ROM Hack Animal Crossing: New Leaf Save Editor

KunoichiZ

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Every time I use it in the homebrew app to go and dump the save, it responds with "can't access save data".
Well, most Homebrew apps haven't been updated to support the changes that Nintendo made ij 11.4. I can't help you any further because I don't have a stock system on 11.4, only CFW'd systems.
 

snowbunny5000

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i've noticed when i use the editor to change a character's pavement it will change back to what it was before the next day tho i guess i could make the pavement i want be in the nook shop and get it that way
 

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I remember a while back in this thread someone figured out how to place the pink cherry blossom and/or Christmas trees at any time of year, though they would return back to normal trees the next day. Does anyone remember how that was done? I can't find the post anymore.
I saw it mentioned on page 276 of this thread.

I was there searching for a certain question, but I didn't find it, so... I'm sorry if someone has asked this already, but-
Is there an option to switch mayors? As in, can I swap all of P1's data with all of P2's data?
My friend gave me his old copy, and I made a lot more progress. I'd like to make my character the mayor without resetting the game, but if I have to edit all of it manually, I can just deal with not being the mayor.
 
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Kippy

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Ok so I THINK I found out how customization works. At first I thought that the hex codes were random BUT I noticed that there does seem to be a pattern. When you talk to cyrus and choose the first customization option he gives you, the item's flag two in the editor is 04, and the second option is 08. So a white rococo chair would have flag one be 00 and flag two be 0c (when you place the item and hover over it it has flag two first, however). I'm not sure about how consistent the difference between option is however, for stained glass the first option is still 04 for flag 2 but it goes up by 2's and I think by 1's for flag one, and I'm pretty sure it starts at 01. But for the 4th option it should be 0a 02 but instead it's 10 02? now i might be a little rusty on how hex works but if there is an 10 than white rococo should be 0b. so i don't know what's going on there.
 
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Zanie07

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Anyone here knows where can I found garden_puls.dat with japanese theme village? I really really need it. Thanks
 

Slattz

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I saw it mentioned on page 276 of this thread.

I was there searching for a certain question, but I didn't find it, so... I'm sorry if someone has asked this already, but-
Is there an option to switch mayors? As in, can I swap all of P1's data with all of P2's data?
My friend gave me his old copy, and I made a lot more progress. I'd like to make my character the mayor without resetting the game, but if I have to edit all of it manually, I can just deal with not being the mayor.
If you send me your save, I might be able to swap the players :) I've never seen it done before though so idk what the result will be.

Ok so I THINK I found out how customization works. At first I thought that the hex codes were random BUT I noticed that there does seem to be a pattern. When you talk to cyrus and choose the first customization option he gives you, the item's flag two in the editor is 04, and the second option is 08. So a white rococo chair would have flag one be 00 and flag two be 0c (when you place the item and hover over it it has flag two first, however). I'm not sure about how consistent the difference between option is however, for stained glass the first option is still 04 for flag 2 but it goes up by 2's and I think by 1's for flag one, and I'm pretty sure it starts at 01. But for the 4th option it should be 0a 02 but instead it's 10 02? now i might be a little rusty on how hex works but if there is an 10 than white rococo should be 0b. so i don't know what's going on there.
Hex in 4s goes 0x0 > 0x4 > 0x8 > 0xC > 0x10 > 0x14 > 0x18 > etc ;)
 
Last edited by Slattz,

Kippy

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If you send me your save, I might be able to swap the players :) I've never seen it done before though so idk what the result will be.


Hex in 4s goes 0x0 > 0x4 > 0x8 > 0xC > 0x10 > 0x14 > 0x18 > etc ;)
wait so it goes from 0c back to numbers and not letters?
 

Slattz

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wait so it goes from 0c back to numbers and not letters?
well 0xC = 12, 0x10 = 16.
Hex is a base 16 while decimal is Base 10. I've posted how it increments in the below spoiler :)
Decimal | Hex
  1. 0x1
  2. 0x2
  3. 0x3
  4. 0x4
  5. 0x5
  6. 0x6
  7. 0x7
  8. 0x8
  9. 0x9
  10. 0xA
  11. 0xB
  12. 0xC
  13. 0xD
  14. 0xE
  15. 0xF
  16. 0x10
  17. 0x11
  18. 0x12
  19. 0x13
  20. 0x14
  21. 0x15
  22. 0x16
  23. 0x17
  24. 0x18
  25. 0x19
  26. 0x1A
  27. 0x1B
etc​
You can use a decimal to hex converter if you want to experiment with how other values look :)
 

Kippy

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well 0xC = 12, 0x10 = 16.
Hex is a base 16 while decimal is Base 10. I've posted how it increments in the below spoiler :)
Decimal | Hex
  1. 0x1
  2. 0x2
  3. 0x3
  4. 0x4
  5. 0x5
  6. 0x6
  7. 0x7
  8. 0x8
  9. 0x9
  10. 0xA
  11. 0xB
  12. 0xC
  13. 0xD
  14. 0xE
  15. 0xF
  16. 0x10
  17. 0x11
  18. 0x12
  19. 0x13
  20. 0x14
  21. 0x15
  22. 0x16
  23. 0x17
  24. 0x18
  25. 0x19
  26. 0x1A
  27. 0x1B
etc​
You can use a decimal to hex converter if you want to experiment with how other values look :)
I totally forgot about that oh wow
Thanks for the explanation!

So it does seem like for flag 2 it starts at 04 and goes up by 4's
as for flag one it seems to start at 01 and go up by one (at least with the stained glass window)
 
Last edited by Kippy, , Reason: clarification

marc_max

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I totally forgot about that oh wow
Thanks for the explanation!

So it does seem like for flag 2 it starts at 04 and goes up by 4's
as for flag one it seems to start at 01 and go up by one (at least with the stained glass window)
Instead of thinking in decimal or hexadecimal... why don't you think in binary? It will make more sense ;-)

Flags are stored in a binary mask. That includes the customization in furniture.
Main problem here would be to classify all customizations. I guess you could datamine, but since some items have various combinations, it would be harder than just getting the item list. And I don't have time right now to look at it.
 
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Kippy

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Instead of thinking in decimal or hexadecimal... why don't you think in binary? It will make more sense ;-)

Flags are stored in a binary mask. That includes the customization in furniture.
Main problem here would be to classify all customizations. I guess you could datamine, but since some items have various combinations, it would be harder than just getting the item list. And I don't have time right now to look at it.
For items with just one customization choice (like the rococo set) there seems to be a pattern, I've noticed setting flag 2 in the editor to 04 gives you the first option cyrus gives you (in this case yellow), 08 gives the second (black), and so on. This pattern for flag 2 seems to hold true for the stained glass window too, but i'd have to look into it.

So far following the order cyrus suggests the choices for you seems to work, and there are some blogs that do have screenshots of different options like this one and the screenshots usually are in the order suggested. I'm going to keep looking at other items to see if the pattern still holds true.

UPDATE: For the stained glass window, flag 2 starts at 04 and goes up by 4, flag 1 starts at 01 and goes up by 1 (this is what you would enter into the editor btw).
 
Last edited by Kippy, , Reason: updated info

Kippy

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This is good knowledge to know, I would like to place some customized stuff in my villagers home so being able to learn is good!
I have noticed that the flags are different when the item is placed inside, I think it's because of the way it's facing. But I have not edited any villager houses so it may be different.
 

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I have noticed that the flags are different when the item is placed inside, I think it's because of the way it's facing. But I have not edited any villager houses so it may be different.
I'll probably experiment and see what I get editing the flags to see if it does anything. Either that but if push comes to shove I'll just edit the items one by one and replace the items with the edited items
 

Genesis_Rhapsodos

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Hello, I'm new here, and I just wanted to ask a question. I'm using the OOTHAX or Ocarina of Time Hax for 11.2. I recently changed my Roost cafe into a bench and demolished it. I wanted to return the cafe, and built another bench and changed into to the cafe using the save editor. My Animal Crossing brought up "An error has occurred" while turning the game on. I know this happens while messing around with public work projects. So, I went back to change the cafe back into a bench and demolished it into my game, and then built the cafe like normally in game. After time travelling to the second day, the day of the ceremony, the error appeared again. I keep back up files on my laptop just in case. I wanted to know if there was any way I could get the Roost Cafe back again? Or can I not build it anymore?
 

Kippy

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I'll probably experiment and see what I get editing the flags to see if it does anything. Either that but if push comes to shove I'll just edit the items one by one and replace the items with the edited items
That should work. If it comes to it you could simply put the items in the same layout you want their house to be in (same dimensions too) and copy those values.
 
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Kippy

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So I think I got a handle on customization in the editor. For this you will edit flag 1 and flag 2, shown here:
upload_2017-6-12_18-33-39.png


Keep in mind that when hovering over an item, flag 2 is listed first, then flag 1, then the item id. Anyways-
Flag 2 edits the first list of customization options cyrus gives you when customizing an item with the default choices. If there is only one aspect you can edit, than this will be the one you edit. To input values, you need to set the dropdown menu to 'custom'. The first option cyrus gives you will be 04, the second will be 08, the third 0C, the fourth 10, the fifth 14, and so on. It's just going up in hex, in increments of 4.

Flag 1 edits the second list cyrus gives you. Same idea on order, except this time it starts at 01 and goes up by 1. So 01, 02, 03, etc. To have the item have the default settings just leave the flag values alone.

All you need is the order in which cyrus offers you...which can be an issue. BUT there are some blogs that do generally list items in the order they are offered, such as this blog which goes over the RV items. Sadly it is more difficult to find the order for the second round of options, unless it's the stained glass window, which has guides of the options in order (ignore the modern option, the hex values start at the 'flower' options).

One way to to get around the order requirement is to simply have cyrus customize an item that you know has the same option order as others (if you're doing a set which is probably the most common situation you'll do this) and place it on the map, then copy the values into the flag boxes (remember: flag 2 is listed first when hovering over an item!). I don't know how to make the design be a specific custom design or clothing design, you could try having cyrus make one item with those options and copy what it gives you but I don't know if it'll work. If you just have one item you need to customize and you don't know the order (or one item you do know the order of but no other reason to open the ram editor) it would be quicker to have cyrus customize it and time travel.

I think that's about it.
 

marc_max

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So I think I got a handle on customization in the editor. For this you will edit flag 1 and flag 2, shown here:
View attachment 89945

Keep in mind that when hovering over an item, flag 2 is listed first, then flag 1, then the item id. Anyways-
Flag 2 edits the first list of customization options cyrus gives you when customizing an item with the default choices. If there is only one aspect you can edit, than this will be the one you edit. To input values, you need to set the dropdown menu to 'custom'. The first option cyrus gives you will be 04, the second will be 08, the third 0C, the fourth 10, the fifth 14, and so on. It's just going up in hex, in increments of 4.

Flag 1 edits the second list cyrus gives you. Same idea on order, except this time it starts at 01 and goes up by 1. So 01, 02, 03, etc. To have the item have the default settings just leave the flag values alone.

All you need is the order in which cyrus offers you...which can be an issue. BUT there are some blogs that do generally list items in the order they are offered, such as this blog which goes over the RV items. Sadly it is more difficult to find the order for the second round of options, unless it's the stained glass window, which has guides of the options in order (ignore the modern option, the hex values start at the 'flower' options).

One way to to get around the order requirement is to simply have cyrus customize an item that you know has the same option order as others (if you're doing a set which is probably the most common situation you'll do this) and place it on the map, then copy the values into the flag boxes (remember: flag 2 is listed first when hovering over an item!). I don't know how to make the design be a specific custom design or clothing design, you could try having cyrus make one item with those options and copy what it gives you but I don't know if it'll work. If you just have one item you need to customize and you don't know the order (or one item you do know the order of but no other reason to open the ram editor) it would be quicker to have cyrus customize it and time travel.

I think that's about it.
As I said, think in binary:
0x04=00000100b
0x08=00001000b
0x0c=00001100b
0x10=00010000b
0x14=00010100b
0x18=00011000b
0x1c=00011100b
which means third, forth and fifth bits are the ones that customize the item. The rest are reserved for other things like rotation.
 

Kippy

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As I said, think in binary:
0x04=00000100b
0x08=00001000b
0x0c=00001100b
0x10=00010000b
0x14=00010100b
0x18=00011000b
0x1c=00011100b
which means third, forth and fifth bits are the ones that customize the item. The rest are reserved for other things like rotation.
I was thinking about it in terms of what you put in the editor (i was a bit confused on how to think of it in bianary, i was just looking at the editor and what gives which results)
Edit: I suppose I understand? I was just thinking about it differently (I guess).

The 7th and 8th bits are for rotation, as well as indicate if something was buried or watered. So if the editor says an item in your house is buried or water it's because the bit for an item facing north (0x80) is the same as the one for a buried item, and the bit for an item facing east (0x40) is the same as the one for a watered item. 0xC0 makes an item face west, while leaving it as 0x00 makes the item face south, which is the default position.
 
Last edited by Kippy, , Reason: e

AkitoUF

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How does the campsite editing work?
Most of the time I set a villager there but the camp still doesn't appear.
 

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