryBanks
	ld d, 0
	ld e, a
	add hl, de
	ld b, [hl]
	pop de
	pop hl
	ret

.PokedexEntryBanks:
	db BANK("Pokedex Entries 001-064")
	db BANK("Pokedex Entries 065-128")
	db BANK("Pokedex Entries 129-192")
	db BANK("Pokedex Entries 193-251")

GetPokedexEntryBank in engine/items/item_effects.asm:

GetPokedexEntryBank:
	push hl
	push de
	ld a, [wEnemyMonSpecies]
	rlca
	rlca
	maskbits NUM_DEX_ENTRY_BANKS
	ld hl, .PokedexEntryBanks
	ld d, 0
	ld e, a
	add hl, de
	ld a, [hl]
	pop de
	pop hl
	ret

.PokedexEntryBanks:
	db BANK("Pokedex Entries 001-064")
	db BANK("Pokedex Entries 065-128")
	db BANK("Pokedex Entries 129-192")
	db BANK("Pokedex Entries 193-251")

And PokedexShow_GetDexEntryBank in engine/pokegear/radio.asm:

PokedexShow_GetDexEntryBank:
	push hl
	push de
	ld a, [wCurPartySpecies]
	dec a
	rlca
	rlca
	maskbits NUM_DEX_ENTRY_BANKS
	ld hl, .PokedexEntryBanks
	ld d, 0
	ld e, a
	add hl, de
	ld a, [hl]
	pop de
	pop hl
	ret

.PokedexEntryBanks:
	db BANK("Pokedex Entries 001-064")
	db BANK("Pokedex Entries 065-128")
	db BANK("Pokedex Entries 129-192")
	db BANK("Pokedex Entries 193-251")

Fix: Use dba instead of dw in PokedexDataPointerTable. Then edit home.asm to contain a single copy of the PokedexDataPointerTable lookup code, updated to work with 3-byte dba entries and get the bank from the first entry byte. Delete the three separate lookup routines and use the new one (placed in home.asm so it can be called from any bank.)

Identical sine wave code and data is repeated five times

_Sine in engine/math/sine.asm:

_Sine::
; a = d * sin(e * pi/32)
	ld a, e
	calc_sine_wave

Sprites_Cosine and Sprites_Sine in engine/gfx/sprites.asm:

Sprites_Cosine:
; a = d * cos(a * pi/32)
	add %010000 ; cos(x) = sin(x + pi/2)
	; fallthrough
Sprites_Sine:
; a = d * sin(a * pi/32)
	calc_sine_wave

BattleAnim_Cosine and BattleAnim_Sine in engine/battle_anims/functions.asm:

BattleAnim_Cosine:
; a = d * cos(a * pi/32)
	add %010000 ; cos(x) = sin(x + pi/2)
	; fallthrough
BattleAnim_Sine:
; a = d * sin(a * pi/32)
	calc_sine_wave BattleAnimSineWave

...

BattleAnimSineWave:
	sine_table 32

StartTrainerBattle_DrawSineWave in engine/battle/battle_transition.asm:

StartTrainerBattle_DrawSineWave:
	calc_sine_wave

And CelebiEvent_Cosine in engine/events/celebi.asm:

CelebiEvent_Cosine:
; a = d * cos(a * pi/32)
	add %010000 ; cos(x) = sin(x + pi/2)
	calc_sine_wave

They all rely on calc_sine_wave in macros/code.asm:

calc_sine_wave: MACRO
; input: a = a signed 6-bit value
; output: a = d * sin(a * pi/32)
	and %111111
	cp  %100000
	jr nc, .negative\@
	call .apply\@
	ld a, h
	ret
.negative\@
	and %011111
	call .apply\@
	ld a, h
	xor $ff
	inc a
	ret
.apply\@
	ld e, a
	ld a, d
	ld d, 0
if _NARG == 1
	ld hl, \1
else
	ld hl, .sinetable\@
endc
	add hl, de
	add hl, de
	ld e, [hl]
	inc hl
	ld d, [hl]
	ld hl, 0
.multiply\@ ; factor amplitude
	srl a
	jr nc, .even\@
	add hl, de
.even\@
	sla e
	rl d
	and a
	jr nz, .multiply\@
	ret
if _NARG == 0
.sinetable\@
	sine_table 32
endc
ENDM

And on sine_table in macros/data.asm:

sine_table: MACRO
; \1 samples of sin(x) from x=0 to x<32768 (pi radians)
x = 0
rept \1
	dw (sin(x) + (sin(x) & $ff)) >> 8 ; round up
x = x + DIV(32768, \1) ; a circle has 65536 "degrees"
endr
ENDM

Fix: Edit home/sine.asm to contain a single copy of the (co)sine code in bank 0, and call it from those five sites.

GetForestTreeFrame works, but it's still bad

The routine GetForestTreeFrame in engine/tilesets/tileset_anims.asm is hilariously inefficient.

Fix:

Edit GetForestTreeFrame:

 GetForestTreeFrame:
 ; 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
+	and 1
+	add a
 	ret