Anyone remember how in Gen 1, when using teleport or escape rope, your sprite glitched to an ABCD block if not played on a super gameboy? Crystal_ made a nice video on it, though his conclusions were incorrect. He suspected that a separate ram address was needed to fix the issue. Turns out Gamefreak left forgot a mere two commands that needed to make the HL register point to the correct ram location.
https://github.com/jojobear13/shinpokered/blob/4c6f5e0559d83c1061afa60c8cddf7579230e1ef/engine/overworld/player_animations.asm#L91Lines 91 and 112 need
>ld hl, wFacingDirectionList or else the function handling the sprite spinning reads from the wrong address.