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Satoshi Ookami Satoshi Ookami is offline

Memento Mori

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Showing Visitor Messages 1066 to 1080 of 2303
  1. Cyclone
    November 14th, 2012 8:37 AM
    Cyclone
    Just saw that comment that you can't get all starters, only the ones you select.

    What would be your thoughts of adding an area (accessible only after one has 16 badges) where you can catch all of the starters? I know I'm not the only completionist type out there. :D I can create maps once I've gone through and know where everything is (and can pick a good place to connect it to), but I think it would be a nice little addition that you don't see the likes of in standard games.
  2. tajaros
    November 4th, 2012 12:01 AM
    tajaros
    Haha, yeah when you quit hacking why play hacks anymore? xD
  3. tajaros
    November 3rd, 2012 11:53 PM
    tajaros
    Oh, ok... :D
  4. tajaros
    November 3rd, 2012 12:01 AM
    tajaros
    So, why did you quit hacking? :/
  5. Totodilesteel99
    November 1st, 2012 7:29 AM
    Totodilesteel99
    The Palete is getting me.
  6. Totodilesteel99
    October 31st, 2012 2:44 AM
    Totodilesteel99
    OK, i did what you said, but it failed.
    I gave it a Green Background in XP Paint, decreased to 16 colors, then i switched the first color with the the green, and when i insert it, i get a complete mess.
    Any Help?
  7. Cyclone
    October 29th, 2012 12:23 PM
    Cyclone
    Well, after a post in the ROM hacking forum, I determined the only fix for the two tiles in Snowce City is to remove the snow from those two parts of roof. After reconstructing the nearby tiles, I have something that looks acceptable.
  8. Cyclone
    October 28th, 2012 7:24 AM
    Cyclone
    Actually, unbelievably, I found a tile editor function in AdvanceMap. I looked up the tile (see image). You don't see it in the image as my screenshot only took the window, but option 00 "???" is off the top of the image. It's already set.



    After that and changing the menu below to say "Block is always covered by Hero", I got this image on a ROM reload. It now matches the other tile. I could get this in 413 as well, but to be truthful I climbed onto a rock to get that shot and I'm not changing that movement permission again.



    (Apparently, centering is not allowed in VMs...)

    For now, noticing no caves back to Route 414 and seeing the size of 415, I couldn't stop myself from backtracking. At this stage, once I'm done mapping Mt. Icestorm (this on an actual playthrough, not backtracking), my mapmaking will be almost done for most of Zhery. Standing in Snowce City and Mt. Icestorm is still blocked off at the south as I didn't play the Gym there yet. :D

    EVENING EDIT: I am getting good with the Block Editor now. Fixed a couple more "puddle" tiles in Route 416 (no more silhouettes behind Steam HQ), and fixed the house tiles the Hero refused to hide behind (instead wanting to stand on top of them). I can now wander around town without mysteriously climbing on top of a house. Had to make a second trip when I realized cliff tiles existed with the house tiles on top, but all is working nicely now. I can call Drakebreath City finished in terms of fixes. Fixed Serenity City's name appearance to always show, and checked other cities (fixing one more). I also couldn't stop myself from mapping back to Route 414, but I promised myself I'd stop there. I'm a little flummoxed as to why you can walk up to Diamond on Route 414 (resulting in "...") and he only comes out when you try to walk away from him down the Route - this is going the correct direction, BTW, I hacked a path in to try it out. Shouldn't he hide behind another frozen tree at the bottom of the stairs? Or the script take place before you can walk right up to him?

    NEway, going to make one more trip backwards walking on every tile I can access to see what else to fix, and I'll check the earlier areas later (404 and 407 require revisits). A more professional feel when done this will have. Oh, and the 417 hacked in path is removed; I have a save state in Drakebreath on 2 and other backtrack states on 6 and 7 (which I never use), so I figure the path isn't needed now. Hack is currently movement-permission correct as I've seen it so far.
  9. Cyclone
    October 27th, 2012 5:55 AM
    Cyclone
    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.
  10. Cyclone
    October 26th, 2012 7:14 PM
    Cyclone
    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.
  11. tajaros
    October 26th, 2012 12:23 AM
    tajaros
    Shoot. He's lolling me.

    Thanks, anyways... xD
  12. tajaros
    October 25th, 2012 7:39 PM
    tajaros
    By, any chance are you Kami on TPD?:/
  13. Cyclone
    October 25th, 2012 5:46 AM
    Cyclone
    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.
  14. Cyclone
    October 24th, 2012 9:49 PM
    Cyclone


    *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.
  15. Platinum Lucario
    October 24th, 2012 1:18 AM
    Platinum Lucario
    Ah, I see. Cool, might try it out.

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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  • Last Activity: 12 Hours Ago 9:22 AM
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