ROM Hack Animal Crossing: New Leaf Save Editor

Jwiz33

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I looked into this last night, actually.

iOKldq7.png

I'm playing the American version of the game, so I'm not sure if the offsets are different for other releases (not sure why they would be), but you are able to edit all 40 basket slots with any item that you want, and use them on the island. I brought a bunch of golden tools and other hold items to give out to strangers at Club Tortimer, and they worked just fine. Just make sure that you reverse the item ID bytes when making your edits. For example, the item ID for the throwing beans item is 307D. It needs to be written out in the RAM dump as 7D 30 in order to show up properly in the game.

Tl;dr - Island basket offsets begin at 0x6E60, and end at 0x6EFF. You have 40 item slots to use, and you have to reverse the Item ID bytes in order for it to work properly. (Example: 307D becomes 7D30)

Hope this information helps!

awesome
 

froggestspirit

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ignore my previous post and list, the list is the same as the villager pics with cyrano starting at 0x0000 (basically the same as my list without the NULLS).
I'll post addresses in a few hopefully, I've successfully changed a villager
 
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Fox-kon

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Does anyone know about this movie?


at 5m28s


He/She has already edited ACNL RAM before Editor was released.
anyway I'll search where offset will allow me to do like that.
if you find or know anything, please let me know.

B_rsrOdVEAAA2fX.jpg

I edited that with offset from 0x64B4. trash box character is UTF16 U+E035

thanks.
 

froggestspirit

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The first villager ID is at 0x27C90 and is 2 bytes. The following villager's ID's are all 0x24F8 after eachother, so villager 2 is at 0x2A188.
 

Potato Paste

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0x00000018= Stump with leaf logo on it

Also is it possible for anyone to make a full catalog hack/edit like the previous Animal Crossings? I think it would be easier to just order all the items that you want. Thanks in advance!
 

TidusWulf

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I know the difference between RAM and the save file, but I'm going to ask anyway.

Has anyone tried using a non-primary resident with this, and if so, did it show the active player's inventory or the mayor's?
 

SonicHyuga

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For those of you with a 4.5+ 3DS and use emuNAND, then this post is for you:

This will NOT work with GATEWAY emuNAND. However, you can now use rxTools 2.0 to boot into your emuNAND. I just tried it using rxMode, and can confirm dumping and injecting worked successfully.

Note that you will have to use your retail game and not a ROM.
 
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AquaX101

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You have to order the two bytes as the least significant first. Yes you can have multiple of the same villager.
marc_max If you see this, please add villager editing in the next update?

Wait so if I were to replace Kody (ID of 50) with stitches (ID of 51) I would replace the 50 with 15?
Edit: and also, on the first villager slot, I have the id of 60 which is egbert and I don't have egbert.
 

froggestspirit

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Wait so if I were to replace Kody (ID of 50) with stitches (ID of 51) I would replace the 50 with 15?
Edit: and also, on the first villager slot, I have the id of 60 which is egbert and I don't have egbert.

no, Kody should be 0x003B, so stitches is 0x003C. so at the address in the hex editor, you would put 3C00 (the second byte will always be 00, unless the villager is number 256 or higher, then the second byte will be 01)
 

NeoKamek

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I saw some talk about villagers, so I'll spit out what I know.

Villager data starts at 0x28504, and is 0x2F48 bytes long. Their catchphrase is in here, and probably also their greeting (if you assigned one). These (and pretty much all other text in the save) are in Unicode format.

I still have a lot of research to do on this, but editing the villager data at offset 0x1C50 can force the villager into boxes to move out (0xFFFF3809) or unpack if they're in boxes to leave (0x04FF3808). You'll need to flip the byte order around if you're hex-editing this data in (so 0938FFFF to force a villager out). If you put a villager into boxes, they WILL move out the next day. You can even put multiple villagers in boxes, but only one will move out per day - the others will remain in boxes until it's their "turn" to leave (as indicated by Isabelle during the startup sequence).

Even when a villager leaves, their data will remain in the save until it is overwritten by a new one. It may be possible to recover a moved-out villager by changing their move-out status and placing a building in town with the hex value that corresponds to their house.

LeafTools will have a browser program to evict or unbox villagers, but if you're impatient you can use a hex editor like HxD on your anclram.bin using the offsets above.

As far as injecting villagers, our best bet is probably with the campsite, because in-town villagers have a LOT of data, and it's not as easy as flipping a byte or two. (Well, it probably is, but then you'd get a villager that looks like the villager you want, but talks and has a house like the villager you DON'T want) I haven't looked at the campsite data, it may simply be a value corresponding to the villager camping inside.

]Also, because someone mentioned island villagers: there are 10 "island" versions of the villager houses, and will show up on the map as occupied by that villager (or crash if there is no villager in that slot). The house will always be occupied, and entering it will always crash. I haven't found the island building data yet though, it might be possible to place one on the island, where it may behave differently (or just crash again). This appears to be a leftover from a possible island villager mechanic similar to the original Animal Crossing (it's also worth noting that the island map has a giant ocean with a small actual island - it may have originally been intended to be bigger and house island villagers) EDIT: these are probably for the island tours, as Marc pointed out.
 
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