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Satoshi Ookami Satoshi Ookami is offline

Memento Mori

Visitor Messages

Showing Visitor Messages 1066 to 1080 of 2289
  1. Platinum Lucario
    October 24th, 2012 1:18 AM
    Platinum Lucario
    Ah, I see. Cool, might try it out.
  2. Platinum Lucario
    October 23rd, 2012 7:24 AM
    Platinum Lucario
    Hm... are you sure YAPE edits ROMs with different languages other than English? :o

    Quote:
    Originally Posted by silver314 View Post
    If you're having issues with YAPE:
    [*]If the program will not start due to some error, you probably have one of the following issues:[*]You do not have the .Net framework 2.0 or higher installed. You can get this through windows update or from microsoft.com. It is free.[*]You're missing some of the dlls required by YAPE. These are included in the distribution; make sure you keep them in the same folder as the main program.
    [*]If anything in the UI is confusing, check the help files first. They contain much more detailed descriptions about what some of the options and stats mean.[*]Currently this only edits the English versions of the games. If someone can track down the necessary offsets for other versions, I will add support for those as well.[*]If you have a problem not covered above, either PM me or post in this thread and I will do my best to help you.
  3. Cyclone
    October 23rd, 2012 6:22 AM
    Cyclone
    Shield Fossil is Japanized, but Head Fossil isn't; it's still Skull Fossil in Japanese according to Bulbapedia's information about both together. Even so, since it's an English version, shouldn't it be accurate? Cover and Plume are both the same in Japanese as well; I wonder if they were Portuguese versions of the items.
  4. Cyclone
    October 22nd, 2012 7:34 AM
    Cyclone
    Hmm.

    Per that, I guess we know the answer here. YAPE won't work, NEway, as others have found it won't even open the ROM.

    In other news, referring to this...the names of the Gen. IV Fossils are wrong. Cranidos is appearing from the "Head Fossil" and Shieldon from the "Shield Fossil". These should be modified. As for the Sky Fossil, it should instead be called the Plume Fossil (regenerates Archen). Root Fossil is correct, and I have yet to come upon the other three. I don't know what creates Tirtouga in the hack, but it should be the Cover Fossil to be accurate. Could you tack that on your list? I found more walking bugs in an Ancient Regi room; fortunately, none with surrounding tiles this time.

    Fifth Gym completed, everything mapped except last room of Mt. Zhery and have to update Wild Pokémon data through Mt. Zhery in the walkthrough before moving on (have to check Trainer data for the area too; I stopped at Terra's arrest and collecting Surf to help with the Gym battles!). On to Route 412 sometime Tuesday!
  5. Cyclone
    October 21st, 2012 6:13 AM
    Cyclone
    I'll do that then, 1% appearance rate (might make it 2%) dropping Golbat to 9% (or 8%). Any way of possibly making it so it can only be female? Or might that wreck something? Or is it already only female? Note we somehow have to include it in the Pokédex flashing data, however, to be accurate.

    While screwing around in the "you can't go here!" space of the first room of Groment Mines, I went up to where the rail ends at a cave mouth. I stumbled upon the discovery of a TM27 (Return) off the corner of the map. I'm not sure if this was an item that was going to be included but was eventually left out, or if this in fact is part of some sort of script. It doesn't show as an item in the map for one specific reason: it's not part of the map (I was able to "collect" it by hacking to the very corner). Just found that interesting.
  6. Cyclone
    October 20th, 2012 7:19 PM
    Cyclone
    Has an answer ever been found to how to evolve Snorunt into Froslass, since the latter is in this hack, or whether there is an in-game trade available for it? Another post asking has appeared, and my search reveals numerous unanswered posts about it.

    If it really cannot be done without cheating, I might propose putting wild ones with a 1% appearance rate somewhere; if there's nowhere valid in Lauren region (winter themed), then Mt. Winter (the two areas before the legendary Reshiram/Zekrom fight) would be a great place to add it, but it somehow has to be made female only. Another option is adding a sprite event like the legendaries to get one before the Zhery Champion League (programmed female obviously). There's no level restriction under normal Dawn Stone evolutions in Gen. IV or V for it, only Glalie at Lv.42 has such a restriction (and that's Unova, I don't know otherwise at this stage).

    Oh, and see my other post below, too. This should have perhaps been added to it.
  7. Co500
    October 20th, 2012 9:16 AM
    Co500
    I'm sure I will visit now and again :D but I wont talk to everyone like I use to, so you know, just incase :')
  8. Cyclone
    October 20th, 2012 5:53 AM
    Cyclone
    Oh wow. Watching a video, I just discovered a huge oversight. After the events of Groment Mines, a player can use Dig and end up right back on the tile where the miner blocks the entrance, move one square to the left, and presto, there's nowhere to go. I'd imagine that since wild Pokémon are available here that the area SHOULD remain open to you once explorable? (Seriously, the miner can hang out on that tile to the left of the entrance from the moment it opens for eternity saying you're welcome to come and go.) Even if not, that's a nasty bug; without changes, that sign has to move. (I can do that, but it does have to move.) I mean, if someone uses the in-game save and has no save states, the game is officially finished because a later game reload with a hacked-in path or changed map doesn't load until they enter another area first...and they can't get to the other area.

    This is the video: skip to the last minute.

    Another thing to do. We need to change some names. It so happens Hiker Carlos appears as the last Trainer in Mt. Shuem; meanwhile, he appears - albeit with a COMPLETELY DIFFERENT TEAM - as the first Trainer of Route 411. I also found a Youngster from Route 401 hanging out on Route 404 a long time ago. If they commented about seeing you before (from a long time ago) and their sprite disappears from the old location, and they battle with the same (or evolved) team with maybe one new addition from where you presently are...that's one thing. But having two intentionally different Trainers with the same name? Yeah, it's possible; however, in this kind of game, they should be different. When I get through Victory Road someday, I'll do a further analysis of all the names seen to that point.

    Speaking of Victory Road, now I've seen a map of 416. That top segment of 416 is labeled as being part of Victory Road. Might not hurt to change that on the Town Map and have Victory Road start above that. Which reminds me, the Zhery League needs the other two squares included if four are intended.
  9. Cyclone
    October 19th, 2012 8:06 AM
    Cyclone
    I'm sure you meant the image.

    The Route 411 bit though I can't fix, if it's even something to fix. Are sand and rocky outcroppings supposed to have wild Pokémon? I would have thought darker sand, possibly even slowing movement by 1/3 or something, would make more sense for a desert than random grass. It seems out of place. I'm sure I can pick up a tile editor and change the settings myself, but can't do it from where I am now.
  10. Cyclone
    October 18th, 2012 6:42 AM
    Cyclone
    Another one, but I didn't mark it as an error as there was no way to really see this normally.



    The Ancient Regi Room off of Mt. Shuem; clearly I've turned the mist off (and turned it back on after copying the modified file over, so it will still be there), and I made the rocks "skippable" to get there (also back to normal). Somehow, the rocky border tile is different in colour than the same tile used within the map; this can be seen on all borders of the map.

    Needless to say, I've enlarged this map to solve the problem. Now you shouldn't see any of this discoloration with the mist off, and I've installed rows and columns full of the actual border tile. I think this is why you see in official games the maps are four or five tiles in from each side; in the older games: they wanted to ensure any tile misalignments like that never got seen. Could be considered a cardinal rule of mapmaking. I have two more Ancient Regi rooms to check out here, too, when I get to Mt. Zhery and Mt. Icestorm.

    I can't for the life of me explain the colour changing, however. I did go back and fix an error with the Dardusk City name not showing when leaving a building or loading a save, however; for consistency with other cities, I restored that.

    I'm on Route 411 now; is it supposed to be like a cave with wild Pokémon encounters? Makes the grass seem pointless to have; I'm seeing Pokémon everywhere I walk, even on the rocky area by the Route entrance. I think some tiles have been erroneously set to show wild encounters; I saw this in Dardusk Woods as well with some tiles outside the grass being wild encounters, but at a much smaller rate (there was a small batch near the northern entrance, then it seemed to go away). (Later edit: it turns out only the basic path tiles are not generating encounters; the other desert tiles are all acting like the grass. I commented about this in the thread as well.)
  11. Co500
    October 17th, 2012 9:46 AM
    Co500
    I've hardly been on in weeks anyway, so I thought I would say a goodbye incase I never speak to some of you again D': Im just hoping Samike comes online and sees the VM, just to bid farewell :')
    The reason is basically College and just generally moving on, I havent hacked in months now and I have forgotten how to do most of it, I had great times on here though, really can't believe I've 'known' you for over 3 years now
  12. Cyclone
    October 16th, 2012 8:21 PM
    Cyclone


    Stumbled upon that awkward looking shot just through normal gameplay. Apparently there's also a limit to how far a border around a map can go. In any case, I've already fixed this by adding two columns to the width of the map:



    If you had this on the list of things to fix, go ahead and cross it off. Same error can be seen north of the eastern exit of the bridge when a tree seems to get halved on the right side as you reach the cliff where the Elixir is located. There's a lot of unused forest space, however...kind of a shame that went to waste.
  13. Co500
    October 16th, 2012 12:04 PM
    Co500
    I think I'm going to say my final goodbyes soon :3 just trying to contact people before I go :')
  14. Cyclone
    October 12th, 2012 3:37 PM
    Cyclone
    Change needed to the Dardusk Gym advice guy - he advises on Dark and Psychic. Pure Ghost types are not weak to Psychic (Gengar is however, which may be why that advice is in there). Since the advice guy generally only gives general type advice, I'm not sure Psychic should be referenced and thus left to the player to figure out.

    Speaking of...Gym completed! Now to check out that tower...
  15. Cyclone
    October 11th, 2012 10:18 PM
    Cyclone
    Just corrected more problems with the permissions in National Park - he left several in there. This one will require a retest!

    Something odd I noticed. The bridge is not safe to walk on in 410 until you do Dardusk; however, the first Trainer is standing right behind the construction guy. That just seems kinda weird, perhaps hiding her and others on the bridge to be triggered when the bridge "opens" might be better?

About Me

  • About Satoshi Ookami
    Biography
    Hi. I'm pokemon fan from Czech Republic. The main reason why I joined PC is ROM hacking. I've always been playing but thanks to PC I can even make my own hack.

    Off biography.
    Move camera script
    #org @start
    lockall
    special 0x113
    applymovement 0x7F @move
    waitmovement 0x0
    special 0x114
    releaseall
    end

    #org @move
    #raw (these can be any movements as long as it comes back to the user)* * = If the camera moves 3 up, then 2 left, then the camera MUST return to it's orignal postion.

    EXPLANATION
    The special 0x113 and special 0x114 are the most important part of the script. The script is relying on it, so, no special 0x113 or 0x114's, no Move Camera Scripts.

    Lockall
    This is almost like the command "lock" except it locks every person on the map.

    Special 0x113
    This makes the player be frozen. And any other people should be as well.

    Applymovement 0x7F @move
    Applymovement = Applymovement, but the 7F tells the game we are moving the Camera instead of people. The movements are the same as if you were moving people.

    Special 0x114
    This releases the 'Special 0x113' if this is not present, then you can't move at all

    Releaseall
    Kinda like 'release' except it releases all people on the map

    National Dex in Ruby
    writebytetooffset 0x2 0x2026B00
    writebytetooffset 0x3 0x2026B01
    writebytetooffset 0xDA 0x2024EBE
    writebytetooffset 0x67 0x2026A5A

    Removing offsets
    #remove 0xoffset

    It'll remove only the scripts at that offset, so stuff a pointer leads to won't be removed.

    #clean 0xoffset

    It'll remove the last script you compiled, as long as the offset was a dynamic offset.

    #removeall 0xoffset

    It'll remove all parts of the script, including stuff from thhe other pointers.

    Setmaptile permanent
    You need to use the command 'special 0x8E' after the setting the tile.
    Interests
    Anime
    Location
    Abyss of Time, Great Seal
    Gender
    Male ♂
    Nature
    Calm
    Also Known As
    Ash493
    Favorite Pokémon
    legends Absol,Lucario,Machoke
  • Signature
    ROM hacking FAQ - Read before asking how to play a hack.

    Anime List | PSN Trophy List

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