ROM Hack Animal Crossing: New Leaf ROM Hacking

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Mhm.

What do you have in mind?

EDIT: I just messed around with the acres and couldn't find anything that would fix the boundary issues. I'm sure this ties in with what I said earlier, however.

The camera isn't locking on the edited Train Tunnel as it thinks it's still the bridge, where it allows the camera to scroll past. The reason the boundaries go so far out is because it doesn't know there's a cliff in the way. The reason the ocean sound effects play, and why all these other changes take place, is because the game still thinks the east/west side (depending on town) thinks that a side ocean still exists.

This is obviously part of the garden.dat/acnlram.bin, as the game needs to switch it depending on where the beach is located. The easiest way to try and find out where these values are is to get the RAM for two towns - one that has a left side beach, and one that has a right side beach. Edit these towns' acres so that they are identical in every way. Once that's done, simply look around and see what's still different, I guess. If we really wanted to push it, we could make it so literally everything is the same -- character, pockets, time, town name, etc. just to ensure the value is easier to find.
 
Last edited by Reserved,
Well I was thinking it shouldn't be too difficult to write simple online cheats for it, like duplicating an item being dropped or teleporting the player. However, if the size of the code file can't change, it'll definitely require some sacrificing of the original code..
 
I'm not sure. The thing for duplicating items seems kinda useless because we can already duplicate items 'n stuff, but teleporting sounds kinda fun. If it'll help you at all, having multiple Villagers or multiples of the same Villager house can cause the player to teleport if interacted with. For example, I had a town where all ten Villagers were Lolly, but only one was "real". Talking to any ones except for the first one would open the dialogue box and start the conversation, but the player would actually be speaking to the real Lolly, even if she's across the entire town. The fake Lolly that initiated the conversation looks at the player when the convo starts, but continues to walk about as it's in action.

If any of that makes any sense...

:yeahboi:
 
Since Animal Crossing does not have any title updates, as long as nothing significant is changed, is it still possible to play the game online? Meaning just client-side changes.
Yeah, I played it online with someone else that has the same modified romFS as me. Even when she didn't have that it still worked.
The only way I think it would get wonky online is if you had different ExeFS files because that actually alters how the game runs

it'll definitely require some sacrificing of the original code..

Speaking of which, why can't the size of the code file change? My romFS was bigger than the original and the game ran fine. Is it different for the code?

Cool! Nice job
But wait... Is that Isabelle in the background wearing a normal ingame shirt?
I want her and Rover in my town.
Like I said, Isabelle is one of the only villagers that has a proper "cloth" texture, but now that you mention it Rover probably does too.
I just haven't gotten around to trying him yet

Cyrus and Reese look good too, but villagers like Digby, KK and Redd suffered horrendously. I'll see if I can get some screenshots.
 
Last edited by ShrineFox,
Yeah, I played it online with someone else that has the same modified romFS as me. Even when she didn't have that it still worked.
The only way I think it would get wonky online is if you had different ExeFS files because that actually alters how the game runs


Speaking of which, why can't the size of the code file change? My romFS was bigger than the original and the game ran fine. Is it different for the code?

I was just speculating IF, I wasn't actually sure if you could have a different size romfs file. Some games do check that! But I guess not AC.
Oh, but the online part is good to know!

I'm not sure. The thing for duplicating items seems kinda useless because we can already duplicate items 'n stuff, but teleporting sounds kinda fun. If it'll help you at all, having multiple Villagers or multiples of the same Villager house can cause the player to teleport if interacted with. For example, I had a town where all ten Villagers were Lolly, but only one was "real". Talking to any ones except for the first one would open the dialogue box and start the conversation, but the player would actually be speaking to the real Lolly, even if she's across the entire town. The fake Lolly that initiated the conversation looks at the player when the convo starts, but continues to walk about as it's in action.

If any of that makes any sense...

:yeahboi:

Duplicating items normally takes ages, this new method would be so simple, it'd be just like dropping infinite items instantly. The teleportation is also much simpler. You have to think within the game's existing code which can be added on to, not just the exploits already in the game. Since we're able to edit the code, the only limitation is within the game's boundaries really.
 
Well I'm a programmer but I've never worked with Assembly Language before, nor do I even know how to set up IDA pro properly to open the 'code.bin' file. I know this is a stupid thing to ask, but could someone help me at least get started? Is it the same process as modding a GBA/N64 game?
 
Has anyone found the models for items dropped outside? (example: Chairs dropped outside show up as a green leaf) Is there only one green leaf model called for every item that uses it? Is there a unique instance for every item?

If that's a bust, perhaps we could make the game think that the outside world is treated as a room, so furniture can be placed outside.
that could even mean camera control outside. I wonder if we could see anything interesting out of bounds like that.


There's also a unique idea to get more PWP's, replacing unused or lesser used things like olive bushes with bench models, or turning the bee-cedar into a Lightpost. maybe this could allow for more than 3 bridges?
 
Kinda random and obvious, but I just realized for personal builds, we can add our own songs over K.K. Slider's aircheck songs. Along with that, they can easily have full implementation by changing the album art and in-game name (they all have unique ones). The only problem is...

Where is K.K. Slider's music files?
 
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How can I export villager models? Do species all share a common model or are the models unique to each villager?
Ohana3ds rebirth can extract the models.
Although they are similar, each model is unique. None of them share textures except for clothing which technically comes from the furniture files (as you can display them indoors/on store mannequins)
 
Ohana3ds rebirth can extract the models.
Although they are similar, each model is unique. None of them share textures except for clothing which technically comes from the furniture files (as you can display them indoors/on store mannequins)

Awesome, gonna dump this game later and get started with some model stuff.
 
Has anyone found the models for items dropped outside? (example: Chairs dropped outside show up as a green leaf) Is there only one green leaf model called for every item that uses it? Is there a unique instance for every item?

If that's a bust, perhaps we could make the game think that the outside world is treated as a room, so furniture can be placed outside.
that could even mean camera control outside. I wonder if we could see anything interesting out of bounds like that.


There's also a unique idea to get more PWP's, replacing unused or lesser used things like olive bushes with bench models, or turning the bee-cedar into a Lightpost. maybe this could allow for more than 3 bridges?
Funny thing is, it isn't a model. It's just a simple texture.

--------------------- MERGED ---------------------------

Nvermind the other hacks I mentioned, this one would be fucking awesome.
I'm sick of waiting for the net glitch to work.
 
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Something I would like to see done is removing the space requirements/collisions around public works projects that don't allow you to place/spawn things next to eachother, which is the reason Isabelle doesn't let you put them wherever you want.

They seem to be tile-based so it should be as simple as locating and changing the values, but I wouldn't know where they are.

(Oh and also removing that one tile in front of the door of a villager's house that does that, it serves no purpose except to prevent you from trapping them I guess? But it makes your ground designs look like crap)
 
Last edited by ShrineFox,
Can't you place PWPs right next to each other using the RAM editor?

Honestly, I want the thing @Nintendo Fanboy posted. That sounds really fun to mess around with, and it'd probably work online.
 
you can place PWPs by each other with the save editor, but each object is coded to have a 1-space wide border of empty tiles, one of the two objects ends up with you being able to just walk right through it. A similar thing happens if you put it right at the edge of a cliff or river, allowing you to walk on air next to it.
 
Oh, I know. I don't see the purpose of removing that barrier, it's to ensure nobody can get trapped.
 
I'm pretty new to 3DS rom hacking. I dumped my game and all using brain dump, but I'm not sure how to get to the meat inside the .bin files to start the modding process. Is there something that extracts the content from the .bin files?
 

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