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Satoshi Ookami
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  • 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:

    [img]

    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.
    I think I'm going to say my final goodbyes soon :3 just trying to contact people before I go :')
    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...
    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?
    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!)
    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.
    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!
    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.
    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.
    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.
    Hmm. After a new post in the thread, it's pretty much necessary to create a way to have the scripts for the third Gym's switches to stay on permanently; otherwise people will be permanently stuck there.

    I'm solving that user's problem for now by posting a link that only he will know about. I've hacked a path along the right edge of the Gym back to the start for him.

    Of course, the problem is people can go in the Gym before the leader is there. So it also needs a script to kick you out as soon as you enter. See SoulSilver, Ecruteak City, the Ghost Gym has one such script. Is this something you can add to prevent someone walking in and triggering the switches before they can challenge the Gym? Otherwise making the switches permanent has its problems with skipping Trainers.

    (I also found out that Wesley left it named "YELLOW TOWN". First map in bank 10.)
    Not present? Does that mean Wes omitted the possibility of Shinies even appearing, or would they appear with the normal sprite instead?

    (Probably best if completely omitted; otherwise people can trade them out of here to another game if they put the game on a GBA cart.)
    Just around the Imatari Islands now and previewed it via the video - how the heck did the opponents get a Lv.33 Eelektross? I would expect that thing to be a Shiny or something to go with a forced evolution theory (no, really, look at the colour of the Shiny sprites for Eelektross, lighter shade to go with colouration not being able to complete on the evolved form). Eelektrik itself can't be obtained until Lv.39, I wonder if battling the execs like this would have been better saved for later given the Pokémon in their possession. Maybe introducing that Pokémon in battle at Dardusk in that tower would have been a good idea, you could see them having that Pokémon at Lv.39 or Lv.40 at that point. Did Pokémon evolve at earlier levels back in Gen. III or something? (That would make sense.)

    (And yes, I know it happens in the real games too...I don't like it there either. LMAO)

    And yeah, I know you're probably not changing in-game battles or anything else, but I just wanted to see if I'm the only one who noticed that. LMAO Currently finishing the walkthrough segment for 408 and my level-up training before moving on (got the three starters in my party at Lv.31 in fact, and a few 30s).

    I hope the Electric Gym has Eelektross with Levitate! :D
    Just FTR...I stumbled upon this old post...and yes, I think you are still able to proceed without having the second badge as I don't see any other scripts on the map. If you ever decide to do something about that (as per Snakebyte on the final release you will make any future changes), get the updated ROM from me as I'm fixing tile errors and permissions errors; heck, just found a new one in 408. Obviously if I do something like this I'll just create a C path back to where I need to be (just for fun, and for mapping purposes, I went into Seanport City via the beach by skipping across rocks; also, walking on water like Jesus causes Tentacool to battle you as if you were surfing...and yes, I've known a while), but players in general won't do this and abandon or restart their games. Might be good to put it in.
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