# Closed issues CLOSES #17: Incorrect Character Visuals (Only with GBC filter) CLOSES #23: Could you allow the player to change the order of the moves CLOSES #24: Evolution music not playing during evolution CLOSES #26: Standing on door glitch CLOSES #27: Battle Intro text automatically continues CLOSES #29: Visual bug when zoomed out CLOSES #32: Team Rocket recruiter doesn't battle with you unless you speak with him first CLOSES #33: Developer/Debug Console CLOSES #35: Professor Oak's introduction Inaccuracies CLOSES #36: Missing Pokemon Dex entries when picking starter + Rival Pathing issues CLOSES #39: Guy who stops player from skipping brock doesn't bring you to brock's gym + doesn't leave once you've beaten brock CLOSES #40: Bill cutscene is broken CLOSES #41: Ticket guy failing to be a Ticket guy CLOSES #42: S.S. anne odd behavior + Missing sailing away animation CLOSES #43: Dig Attack animation appears to be glitched CLOSES #44: Pokeball flashing doesn't appear to be accurate CLOSES #45: Inaccurate Cut Animation CLOSES #46: Dugtrio i caught in diglett cave has two of the same move CLOSES #47: Rival ignores player in Lavender Tower CLOSES #48: Healing pad in lavender tower does not function CLOSES #49: Incorrect dialogue with parched security guard CLOSES #50: (Game Breaking!) Rocket grunt guarding poster refuses to move CLOSES #51: Badges showing up as items I can deposit in PC CLOSES #52: Visual bug on Celadon Department Store roof (Red Filter) CLOSES #54: Visual issue on route 15 + Fuchsia City CLOSES #56: Running animation missing CLOSES #57: Safari Zone does not display steps while you are inside of it CLOSES #58: (Game Breaking!) Softlock at cycling road gate CLOSES #59: Bike visual issues CLOSES #60: Cycling road not forcing you to get on your bike CLOSES #61: No keycard doors in Silph Co. CLOSES #63: Missing teleporter animation CLOSES #64: Inaccurate spinning CLOSES #65: Reimplement unused Silph Co. Chief and Professor Oak trainer battles
2.0 KiB
Known differences from the original game
Only genuine remaining divergences live here: behavior that is still missing, wrong, or approximated for convenience and would need more work for true parity. Faithfully-ported behavior is documented in docs/behavior-porting-notes.md; deliberate additions beyond the original are in docs/new-features.md.
Reimplemented unused Prof. Oak and Rocket Chief battles
The original ROM defines trainer data for PROF_OAK and CHIEF
(data/trainers/parties.asm) but never attaches either to an NPC, so
both battles are unreachable in the real game. This project makes them
fightable after the Hall of Fame:
- Prof. Oak battles you in Pallet Town once
EVENT_BEAT_CHAMPION_RIVALis set, usingProfOakData's three starter-matched teams (the team is picked by the type that counters your starter, mirroring the rival). - The Celadon Game Corner Chief battles you in his house post-game.
ChiefDatais empty in the ROM, soOPP_CHIEFis given a reconstructed party.
This is an intentional divergence: neither battle can be triggered in the original game.
Reimplemented unused Silph Co. card-key doors
engine/events/card_key.asm and the unused CardKeyTable1/2/3 coordinate
lists (data/events/card_key_coords.asm) describe locked doors for Silph
Co. floors 2F-11F, but no retail .blk map layout ever places the closed
door block at those coordinates, so the card key check is dead code in
the original game. This project stamps the closed door block ($54/$5f
on floors 2F-10F, $20 on 11F) over each of the 20 door coordinates on
map load, and swaps it for the open block once that door's
EVENT_SILPH_CO_n_UNLOCKED_DOORn flag is set (using the key from a Team
Rocket grunt, as in the original's unused design).
This is an intentional divergence: the doors are not visible or
functional in the original game. The door layout lives in
tools/rom_manifest.json (field.cardKeyDoors.closedDoors), hand-ported
since no retail ROM data encodes it; src/import/RomExtractor.lua copies
it straight through on ROM import.