From 56ec5c65a89a3f13fa30ec5fca055346c9470ee4 Mon Sep 17 00:00:00 2001 From: Sierra A <6080951+Sierraffinity@users.noreply.github.com> Date: Sat, 12 Dec 2020 22:41:46 -0800 Subject: [PATCH] Update bugs_and_glitches.md --- docs/bugs_and_glitches.md | 22 ++++++++++++++++++++-- 1 file 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 +} +```