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

JoJodude

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It's weird, 0x0006A3F0 seems to be the island map, but for some reasons, nulling all the bytes doesn't change anything...

Oh and I found the way to "put" PWP in the island

1427659563-zlcfztlllt8ia-pzf.jpg

How?
 

Cey

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Is it possible to remove the pavement from under the player house? I placed my house on the beach and everything is fine however the pavement stays at ground level. As in it floats above the door.


I don't think so, I think it's one of those things that has to have a value. But if you're going to try it, you would need to change 0x57E8B and 0x57E94 -- 00 hasn't been tested to see if it works as a nullbyte to remove the pavement, so you could try that and see if it works.

I found where past villager data is stored it's at 3F17E-3F19D. They're in reverse so the first value will be for the most recent villager to have left.

DqXCmUB.jpg


Reversing the bits at the start means we get 7900 which is Molly (moved out yesterday) and at the end is 00DE which corresponds to Phoebe (first villager to move out). So in order of who moved out (starting at most recent) we have Molly, Mint, Sheldon, Bunnie, Hans, Gaston, Deirdre, Robin, Tutu and Phoebe.

Thanks! I'll add that to the spreadsheet. Added!
 

Cey

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Cey's To-Do (in no particular order):
Player Character Hairstyle, Hair Color, Eye Color byte values (somewhat documented already, needs further testing)
House Customization byte values
Town Hall Color found, documentation in progress
Train Station Color found, documentation in progress
Main Street Upgrades found, documentation in progress
Grass Shape
Villager Shirts (skorrupi got dis)
Waterfalls and Junk
Adding Known Villager Data to Hex Spreadsheet (includes where to edit villagers, villager personality) complete!

Anyone else is also free to look for these things... these are just the things I myself have interest in finding. I look for them as I have the free time to do so.

If someone's got time / interest to locate the villager shirts, they should be nearby the already documented hex values for the villagers we have on the sheet so far.

Bump for sheet link: https://docs.google.com/spreadsheets/d/1mhEyDcc76wNVrIS6qsx_bzK2lP5cBmCxiVeQFezTjpU/edit#gid=0
 

Sopheroo

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I don't think so, I think it's one of those things that has to have a value. But if you're going to try it, you would need to change 0x57E8B and 0x57E94 -- 00 hasn't been tested to see if it works as a nullbyte to remove the pavement, so you could try that and see if it works.



Thanks! I'll add that to the spreadsheet. Added!

No, 00 is the colorful gravel. I know this because it's what I'm using in my main town.

Marc's editor, in the unobtenable section, confirms it :D
 
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derteufel

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I was able to change my town name/mayor's name using HxD no problem. Told my girlfriend about it and she requested that I'd to do the same thing with her game. But here is where it gets tricky. My girlfriend wanted to remake her old town, which was in a Japanese copy of the game, meaning that she wants her old Japanese Mayor/Town name to go with it.

She wanted プリン as her mayor's name ( E3 83 97 E3 83 AA E3 83 B3 )
And エクレアas her town name ( E3 82 A8 E3 82 AF E3 83 AC E3 82 A2 )

I gathered that each character has three values. Meaning that:
"プ" would be "E3 83 97"
"リ" would be "E3 83 AA"
and so on.

Which I'm guessing means the nullbytes would go every three values.

So for "プリン" it'd be "E3 83 97 00 E3 83 AA 00 E3 83 B3"
Whereas "エクレア" would be "E3 82 A8 00 E3 82 AF 00 E3 83 AC 00 E3 82 A2"

I equalize values and kept everything perfect. Then I go into her game thinking that I'm set. I inject the edited file and instead of getting the right names I get a bunch of question marks and random characters in there!

I also tried running it without any nullbytes in between. But it yields the same results (well, different mess of ???'s) And putting a nullbyte inbetween each value is out of the question because it would make the name too long to fit into the address.

Really wishing I had a Japanese 3DS so that I could search through the the Dream Addresses to get a town with either of those names (she never got an address for hers) Will probably ask her to ask her family/friends in Japan tomorrow to see if any of them have the 3DS to search for it.

In the meantime... can anyone help me figure this out?
 

Skorrupi

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I actually made a post in the RAM editing thread a few weeks ago about changing a villager's clothes so I know where all the values are. I'll edit my post in a sec with the values.

Here we go:

2A0DE-2A0DF - 1st Villager
2C5D6-2C5D7 - 2nd Villager
2EACE-2EACF - 3rd Villager
30FC6-30FC7 - 4th Villager
334BE-334BF - 5th Villager
359B6-359B7 - 6th Villager
37EAE-37EAF - 7th Villager
3A3A6-3A3A7 - 8th Villager
3C89E-3C89F - 9th Villager
3ED96-3ED97 - 10th Villager

The value for a custom design shirt is 9430 however I have no idea how to change which design it will be.
 
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Cey

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I was able to change my town name/mayor's name using HxD no problem. Told my girlfriend about it and she requested that I'd to do the same thing with her game. But here is where it gets tricky. My girlfriend wanted to remake her old town, which was in a Japanese copy of the game, meaning that she wants her old Japanese Mayor/Town name to go with it.

She wanted プリン as her mayor's name ( E3 83 97 E3 83 AA E3 83 B3 )
And エクレアas her town name ( E3 82 A8 E3 82 AF E3 83 AC E3 82 A2 )

I gathered that each character has three values. Meaning that:
"プ" would be "E3 83 97"
"リ" would be "E3 83 AA"
and so on.

Which I'm guessing means the nullbytes would go every three values.

So for "プリン" it'd be "E3 83 97 00 E3 83 AA 00 E3 83 B3"
Whereas "エクレア" would be "E3 82 A8 00 E3 82 AF 00 E3 83 AC 00 E3 82 A2"

I equalize values and kept everything perfect. Then I go into her game thinking that I'm set. I inject the edited file and instead of getting the right names I get a bunch of question marks and random characters in there!

I also tried running it without any nullbytes in between. But it yields the same results (well, different mess of ???'s) And putting a nullbyte inbetween each value is out of the question because it would make the name too long to fit into the address.

Really wishing I had a Japanese 3DS so that I could search through the the Dream Addresses to get a town with either of those names (she never got an address for hers) Will probably ask her to ask her family/friends in Japan tomorrow to see if any of them have the 3DS to search for it.

In the meantime... can anyone help me figure this out?


I'm assuming she has a US cartridge currently? If so, I'm also assuming that means the nullbytes are set up / required to go every third bytes, and having non-nulls every FOURTH byte is probably messing things up because it's expecting nulls in the second spaces and now you have values there. Also, if it's a US cartridge, it may only have US fonts installed? They were probably never planning for people to change the cartridge regions or wanting to use another language in a US cartridge such as Japanese, so they probably installed region-specific fonts. This is my guess.

I actually made a post in the RAM editing thread a few weeks ago about changing a villager's clothes so I know where all the values are. I'll edit my post in a sec with the values.

Here we go:

2A0DE-2A0DF - 1st Villager
2C5D6-2C5D7 - 2nd Villager
2EACE-2EACF - 3rd Villager
30FC6-30FC7 - 4th Villager
334BE-334BF - 5th Villager
359B6-359B7 - 6th Villager
37EAE-37EAF - 7th Villager
3A3A6-3A3A7 - 8th Villager
3C89E-3C89F - 9th Villager
3ED96-3ED97 - 10th Villager

The value for a custom design shirt is 9430 however I have no idea how to change which design it will be.


Thanks so much! I missed your post in the other thread and didn't even think to look for one. :) I'll add those to the sheet.
 

ayaya

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I've been analyzing several RAM dumps and I thought I should share my findings:

The byte at offset 0x49526 corresponds with the size of your town tree. If you change the byte's value, the tree's size will update to reflect your change, but it will revert to what it should be next time you load the game. I'm fairly certain this is because it cross-references the values stored at offset 0x5C730 and 0x5C7BA when you load the game. 0x5C730 logs your total playtime (in seconds), and 0x5C7BA keeps track of how many days you've played.

In my RAM dump of my test town, there are 2 bytes from offset 0x5C730-0x5C731: 3B B6. Reversing the order (this has something to do with endianness if I'm not mistaken) of the bytes and then converting them to decimal leaves me with 46651 seconds. At offset 0x5C7BA is the byte 1F which is 31 in decimal. So I've played 31 days with nearly 13 hours of playtime. You need to have played 500 days and have 500 hours of playtime for a fully grown tree. Knowing that, I converted 1800000 (500 hours in seconds) to hex, reversed the order, and came up with 40 77 1B. I did the same for the days: converted 500 to hex, reversed the order, and came up with F4 01. I replaced the bytes from 0x5C730-0x5C732 with 40 77 1B, and the bytes from 0x5C7BA-0x5C7BB with F4 01. I then injected my edited RAM dump, and reloaded my game. The result:
mmsu4cT.jpg

(I time traveled to summer to take this screenshot)
Now, remember what I said about offset 0x49526? As you might've guessed, you don't have to change it at all. It will adjust itself to be in accordance with the values found at offset 0x5C730 and 0x5C7BA after saving, quitting, and reloading. For what it's worth, the byte at offset 0x49526 is 07 when fully grown, and 00 when at its smallest (00 also appears as a sapling for the duration of the first day in a newly created town).

I'm still pretty new to hex editing, so sorry if I didn't explain it well, or if I missed something.
 

Cey

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That's wonderful, ayaya! Kippy will be happy. And don't worry, your explanation was great. :) I'll add your findings to our sheet.
 

derteufel

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I'm assuming she has a US cartridge currently? If so, I'm also assuming that means the nullbytes are set up / required to go every third bytes, and having non-nulls every FOURTH byte is probably messing things up because it's expecting nulls in the second spaces and now you have values there. Also, if it's a US cartridge, it may only have US fonts installed? They were probably never planning for people to change the cartridge regions or wanting to use another language in a US cartridge such as Japanese, so they probably installed region-specific fonts. This is my guess.

Thanks so much! I missed your post in the other thread and didn't even think to look for one. :) I'll add those to the sheet.

I got it to work! I don't understand how because I'm pretty new to this whole hex thing. But apparently Japanese is converted differently? I was using a regular Hex converter (the same I had used for my English name) but when I looked at the data for a Japanese dream town I noticed that the bytes weren't matching up to what the converter was giving me.

So I went around looking for different converters until I eventually found this one (which oddly enough can't translate English words) The bytes used for Japanese are found under "Hexadecimal code points" only it requires you to move things around a bit.

So the code it gave me for プリン was :
30D7 30EA 30F3

But to get it to work I moved it around like so
D7 30 EA 30 F3 30
 
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Cey

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Great! That's good to know. I thought it might be funny if they didn't install all the fonts (actually, thinking about it more, it probably relies on fonts installed on the 3DS itself and my thought was silly), ... I didn't even think of a different language requiring a different hex converter, but that makes complete sense! Thanks. I'll add some notes about it to the sheet!
 

Cey

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Well, PRETTY EXCITED, 'cause I narrowed down that train station color, town hall color, as well as the Main Street upgrades are somewhere in the large chunk I just swapped -- I just have to narrow down which blocks, exactly. But having swapped this block between two towns of mine in varying stages, I have successfully changed the colors of train station, town hall, and the upgrades on Main Street (some seem instantaneous while others are in-progress / under construction in game with the blue tarp and the construction noises going on -- Kicks is an example of one under construction, as it didn't exist prior in the town I overwrote and the Club LOL guy showed up at my front door immediately after the RAM refresh, but the TT upgrade was instantaneous as the building already existed).

Will edit here when I have the exact blocks. *A*
 

derteufel

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Well, PRETTY EXCITED, 'cause I narrowed down that train station color, town hall color, as well as the Main Street upgrades are somewhere in the large chunk I just swapped -- I just have to narrow down which blocks, exactly. But having swapped this block between two towns of mine in varying stages, I have successfully changed the colors of train station, town hall, and the upgrades on Main Street (some seem instantaneous while others are in-progress / under construction in game with the blue tarp and the construction noises going on -- Kicks is an example of one under construction, as it didn't exist prior in the town I overwrote and the Club LOL guy showed up at my front door immediately after the RAM refresh, but the TT upgrade was instantaneous as the building already existed).

Will edit here when I have the exact blocks. *A*

You work so quickly! I'm really impressed :) Thank you for your hard work!
 
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Cey

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Do you think you could link me to that post you made about editing one's hex values to change your player's hair?
I've just started hex editing and I remember it had some really useful information about the new leaf hex file!


My compilation post for face and hair is here on page 3 of this thread: http://gbatemp.net/threads/spider-a...ram-editing-thread.385047/page-3#post-5419604

I haven't finished transferring over the actual hex values for the different hairstyles to that post yet, just where to edit the blocks to change the hairstyle, but you can find a (incomplete) list of the hex values here:
http://gbatemp.net/threads/spider-animal-crossing-new-leaf-ram-editor.382965/page-43#post-5402000

Page 1 of this thread also has some useful information that I ported over from the last thread.

And lastly, there's an entire glossary of known hex values TidusWolf and I and some others are currently working on filling out as discoveries are made: https://docs.google.com/spreadsheets/d/1mhEyDcc76wNVrIS6qsx_bzK2lP5cBmCxiVeQFezTjpU/edit#gid=0
 

Jarrad

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My compilation post for face and hair is here on page 3 of this thread: http://gbatemp.net/threads/spider-a...ram-editing-thread.385047/page-3#post-5419604

I haven't finished transferring over the actual hex values for the different hairstyles to that post yet, just where to edit the blocks to change the hairstyle, but you can find the different hairstyle values here:
http://gbatemp.net/threads/spider-animal-crossing-new-leaf-ram-editor.382965/page-43#post-5402000

Page 1 of this thread also has some useful information that I ported over from the last thread.

And lastly, there's an entire glossary of known hex values TidusWolf and I and some others are currently working on filling out as discoveries are made: https://docs.google.com/spreadsheets/d/1mhEyDcc76wNVrIS6qsx_bzK2lP5cBmCxiVeQFezTjpU/edit#gid=0

Oh, thank you for posting these, however they weren't what I was looking for.
I remember either you or someone else replied to a girl trying to change her player's hair. The main problem I'm having is understanding which hex code corresponds to stuff like 0x26 etc. I know the 0x25, 0x52 etc etc are abbreviations for the hex file location, I just can't remember how exactly this translates to its whereabouts.

does 0x26 = row 00000260 or row 00000020 and column 06?
 

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