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Document SFX_RUN does not play correctly when a wild Pokemon flees …
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…from battle (#1099)

Co-authored-by: SoupPotato <22991349+SoupPotato@users.noreply.github.com>
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SoupPotato and SoupPotato committed Jan 2, 2024
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23 changes: 23 additions & 0 deletions docs/bugs_and_glitches.md
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Expand Up @@ -83,6 +83,7 @@ Fixes in the [multi-player battle engine](#multi-player-battle-engine) category
- [Team Rocket battle music is not used for Executives or Scientists](#team-rocket-battle-music-is-not-used-for-executives-or-scientists)
- [No bump noise if standing on tile `$3E`](#no-bump-noise-if-standing-on-tile-3e)
- [Playing Entei's Pokédex cry can distort Raikou's and Suicune's](#playing-enteis-pok%C3%A9dex-cry-can-distort-raikous-and-suicunes)
- [`SFX_RUN` does not play correctly when a wild Pokemon flees from battle](#sfx_run-does-not-play-correctly-when-a-wild-pokemon-flees-from-battle)
- [Text](#text)
- [Five-digit experience gain is printed incorrectly](#five-digit-experience-gain-is-printed-incorrectly)
- [Only the first three evolution entries can have Stone compatibility reported correctly](#only-the-first-three-evolution-entries-can-have-stone-compatibility-reported-correctly)
Expand Down Expand Up @@ -2726,3 +2727,25 @@ This bug allows all the options to be updated at once if the left or right butto
ld a, [hl]
push af
```


### `SFX_RUN` does not play correctly when a wild Pokemon flees from battle

Due to the wrong function being called, `SFX_RUN` is never heard when a wild Pokemon flees from battle.

**Fix:** Edit `WildFled_EnemyFled_LinkBattleCanceled` in [engine/battle/core.asm]
(https://github.com/pret/pokecrystal/blob/master/engine/battle/core.asm):

```diff
.skip_text
-; BUG: SFX_RUN does not play correctly when a wild Pokemon flees from battle (see docs/bugs_and_glitches.md)
call StopDangerSound
call CheckMobileBattleError
jr c, .skip_sfx

ld de, SFX_RUN
- call PlaySFX
+ call WaitPlaySFX

.skip_sfx
```
1 change: 1 addition & 0 deletions engine/battle/core.asm
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Expand Up @@ -143,6 +143,7 @@ WildFled_EnemyFled_LinkBattleCanceled:
call StdBattleTextbox

.skip_text
; BUG: SFX_RUN does not play correctly when a wild Pokemon flees from battle (see docs/bugs_and_glitches.md)
call StopDangerSound
call CheckMobileBattleError
jr c, .skip_sfx
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