These are documented bugs and glitches in the original Pokémon Trading Card Game.
Fixes are written in the diff
format.
this is some code
-delete red - lines
+add green + lines
- Game engine
- AI wrongfully adds score twice for attaching energy to Arena card
- Cards in AI decks that are not supposed to be placed as Prize cards are ignored
- AI score modifiers for retreating are never used
- AI handles Basic Pokémon cards in hand wrong when scoring Professor Oak use
- Rick never plays Energy Search
- Rick uses wrong Pokédex AI subroutine
- Chris never uses Revive on Kangaskhan
- AI Pokémon Trader may result in unintended effects
- AI Full Heal has flawed logic for sleep
- AI Full Heal has flawed logic for paralysis
- AI might use a Pkmn Power as an attack
- AI never uses Energy Trans in order to retreat Arena card
- Sam's practice deck does wrong card ID check
- AI does not use Shift properly
- AI does not use Cowardice properly
- Phantom Venusaur will never be obtained through Card Pop!
- Graphics
- Text
When the AI is scoring each Play Area Pokémon card to attach an Energy card, it first checks whether it's the Arena card and, if so, checks whether the attack can KO the Defending Pokémon. If it's true, then 20 is added to the score. Then it does the same Arena card check to increase the score further. The intention is probably to score the card with 20 if it can KO the opponent regardless of Play Area position, and additionally if it's the Arena card it should score 10 more points.
Fix: Edit DetermineAIScoreOfAttackEnergyRequirement
in src/engine/duel/ai/energy.asm:
DetermineAIScoreOfAttackEnergyRequirement:
...
-; if the attack KOs player and this is the active card, add to AI score.
+; if the attack KOs player add to AI score.
- ldh a, [hTempPlayAreaLocation_ff9d]
- or a
- jr nz, .check_evolution
ld a, [wSelectedAttack]
call EstimateDamage_VersusDefendingCard
ld a, DUELVARS_ARENA_CARD_HP
call GetNonTurnDuelistVariable
ld hl, wDamage
sub [hl]
jr z, .atk_kos_defending
jr nc, .check_evolution
.atk_kos_defending
ld a, 20
call AddToAIScore
-; this is possibly a bug.
-; this is an identical check as above to test whether this card is active.
+; add 10 more in case it's the Arena card
ldh a, [hTempPlayAreaLocation_ff9d]
or a
jr nz, .check_evolution
ld a, 10
call AddToAIScore
...
Each deck AI lists some card IDs that are not supposed to be placed as Prize cards in the beginning of the duel. If the deck configuration after the initial shuffling results in any of these cards being placed as Prize cards, the game is supposed to reshuffle the deck. An example of such a list, for the Go GO Rain Dance deck, is:
.list_prize
db GAMBLER
db ENERGY_RETRIEVAL
db SUPER_ENERGY_RETRIEVAL
db BLASTOISE
db $00
However, the routine to iterate these lists and look for these cards is buggy, as it will always return no carry because when checking terminating byte in wAICardListAvoidPrize ($00), it wrongfully uses 'cp a' instead of 'or a'. This results in the game ignoring it completely.
Fix: Edit SetUpBossStartingHandAndDeck
in src/engine/duel/ai/boss_deck_set_up.asm:
SetUpBossStartingHandAndDeck:
...
-; expectation: return carry if card ID corresponding
+; return carry if card ID corresponding
; to the input deck index is listed in wAICardListAvoidPrize;
-; reality: always returns no carry
; input:
; - a = deck index of card to check
.CheckIfIDIsInList
ld b, a
ld a, [wAICardListAvoidPrize + 1]
or a
ret z ; null
push hl
ld h, a
ld a, [wAICardListAvoidPrize]
ld l, a
ld a, b
call GetCardIDFromDeckIndex
.loop_id_list
ld a, [hli]
- cp a ; bug, should be 'or a'
+ or a
jr z, .false
cp e
jr nz, .loop_id_list
; true
pop hl
scf
ret
.false
pop hl
or a
ret
Each deck AI lists some Pokémon card IDs that have an associated score for retreating. That way, the game can fine-tune the likelihood that the AI duelist will retreat to a given Pokémon from the bench. For example, the Legendary Dragonite deck has the following list of retreat score modifiers:
.list_retreat
ai_retreat CHARMANDER, -1
ai_retreat MAGIKARP, -5
db $00
However, the game never actually stores the pointer to these lists (a notable exception being the Legendary Moltres deck), so the AI cannot access these score modifiers.
Fix: Edit all applicable decks in src/engine/duel/ai/decks/
, uncommenting the following line:
.store_list_pointers
store_list_pointer wAICardListAvoidPrize, .list_prize
store_list_pointer wAICardListArenaPriority, .list_arena
store_list_pointer wAICardListBenchPriority, .list_bench
store_list_pointer wAICardListPlayFromHandPriority, .list_bench
- ; missing store_list_pointer wAICardListRetreatBonus, .list_retreat
+ store_list_pointer wAICardListRetreatBonus, .list_retreat
store_list_pointer wAICardListEnergyBonus, .list_energy
ret
When the AI is checking whether to play Professor Oak or not, it does a hand check to see if there are any Basic/Evolved Pokémon cards. One of these checks is supposed to add to the score if there are any Basic Pokémon in hand, but as it is written, it will never execute the score addition.
Fix: Edit AIDecide_ProfessorOak
in src/engine/duel/ai/trainer_cards.asm:
AIDecide_ProfessorOak:
...
.check_hand
call CreateHandCardList
ld hl, wDuelTempList
.loop_hand
ld a, [hli]
cp $ff
jr z, .check_evolution
call LoadCardDataToBuffer1_FromDeckIndex
ld a, [wLoadedCard1Type]
cp TYPE_ENERGY
- jr c, .loop_hand ; bug, should be jr nc
+ jr nc, .loop_hand
...
The AI's decision to play Energy Search has two special cases: one for the Heated Battle deck and the other for the Wonders of Science deck. The former calls a subroutine to check only for Fire and Lightning energy cards in the deck, and the latter only checks for... Fire and Lightning energy cards. In a deck filled only with Grass and Psychic types. Needless is to say, poor Rick never finds any of those energy cards in the deck, so the Energy Search card is left forever unplayed. There's an unreferenced subroutine that looks for Grass energy that is supposed to be used instead.
Fix: Edit AIDecide_EnergySearch
in src/engine/duel/ai/trainer_cards.asm:
AIDecide_EnergySearch:
...
-; this subroutine has a bug.
-; it was supposed to use the .CheckUsefulGrassEnergy subroutine
-; but uses .CheckUsefulFireOrLightningEnergy instead.
.wonders_of_science
ld a, CARD_LOCATION_DECK
call FindBasicEnergyCardsInLocation
jr c, .no_carry
- call .CheckUsefulFireOrLightningEnergy
+ call .CheckUsefulGrassEnergy
jr c, .no_carry
scf
ret
...
Seems Rick can't catch a break. When deciding which cards to prioritize in the Pokédex card effect, the AI checks if it's playing the Wonders of Science deck, then completely disregards the result and jumps unconditionally. Thus, Rick uses the generic algorithm for sorting the deck cards.
Fix: Edit AIDecide_Pokedex
in src/engine/duel/ai/trainer_cards.asm:
AIDecide_Pokedex:
...
.pick_cards
-; the following comparison is disregarded
-; the Wonders of Science deck was probably intended
-; to use PickPokedexCards_Unreferenced instead
ld a, [wOpponentDeckID]
cp WONDERS_OF_SCIENCE_DECK_ID
- jp PickPokedexCards ; bug, should be jp nz
+ jp nz, PickPokedexCards
+ ; fallthrough
; picks order of the cards in deck from the effects of Pokedex.
; prioritizes Pokemon cards, then Trainer cards, then energy cards.
; stores the resulting order in wce1a.
-PickPokedexCards_Unreferenced:
-; unreferenced
xor a
ld [wAIPokedexCounter], a ; reset counter
...
Because of an error in the AI logic, Chris never considers using Revive on a Kangaskhan card in the Discard Pile, even though it is listed as one of the cards for the AI to check. This works fine for Hitmonchan and Hitmonlee, but in case it's a Tauros card, the routine will fallthrough into the Kangaskhan check and then will fallthrough into the set carry branch (since it fails this check). In case it's a Kangaskhan card, the check will fail in the Tauros check and jump back into the loop. So the Tauros check works by accident, while Kangaskhan will never be correctly checked because of this.
Fix: Edit AIDecide_Revive
in src/engine/duel/ai/trainer_cards.asm:
AIDecide_Revive:
...
; look in Discard Pile for specific cards.
ld hl, wDuelTempList
.loop_discard_pile
ld a, [hli]
cp $ff
jr z, .no_carry
ld b, a
call LoadCardDataToBuffer1_FromDeckIndex
cp HITMONCHAN
jr z, .set_carry
cp HITMONLEE
jr z, .set_carry
cp TAUROS
- jr nz, .loop_discard_pile ; bug, these two lines should be swapped
+ jr z, .set_carry
cp KANGASKHAN
- jr z, .set_carry ; bug, these two lines should be swapped
+ jr nz, .loop_discard_pile
...
A missing line in AI logic might result in strange behavior when executing the effect of Pokémon Trader for Power Generator deck. Since the last check falls through regardless of result, register a might hold an invalid deck index, which might lead to incorrect (and hilarious) results like Brandon trading a Pikachu with a Grass Energy from the deck. However, since it's deep in a tower of conditionals, reaching here is extremely unlikely.
Fix: Edit AIDecide_PokemonTrader_PowerGenerator
in src/engine/duel/ai/trainer_cards.asm:
AIDecide_PokemonTrader_PowerGenerator:
...
ld a, RAICHU_LV40
call LookForCardIDInDeck_GivenCardIDInHandAndPlayArea
- jr c, .find_duplicates
+ jp c, .find_duplicates
ld a, PIKACHU_LV14
ld b, RAICHU_LV40
...
call LookForCardIDInDeck_GivenCardIDInHand
jr c, .find_duplicates
- ; bug, missing jr .no_carry
+ jr .no_carry
; a card in deck was found to look for,
; check if there are duplicates in hand to trade with.
...
.set_carry
scf
+; fallthrough
+.no_carry
ret
The AI has the following checks when it is deciding whether to play Full Heal and its Active card is asleep in in src/engine/duel/ai/trainer_cards.asm:
.asleep
; set carry if any of the following
; cards are in the Play Area.
ld a, GASTLY_LV8
ld b, PLAY_AREA_ARENA
call LookForCardIDInPlayArea_Bank8
jr c, .set_carry
ld a, GASTLY_LV17
ld b, PLAY_AREA_ARENA
call LookForCardIDInPlayArea_Bank8
jr c, .set_carry
ld a, HAUNTER_LV22
ld b, PLAY_AREA_ARENA
call LookForCardIDInPlayArea_Bank8
jr c, .set_carry
The intention was to use Full Heal when their Active card is asleep and the player has either GastlyLv8, GastlyLv17 or HaunterLv22 as their Active Pokémon. But actually, LookForCardIDInPlayArea_Bank8
is checking its own Play Area, and not the player's
Fix: Edit AIDecide_FullHeal
in src/engine/duel/ai/trainer_cards.asm:
AIDecide_FullHeal:
...
.asleep
; set carry if any of the following
; cards are in the Play Area.
ld a, GASTLY_LV8
- ld b, PLAY_AREA_ARENA
- call LookForCardIDInPlayArea_Bank8
+ call .CheckPlayerArenaCard
jr c, .set_carry
ld a, GASTLY_LV17
- ld b, PLAY_AREA_ARENA
- call LookForCardIDInPlayArea_Bank8
+ call .CheckPlayerArenaCard
jr c, .set_carry
ld a, HAUNTER_LV22
- ld b, PLAY_AREA_ARENA
- call LookForCardIDInPlayArea_Bank8
+ call .CheckPlayerArenaCard
jr c, .set_carry
+ jr .paralyzed
+
+; returns carry if player's Arena card
+; is card in register a
+.CheckPlayerArenaCard:
+ call SwapTurn
+ ld b, PLAY_AREA_ARENA
+ call LookForCardIDInPlayArea_Bank8
+ jp SwapTurn
- ; otherwise fallthrough
.paralyzed
...
The AI does some incorrect checks when analysing whether to heal paralysis with a Full Heal in src/engine/duel/ai/trainer_cards.asm. Firstly it incorrectly calls CheckIfCanDamageDefendingPokemon
to determine whether the Arena card can damage the defending card, but it will always return no carry (because it is paralyzed). Then it does some retreating checks, which don't make sense after determining that the card can damage. The intention was to use Full Heal in case it is able to damage, otherwise to use Full Heal if the Ai is planning on retreating it.
Fix: One way to fix would be to temporarily set the status of the card to NO_STATUS to perform these checks. Edit AIDecide_FullHeal
in src/engine/duel/ai/trainer_cards.asm:
AIDecide_FullHeal:
...
.no_scoop_up_prz
-; return no carry if Arena card
-; cannot damage the defending Pokémon
+; return carry if Arena card
+; can damage the defending Pokémon
-; this is a bug, since CheckIfCanDamageDefendingPokemon
-; also takes into account whether card is paralyzed
+; temporarily remove status effect for damage checking
+ ld a, DUELVARS_ARENA_CARD_STATUS
+ call GetTurnDuelistVariable
+ ld b, [hl]
+ ld [hl], NO_STATUS
+ push hl
+ push bc
xor a ; PLAY_AREA_ARENA
farcall CheckIfCanDamageDefendingPokemon
+ pop bc
+ pop hl
+ ld [hl], b
- jr nc, .no_carry
+ jr c, .set_carry
; if it can play an energy card to retreat, set carry.
ld a, [wAIPlayEnergyCardForRetreat]
or a
jr nz, .set_carry
; if not, check whether it's a card it would rather retreat,
; and if it isn't, set carry.
farcall AIDecideWhetherToRetreat
jr nc, .set_carry
...
Under very specific conditions, the AI might attempt to use its Arena card's Pkmn Power as an attack. This is because when the AI plays Pluspower, it is hardcoding which attack to use when it finally decides to attack. This does not account for the case where afterwards, for example, the AI plays a Professor Oak and obtains an evolution of that card, and then evolves that card. If the new evolved Pokémon has Pkmn Power on the first "attack slot", and the AI hardcoded to use that attack, then it will be used. This specific combination can be seen when playing with John, since his deck contains Professor Oak, Pluspower, and Doduo and its evolution Dodrio (which has the Pkmn Power Retreat Aid).
Fix: Edit AIDecideEvolution
in src/engine/duel/ai/trainer_cards.asm:
AIDecideEvolution:
...
; if AI score >= 133, go through with the evolution
.check_score
ld a, [wAIScore]
cp 133
jr c, .done_bench_pokemon
ld a, [wTempAI]
ldh [hTempPlayAreaLocation_ffa1], a
ld a, [wTempAIPokemonCard]
ldh [hTemp_ffa0], a
ld a, OPPACTION_EVOLVE_PKMN
bank1call AIMakeDecision
+
+ ; disregard PlusPower attack choice
+ ; in case the Arena card evolved
+ ld a, [wTempAI]
+ or a
+ jr nz, .skip_reset_pluspower_atk
+ ld hl, wPreviousAIFlags
+ res 0, [hl] ; AI_FLAG_USED_PLUSPOWER
+.skip_reset_pluspower_atk
pop bc
jr .done_hand_card
...
There is a mistake in the AI retreat logic, in src/engine/duel/ai/decks/general.asm. HandleAIEnergyTrans for retreating doesn't make sense being at the end, since at this point Switch Trainer card was already used to retreat the Pokémon. What the routine will do is just transfer Energy cards to the Arena Pokémon for the purpose of retreating, and then not actually retreat, resulting in unusual behaviour. This would only work placed right after the AI checks whether they have Switch card in hand to use and doesn't have one (and probably that was the original intention).
; handles AI retreating logic
AIProcessRetreat:
...
.used_switch
; if AI used switch, unset its AI flag
ld a, [wPreviousAIFlags]
and ~AI_FLAG_USED_SWITCH ; clear Switch flag
ld [wPreviousAIFlags], a
ld a, AI_ENERGY_TRANS_RETREAT
farcall HandleAIEnergyTrans
ret
Fix: TODO
There is a mistake in the AI logic for deciding which Pokémon for Sam to switch to in src/engine/duel/ai/decks/sams_practice.asm. It attempts to compare a card ID with a deck index. The intention was to change the card to switch to depending on whether the first Machop was KO'd at this point in the Duel or not. Because of the buggy comparison, this will always skip the 'inc a' instruction and switch to PLAY_AREA_BENCH_1. In a normal Practice Duel following Dr. Mason's instructions, this will always lead to the AI correctly switching Raticate with Machop, but in case of a "Free" Duel where the first Machop is not KO'd, the intention was to switch to PLAY_AREA_BENCH_2 instead.
ld a, DUELVARS_ARENA_CARD
call GetTurnDuelistVariable
cp MACHOP ; wrong
ld a, PLAY_AREA_BENCH_1
jr nz, .retreat
inc a ; PLAY_AREA_BENCH_2
Fix: Edit AIPerformScriptedTurn
in src/engine/duel/ai/decks/sams_practice.asm:
AIPerformScriptedTurn:
...
ld a, DUELVARS_ARENA_CARD
call GetTurnDuelistVariable
+ call GetCardIDFromDeckIndex
+ ld a, e
- cp MACHOP ; wrong
+ cp MACHOP
ld a, PLAY_AREA_BENCH_1
jr nz, .retreat
inc a ; PLAY_AREA_BENCH_2
.retreat
call AITryToRetreat
ret
...
The AI misuses the Shift Pkmn Power. It reads garbage data if there is a Clefairy Doll or Mysterious Fossil in play and also does not account for already changed types (including its own Shift effect).
Fix: Edit HandleAIShift
in src/engine/duel/ai/pkmn_powers.asm:
HandleAIShift:
...
.CheckWhetherTurnDuelistHasColor
ld a, [wAIDefendingPokemonWeakness]
ld b, a
ld a, DUELVARS_ARENA_CARD
call GetTurnDuelistVariable
+ ld c, PLAY_AREA_ARENA
.loop_play_area
ld a, [hli]
cp $ff
jr z, .false
push bc
- call GetCardIDFromDeckIndex
- call GetCardType ; bug, this could be a Trainer card
+ ld a, c
+ call GetPlayAreaCardColor
call TranslateColorToWR
pop bc
and b
- jr z, .loop_play_area
+ jr nz, .true
+ inc c
+ jr .loop_play_area
-; true
+.true
scf
ret
.false
or a
ret
...
The AI does not respect the rule in Cowardice which states it cannot be used on the same turn as when Tentacool was played.
Fix: Edit HandleAICowardice
in src/engine/duel/ai/pkmn_powers.asm:
; handles AI logic for Cowardice
HandleAICowardice:
...
.CheckWhetherToUseCowardice
ld a, c
ldh [hTemp_ffa0], a
ld e, a
+ add DUELVARS_ARENA_CARD_FLAGS
+ call GetTurnDuelistVariable
+ and CAN_EVOLVE_THIS_TURN
+ ret z ; return if was played this turn
...
(Video)
The routine used by Card Pop! to generate what card the player will receive is flawed, preventing one from ever receiving the Venusaur Phantom Card.
Fix: TODO
The bottom of Amy's room uses the incorrect void color, causing parts of it to appear black instead of dark blue.
Fix: Edit water_club.bin:
- Open the file with Tilemap Studio.
- Select the
GBC tiles + attributes
option, and set the map to have a width of28
. - In
Tileset
, useAdd
on the waterclub.png tileset, then enter080
in the "Start at ID" field. - Lastly, go to the
Palettes
tab, and replace the instances of palette0
with palette1
.
Each club entrance features a medal emblem, though all but the Fighting Club use incorrect/inconsistent tiling when compared to the actual medals the player can obtain. Despite this, all the required tiles exist, though a handful ends up unused.
Fix: Edit the XXX_club_entrance.bin files with Tilemap Studio, using this chart as a guide for which emblem graphics to replace:
Lightning Club:
$0:8C, $0:8D, $0:8E, $0:8F
$0:9C, $0:CB, $0:CC, $0:9F
$0:AC, $0:CE, $0:CF, $0:AF
- $0:BC, $0:C9, $0:CA, $0:BF
+ $0:BC, $0:B9, $0:CA, $0:BF
Rock Club:
$0:8C, $0:8D, $0:8E, $0:8F
$0:9C, $0:D6, $0:D7, $0:9F
$0:AC, $0:D8, $0:D9, $0:AF
- $0:BC, $0:BD, $0:BE, $0:BF
+ $0:BC, $0:B9, $0:DA, $0:BF
Psychic Club:
$0:8C, $0:8D, $0:8E, $0:8F
$0:9C, $0:DB, $0:DC, $0:9F
$0:AC, $0:DD, $0:DE, $0:DF
- $0:BC, $0:BD, $0:BE, $0:BF
+ $0:BC, $0:C9, $0:CA, $0:BF
Fire Club:
$0:8C, $0:8D, $0:8E, $0:8F
$0:9C, $0:C5, $0:C6, $0:9F
$0:AC, $0:C7, $0:C8, $0:C3
- $0:BC, $0:BD, $0:BE, $0:BF
+ $0:BC, $0:C9, $0:CA, $0:BF
Science Club:
$0:8C, $0:8D, $0:8E, $0:8F
$0:9C, $0:BB, $0:C0, $0:9F
$0:AC, $0:C1, $0:C2, $0:C3
- $0:BC, $0:BD, $0:BE, $0:BF
+ $0:BC, $0:BD, $0:C4, $0:BF
Grass Club:
$0:8C, $0:8D, $0:8E, $0:8F
$0:9C, $0:A6, $0:A7, $0:9F
- $0:AC, $0:B6, $0:B7, $0:AF
- $0:BC, $0:BD, $0:BE, $0:BF
+ $0:AC, $0:B6, $0:B7, $0:B8
+ $0:BC, $0:B9, $0:BA, $0:BF
Water Club:
$0:8C, $0:8D, $0:8E, $0:8F
$0:9C, $0:D0, $0:D1, $0:D2
$0:AC, $0:D3, $0:D4, $0:D5
- $0:BC, $0:BD, $0:BE, $0:BF
+ $0:BC, $0:C9, $0:CA, $0:BF
Characters that are assigned the green NPC palette have incorrect profile frame data. Talking to the from either the left or right will not draw the correct tiles for the upper corner of their head.
Fix: Edit AnimFrameTable7
in src/data/duel/animations/anims1.asm:
.data_a9459
db 4 ; size
- db 0, 0, 6, %011 | (1 << OAM_OBP_NUM)
+ db 0, 0, 12, %011 | (1 << OAM_OBP_NUM)
db 0, 8, 13, %011 | (1 << OAM_OBP_NUM)
db 8, 0, 14, %011 | (1 << OAM_OBP_NUM)
db 8, 8, 15, %011 | (1 << OAM_OBP_NUM)
.data_a946a
db 4 ; size
- db 0, 0, 8, %011 | (1 << OAM_OBP_NUM)
+ db 0, 0, 16, %011 | (1 << OAM_OBP_NUM)
db 0, 8, 17, %011 | (1 << OAM_OBP_NUM)
db 8, 0, 18, %011 | (1 << OAM_OBP_NUM)
db 8, 8, 19, %011 | (1 << OAM_OBP_NUM)
...
.data_a94ae
db 4 ; size
db 0, 0, 13, %011 | (1 << OAM_OBP_NUM) | (1 << OAM_X_FLIP)
db 8, 0, 15, %011 | (1 << OAM_OBP_NUM) | (1 << OAM_X_FLIP)
- db 0, 8, 6, %011 | (1 << OAM_OBP_NUM) | (1 << OAM_X_FLIP)
+ db 0, 8, 12, %011 | (1 << OAM_OBP_NUM) | (1 << OAM_X_FLIP)
db 8, 8, 14, %011 | (1 << OAM_OBP_NUM) | (1 << OAM_X_FLIP)
.data_a94bf
db 4 ; size
db 0, 0, 17, %011 | (1 << OAM_OBP_NUM) | (1 << OAM_X_FLIP)
db 8, 0, 19, %011 | (1 << OAM_OBP_NUM) | (1 << OAM_X_FLIP)
- db 0, 8, 8, %011 | (1 << OAM_OBP_NUM) | (1 << OAM_X_FLIP)
+ db 0, 8, 16, %011 | (1 << OAM_OBP_NUM) | (1 << OAM_X_FLIP)
db 8, 8, 18, %011 | (1 << OAM_OBP_NUM) | (1 << OAM_X_FLIP)
One of the bolts from the "big lightning" duel animation has its topmost row of tiles accidentally shifted one tile to the left.
Fix: Edit AnimFrameTable29
in data/duel/animations/anims1.asm:
.data_ab5fd
db 28 ; size
- db -72, -8, 0, (1 << OAM_X_FLIP)
+ db -72, 0, 0, (1 << OAM_X_FLIP)
db -16, 32, 27, $0
...
db -56, 10, 42, $0
The base of the lightning being cut-off is addressed below, though that specific fix will cause a byte overflow, forcing one to rearrange anim1.asm
.
.data_ab5fd
- db 28 ; size
- db -72, -8, 0, (1 << OAM_X_FLIP)
+ db 29 ; size
+ db -72, 0, 0, (1 << OAM_X_FLIP)
+ db -72, -8, 1, (1 << OAM_X_FLIP)
db -16, 32, 27, $0
...
db -56, 10, 42, $0
The fire blasts from Dive Bomb's duel animation mistakenly reuse the same tile twice, causing one tile to go unused, and the animation itself to look less refined.
Fix: Edit AnimFrameTable32
in data/duel/animations/anims2.asm:
.data_ac685
db 19 ; size
...
db -8, 8, 11, (1 << OAM_X_FLIP)
db -8, 16, 10, (1 << OAM_X_FLIP)
- db 0, 24, 10, (1 << OAM_X_FLIP)
+ db 0, 24, 12, (1 << OAM_X_FLIP)
db 0, 16, 13, (1 << OAM_X_FLIP)
db 0, 8, 14, (1 << OAM_X_FLIP)
db 8, 8, 17, (1 << OAM_X_FLIP)
db 8, 16, 16, (1 << OAM_X_FLIP)
db 8, 24, 15, (1 << OAM_X_FLIP)
db 16, 24, 18, (1 << OAM_X_FLIP)
.data_ac6d2
db 19 ; size
...
db -8, -16, 11, $0
db -8, -24, 10, $0
- db 0, -32, 10, $0
+ db 0, -32, 12, $0
db 0, -24, 13, $0
db 0, -16, 14, $0
db 8, -16, 17, $0
db 8, -24, 16, $0
db 8, -32, 15, $0
db 16, -32, 18, $0
.data_ac71f
db 29 ; size
...
db -8, 8, 11, (1 << OAM_X_FLIP)
db -8, 16, 10, (1 << OAM_X_FLIP)
- db 0, 24, 10, (1 << OAM_X_FLIP)
+ db 0, 24, 12, (1 << OAM_X_FLIP)
db 0, 16, 13, (1 << OAM_X_FLIP)
db 0, 8, 14, (1 << OAM_X_FLIP)
db 8, 8, 17, (1 << OAM_X_FLIP)
db 8, 16, 16, (1 << OAM_X_FLIP)
db 8, 24, 15, (1 << OAM_X_FLIP)
db 16, 24, 18, (1 << OAM_X_FLIP)
The flames of one of the blasts being cut-off is addressed below, though that specific fix will cause a byte overflow, forcing one to rearrange anim2.asm
.
.data_ac685
- db 19 ; size
+ db 20 ; size
...
db -8, 8, 11, (1 << OAM_X_FLIP)
db -8, 16, 10, (1 << OAM_X_FLIP)
- db 0, 24, 10, (1 << OAM_X_FLIP)
+ db 0, 24, 12, (1 << OAM_X_FLIP)
db 0, 16, 13, (1 << OAM_X_FLIP)
db 0, 8, 14, (1 << OAM_X_FLIP)
db 8, 8, 17, (1 << OAM_X_FLIP)
db 8, 16, 16, (1 << OAM_X_FLIP)
db 8, 24, 15, (1 << OAM_X_FLIP)
+ db 16, 16, 19, (1 << OAM_X_FLIP)
db 16, 24, 18, (1 << OAM_X_FLIP)
.data_ac6d2
- db 19 ; size
+ db 20 ; size
...
db -8, -16, 11, $0
db -8, -24, 10, $0
- db 0, -32, 10, $0
+ db 0, -32, 12, $0
db 0, -24, 13, $0
db 0, -16, 14, $0
db 8, -16, 17, $0
db 8, -24, 16, $0
db 8, -32, 15, $0
+ db 16, -24, 19, $0
db 16, -32, 18, $0
.data_ac71f
db 29 ; size
...
db -8, 8, 11, (1 << OAM_X_FLIP)
db -8, 16, 10, (1 << OAM_X_FLIP)
- db 0, 24, 10, (1 << OAM_X_FLIP)
+ db 0, 24, 12, (1 << OAM_X_FLIP)
db 0, 16, 13, (1 << OAM_X_FLIP)
db 0, 8, 14, (1 << OAM_X_FLIP)
db 8, 8, 17, (1 << OAM_X_FLIP)
db 8, 16, 16, (1 << OAM_X_FLIP)
db 8, 24, 15, (1 << OAM_X_FLIP)
db 16, 24, 18, (1 << OAM_X_FLIP)
(Video)
When playing the challenge cup, player name is used instead of rival name before the first fight.
Fix: Edit Clerk12ChallengeCupContenderText
in src/text/text6.asm:
- text "Presently, <RAMNAME> is still"
+ text "Presently, <RAMTEXT> is still"
The name string used for both NinetalesLv32 and NinetalesLv35 misspells the Pokémon's name as "Ninetails".
Fix: Edit NinetalesName
in src/text/text10.asm:
NinetalesName:
- text "Ninetails"
+ text "Ninetales"
done