shithub: pokecrystal

Download patch

ref: 138abd097d431bcb657b7842623ea6f36b8f287c
parent: 10eb426e40f48df3ae9b40e3ea3aa7e92f890090
author: Remy Oukaour <remy.oukaour@gmail.com>
date: Tue Dec 12 18:05:30 EST 2017

Document one more bug.

--- a/docs/bugs.md
+++ /dev/null
@@ -1,1003 +1,0 @@
-# Bugs and Glitches
-
-
-## Thick Club and Light Ball can decrease damage done with boosted (Special) Attack
-
-([Video](https://www.youtube.com/watch?v=rGqu3d3pdok&t=450))
-
-This is a bug with `SpeciesItemBoost` in [battle/effect_commands.asm](battle/effect_commands.asm):
-
-```asm
-; Double the stat
-	sla l
-	rl h
-	ret
-```
-
-**Fix:**
-
-```asm
-; Double the stat
-	sla l
-	rl h
-
-	ld a, 999 / $100
-	cp h
-	jr c, .cap
-	ld a, 999 % $100
-	cp l
-	ret nc
-
-.cap
-	ld h, 999 / $100
-	ld l, 999 % $100
-	ret
-```
-
-
-## Metal Powder can increase damage taken with boosted (Special) Defense
-
-([Video](https://www.youtube.com/watch?v=rGqu3d3pdok&t=450))
-
-This is a bug with `DittoMetalPowder` in [battle/effect_commands.asm](battle/effect_commands.asm):
-
-```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:**
-
-```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
-
-	ld a, 999 / $100
-	cp b
-	jr c, .cap
-	ld a, 999 % $100
-	cp c
-	ret nc
-
-.cap
-	ld b, 999 / $100
-	ld c, 999 % $100
-	ret
-```
-
-
-## Belly Drum sharply boosts Attack even with under 50% HP
-
-([Video](https://www.youtube.com/watch?v=zuCLMikWo4Y))
-
-This is a bug with `BattleCommand_BellyDrum` in [battle/effect_commands.asm](battle/effect_commands.asm):
-
-```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:**
-
-```asm
-BattleCommand_BellyDrum: ; 37c1a
-; bellydrum
-	callab GetHalfMaxHP
-	callab CheckUserHasEnoughHP
-	jr nc, .failed
-
-	call BattleCommand_AttackUp2
-	ld a, [AttackMissed]
-	and a
-	jr nz, .failed
-```
-
-
-## HP bar animation is slow for high HP
-
-([Video](https://www.youtube.com/watch?v=SE-BfsFgZVM))
-
-This is a bug with `LongAnim_UpdateVariables` in [engine/anim_hp_bar.asm](engine/anim_hp_bar.asm):
-
-```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](https://www.youtube.com/watch?v=9KyNVIZxJvI))
-
-This is a bug with `ShortHPBar_CalcPixelFrame` in [engine/anim_hp_bar.asm](engine/anim_hp_bar.asm):
-
-```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](https://www.youtube.com/watch?v=SXH8u0plHrE))
-
-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](main.asm):
-
-```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:**
-
-```asm
-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](https://www.youtube.com/watch?v=o54VjpAEoO8))
-
-This is a bug with `Text_ABoostedStringBuffer2ExpPoints` and `Text_StringBuffer2ExpPoints` in [text/common_2.asm](text/common_2.asm):
-
-```asm
-Text_ABoostedStringBuffer2ExpPoints::
-	text ""
-	line "a boosted"
-	cont "@"
-	deciram StringBuffer2, 2, 4
-	text " EXP. Points!"
-	prompt
-
-Text_StringBuffer2ExpPoints::
-	text ""
-	line "@"
-	deciram StringBuffer2, 2, 4
-	text " EXP. Points!"
-	prompt
-```
-
-**Fix:** Change both `deciram StringBuffer2, 2, 4` to `deciram StringBuffer2, 2, 5`.
-
-
-## NPC use of Full Heal or Full Restore does not cure Nightmare status
-
-([Video](https://www.youtube.com/watch?v=rGqu3d3pdok&t=322)
-
-This is a bug with `AI_HealStatus` in [battle/ai/items.asm](battle/ai/items.asm):
-
-```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]`.
-
-
-## "Smart" AI encourages Mean Look if its own Pokémon is badly poisoned
-
-([Video](https://www.youtube.com/watch?v=cygMO-zHTls))
-
-This is a bug with `AI_Smart_MeanLook` in [battle/ai/scoring.asm](battle/ai/scoring.asm):
-
-```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`.
-
-
-## A Disabled, PP Up–enhanced move may not trigger automatic Struggling
-
-([Video](https://www.youtube.com/watch?v=1v9x4SgMggs))
-
-This is a bug with `CheckPlayerHasUsableMoves` in [battle/core.asm](battle/core.asm):
-
-```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`.
-
-
-## Counter and Mirror Coat still work if the opponent uses an item
-
-([Video](https://www.youtube.com/watch?v=uRYyzKRatFk))
-
-*To do:* Identify specific code causing this bug and fix it.
-
-
-## Present damage is incorrect in link battles
-
-([Video](https://www.youtube.com/watch?v=XJaQoKtrEuw))
-
-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 [battle/effects/present.asm](battle/effects/present.asm):
-
-```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:**
-
-```asm
-BattleCommand_Present: ; 37874
-; present
-
-	push bc
-	push de
-	call BattleCommand_Stab
-	pop de
-	pop bc
-```
-
-
-## BRN/PSN/PAR do not affect catch rate
-
-This is a bug with `PokeBall` in [items/item_effects.asm](items/item_effects.asm):
-
-```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](items/item_effects.asm):
-
-```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](items/item_effects.asm):
-
-```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](items/item_effects.asm):
-
-```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`.
-
-
-## Friend Ball catches sent to the PC overwrite the wrong Pokémon's happiness
-
-This is a bug with `PokeBall` in [items/item_effects.asm](items/item_effects.asm):
-
-```asm
-	ld a, [CurItem]
-	cp FRIEND_BALL
-	jr nz, .SkipBoxMonFriendBall
-	; Bug: overwrites the happiness of the first mon in the box!
-	ld a, FRIEND_BALL_HAPPINESS
-	ld [sBoxMon1Happiness], a
-.SkipBoxMonFriendBall:
-```
-
-`sBoxMon1Happiness` is written *before* the Friend Ball Pokémon is deposited.
-
-
-## Dragon Scale, not Dragon Fang, boosts Dragon-type moves
-
-This is a bug with `ItemAttributes` in [items/item_attributes.asm](items/item_attributes.asm):
-
-```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 massages don't always increase happiness
-
-This is a bug with `MassageOrHaircut` in [event/special.asm](event/special.asm):
-
-```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 massage 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
-
-...
-
-Data_DaisyMassage: ; 746b
-	db $ff, 2, HAPPINESS_MASSAGE ; 99.6% chance
-
-CopyPokemonName_Buffer1_Buffer3: ; 746e
-	ld hl, StringBuffer1
-	ld de, StringBuffer3
-	ld bc, PKMN_NAME_LENGTH
-	jp CopyBytes
-```
-
-**Fix:**
-
-```asm
-Data_DaisyMassage: ; 746b
-	db $80, 2, HAPPINESS_MASSAGE ; 50% chance
-	db $ff, 2, HAPPINESS_MASSAGE ; 50% chance
-```
-
-
-## Magikarp in Lake of Rage are shorter, not longer
-
-This is a bug with `LoadEnemyMon.CheckMagikarpArea` in [battle/core.asm](battle/core.asm):
-
-```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`.
-
-
-## Battle transitions fail to account for the enemy's level
-
-([Video](https://www.youtube.com/watch?v=eij_1060SMc))
-
-This is a bug with `StartTrainerBattle_DetermineWhichAnimation` in [engine/battle_start.asm](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, [wPermission]
-	cp CAVE
-	jr z, .okay2
-	cp PERM_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.
-
-
-## No bump noise if standing on tile `$3E`
-
-This is a bug with `DoPlayerMovement.CheckWarp` in [engine/player_movement.asm](engine/player_movement.asm):
-
-```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]
-	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]
-	cp STANDING
-	jr z, .not_warp
-```
-
-**Fix:**
-
-```asm
-	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]
-```
-
-
-## Surfing directly across a map connection does not load the new map
-
-([Video](https://www.youtube.com/watch?v=XFOWvMNG-zw))
-
-*To do:* Identify specific code causing this bug and fix it.
-
-
-## `CheckOwnMon` only checks the first five letters of OT names
-
-([Video](https://www.youtube.com/watch?v=GVTTmReM4nQ))
-
-This bug can allow you to talk to Eusine in Celadon City and encounter Ho-Oh with only traded legendary beasts.
-
-[engine/search.asm](engine/search.asm):
-
-```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`.
-
-
-## `HELD_CATCH_CHANCE` has no effect
-
-This is a bug with `PokeBall` in [items/item_effects.asm](items/item_effects.asm):
-
-```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`.
-
-
-## `ScriptCall` can overflow `wScriptStack` and crash
-
-[engine/scripting.asm](engine/scripting.asm):
-
-```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
-```
-
-
-## `LoadSpriteGFX` does not limit the capacity of `UsedSprites`
-
-[engine/overworld.asm](engine/overworld.asm):
-
-```asm
-LoadSpriteGFX: ; 14306
-; Bug: b is not preserved, so
-; it's useless as a next count.
-
-	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:
-	call GetSprite
-	ld a, l
-	ret
-; 1431e
-```
-
-`GetSprite` modifies `b`. Surround it with `push bc`/`pop bc` to fix.
-
-
-## `ChooseWildEncounter` doesn't really validate the wild Pokémon species
-
-[engine/wildmons.asm](engine/wildmons.asm):
-
-```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:**
-
-```asm
-	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
-
-[engine/events.asm](engine/events.asm):
-
-```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`.
-
-
-## `Special_CheckBugContestContestantFlag` can read beyond its data table
-
-[event/bug_contest_2.asm](event/bug_contest_2.asm):
-
-```asm
-Special_CheckBugContestContestantFlag: ; 139ed
-; Checks the flag of the Bug Catching Contestant whose index is loaded in a.
-
-; Bug: If a >= 10 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
-
-BugCatchingContestantEventFlagTable: ; 139fe
-	dw EVENT_BUG_CATCHING_CONTESTANT_1A
-	dw EVENT_BUG_CATCHING_CONTESTANT_2A
-	dw EVENT_BUG_CATCHING_CONTESTANT_3A
-	dw EVENT_BUG_CATCHING_CONTESTANT_4A
-	dw EVENT_BUG_CATCHING_CONTESTANT_5A
-	dw EVENT_BUG_CATCHING_CONTESTANT_6A
-	dw EVENT_BUG_CATCHING_CONTESTANT_7A
-	dw EVENT_BUG_CATCHING_CONTESTANT_8A
-	dw EVENT_BUG_CATCHING_CONTESTANT_9A
-	dw EVENT_BUG_CATCHING_CONTESTANT_10A
-; 13a12
-```
-
-
-## `ClearWRAM` only clears WRAM bank 1
-
-[home/init.asm](home/init.asm):
-
-```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, $d000
-	ld bc, $1000
-	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`.
-
-
-## `GetForestTreeFrame` works, but it's still bad
-
-[tilesets/animations.asm](tilesets/animations.asm):
-
-```asm
-GetForestTreeFrame: ; fc54c
-; 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
-	ret
-; fc56d
-```
-
-**Fix:**
-
-```asm
-GetForestTreeFrame: ; fc54c
-; Return 0 if a is even, or 2 if odd.
-	and 1
-	add a
-	ret
-; fc56d
-```
--- /dev/null
+++ b/docs/bugs_and_glitches.md
@@ -1,0 +1,1029 @@
+# Bugs and Glitches
+
+
+## Thick Club and Light Ball can decrease damage done with boosted (Special) Attack
+
+([Video](https://www.youtube.com/watch?v=rGqu3d3pdok&t=450))
+
+This is a bug with `SpeciesItemBoost` in [battle/effect_commands.asm](battle/effect_commands.asm):
+
+```asm
+; Double the stat
+	sla l
+	rl h
+	ret
+```
+
+**Fix:**
+
+```asm
+; Double the stat
+	sla l
+	rl h
+
+	ld a, 999 / $100
+	cp h
+	jr c, .cap
+	ld a, 999 % $100
+	cp l
+	ret nc
+
+.cap
+	ld h, 999 / $100
+	ld l, 999 % $100
+	ret
+```
+
+
+## Metal Powder can increase damage taken with boosted (Special) Defense
+
+([Video](https://www.youtube.com/watch?v=rGqu3d3pdok&t=450))
+
+This is a bug with `DittoMetalPowder` in [battle/effect_commands.asm](battle/effect_commands.asm):
+
+```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:**
+
+```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
+
+	ld a, 999 / $100
+	cp b
+	jr c, .cap
+	ld a, 999 % $100
+	cp c
+	ret nc
+
+.cap
+	ld b, 999 / $100
+	ld c, 999 % $100
+	ret
+```
+
+
+## Belly Drum sharply boosts Attack even with under 50% HP
+
+([Video](https://www.youtube.com/watch?v=zuCLMikWo4Y))
+
+This is a bug with `BattleCommand_BellyDrum` in [battle/effect_commands.asm](battle/effect_commands.asm):
+
+```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:**
+
+```asm
+BattleCommand_BellyDrum: ; 37c1a
+; bellydrum
+	callab GetHalfMaxHP
+	callab CheckUserHasEnoughHP
+	jr nc, .failed
+
+	call BattleCommand_AttackUp2
+	ld a, [AttackMissed]
+	and a
+	jr nz, .failed
+```
+
+
+## HP bar animation is slow for high HP
+
+([Video](https://www.youtube.com/watch?v=SE-BfsFgZVM))
+
+This is a bug with `LongAnim_UpdateVariables` in [engine/anim_hp_bar.asm](engine/anim_hp_bar.asm):
+
+```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](https://www.youtube.com/watch?v=9KyNVIZxJvI))
+
+This is a bug with `ShortHPBar_CalcPixelFrame` in [engine/anim_hp_bar.asm](engine/anim_hp_bar.asm):
+
+```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](https://www.youtube.com/watch?v=SXH8u0plHrE))
+
+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](main.asm):
+
+```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:**
+
+```asm
+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](https://www.youtube.com/watch?v=o54VjpAEoO8))
+
+This is a bug with `Text_ABoostedStringBuffer2ExpPoints` and `Text_StringBuffer2ExpPoints` in [text/common_2.asm](text/common_2.asm):
+
+```asm
+Text_ABoostedStringBuffer2ExpPoints::
+	text ""
+	line "a boosted"
+	cont "@"
+	deciram StringBuffer2, 2, 4
+	text " EXP. Points!"
+	prompt
+
+Text_StringBuffer2ExpPoints::
+	text ""
+	line "@"
+	deciram StringBuffer2, 2, 4
+	text " EXP. Points!"
+	prompt
+```
+
+**Fix:** Change both `deciram StringBuffer2, 2, 4` to `deciram StringBuffer2, 2, 5`.
+
+
+## NPC use of Full Heal or Full Restore does not cure Nightmare status
+
+([Video](https://www.youtube.com/watch?v=rGqu3d3pdok&t=322)
+
+This is a bug with `AI_HealStatus` in [battle/ai/items.asm](battle/ai/items.asm):
+
+```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]`.
+
+
+## "Smart" AI encourages Mean Look if its own Pokémon is badly poisoned
+
+([Video](https://www.youtube.com/watch?v=cygMO-zHTls))
+
+This is a bug with `AI_Smart_MeanLook` in [battle/ai/scoring.asm](battle/ai/scoring.asm):
+
+```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`.
+
+
+## A Disabled, PP Up–enhanced move may not trigger automatic Struggling
+
+([Video](https://www.youtube.com/watch?v=1v9x4SgMggs))
+
+This is a bug with `CheckPlayerHasUsableMoves` in [battle/core.asm](battle/core.asm):
+
+```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`.
+
+
+## Counter and Mirror Coat still work if the opponent uses an item
+
+([Video](https://www.youtube.com/watch?v=uRYyzKRatFk))
+
+*To do:* Identify specific code causing this bug and fix it.
+
+
+## Present damage is incorrect in link battles
+
+([Video](https://www.youtube.com/watch?v=XJaQoKtrEuw))
+
+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 [battle/effects/present.asm](battle/effects/present.asm):
+
+```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:**
+
+```asm
+BattleCommand_Present: ; 37874
+; present
+
+	push bc
+	push de
+	call BattleCommand_Stab
+	pop de
+	pop bc
+```
+
+
+## BRN/PSN/PAR do not affect catch rate
+
+This is a bug with `PokeBall` in [items/item_effects.asm](items/item_effects.asm):
+
+```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](items/item_effects.asm):
+
+```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](items/item_effects.asm):
+
+```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](items/item_effects.asm):
+
+```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`.
+
+
+## Friend Ball catches sent to the PC overwrite the wrong Pokémon's happiness
+
+This is a bug with `PokeBall` in [items/item_effects.asm](items/item_effects.asm):
+
+```asm
+	ld a, [CurItem]
+	cp FRIEND_BALL
+	jr nz, .SkipBoxMonFriendBall
+	; Bug: overwrites the happiness of the first mon in the box!
+	ld a, FRIEND_BALL_HAPPINESS
+	ld [sBoxMon1Happiness], a
+.SkipBoxMonFriendBall:
+```
+
+`sBoxMon1Happiness` is written *before* the Friend Ball Pokémon is deposited.
+
+
+## Dragon Scale, not Dragon Fang, boosts Dragon-type moves
+
+This is a bug with `ItemAttributes` in [items/item_attributes.asm](items/item_attributes.asm):
+
+```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 massages don't always increase happiness
+
+This is a bug with `MassageOrHaircut` in [event/special.asm](event/special.asm):
+
+```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 massage 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
+
+...
+
+Data_DaisyMassage: ; 746b
+	db $ff, 2, HAPPINESS_MASSAGE ; 99.6% chance
+
+CopyPokemonName_Buffer1_Buffer3: ; 746e
+	ld hl, StringBuffer1
+	ld de, StringBuffer3
+	ld bc, PKMN_NAME_LENGTH
+	jp CopyBytes
+```
+
+**Fix:**
+
+```asm
+Data_DaisyMassage: ; 746b
+	db $80, 2, HAPPINESS_MASSAGE ; 50% chance
+	db $ff, 2, HAPPINESS_MASSAGE ; 50% chance
+```
+
+
+## Magikarp in Lake of Rage are shorter, not longer
+
+This is a bug with `LoadEnemyMon.CheckMagikarpArea` in [battle/core.asm](battle/core.asm):
+
+```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`.
+
+
+## Battle transitions fail to account for the enemy's level
+
+([Video](https://www.youtube.com/watch?v=eij_1060SMc))
+
+This is a bug with `StartTrainerBattle_DetermineWhichAnimation` in [engine/battle_start.asm](engine/battle_start.asm):
+
+```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, [wPermission]
+	cp CAVE
+	jr z, .okay2
+	cp PERM_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.
+
+
+## No bump noise if standing on tile `$3E`
+
+This is a bug with `DoPlayerMovement.CheckWarp` in [engine/player_movement.asm](engine/player_movement.asm):
+
+```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]
+	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]
+	cp STANDING
+	jr z, .not_warp
+```
+
+**Fix:**
+
+```asm
+	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]
+```
+
+
+## `LoadMetatiles` wrap around past 128 blocks
+
+[home/map.asm](home/map.asm):
+
+```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](https://www.youtube.com/watch?v=XFOWvMNG-zw))
+
+*To do:* Identify specific code causing this bug and fix it.
+
+
+## `CheckOwnMon` only checks the first five letters of OT names
+
+([Video](https://www.youtube.com/watch?v=GVTTmReM4nQ))
+
+This bug can allow you to talk to Eusine in Celadon City and encounter Ho-Oh with only traded legendary beasts.
+
+[engine/search.asm](engine/search.asm):
+
+```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`.
+
+
+## `HELD_CATCH_CHANCE` has no effect
+
+This is a bug with `PokeBall` in [items/item_effects.asm](items/item_effects.asm):
+
+```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`.
+
+
+## `ScriptCall` can overflow `wScriptStack` and crash
+
+[engine/scripting.asm](engine/scripting.asm):
+
+```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
+```
+
+
+## `LoadSpriteGFX` does not limit the capacity of `UsedSprites`
+
+[engine/overworld.asm](engine/overworld.asm):
+
+```asm
+LoadSpriteGFX: ; 14306
+; Bug: b is not preserved, so
+; it's useless as a next count.
+
+	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:
+	call GetSprite
+	ld a, l
+	ret
+; 1431e
+```
+
+`GetSprite` modifies `b`. Surround it with `push bc`/`pop bc` to fix.
+
+
+## `ChooseWildEncounter` doesn't really validate the wild Pokémon species
+
+[engine/wildmons.asm](engine/wildmons.asm):
+
+```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:**
+
+```asm
+	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
+
+[engine/events.asm](engine/events.asm):
+
+```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`.
+
+
+## `Special_CheckBugContestContestantFlag` can read beyond its data table
+
+[event/bug_contest_2.asm](event/bug_contest_2.asm):
+
+```asm
+Special_CheckBugContestContestantFlag: ; 139ed
+; Checks the flag of the Bug Catching Contestant whose index is loaded in a.
+
+; Bug: If a >= 10 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
+
+BugCatchingContestantEventFlagTable: ; 139fe
+	dw EVENT_BUG_CATCHING_CONTESTANT_1A
+	dw EVENT_BUG_CATCHING_CONTESTANT_2A
+	dw EVENT_BUG_CATCHING_CONTESTANT_3A
+	dw EVENT_BUG_CATCHING_CONTESTANT_4A
+	dw EVENT_BUG_CATCHING_CONTESTANT_5A
+	dw EVENT_BUG_CATCHING_CONTESTANT_6A
+	dw EVENT_BUG_CATCHING_CONTESTANT_7A
+	dw EVENT_BUG_CATCHING_CONTESTANT_8A
+	dw EVENT_BUG_CATCHING_CONTESTANT_9A
+	dw EVENT_BUG_CATCHING_CONTESTANT_10A
+; 13a12
+```
+
+
+## `ClearWRAM` only clears WRAM bank 1
+
+[home/init.asm](home/init.asm):
+
+```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, $d000
+	ld bc, $1000
+	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`.
+
+
+## `GetForestTreeFrame` works, but it's still bad
+
+[tilesets/animations.asm](tilesets/animations.asm):
+
+```asm
+GetForestTreeFrame: ; fc54c
+; 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
+	ret
+; fc56d
+```
+
+**Fix:**
+
+```asm
+GetForestTreeFrame: ; fc54c
+; Return 0 if a is even, or 2 if odd.
+	and 1
+	add a
+	ret
+; fc56d
+```
--- a/home/map.asm
+++ b/home/map.asm
@@ -152,9 +152,12 @@
 	ld e, l
 	ld d, h
 	; Set hl to the address of the current metatile data ([TilesetBlocksAddress] + (a) tiles).
-	add a
+	; 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