ROM Hack Animal Crossing: New Leaf Save Editor

Delphin

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I wanted to know how to change the ramp leading down to the beach from sand to grass, and how to make the grass darker. I've looked at leaf tools as it is the only other tool I know of but haven't seen anything for this. Does anyone know how this could be done? Thank you !
I accidentally did that when I used the grass seeder from leaftools
https://gbatemp.net/threads/release-spider-leaftools-animal-crossing-new-leaf-spiderhax.383773/

I'm not sure how long it lasts though.
 
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Jarrad

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Kiti_In_Wonderland

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froggestspirit

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it bricks my save and I have to restore it with a back up.
Most likely the placement of buildings. I hate to say it, but even I had to mess around with it, bricking my save multiple times.

The ram editor has coordinates, ability to change tan and face, but that's pretty much it.

I'd love to hear about how you (froggestspirit) managed to change the hourly music in the game
Okay I see
I guess he hacked his rom file, don't think we can actually do that in the ramfile we dump with acnlram.bin... Well, many things are still unknow in the ram file, like the sky. I think it should be possible to change the actual town sky with the happy home showcase sky
I did this exact thing using layeredFS for NTRCFW, I had to manually make the bcstm's but it was worth it
 
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Kiti_In_Wonderland

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Hello again, I just had another question, regarding transferring a save. Right now I use the ram editor on my UK ds since it is the one with the correct firmware( so my game is a UK region) but also have a 3dsxl which is past the firmware and from the US. I have power saves for the US ds system and a us game copy as well, I was wondering if there was any way to transfer the save from my UK game with the correct firmware to my us game that only uses powersaves

I'm not to bothered if there is no way to transfer the save, but since my US ds is bigger it'd be nicer to play on is all ><
 

jumpman

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Most likely the placement of buildings. I hate to say it, but even I had to mess around with it, bricking my save multiple times.

I had considered that but even when I change something minor that doesn't interact with any of my buildings I still get a bricked save. :/ I may just have to forget about it and keep restarting till I get a map that I like. Thanks for the help :)
 

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The villager modifier is working well except for one thing, villager's wake-up time.

tumblr_nl9kwxuPoC1r9tg4oo1_540.png


These are the bits for Kiki, a normal villager I got at the start of the game. The two first bits identify Kiki and the third bit identify her personality group, 04 for Normal. Even if the bits are changed, Kiki would act normally except for things like wake-up times

tumblr_nl9kwxuPoC1r9tg4oo2_540.png


And this is the Midge I modified from the Kabuki who moved in my town. Kabuki being a cranky villager, the third bit is a 02, and it stuck to Midge. Midge still acts like a Normal villager, except for waking up and going to bed (she wakes up after Kiki)

So, personality bits

00 - Lazy
01 - Jock
02 - Cranky
03 - Smug
04 - Normal
05 - Peppy
06 - Snooty
07 - Uchi

This is awesome, I'm assuming that if a modified villager moves out of your town into another then it should lose its altered personality, right?
 

Rick Astley

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Hi !
I would like to know if it was possible to edit the amount of money in bank. In order to help friends (and myself for an item) i've used a cheat for the max money in bank.
But i've failed my backup (i did one before the cheat) so i have to deal with this money... And I don't want to.

Any way to put it at 0 again ? Thank you !
 

samiam144

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Hi !
I would like to know if it was possible to edit the amount of money in bank. In order to help friends (and myself for an item) i've used a cheat for the max money in bank.
But i've failed my backup (i did one before the cheat) so i have to deal with this money... And I don't want to.

Any way to put it at 0 again ? Thank you !
Send the cheat here, if it's an arcode cheat it is really simple
 

SciresM

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Reposting this here in addition to the leaftools thread.

I have figured out how the save file checksum for most of the files in Animal Crossing: New Leaf's savedata works. For the most part, it's CRC32 with a custom polynomial.

(Garden.dat is pretty silly, in particular: )
// Garden.dat checksums
// "@ofs: data_len;" means "checksum data_len bytes at ofs+4 and store the result at ofs."
@0x80: 0x1C
@0xA0: for (int i=0;i<4;i++){ @0xA0+0x9F10*i: 0x6B64; @0xA0+0x9F10*i+0x6B68: 0x33A4 }
@0x27CE0: 0x218B0
@0x495A0: 0x44B8
@0x4DA5C: 0x1E420
@0x6BE80: 0x20
@0x6BEA8: 0x13AF8

Does anyone have an exported savefile from savedatafiler containing "mvplayer.dat"? If so, I'd appreciate your sending me that file (and, really, your entire save) -- it'll help me make a save checksum fixer for ACNL so that people can hex edit their saves instead of doing RAM hacks. (I may eventually make a tool to edit the savedata, we'll see.)
 
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Zyfie

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Reposting this here in addition to the leaftools thread.

I have figured out how the save file checksum for most of the files in Animal Crossing: New Leaf's savedata works. For the most part, it's CRC32 with a custom polynomial.

(Garden.dat is pretty silly, in particular: )
// Garden.dat checksums
// "@ofs: data_len;" means "checksum data_len bytes at ofs+4 and store the result at ofs."
@0x80: 0x1C
@0xA0: for (int i=0;i<4;i++){ @0xA0+0x9F10*i: 0x6B64; @0xA0+0x9F10*i+0x6B68: 0x33A4 }
@0x27CE0: 0x218B0
@0x495A0: 0x44B8
@0x4DA5C: 0x1E420
@0x6BE80: 0x20
@0x6BEA8: 0x13AF8

Does anyone have an exported savefile from savedatafiler containing "mvplayer.dat"? If so, I'd appreciate your sending me that file (and, really, your entire save) -- it'll help me make a save checksum fixer for ACNL so that people can hex edit their saves instead of doing RAM hacks. (I may eventually make a tool to edit the savedata, we'll see.)

I've never seen an exported Animal Crossing save file containing "mvplayer.dat".
There are several available in another thread for use with savedatafiler.
Maybe I'm missing something?
 

SciresM

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I've never seen an exported Animal Crossing save file containing "mvplayer.dat".
There are several available in another thread for use with savedatafiler.
Maybe I'm missing something?

I don't know *when* it shows up, but near where the game checksums friend#.dat it checksums "mvplayer.dat", so an example of the file'd be helpful to verify what I've learned about it from code RE.
 

tophergasm

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Hey guys, hoping you all may be a bit knowledgeable about this; I used the Map Editor along with HxD to make my town surrounded by beaches (here's a pic of the map) and everything loads up fine except for the fact that on the side of the non-native beach, there's an ominous gray box in the background that essentially follows the player as they walk along it (I can't really explain it much better than that, but here are some screenshots of it). Basically, once you turn the corner on the beach, the box will block everything behind it, but as you walk up the side of the beach it'll move with you (so you can eventually reveal whatever's behind it).I'm pretty positive it's related to the cliff/tunnel acres as it only appears once you replace those with a second bridge on the tracks, so I was wondering if anybody has figured out the hex values of it so I could get rid of it? There has to be a way to replace it with whatever would be there if that beach were native and untouched, so hopefully somebody knows and/or wouldn't mind trying to figure it out? Thanks a bunch!
 

Delphin

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Hey guys, hoping you all may be a bit knowledgeable about this; I used the Map Editor along with HxD to make my town surrounded by beaches (here's a pic of the map) and everything loads up fine except for the fact that on the side of the non-native beach, there's an ominous gray box in the background that essentially follows the player as they walk along it (I can't really explain it much better than that, but here are some screenshots of it). Basically, once you turn the corner on the beach, the box will block everything behind it, but as you walk up the side of the beach it'll move with you (so you can eventually reveal whatever's behind it).I'm pretty positive it's related to the cliff/tunnel acres as it only appears once you replace those with a second bridge on the tracks, so I was wondering if anybody has figured out the hex values of it so I could get rid of it? There has to be a way to replace it with whatever would be there if that beach were native and untouched, so hopefully somebody knows and/or wouldn't mind trying to figure it out? Thanks a bunch!
Hi, I actually talked about this a little in the RAM Editing Thread, and posted about my findings.

The grey box will persist even if you place a second bridge (I've tried it). I get the feeling that if we are able to edit the main-street acres, then perhaps the grey box would go away, because it could be caused by the museum-side? Just a theory. More likely, the game just isn't capable of having 2 beaches.
 

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