ROM Hack [Spider] Animal Crossing: New Leaf RAM Editing Thread

CandyKlaine

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I have translated in italian most of the hacks i've found in this forum (i have linked this source).

Is this a problem? Can I post the link somewhere here for italian users?
 

Jwiz33

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1428254604-map17515414.png


Nice map, no ?

woooooaahhhhhhhh.... do you have a dream code for this? I wont steal it I just want to visit :3 ..or if you have a friend code
 

Taser9090

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Whoho, I can't imagine how gorgeous that map would look like on the real game. Do you have any in-game pics?

Also, I wasn't sure if I should ask it in here or the other thread, but is it possible to inject a save file from another region? DnMe+ is my favorite game of all time; it made Japanese class in high school much more fun. Anyway, I want to play AC in Japanese again. Is it possible to inject my US ACNL save file into a Japanese TDnM cart?
 

Jwiz33

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Whoho, I can't imagine how gorgeous that map would look like on the real game. Do you have any in-game pics?

Also, I wasn't sure if I should ask it in here or the other thread, but is it possible to inject a save file from another region? DnMe+ is my favorite game of all time; it made Japanese class in high school much more fun. Anyway, I want to play AC in Japanese again. Is it possible to inject my US ACNL save file into a Japanese TDnM cart?

I dont think so.. but you can always try
 

Taser9090

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I wouldn't want to dish out $60 if I couldn't continue on with my current town :P If it's possible to inject a US save file into a EUR copy, then I'll get a JAP cartridge and test it out.
 

AquaX101

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Great news, I got the ram injection to work on RX-E Emunand 9.6.0-24E! I don't own a gateway either, I installed the cias through palantines cfw, the internet browser cia was replaced by the 9.5.0-22 one. Then I converted the rednand to emunand. Then I booted it up with rxTools and injection works.
 
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Taser9090

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I would try, but the japanese ac doesnt run on regionthree

I actually have a Japanese 3DS so that I could play this one particular game (lame reason, right). But if regionthree can't run a Japanese copy, the RAM files would probably differ as well.
 
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ayaya

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Ah, I knew it had to be something in the numbers, but I only tried converting to hex (no patterns there), not binary. Interesting! Now if we could figure out why changing them breaks the mail system and your villagers' friendships. I think ayaya's theory is still pretty solid considering there's not much else to go on yet.
I tested my theory. Here's a summary, for those who missed it: the game uses your hidden town ID to determine the colors of your town hall and station. 0x5C738-0x5C739 is just one instance of your town ID, it is also committed to memory at many other offsets. Changing one instance but not the others causes conflicts. (WARNING: when modifying the town ID, do NOT change both values to 00. Changing your town ID to 0000 bricks the game to the extent that even holding down ABXY won't bring up the prompt to format your data. Proceed with caution.) Here's what I did to test it:
I wrote a letter and saved it at the post office, then I made a pattern and saved it at Able Sisters. I then spoke to all my villagers. After that, I made a RAM dump:

9nKUDjW.png


My town ID is 1DB0. B0 = red station, so I changed it to 02 for a blue station. As I said in my original post, the town ID appears to always precede your town name. Just replacing all instances of 1DB0 with 1D02 (or worse, all instances of B0 with 02) would mean some unrelated bytes could get changed in the process. We don't want that, so I copied everything from 0x5C738 to 0x5C749 (the end of my town name):

Dr2O2sE.png


I then replaced the bytes, like so:

cUQSoyd.png


The underlined byte is the only one I changed, but as I said, I did it this way to ensure no unrelated instances of 1DB0 would get changed in the process. 88 instances (the number of instances will vary from game to game) of 1DB0 followed by my town name were replaced.

I then injected the modified file. My station changed to blue, but more importantly: all of my villagers continued to recognize me (or rather, recognized that we had last spoken earlier that day), and I could send mail. As I thought would be the case, the game no longer recognized the letter I stored as being composed in my town, nor did it recognize the pattern I stored as being of my creation (although I could place them in my inventory, I couldn't send the letter or edit the pattern). The way to fix this would be by dumping the RAM after moving old letters/patterns into the inventory, and replacing the old ID (in my case, 1DB0) appended to them with the new ID (in my case, 1D02). It'd be a hassle to do each time, but at least it's possible.

With that being said, it should be safe to modify your town ID in order to change the color of your town hall/station, as long as you update all other instances of the ID as well. However, any stored mail or patterns you have will retain the old town ID, as it isn't part of the RAM we're dumping. Similarly, villagers who moved to someone else's town from yours would retain your old town ID (however, they should still recognize you as long as your character's ID and name are the same. They just wouldn't know their origin town was the same as yours, I think). There may be more scenarios like this, but for now, these are the only ones that have crossed my mind.
My apologies, as the following information is somewhat redundant. The colors of the town hall and station loop in this order:
Town Hall:
00 = Gray
01 = Brown
02 = Green
03 = Blue

Station:
00 = Red
01 = Green
02 = Blue
03 = Brown
If you take a given number mod 4, it'll always coincide with 0-3 according to that list (F9 mod 4 is 1, C2 mod 4 is 2, 0F mod 4 is 3, and so on). Of course, this is because as Wizardy said, it uses the two least significant bits of a byte to determine the color.
 
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Cey

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I tested my theory. Here's a summary, for those who missed it: the game uses your hidden town ID to determine the colors of your town hall and station. 0x5C738-0x5C739 is just one instance of your town ID, it is also committed to memory at many other offsets. Changing one instance but not the others causes conflicts. Here's what I did to test it:
I wrote a letter and saved it at the post office, then I made a pattern and saved it at Able Sisters. I then spoke to all my villagers. After that, I made a RAM dump:
9nKUDjW.png

My town ID is 1DB0. B0 = red station, so I changed it to 02 for a blue station. As I said in my original post, the town ID appears to always precede your town name. Just replacing all instances of 1DB0 with 1D02 (or worse, all instances of B0 with 02) would mean some unrelated bytes could get changed in the process. We don't want that, so I copied everything from 0x5C738 to 0x5C749 (the end of my town name):
Dr2O2sE.png

I then replaced the bytes, like so:
cUQSoyd.png

The underlined byte is the only one I changed, but as I said, I did it this way to ensure no unrelated instances of 1DB0 would get changed in the process. 88 instances (the number of instances will vary from game to game) of 1DB0 followed by my town name were replaced.

I then injected the modified file. My station changed to blue, but more importantly: all of my villagers continued to recognize me (or rather, recognized that we had last spoken earlier that day), and I could send mail. As I thought would be the case, the game no longer recognized the letter I stored as being composed in my town, nor did it recognize the pattern I stored as being of my creation (although I could place them in my inventory, I couldn't send the letter or edit the pattern). The way to fix this would be by dumping the RAM after moving old letters/patterns into the inventory, and replacing the old ID (in my case, 1DB0) appended to them with the new ID (in my case, 1D02). It'd be a hassle to do each time, but at least it's possible.

With that being said, it should be safe to modify your town ID in order to change the color of your town hall/station, as long as you update all other instances of the ID as well. However, any stored mail or patterns you have will retain the old town ID, as it isn't part of the RAM we're dumping. Similarly, villagers who moved to someone else's town from yours would retain your old town ID (however, they should still recognize you as long as your character's ID and name are the same. They just wouldn't know their origin town was the same as yours, I think). There may be more scenarios like this, but for now, these are the only ones that have crossed my mind.
My apologies, as the following information is somewhat redundant. The colors of the town hall and station loop in this order:
Town Hall:
00 = Gray
01 = Brown
02 = Green
03 = Blue

Station:
00 = Red
01 = Green
02 = Blue
03 = Brown
If you take a given number mod 4, it'll always coincide with 0-3 according to that list (F9 mod 4 is 1, C2 mod 4 is 2, 0F mod 4 is 3, and so on). Of course, this is because as Wizardy said, it uses the two least significant bits of a byte to determine the color.


That's perfect. Thanks so much Wizardy and ayaya for helping me with the train station and town hall color findings! You guys did awesome.

I haven't had time to do any testing the past two days, but you gave great notes ayaya so I'll see if I come across anything else to add after changing my stuff.
 

matrix

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I tested my theory. Here's a summary, for those who missed it: the game uses your hidden town ID to determine the colors of your town hall and station. 0x5C738-0x5C739 is just one instance of your town ID, it is also committed to memory at many other offsets. Changing one instance but not the others causes conflicts. Here's what I did to test it:
I wrote a letter and saved it at the post office, then I made a pattern and saved it at Able Sisters. I then spoke to all my villagers. After that, I made a RAM dump:
9nKUDjW.png

My town ID is 1DB0. B0 = red station, so I changed it to 02 for a blue station. As I said in my original post, the town ID appears to always precede your town name. Just replacing all instances of 1DB0 with 1D02 (or worse, all instances of B0 with 02) would mean some unrelated bytes could get changed in the process. We don't want that, so I copied everything from 0x5C738 to 0x5C749 (the end of my town name):
Dr2O2sE.png

I then replaced the bytes, like so:
cUQSoyd.png

The underlined byte is the only one I changed, but as I said, I did it this way to ensure no unrelated instances of 1DB0 would get changed in the process. 88 instances (the number of instances will vary from game to game) of 1DB0 followed by my town name were replaced.

I then injected the modified file. My station changed to blue, but more importantly: all of my villagers continued to recognize me (or rather, recognized that we had last spoken earlier that day), and I could send mail. As I thought would be the case, the game no longer recognized the letter I stored as being composed in my town, nor did it recognize the pattern I stored as being of my creation (although I could place them in my inventory, I couldn't send the letter or edit the pattern). The way to fix this would be by dumping the RAM after moving old letters/patterns into the inventory, and replacing the old ID (in my case, 1DB0) appended to them with the new ID (in my case, 1D02). It'd be a hassle to do each time, but at least it's possible.

With that being said, it should be safe to modify your town ID in order to change the color of your town hall/station, as long as you update all other instances of the ID as well. However, any stored mail or patterns you have will retain the old town ID, as it isn't part of the RAM we're dumping. Similarly, villagers who moved to someone else's town from yours would retain your old town ID (however, they should still recognize you as long as your character's ID and name are the same. They just wouldn't know their origin town was the same as yours, I think). There may be more scenarios like this, but for now, these are the only ones that have crossed my mind.
My apologies, as the following information is somewhat redundant. The colors of the town hall and station loop in this order:
Town Hall:
00 = Gray
01 = Brown
02 = Green
03 = Blue

Station:
00 = Red
01 = Green
02 = Blue
03 = Brown
If you take a given number mod 4, it'll always coincide with 0-3 according to that list (F9 mod 4 is 1, C2 mod 4 is 2, 0F mod 4 is 3, and so on). Of course, this is because as Wizardy said, it uses the two least significant bits of a byte to determine the color.


Thank you so much ayaya! this worked. :)
 

MasterLel

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I have successfully edited my dream code

1428343400-zlcfztn0cuyltveze6.jpg


The code is changed when you try to update your dream town

edit: the first part, 6600, can also be changed, but only from 0 to 255 (00 to FF), so you can't put 9999. It's basic hexadecimal. 9999-9999 are 32 bits integer, you can't put zeros like 0000-0000-0000 or else it's blank.
 
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MasterLel

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I found how to change TPC birthday date (maybe also the games birthday, please test)

-Now trying to change the tpc registration date- (done, my tpc registration date is now "April 7 65535")

Month :

At 0x000055F4 you will find the month byte in hexadecimal

00 = Blank
01 = January
02 = February
03 = March
04 = April
etc...
13+ = Blank



Day :

At 0x000055F5 you will find the day byte in hexadecimal (convert it to decimal)

00 = Blank
01 = 1
02 = 2
08 = 8
0A = 10
0F = 15
1F = 31

You can't put a number higher than 31 (decimal), or else it will appears as blank.

Use this to convert numbers:

http://www.binaryhexconverter.com/hex-to-decimal-converter
http://www.binaryhexconverter.com/decimal-to-hex-converter
 
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TidusWulf

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I tested my theory. Here's a summary, for those who missed it: the game uses your hidden town ID to determine the colors of your town hall and station. 0x5C738-0x5C739 is just one instance of your town ID, it is also committed to memory at many other offsets. Changing one instance but not the others causes conflicts. Here's what I did to test it:
I wrote a letter and saved it at the post office, then I made a pattern and saved it at Able Sisters. I then spoke to all my villagers. After that, I made a RAM dump:
9nKUDjW.png

My town ID is 1DB0. B0 = red station, so I changed it to 02 for a blue station. As I said in my original post, the town ID appears to always precede your town name. Just replacing all instances of 1DB0 with 1D02 (or worse, all instances of B0 with 02) would mean some unrelated bytes could get changed in the process. We don't want that, so I copied everything from 0x5C738 to 0x5C749 (the end of my town name):
Dr2O2sE.png

I then replaced the bytes, like so:
cUQSoyd.png

The underlined byte is the only one I changed, but as I said, I did it this way to ensure no unrelated instances of 1DB0 would get changed in the process. 88 instances (the number of instances will vary from game to game) of 1DB0 followed by my town name were replaced.

I then injected the modified file. My station changed to blue, but more importantly: all of my villagers continued to recognize me (or rather, recognized that we had last spoken earlier that day), and I could send mail. As I thought would be the case, the game no longer recognized the letter I stored as being composed in my town, nor did it recognize the pattern I stored as being of my creation (although I could place them in my inventory, I couldn't send the letter or edit the pattern). The way to fix this would be by dumping the RAM after moving old letters/patterns into the inventory, and replacing the old ID (in my case, 1DB0) appended to them with the new ID (in my case, 1D02). It'd be a hassle to do each time, but at least it's possible.

With that being said, it should be safe to modify your town ID in order to change the color of your town hall/station, as long as you update all other instances of the ID as well. However, any stored mail or patterns you have will retain the old town ID, as it isn't part of the RAM we're dumping. Similarly, villagers who moved to someone else's town from yours would retain your old town ID (however, they should still recognize you as long as your character's ID and name are the same. They just wouldn't know their origin town was the same as yours, I think). There may be more scenarios like this, but for now, these are the only ones that have crossed my mind.
My apologies, as the following information is somewhat redundant. The colors of the town hall and station loop in this order:
Town Hall:
00 = Gray
01 = Brown
02 = Green
03 = Blue

Station:
00 = Red
01 = Green
02 = Blue
03 = Brown
If you take a given number mod 4, it'll always coincide with 0-3 according to that list (F9 mod 4 is 1, C2 mod 4 is 2, 0F mod 4 is 3, and so on). Of course, this is because as Wizardy said, it uses the two least significant bits of a byte to determine the color.

We need this info somehow nicely put into the spreadsheet. This is great information!
 

TidusWulf

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I have successfully edited my dream code

1428343400-zlcfztn0cuyltveze6.jpg


The code is changed when you try to update your dream town

edit: the first part, 6600, can also be changed, but only from 0 to 255 (00 to FF), so you can't put 9999. It's basic hexadecimal. 9999-9999 are 32 bits integer, you can't put zeros like 0000-0000-0000 or else it's blank.

This is dangerous. You could probably overwrite someone else's town. Nice TCP message btw. haha!


EDIT: sry for double post. wasn't thinking.
 

MasterLel

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No, the code will change after you try to update, so it's just visual, but it's cool. Next thing I'm gonna try is to complete or change the catalog, then the bugs/fishes encyclopedia, it will be useful, at least.
 

Sopheroo

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Do we know where the data for the catalogue/encyclopedia is?

I know I have a NA file with a complete fish/bug encyclopedia, if you need it. I don't have full diving encyclopedia, though
 

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