pokecrystal/docs/bugs_and_glitches.md

35 KiB
Raw Blame History

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:

; Double the stat
	sla l
	rl h
	ret

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:

	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, 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:

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

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:

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

Fix: Delete the second effectchance.

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)

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

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:

.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.

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:

CheckHiddenOpponent: ; 37daa
; BUG: This routine should account for Lock-On and Mind Reader.
	ld a, BATTLE_VARS_SUBSTATUS3_OPP
	call GetBattleVar
	and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND
	ret

To do: Fix this bug.

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:

.got_mon
	ld a, [wd002]
	ld hl, PartyMonNicknames
	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, [CurBattleMon]
	; BUG: this can desynchronize link battles
	; Change "cp [hl]" to "cp c" to fix
	cp [hl]
	ld hl, BattleMonStatus
	jr z, .active_mon
	ld a, MON_STATUS
	call GetBeatupMonLocation
.active_mon
	ld a, [hl]
	and a
	jp nz, .beatup_fail

Fix: Change cp [hl] to cp c.

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:

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

"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:

; 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.

AI makes a false assumption about CheckTypeMatchup

In engine/battle/effect_commands.asm:

BattleCheckTypeMatchup: ; 347c8
	ld hl, EnemyMonType1
	ld a, [hBattleTurn]
	and a
	jr z, CheckTypeMatchup
	ld hl, BattleMonType1
CheckTypeMatchup: ; 347d3
; 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:

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].

HP bar animation is slow for high HP

(Video)

This is a bug with LongAnim_UpdateVariables in engine/battle/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_start
	line "a boosted"
	cont "@"
	deciram StringBuffer2, 2, 4
	text " EXP. Points!"
	prompt

Text_StringBuffer2ExpPoints::
	text_start
	line "@"
	deciram StringBuffer2, 2, 4
	text " EXP. Points!"
	prompt

Fix: Change both deciram StringBuffer2, 2, 4 to deciram StringBuffer2, 2, 5.

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.

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 items/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 grooming doesn't always increase happiness

This is a bug with HaircutOrGrooming in engine/events/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 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 [ScriptVar], a
	ld c, [hl]
	call ChangeHappiness
	ret

...

INCLUDE "data/events/happiness_chances.asm"

CopyPokemonName_Buffer1_Buffer3: ; 746e
	ld hl, StringBuffer1
	ld de, StringBuffer3
	ld bc, MON_NAME_LENGTH
	jp CopyBytes

In data/events/happiness_chances.asm:

HappinessData_DaisysGrooming: ; 746b
	db $ff, 2, HAPPINESS_GROOMING ; 99.6% chance

Fix:

HappinessData_DaisysGrooming: ; 746b
	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:

.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.

Magikarp length limits have a unit conversion error

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

; Get Magikarp's length
	ld de, EnemyMonDVs
	ld bc, PlayerID
	callfar CalcMagikarpLength

; No reason to keep going if length > 1536 (i.e. if length / 256 != 6)
	ld a, [wMagikarpLength]
	cp HIGH(1536) ; this compares to 6'0'', should be cp 5
	jr nz, .CheckMagikarpArea

; 5% chance of skipping both size checks
	call Random
	cp 5 percent
	jr c, .CheckMagikarpArea
; Try again if length > 1615
	ld a, [wMagikarpLength + 1]
	cp LOW(1616) ; this compares to 6'80'', should be cp 3
	jr nc, .GenerateDVs

; 20% chance of skipping this check
	call Random
	cp 20 percent - 1
	jr c, .CheckMagikarpArea
; Try again if length > 1599
	ld a, [wMagikarpLength + 1]
	cp LOW(1600) ; this compares to 6'64'', should be cp 2
	jr nc, .GenerateDVs

Fix: Change the three cp instructions to use their commented values.

Magikarp lengths can be miscalculated

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

.BCLessThanDE: ; fbc9a
; Intention: Return bc < de.
; Reality: Return b < d.
	ld a, b
	cp d
	ret c
	ret nc ; whoops
	ld a, c
	cp e
	ret
; fbca1

Fix: Delete ret nc.

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, [wEnvironment]
	cp CAVE
	jr z, .okay2
	cp ENVIRONMENT_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.

Slot machine payout sound effects cut each other off

(Video)

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

.okay
	ld [hl], e
	dec hl
	ld [hl], d
	ld a, [wcf64]
	and $7
	ret z ; ret nz would be more appropriate
	ld de, SFX_GET_COIN_FROM_SLOTS
	call PlaySFX
	ret

Fix: Change ret z to ret nz.

Team Rocket battle music is not used for Executives or Scientists

This is a bug with PlayBattleMusic in main.asm:

	; really, they should have included admins and scientists here too...
	ld de, MUSIC_ROCKET_BATTLE
	cp GRUNTM
	jr z, .done
	cp GRUNTF
	jr z, .done

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/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]
	; 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]
	; This is in the wrong place.
	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]

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:

.Cry: ; 40340
	call Pokedex_GetSelectedMon
	ld a, [wd265]
	call GetCryIndex
	ld e, c
	ld d, b
	call PlayCry
	ret

Workaround:

.Cry: ; 40340
	ld a, [CurPartySpecies]
	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:

	; 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.

Function6ec1 does not correctly limit object movement

This bug is why the Lapras in Union Cave, which uses SPRITEMOVEDATA_LAPRAS, is not restricted by its 1, 1 movement radius.

In engine/npc_movement.asm:

	ld hl, OBJECT_FLAGS1
	add hl, bc
	bit 4, [hl] ; lost, uncomment next line to fix
;	jr nz, .resume

Fix: Uncomment jr nz, .resume.

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/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 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.

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 PokeBall in items/item_effects.asm:

	ld hl, EnemySubStatus5
	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 [TempEnemyMonSpecies] to DITTO.
	bit SUBSTATUS_TRANSFORMED, a
	jr nz, .ditto
	jr .not_ditto

.ditto
	ld a, DITTO
	ld [TempEnemyMonSpecies], a
	jr .load_data

.not_ditto
	set SUBSTATUS_TRANSFORMED, [hl]
	ld hl, wEnemyBackupDVs
	ld a, [EnemyMonDVs]
	ld [hli], a
	ld a, [EnemyMonDVs + 1]
	ld [hl], a

.load_data
	ld a, [TempEnemyMonSpecies]
	ld [CurPartySpecies], a
	ld a, [EnemyMonLevel]
	ld [CurPartyLevel], a
	callba LoadEnemyMon

	pop af
	ld [EnemySubStatus5], a

Fix:

	ld hl, EnemySubStatus5
	ld a, [hl]
	push af
	set SUBSTATUS_TRANSFORMED, [hl]

	bit SUBSTATUS_TRANSFORMED, a
	jr nz, .load_data

	ld hl, wEnemyBackupDVs
	ld a, [EnemyMonDVs]
	ld [hli], a
	ld a, [EnemyMonDVs + 1]
	ld [hl], a

.load_data
	ld a, [TempEnemyMonSpecies]
	ld [CurPartySpecies], a
	ld a, [EnemyMonLevel]
	ld [CurPartyLevel], a
	callba LoadEnemyMon

	pop af
	ld [EnemySubStatus5], a

Using a Park Ball in normal battles has a corrupt animation

(Video)

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

.room_in_party
	xor a
	ld [wWildMon], a
	ld a, [CurItem]
	cp PARK_BALL
	call nz, ReturnToBattle_UseBall

Fix:

.room_in_party
	xor a
	ld [wWildMon], a
	ld a, [BattleType]
	cp BATTLETYPE_CONTEST
	call nz, ReturnToBattle_UseBall

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.

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

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

.DetermineCompatibility: ; 50268
	ld de, StringBuffer1
	ld a, BANK(EvosAttacksPointers)
	ld bc, 2
	call FarCopyBytes
	ld hl, StringBuffer1
	ld a, [hli]
	ld h, [hl]
	ld l, a
	ld de, StringBuffer1
	ld a, BANK(EvosAttacks)
	ld bc, 10
	call FarCopyBytes

Fix: Change ld bc, 10 to ld bc, StringBuffer2 - StringBuffer1 to support up to six Stone entries.

ScriptCall can overflow wScriptStack and crash

In 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

To do: Fix this bug.

LoadSpriteGFX does not limit the capacity of UsedSprites

In engine/overworld.asm:

LoadSpriteGFX: ; 14306
; Bug: b is not preserved, so it's useless as a next count.
; Uncomment the lines below to fix.

	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:
	; push bc
	call GetSprite
	; pop bc
	ld a, l
	ret
; 1431e

Fix: Uncomment push bc and pop bc.

ChooseWildEncounter doesn't really validate the wild Pokémon species

In 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

In 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.

CheckBugContestContestantFlag can read beyond its data table

In engine/events/bug_contest/contest_2.asm:

CheckBugContestContestantFlag: ; 139ed
; Checks the flag of the Bug Catching Contestant whose index is loaded in a.

; Bug: If a >= NUM_BUG_CONTESTANTS 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

INCLUDE "data/events/bug_contest_flags.asm"

However, a < NUM_BUG_CONTESTANTS should always be true, so in practice this is not a problem.

ClearWRAM only clears WRAM bank 1

In 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, WRAM1_Begin
	ld bc, WRAM1_End - WRAM1_Begin
	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.