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Memento Mori

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  1. Cyclone
    October 27th, 2012 5:55 AM
    Good enough. Though that would involve sending a ROM...I don't know how to make IPS files. :p

    As for the why: perfectionism is in my blood. There could be one tile completely wrong somewhere (I mean completely, not what I consider wrong but still right) and I will change it to what I think is right. It's like a different form of OCD; not the one that Howie Mandel has, as I don't have the irrational fear of germs, but rather I have the need that things always be perfect. The exception is when it comes to cleaning; I know it'll be dirty by the next day, so I don't worry too much about that. :D So in this case, I didn't feel it right that the bases of trees were not visible and wanted them to appear, so I did what had to be done to get them to appear. Nothing changes visually in the play, but it's aesthetically complete if anyone goes into AdvanceMap like me and pokes around.

    In any case, I'm glad I went backwards; I've found movement bugs all over the northwest corner of Route 416, and even three tiles above the "forbidden cave" in Drakebreath itself (I'm not going to hack into there either, I am very likely too weak for it). One of those tiles acts like a puddle and shows a reflection. I could mess up movement permissions and do all of 415 and Snowce City as well, but I think I'm better off waiting until I get there as I'm not backtracking through 414 and into Mt. Icestorm, which is currently blocked at the other end.

    EDIT: I changed my mind on taking two rows off of 416. First, it meant the stairway was the bottom row; coming off the stairs was the last row on the map. Second, after I tested my modified map with the two blank rows (I made them something I was able to walk under, ironically), I decided the longer look actually is more aesthetically appealing. So I copied the top two rows on Drakebreath's entrance and replicated them (replacing the duplicate sign tile by the entrance with a grass tile nearby) and left Route 416 alone. National Park could use a similar change, actually, but I am not going to go remaking the entire game like this (one because it's not my game and two because I don't want to accidentally screw something up).

    If you want to check the map area on the modified string of maps, let me know where to send the ROM or whether you want me to post it on Rapidshare or something. I'll move the guy in the daycare area so you can see what I did (don't talk to the Pokémon, they are not scripted) and you can test the path from 416 (which is now fully mapped) clockwise to 413. I'll fix up any movement permissions I find between the areas (though some "puddle" set tiles need to be fixed; I found some by Team Steam's Base also giving strange reflections) and will also remove the hacked path through the trees in 417. Should check out. There is a house tile that can be trod upon, but I found out the background is different for the one in question; it seems this will require a correction in the tile settings itself. I know the tile can be identified by right-clicking it on the map it's located on in AdvanceMap, and it's just a matter of editing the tile data from there. (See the PM I already sent with a "puddle" tile around cave entrances, verified in two places, and I can get more if needed). If you want me to wait until I'm done playing completely, I can...but that might be a while.
  2. Cyclone
    October 26th, 2012 7:14 PM
    Well, Gym #6 in Serenity needs a blocker like Seanport as well. Right now, I'm wandering around there with no one home. To complicate matters, I don't think saving inside is a good idea; I feel that somewhere a switch will be reactivated and I will become a permanent resident. Add that to your list.

    Meanwhile, I'll tinker with some movement permissions; it appears you can walk behind the things that generate electricity and end up standing one square away from the volts on the left or right. That makes no sense, so I'm making those tiles unwalkable.

    Meanwhile, hacked into the Daycare area on Route 417. I know you don't actually see beyond that last row of tiles at the top without walkthrough wall cheats or changes to movement abilities, but it didn't feel right having weird forestry there. I've added two rows so I could start the proper row of trees in that area and continued the rest of the tileage from below (trees or cliffs) on either side. Retook a couple of shots to complete that top area on my map so it looks pretty. :D Of course, this led to the map being offset from Serenity City by 2 tiles; I thus had to expand it and Route 413 as well. So far so good; I just have to fix Drakebreath City, and thanks to my temporary path hackin, I can do that quickly (and that's actually the EASY one, I can reassign two rows of Route 416 to the city so as to not extend the path any more than the current version).

    The funny thing is, except for a single tree tile from a tree that no longer existed (and the opposite, a tree without its edge, somewhere below), 413 would have looked great in the offset position, perhaps with a small path adjustment.

    Once I'm done, if you want to verify that nothing is messed up, I can send you a savestate that can be picked up from where I am now (Power Plant is my next stop); I will leave the savestate on Route 417 and you can walk around the hackin path along the top through the daycare area, or just travel the Route as normal (BTW, I have not battled the Trainers in the savestate in question), back to Route 413. Provided all Trainers operate as they should and no signs are unreadable (I already saved past the script at the start of the city, but I am 100% certain they are placed correctly; everything else is testable), then I can proceed playing from there. Right now I've taken a break to map through to Drakebreath City, and I might try to get 416 before moving on as well so I can just play and write my walkthrough by that point (hey, might push into 415 a little as well); my only mapping complication is the script stairway, which I can change one movement tile to get around to get that last corner. LMAO Obviously I'll have to map Victory Road as well, but at least I'll have a bit of a break in the overworld. Especially with 416. And I already did a rough map of the Victory Road surfing zone for someone earlier today, putting water and rocks in manually, so it's even mostly done.
  3. tajaros
    October 26th, 2012 12:23 AM
    Shoot. He's lolling me.

    Thanks, anyways... xD
  4. tajaros
    October 25th, 2012 7:39 PM
    By, any chance are you Kami on TPD?:/
  5. Cyclone
    October 25th, 2012 5:46 AM
    Actually, I knew Water moves were boosted too; I just said Electric in general because someone in the hack mentioned Thunder (if it's only Thunder, I have Thunderbolt instead). The Solarbeam halving I actually did not realize as I dislike two-stage moves and tend not to use them.

    So yeah, I guess I am making my life more difficult. I OHKO the Huntail and Gorebyss, so no change in difficulty there; meanwhile, I have no Fire with me and the one I'm about to face will not be hindered due to no rain; Remoraid, Wartortle, Poliwrath, and Octillery should be OHKOed. Guess it's not doing much to me on this Route if I left it on.
  6. Cyclone
    October 24th, 2012 9:49 PM

    *chortle* Take a guess what's wrong with this picture. :D

    Also posted a bug in the thread as a warning to everyone (I consider it game busting) where you can hop a log on 412 and end up becoming Jesus. And never getting to walk on land again. The only way out is to allow whatever you encounter to kill you, literally.

    My morning will begin with that battle; I've decided to start with a bang by doing that and finishing 412. And yes, I'm doing it without rain (mapping); given I don't have Fire with me and I've OHKO everything except a couple of bugs so far, the difficulty wouldn't change much; my playing is actually harder as my electricity doesn't have as much of an impact on the battles where I bring it out. I think only Fire and Electric are affected in rain, yes? I might go back and turn on rain for the rival battle, then do it for the second one as well, by poking into and back out of Mt. Zhery.
  7. Platinum Lucario
    October 24th, 2012 1:18 AM
    Platinum Lucario
    Ah, I see. Cool, might try it out.
  8. Platinum Lucario
    October 23rd, 2012 7:24 AM
    Platinum Lucario
    Hm... are you sure YAPE edits ROMs with different languages other than English? :o

    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 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.
  9. Cyclone
    October 23rd, 2012 6:22 AM
    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.
  10. Cyclone
    October 22nd, 2012 7:34 AM

    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!
  11. Cyclone
    October 21st, 2012 6:13 AM
    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.
  12. Cyclone
    October 20th, 2012 7:19 PM
    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.
  13. Co500
    October 20th, 2012 9:16 AM
    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 :')
  14. Cyclone
    October 20th, 2012 5:53 AM
    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.
  15. Cyclone
    October 19th, 2012 8:06 AM
    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.

About Me

  • About Satoshi Ookami
    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
    special 0x113
    applymovement 0x7F @move
    waitmovement 0x0
    special 0x114

    #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.

    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.

    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

    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.
    Abyss of Time, Great Seal
    Male ♂
    Also Known As
    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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