r/Okami

Ninetails as Ninetales
▲ 395 r/Okami+1 crossposts

Ninetails as Ninetales

Wanted to make a crossover with one of my favorite bosses in Okami, The Ninetails and what better way to make it with Ninetales the pokemon! It's taken me a bit, but I'm so happy with the result! My next plan is Hydrapple as Orochi from Okami! 😁

u/Quindecim42 — 7 days ago
▲ 15 r/Okami

What if the sequel takes place after a huge timeskip because Okami itself is already a flashback told my an old Issun

just trying to fill a void by talking more about Okami

reddit.com
u/Note_The_Wolf — 7 days ago
▲ 420 r/Okami

We’ve created a true Shiranui mod

My partner and I have been working on mods for Okami, including a true Shiranui form. We finally got it with the light effects and everything! We’ve also added a ton of other cool stuff.

-auto skip unnecessary hints
-disable the auto speed up feature (I personally like the regular run cycle in towns)
-skip dialogue boxes whenever you loot chests

And much more!

We do plan to release this publicly. I just wanted to see how interested the community would be in this mod package we are working on :) also I know a Shiranui mod has been something we’ve all wanted since the beginning!! I’m super pumped that we’ve gotten this to work.

---

Edit: The silence from her has been due to the scrutiny she received from the "Reverse Engineering" community on a game she adores. Some people do not like being berated for not knowing what you may consider 'basic concepts'.

So This is the "Partner" responding to some of the comments below. This may be my only response as I really do not care for drama, validation or being in the light. This is just meant to clarify some things as the community of her favorite game has been rather harsh to her. I thought she was joking until I read the comments. I am glad she created a new account seeing the response she received. If she does decide to continue messaging here then that is up to her. I do not care for social media for the same reasons shown here. The last time I was really active on social media was when I was younger during my Something Awful days.

The idea originally came from her messing with mods from the community and not knowing how to add or use them on her game. She mentioned things she wished people had made. I figured it would be a nice present to make at least one of those come true if even possible. This project was meant for her as a present and was not supposed to be something large or public. To be honest, I knew about okami but have never played okami before I met her. I still have not beaten the game from start to finish given the amount of hours I have spent in it. Though she has beaten it countless times. It is a nice game but I do not share the same love for it as she and you guys obviously do. But, it has been fun to work on over the months with her. She asked a while ago if she can make it public to the okami community and initially I didn't care to do the extra work but she persisted. I was ignorant to how passionate everyone was about this stuff for such an old game.

To start, I am not going into specifics of what I do for work. But, I work in Coding/Security and do not call myself a game developer. I started to learn programming in high school. Back in the day I used to do some minor mod work on RO, doom/quake, and others for fun. Mostly memory manipulation. I also do not play games that much anymore.

--How, why didn't it take years--

I call myself a lazy coder. If someone already invented a wheel, why would I start making a new one? I take the same approach in work or modding, to get results. To verify and reuse what is already there. I would have never taken this on if all the foundational work was not already progressed. I researched and used many quality resources that were already available primarily on GitHub. Some of which may have been the people here. Some of these included the loader, archive reader, and decomps. Most of the research and the structure took a while to get down. Old games like these always store and run things in such a way to cut down on cost. As it was intended to run on limited hardware.

--Many asked about ai--

Yea I use AI for some things. AI has become an indispensable tool in the workspace. All the people I have talked to in my industry use it to some extent. As well as others such as the game development space all use it to some extent to increase productivity and reduce redundant or mundane work. I dislike ai as much as the next person if not more. but not adopting it in the workspace is going to get you left behind. At the end of the day its a tool like any other, except more like comparing a shovel to an excavator. I never suggest trusting code, work or results you do not read, understand and verify yourself. What have I used it for in this? Mostly decomp and mapping memory; otherwise, this would have taken far far longer to do by hand. It was necessary to follow calls to track down many of the changes to make some of this happen. Was the output always right? not at all, but it got me 90% of the way there rather than performing it by hand.

--Some asked about the final form/shiranui and were skeptical regarding it--

I always called these (three emitted) chain/ribbon effects "tentacles" haha. You guys are also a little unfair that she should know what any of that is, She just loves and plays the game. Many people do not realize when something is actually a shader or a particle effect. Let alone many of the other things it could have been. For example: Some people probably thought the effect came with or was attached to the shiranui model... Anyways, I first found some flags that triggered conditionals for other calls/functions/effects. I figure others have seen this and it could not be that easy, which was true. its been a while but I remember the flag caused a lot of issues like hidden ammy model, which the game does to present the shiranui model on-top for the final fights transitions. I received a crash on one map and so I gave up on that and started looking for alternative solutions. I then looked at all the calls happening after the flag and found the scene/area file had some effects which were called. attempting to use it worked in the area but would not work outside the area due to it only being loaded in memory during that fights scene/area but it was the right effect. solution was loading the file/effect into memory at scene/area load before calling the effect.

--What I have been working on--

Mod Loader; simplify installation, I do not like overwriting game files. She complained about the difficulty, so I worked on that a bit. I was able to get enemy spawns working easily enough so I was thinking of a simple tower or wave concept where you beat each floor/wave. The script for an incremental wave is easy enough. The real problem is what area to use for this, what will break etc. Is loading the required files to load the enemies too much for the game? will loading those cause other issues? I have had crashes loading enemy characters and never really investigated, it could be a simple fix. there is a chance this is just not doable in which case if its too difficult or too much work I will just drop it.

Hopefully that answers some questions, again I am not looking for anything in return as this was just for her. She wanted to share the final form mod with everyone, so be a bit professional whether you care for it or not. Rather than throwing hate, just ignore it exists. This was not meant to "upset the community" or invalidate other peoples work. Figuring this stuff out is supposed to be fun, not work. If you are enjoying yourself working on an issue then continue working at it whether someone else has solved it or not. She had asked me if I could just give the shiranui mane effect to the community. Based on the responses, I get the feeling some people would like to figure it out themselves. I may write out a version of the shiranui mane so others can choose to add it to their own project if they want and make it their own. If I do, I will add it as an edit below on this post.

u/Ok-Balance-7140 — 10 days ago
▲ 20 r/Okami

Okami-like games with other mythologies ideas

I think an Okami-style game set in a different mythological context would be really cool.

A falcon or scarab representing Horus or Ra fighting Apophis in a style reminiscent of hieroglyphs, perhaps the ravens Huginn and Muninn in a dual-character gameplay setup, holding back Ragnarok with a Viking art style a deer for Cernunnos, using the animation style of Cartoon Saloon films like Song of the Sea or Wolfwalkers battling Balor and his Fomorians, a serpent for Quetzalcoatl fighting a jaguar representing Tezcatlipoca, featuring a Mesoamerican art style and alebrijes instead of the Brush Gods, an owl representing Athena tasked with protecting a flawed hero, much like Amaterasu does with Susanoo in Okami; Sun Wukong. already a monkey, rendered in an ink-wash painting style and fighting the Bull Demon King, Ganesha as an elephant battling Ravana in the style of Indian tapestries....

Share your own concepts ! ( this is not a question about game recommandation )

Sorry for the language, I'm frech

reddit.com
u/Due-Bed-6821 — 8 days ago
▲ 0 r/Okami

I made a Mod that disabled Day of Darkness Dark sky at the end of the game

I like Day of Darkness as a concept but it kind of ruins the aesthetics of the game in all other areas if you want to explore before finishing the game.

I created a mod for the PC version of the game that adds an on-screen toggle, allowing you to disable it, just leave the area and come back and the dark sky is now normal

Before anyone asks, yes, this was made with Claude Code using the Opus 5.5 model, together with tools like Cheat Engine to identify where the game flags this behavior. I do have some coding experience, as I work as a software engineer, but I tried to keep the implementation as simple as possible, no AI-generated art or assets were used, its simply code.

I still haven't had time to test the rest of the game or the cutscene triggers, so I recommend only using this mod when Day of Darkness actually happens

If you find any bugs while using it, please let me know.

Release: https://www.nexusmods.com/okamihd/mods/15?published=1

EDIT: Since eveyone in this sub is an extremely ethical and right person with not a single bad choice and apparently i somehow hurt a lot of people and burned a few forests with a few promps and less than 15 lines of code i decided to delete the mod and keep it to myself, bye!

u/TibusOrcur — 7 days ago
▲ 7 r/Okami

help

so i'm currently in Tsuta Ruins and i don't know where to go. i can't go to the left because some weird wall monster is blocking it, can't go straight since the water dissolves my lilypads, and can't go right because after a while, there's this big ledge that i just can't get up (like seriously is there something i missed to make myself jump higher?????)

reddit.com
u/East_Instruction_369 — 8 days ago
▲ 218 r/Okami

First tattoo of Ammy

Getting my first tattoo in a few days and was originally going to go for this side profile of Ammy but am debating whether to switch to this running one instead. Am going to have it on my inner forearm and only a £15 difference between the two, both with colour. Any thoughts?

u/Loken40108 — 11 days ago
▲ 244 r/Okami

Okami goodies I've collected in Japan so far

I recently came to Japan and have been here for just over two months and thought you'd appreciate what I've been able to find so far. The Capcom stuff has, of course, been the main stop for all of this. The post card and eye mask are especially good. They also had the slippers, although considering the eye mask didn't fit, I doubt the slippers would.

Since I have a lot of time, I haven't been looking for the games that much. I want to get every version of Okami+HD/Okamiden, but have many back where I'm from, so the pickups are less frequent.

u/ridley-angel — 12 days ago
▲ 154 r/Okami

I did it! I finally 100%-d the game!

This was my second playthrough when I tried 100%-ing it. I had most of the stray beads from my previous attempt. I don't know how, but I managed to beat Hayate's 3rd race and Kai on the same day in 15 minutes. I just tried to map Hayate's changed route, but I managed to instantly tackle him at the first time when he turned, on the exact same spot where I tackled him in his 2nd race a day before. After that I tried the Kai race, and I was only behind an inch when she entered the finish line. I tried again and somehow managed to beat her. I must've been blessed by Amaterasu herself (it was a Sunday), because I'm usually not very good in games where quick reaction times are needed. It seems like overcoming hard challenges always happen when you least expect it. So if you're struggling with one of the races, focus on trying without expecting anything, knowing that if you try enough times, you will eventually make it.

u/Xp777Levi_wolf — 12 days ago
▲ 40 r/Okami

Not bad for my 10th playthrough

I feel like I could tighten up not back and forthing so much.

Happy to get another fill at a time we want more Okami 2 news!

u/Skarz1989 — 10 days ago
▲ 66 r/Okami

Ōkami: The Dark Sparrows [Pages 9-15].

Previous pages can be found here.

Story and script by me. Illustrated by u/brightcat135.

u/Parabellum_3 — 10 days ago
▲ 188 r/Okami

I drew my Okami review instead of writing one (99 hours, Issun powered up to max attack)

u/Ok-Motor-3984 — 13 days ago
▲ 37 r/Okami

I created a 120fps Patch on PC for Okami!

While doing some casual browsing, I discovered a user on Github named Enaiumthat made a DLL patch for Okami HD that allowed you to toggle the game to 60fps natively, because the engine had it built in, just not able to turn on. The downside to it, is that the physics of the game would break down on things like the wall jump, due to the game's logic (tick rate in this case) being tied to 30hz.

So I decided to do a fork off of Enamium's repo and make a 120fps patch. It's taken a few weeks but I feel like it's finally in a releasable state. The main difficulty of the project was de-compilation and identifying what objects were tied to what bytes etc... There's probably a lot more that can be done based on the work of this project, but for now, 120fps seems to be a buttery way to enjoy the game.

Please feel free to check it out and let me know what you think! I've been only testing it around the first few hours, particularly post first village, so there may be bugs I've yet to encounter. If you do, please feel free to make an issue on Github or message me and I'll check it out when I can!

Installation is simple, just drag and drop the DLL and .ini file (.ini isn't needed, but you can configure a couple of things in there).

One quick thing that I'll note: not guaranteed, but Microsoft Defender may catch a false positive because it's a .dll file. If it does, just make sure to 'allow' it in your defender settings.

Thanks to Enaium for making the original project, or I would have never thought this was possible.

Release: https://github.com/zebancodes/Okami-HD-Hackfix---120fps-Edition/releases/tag/v1.0.1

u/gowlwolfe — 12 days ago
▲ 4 r/Okami

PS3 Okami HD

Is the PS3 HD version playable in the US in English? I see it had a Japan region code and I don't know what that means. Will it work on my US console?

My PS3 is not backwards compatible, fml, and I really want to play my favorite game again.

reddit.com
u/MultiverseMakayla — 12 days ago