List of glitches (Generation I): Difference between revisions

These are not bugs; they are simply how the R/B/Y capture algorithm works. Just being different from how fans might have expected it to work does not make it a bug! (On the other hand, the RNG bias is unintended.)
(These are not bugs; they are simply how the R/B/Y capture algorithm works. Just being different from how fans might have expected it to work does not make it a bug! (On the other hand, the RNG bias is unintended.))
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{{main|Cable Club escape glitch}}
{{main|Cable Club escape glitch}}


===Catch rate errors===
===Catch rate RNG oversight===
{{main|Catch rate}}
Due to the combination of the way the games' random number generator is implemented and the capture algorithm using rejection sampling to generate a random number from a limited range for Great and Ultra/Safari Balls, there is a significant bias to RNG outcomes for these balls; Ultra Balls can for instance be less effective than Poké Balls against Pokémon with high catch rates at full health, and Pokémon with lower catch rates are significantly harder to catch in an Ultra or Safari Ball at full health than they should, while being easier to catch at low health.
There are two minor bugs in the [[catch rate]] formula, both due to programming oversights.
 
The [[Great Ball]] is given an independent value of 8, compared to the values of the other [[Poké Ball]]s being 12 when calculating Steps 5-7.
 
Due to an issue with Step 6, a Pokémon with 1 HP left has the same chance of being caught as the same Pokémon with ⅓ of its total HP remaining. If a Great Ball is used, then it has the same chance at any point with ½ of its remain HP or less, due to the oversight above.


===Changing NPC sprites===
===Changing NPC sprites===
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