ROM Hack Animal Crossing: New Leaf ROM Hacking

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Alright let me correct myself ; acres aren't 0x200 long but 0xA00 long, each "tile" (or block, whatever you call it) seems to be 10 bytes long, now the graphic looks like this :

1447701240-acre2.png


So you were right, we need a program to exact the bytes automatically, it would take to much time to do that manually
Yep, I set up a request in another thread asking to at the very least seperate them. Once we have something like that it will open the door for future map collision programs and editors!

Also, I'm swapping out the 1440,ect with 9E40,ect atm and seeing if I can't tell the game all grass is stone.
 
I think the 1440 bytes works like that :

(data)|(data)|(data)|(data)|(data)|(data)|(data)|(data)
(data)|(data)|(data)|(data)|(data)|(data)|(data)|(data)
(data)|(data)|(data)|(data)|(data)|(data)|(data)|(data)

where (data) is 8 bytes collision/ground data and | is the 2 bytes tile separator
 
Last edited by MasterLel,
I think the 1440 bytes works like that :

(data)|(data)|(data)|(data)|(data)|(data)|(data)|(data)
(data)|(data)|(data)|(data)|(data)|(data)|(data)|(data)
(data)|(data)|(data)|(data)|(data)|(data)|(data)|(data)
etc


where (data) is 8 bytes collision data and | is the 2 bytes tile separator
Yes that's it
 
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I think the 1440 bytes works like that :

(data)|(data)|(data)|(data)|(data)|(data)|(data)|(data)
(data)|(data)|(data)|(data)|(data)|(data)|(data)|(data)
(data)|(data)|(data)|(data)|(data)|(data)|(data)|(data)
etc


where (data) is 8 bytes collision data and | is the 2 bytes tile separator
Yes but so far that I can tell there is no stone data, and it just seems fishy that all types of ground water,sand,ect have different forms of "byte 1440"
either way, my editted romfs is compiling, we will see what happens.
 
Last edited by Coleman_C18,
Download hxd
Go to "Extras > File tools > Split"

and then do the same as the image (just change the paths):

1447706955-filesplitter.jpg


that's how I did

Now I'm trying with the 13th acre, I'm having a hard time because some bytes are mixed together like "4A29 CE39 CE39 4A29 A900"
 
Last edited by MasterLel,
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Download hxd
Go to "Extras > File tools > Split"

and then do the same as the image (just change the paths):

1447706955-filesplitter.jpg


that's how I did

Now I'm trying with the 13th acre, I'm having a hard time because some bytes are mixed together like "4A29 CE39 CE39 4A29 A900"
A900 is a form of the "byte 1440" or whatever you want to dub it as.
 
I haven't messed with that one, I'm unsure.
However I should add that changing these collisions only work if you have a new game, it would seem the game only uses these when generating the map initially. My guess is the game changes these collisions on the save as time goes on and new buildings,trees,ect come and go.
 
Last edited by Coleman_C18,
However I should add that changing these collisions only work if you have a new game, it would seem the game only uses these when generating the map initially. My guess is the game changes these collisions on the save as time goes on and new buildings,trees,ect come and go.

If I understand correctly you have to wait 1 day (change the hour) and then the changes will be in game ?

Another weird thing : CE39 CE39 0000 0000 4103, 4 bytes of grass, 4 bytes of water, 2 byte of ????
 
If I understand correctly you have to wait 1 day (change the hour) and then the changes will be in game ?

Another weird thing : CE39 CE39 0000 0000 4103, 4 bytes of grass, 4 bytes of water, 2 byte of ????
sorry, I was saying that these collisions will not work at all on a map that already exists. You need a new game for the changes to take effect.
 
It's in part.bin090 file, it should be the acre 5A because 90=5A, but no, it's the acre 59... so it's not in order

acre in game :
1447711188-59.png


image representation of the part.bin090 file :

1447711202-acre59.png


green = grass
black = ???
mauve = ???
yellowish = sand
blue = water (sea)
 
Last edited by MasterLel,
My assumption that "byte 1440" controls what you can and can't do, along with the sounds of your footsteps is confirmed.
9E40/9E41/9E42/9E43 is confirmed concrete.
These "Master bytes" that I am now calling them control the following things:
-Shading
-Footstep Sound
-Whether you can dig
-Whether you can plant
-And likely much more.

Here are some screens.
ZuXTgkb.png

AkA5bWj.png

BOmyI7g.png


It's in part.bin090 file, it should be the acre 5A because 90=5A, but no, it's the acre 59... so it's not in order

acre in game :
1447711188-59.png


image representation of the part.bin090 file :

1447711202-acre59.png


green = grass
black = ???
mauve = ???
yellowish = sand
blue = water (sea)

Try replacing those "master bytes" with 1440 now that we know its function?
My guess is the black will block movement halfway diagonally.
 
Last edited by Coleman_C18,
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My assumption that "byte 1440" controls what you can and can't do, along with the sounds of your footsteps is confirmed.
9E40/9E41/9E42/9E43 is confirmed concrete.
These "Master bytes" that I am now calling them control the following things:
-Shading
-Footstep Sound
-Whether you can dig
-Whether you can plant
-And likely much more.

Just to add another couple options which are likely assigned to each byte. Whether certain ground based bugs (crickets/scorpions) can spawn in a particular spots should also be assigned to the acre, and the permanent rocks.

I'll admit I don't have the time or motivation to look into this myself right now, but I do have my old rough island acres hex numbers if they might come in handy, [x] (<A7 is the regular town acres). The cobblestone and flowerbox acres might all be a value or 2 out unfortunately, as I didn't go back and check them as they weren't of use to me. Also most of the cliff segments are twice the height of a town with a void underneath and then ocean, or only a partial cliff, they're weird. I assume they are the back cliff used in town/main street.
 
Last edited by Jinglefruit,
Last edited by MasterLel,

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