Re: "Void Knowledge Archive, by the members of HallofOrigin"
Posted by: vowel
Date: 2015-10-06 11:32:52
Hm, the main problem with that I'm seeing is the NPCs have the specific map coordinates they're set to, so you would need to move the Hall of Origin to those coordinates. The only way to do that I know of is save and reset there?I've just done the following: save+reset inside Veilstone Gym (hey, that's how far I am on my Pearl atm), pokesav my coordinates to the HoO, load the save. All of the Veilstone Gym's npcs are there and can be talked to. Save + reset again, the npcs are still there and can still be talked to (talking to Maylene triggers Arceus). So, presumably, if we were to find a HoO, we are allowed to save+reset in it to change our matrix so that it becomes the new map positioned at [0,0] (where our npcs will be). Problem solved, hello Arceus!
All of this is contingent on being actually able to keep those indoor npcs present for the duration of the whole run. I am unable to reproduce your different behavior for real maps vs MZs - I just tried from my hacked-to-HoO save and Maylene vanished both when I went west (Iron Island) as well as south (MZ). Interestingly, the glitch blocks from where the shovable doors in the Veilstone Gym were remained (and could be moved) :-\ .
Sometimes they can still be talked to (people in Poketch Co.) but sometimes they can't until the graphics are reloaded (Your mum at home). I don't really see what difference leads to this, but I notice your mum's shadow is in the wrong place so maybe it's a Z thing? Why do buildings have different Zs?The behavior looks consistent with a z change. Remember that buildings are forced to 2d perspective, which may interact with whatever is your z value. The script tells you what your z is though ;D
What if the NPCs that follow you could be brought there? They're only meant to go to specific areas, so they probably call specific scripts that are within them, right? That does potentially mean starting a new game to get the one that runs the correct script, if the repeatable ones (only Amity Square off the top of my head?) don't do it.That's an ingenious idea; can we tweak inside Amity Square (to prevent the lady from putting our pokemon back into its ball)?
If there's an area where the Hall of Origin overlaps with Fake Jubilife City, well it turns out that the HoO I found is surrounded by Jubilifes so we can make the NPCs appear. They would disappear again on entering the HoO but maybe that can lead to something? *shrug*I don't see how the NPCs could be made to appear, given that you're on something like [30000,20000] (just making this up :P ), where no npcs have been programmed? Unless you want to S+R, but then your matrix changes to the HoO's (assuming you S+R inside the HoO), meaning you'd be surrounded by Iron Islands and Solaceon Ruins, none of which maps have usable npcs. (If you could make npcs appear though, you might be able to talk to them right across the map boundaries?)