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Showing Visitor Messages 1096 to 1110 of 2311
  1. 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.
  2. Cyclone
    October 18th, 2012 6:42 AM
    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.)
  3. Co500
    October 17th, 2012 9:46 AM
    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
  4. Cyclone
    October 16th, 2012 8:21 PM

    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.
  5. Co500
    October 16th, 2012 12:04 PM
    I think I'm going to say my final goodbyes soon :3 just trying to contact people before I go :')
  6. Cyclone
    October 12th, 2012 3:37 PM
    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...
  7. Cyclone
    October 11th, 2012 10:18 PM
    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?
  8. Cyclone
    October 11th, 2012 11:41 AM
    And I have discovered where the connection is on the maps.

    As the filename naturally suggests, this cannot be done (same with the first two I took, one of which was the Seanport City beach area to the west above the entrance). I've already turned rock-skipping back off by eliminating the path I drew there, but notice the deep water there and then look at the east side of Seanport City. That's the deep water there. Might have been neat if we could surf over to there and find something hidden underwater later using Dive, or if we could Dive and end up back on 408 after going through the passage there. Oh well.

    Fortunately for my rock-skipping wants, I had a Luxray leading my party; it took out the Lv.35 Tentacool that appeared while I was traversing between rocks on the water. I considered catching it and boxing it for later, only bringing it out once I was able to actually Surf, but decided to honour my returning to the previous save state and not saving random encounters while skipping along. :D (Trust me, the temptation of finding a Carvanha to trade for that Seadra is overwhelming; I know they have a 1% appearance rate in that water via Surfing!)
  9. Cyclone
    October 11th, 2012 11:20 AM
    I'm not. The map LOOKS exactly the same. Since I'm correcting bad movement permissions NEway, I'm putting in ones to help me photograph out-of-the-way areas of the map (such as right now, the water area on 409, and I did the same on 408 and have since corrected it back to the original with a movement permission fix). The copy in my AdvanceMap folder has the original setup back. I'll know once I have the entire map created whether there are any tile errors anywhere, even if they are out of sight, and movement permissions I will find and simultaneously correct while wandering around the map.

    I'm surprised he didn't connect Seanport City and 409 in the water, frankly. I guess he wanted the boat to not travel through Surfable terrain.
  10. Cyclone
    October 11th, 2012 8:44 AM
    Haha. XD

    I've finally started mapmaking and Trainer detailing on Route 409, and continuing my mapmaking efforts down into Dardusk City (I just added a temporary mock path through the forest - and another through the rocks - to help make my photography easier on the Route, not to mention turned off the rain in Dardusk since I hate photographing with other elements and want the maps to not change colours when I put them together ).

    I might eventually, at Marfeny, mock a path through the trees for when I'm done exploring so that I can explore the rest of the Safari Zones that I didn't map yet, then savestate back to the right spot and block it back up. Speaking of that, I'm surprised he didn't put a ferry along Marfeny Lake (which could have been kicked into operation upon victory over - wait for it - the Dardusk Gym leader); it's nice to be able to backtrack when necessary.

    What I'm wondering is whether, upon getting Surf, the boats disappear...that would be a nice touch, get rid of the boat and the captain after the event with Steven in Mt. Zhery in the same fashion that Mr. Briney no longer takes you on his boat once you can Surf yourself. Oh well, time to map!
  11. Cyclone
    October 10th, 2012 8:51 AM
    Hahaha...guess we have differing opinions on the footprints. :D
  12. Cyclone
    October 9th, 2012 2:51 PM
    Yeah, I'm not asking you to change that stuff (if it sounded like I was, I apologize), I was just presenting what I thought was a better way of doing it. I'm surprised he did it the way he did and left the Gym wide open like that for anyone to wander around in.

    I already saw a preview of the next Gym after this. That will be a nightmare. I'm going to use the "writing walkthrough" excuse to peek at all of the warps; after all, I have to map what warps go where somehow. :D I can see they don't seem to go back and forth, which is odd.

    One thing that bothers me with the scripting around any beachy terrain, however (and these islands are beachy terrain) is the footsteps that appear where the obviously scripted invisible man is walking. After defeating the exec duo who placed the Orbs, everyone gets surprised and the camera moves north, then west. You see footsteps eventually in both directions. Obviously the sandy terrain generates footsteps; do you know any way to fix it so footsteps don't appear, or might it be necessary to change the terrain on those particular island areas to get rid of that strange appearance? (If I just confused you, go here, about 4:35, apparently I can't copy URLs at certain timeframes right now). My best guess is adding disappearing tiles that cover where the footsteps appear (like the balloon, part of which you can actually walk through); after the script ends and you leave the area, they go away (their removal could even be triggered by defeating the Gym or something). I gather these are sprites, however, and thus it might be difficult, but it would remove the sloppiness as long as it doesn't slow everything down.

    Alternatively, there could be TWO versions of the Imatari Islands; since you can't come and go through the side warp when battling Team Steam, the script could take you to one where alternate tiling is used, triggered NOT to cause footsteps, and returning later via Surf causes them to appear if you step on the island yourself. The glitch is we still need footsteps where we CAN walk.

    Speaking of the Team Steam events, Steven's Metagross isn't scripted to say its name while battling before the battle with the execs. An oversight on Wesley's part, I think.
  13. Cyclone
    October 9th, 2012 6:45 AM
    Another idea came to my mind...why not lower the Gym Leader's level slightly and have the Gym first? An NPC is still needed to block the door so the player can start at the lighthouse (i.e. change the sailor to the guy who stands just inside the Gyms here and move him there, but have its disappearance changed) and have the Lighthouse available immediately? This could allow the Grunts, who would then be fought AFTER the Gym, to be slightly stronger (the Lighthouse is generally Lv.26, and Sheila is Lv.28 herself on the Islands, the Grunts could become Lv.27 and Shield Lv.29) with the execs. then making sense at Lv.32-33. The execs. level is fine, Lucas could even be dropped to something like 30-33 with execs. being the same (since there's no going back to the PC during the event). Heck, Imatari Islands could then take place after the Gym with new scripting.

    I only thought of this because I spent time training to deal with the execs. and now will literally overpower everything else except perhaps the Gym Leader (and those Pokémon that are strong against him will level up quickly in other fights). Only problem with such a change is the easy availability of Rock Smash to move on before dealing with Team Steam (though an NPC could force a player to stay in the city, or the Duskulls could just block the way with the top event not appearing that removes them, still extra work). It works the way it does, I just wonder why he has two cases of Pokémon way above everything else and one literally before another 8 underleveled fights...oh well.
  14. Cyclone
    October 8th, 2012 5:27 AM
    The NPC is good, but the paths also need to stay in place. Otherwise people will still get stuck; this person saved INSIDE the Gym and got stuck. Blocking with an NPC until it's time helps with keeping people from unlocking the path early, but we can't have someone get stuck inside the Gym.
  15. Punnagg
    October 7th, 2012 10:33 PM

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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