ROM Hack Animal Crossing: New Leaf ROM Hacking

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Not exactly romhacking per-say, but I'm learning how the game works at runtime with RAM and everything. I've managed to create a real-time inventory editor as well as a very experimental and buggy town editor (just place and remove objects). I'm hoping to dive into the code.bin file eventually and see what can be done, it would be cool to have an item duplicator or a catalog which instantly mails the item to you.

Edit: I want to show proof but I don't have any capture device nor camera atm
 
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Yeah it takes a lot of time especially if you don't use HANS, each time I wanna check the new edits I've done, I have to repack romfs/exefs, build a 1gb .3ds, convert it to a 800mb .cia, install it and then I can finally play...
 
Last edited by MasterLel,
I've just modified romfs:\\Environment\PointLight.bcres (a texture archive), changed a bunch of bytes in it, nothing changed in game. :unsure: I tought it was something about the lights, but, apparently it isn't...
 
Last edited by MasterLel,
I've just modified romfs:\\Environment\PointLight.bcres (a texture archive), changed a bunch of bytes in it, nothing changed in game. :unsure: I tought it was something about the lights, but, apparently it isn't...

Pointlight.bcres? Sounds like it may control the light diffusion on character/acre models outside. Is there any model or texture stored inside the file?
 
Pointlight.bcres? Sounds like it may control the light diffusion on character/acre models outside. Is there any model or texture stored inside the file?

Couldn't open it either with Ohana Rebirth, Ohana3DS or EFE so I don't know what the heck it contains. Nothing changed so far in my game, even though I changed almost all the bytes in it. I can upload it so you can check in your game, if you want...

edit :

Code:
........PointLight.lu_pointight.LightAnimation.Transform.Ambient.Diffuse.Specular0.Specular1.Direction.DistanceAttenuationStart.DistanceAttenuationEnd.IsLightEnabled.

this line of code is a part of the file...
 
Last edited by MasterLel,
Couldn't open it either with Ohana Rebirth, Ohana3DS or EFE so I don't know what the heck it contains. Nothing changed so far in my game, even though I changed almost all the bytes in it. I can upload it so you can check in your game, if you want...

edit :

Code:
........PointLight.lu_pointight.LightAnimation.Transform.Ambient.Diffuse.Specular0.Specular1.Direction.DistanceAttenuationStart.DistanceAttenuationEnd.IsLightEnabled.

this line of code is a part of the file...

Just a shot in the dark here based on what you're showing us. Maybe internal lights are effected? Like the little light switch on the bottom screen, ambient light coming throigh the windows, from lamps etc maybe?

If the tests are inconclusive, or dont affect anything in a noticable way, maybe it doesnt effect anything important enough for us to bother with it? Lol
 
Not exactly romhacking per-say, but I'm learning how the game works at runtime with RAM and everything. I've managed to create a real-time inventory editor as well as a very experimental and buggy town editor (just place and remove objects). I'm hoping to dive into the code.bin file eventually and see what can be done, it would be cool to have an item duplicator or a catalog which instantly mails the item to you.

Edit: I want to show proof but I don't have any capture device nor camera atm
That's awesome, how's it been going? If I were you I'd upload it to github or something, it sounds fascinating. Do you need to be on a custom/lower firmware to use it?
 
Just a shot in the dark here based on what you're showing us. Maybe internal lights are effected? Like the little light switch on the bottom screen, ambient light coming throigh the windows, from lamps etc maybe?

If the tests are inconclusive, or dont affect anything in a noticable way, maybe it doesnt effect anything important enough for us to bother with it? Lol

Like the little light switch on the bottom screen -> Nope
ambient light coming throigh the windows -> Nope
from lamps -> Not either
It's probably not important as you said.

By the way I've been trying to mess with the Environment parameter file (romfs:\\Environment\EnvironmentParameter.bin), it resulted in a crash. Don't understand the file structure yet... every .bin files starts with "B80B 0000 E803 0000 0000 0000 0000 0000", also I noticed a reccurence of FF bytes, here's a code snippet

6780 53FF 184A 87FF 284C 86FF 0000 00FF
1414 96FF 0021 5AFF 0039 84FF 5273 84FF
294A 6BFF 002D 71FF 327C 9BFF 131E 3AFF

There's also a load of CDCC CC3E bytes followed by a block of data... They seems to be important, when you see the content of FireworksColor.bin (romfs:\\Environment\FireworksColor.bin)...

1454601672-fireworks.png
Maybe RGBA/CMYK colors?

----

Also, I've been trying to edit the indoor collisions, but it is different than the outside collision structure so you get weird results and you're stuck in the black void.
 
Last edited by MasterLel,
That's awesome, how's it been going? If I were you I'd upload it to github or something, it sounds fascinating. Do you need to be on a custom/lower firmware to use it?

It's going good! Unfortunately at this time I have no plans to publish the code, though a POC is possible. My reason being, I don't want to deal with the backlash of people cheating online with my tools, plus that was and is never my intention. However, it's possible I'll throw it up in the future when I don't care so much or when another pops up
 
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Normal light effects :
1454619367-nonpatched.png

Patched light effects:
1454619366-patched.png

Patched light effects, night:
1454623732-wvw69i27hj8zo96z3d.jpg
(same hour and date, obviously)

Looks cool, doesn't it ?
I'm sure we can do better things...

What I edited is the bltpa/bltpf/bltph files (romfs:\\Light\)
The files are really similar and have the same structure so it's easy to edit them

structure :

0000 000Z 0000 0000 XXXX XXXX XXXX XXXX
0000 YYYY 0000 0000

X = Random, data (??)
YYYY = Either 803F or 0000
Z = Either 0 or 1
the rest is always the same (that means 0000 will always be 0000)

0000 XXZZ XXXX XXYY XXXX XXYY XXXX XXYY
0000 803F XXXX XXYY XXXX XXYY XXXX XXYY
0000 803F XXXX XXXX XXXX XXXX XXXX XXXX
0000 803F XXXX XXXX XXXX XXXX

X = Random, data (??)
Z = Either 00 or 01
YY = Either 3D, 3E or 3F
the rest is always the same

0000 000Z XXXX XXXX XXXX XXXX XXXX XXXX
0000 803F XXXX XXYY XXXX XXYY XXXX XXYY
0000 803F 0000 003F 0000 0000 0000 803F
0000 XXXX 0000 0000

Z = Either 0 or 1
X = Random, data (??)
YY = Either 3D, 3E or 3F
the rest is always the same
 
Last edited by MasterLel,
I'm going crazy trying to edit the menu buttons color, you know, the green pink blue red yellow orange buttons (note : image is taken from google)

tumblr_static_tpc.png


The colors are not in a bclim file. I found RGB colors in the .arc archive that 100% matched the colors of the buttons, but editing them resulted in absolutely nothing...
 
Last edited by MasterLel,
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I try to search others stuff !
I found to walk through everything, even plants.
Data bytes : "EF3D" : the wall (which allows do not cross) in acres EF (for example. :))
So how do I do this edit, I tried editing grd_jmp's EF 3D's to 00 00 but nothing happened in my game, only a sunken trainstation. How would I edit to walk through everything?
 
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So how do I do this edit, I tried editing grd_jmp's EF 3D's to 00 00 but nothing happened in my game, only a sunken trainstation. How would I edit to walk through everything?
As said MasterLel,
grd_jmp = outdoor
idr_jmp = indoor
grd_jmp= out, idr= indoor, for indoor, it's 0000 and outdoor it's CE39
 
Last edited by Ewin,
Quick (and probably dumb) question.

When replacing a bcstm does it have to stay the same file size as the bcstm I want to replace? The music sounds terrible when I make it a smaller file size.
 
Quick (and probably dumb) question.

When replacing a bcstm does it have to stay the same file size as the bcstm I want to replace? The music sounds terrible when I make it a smaller file size.
Nah it doesn't have to be the same.
 
wow, those are some awesome looking MODs guys! I really wish there was some way to switch a resident with the Mayor of my town by moving and renaming a few files around, ughh..
 
wow, those are some awesome looking MODs guys! I really wish there was some way to switch a resident with the Mayor of my town by moving and renaming a few files around, ughh..

Well... theoretically you can, but it would be a difficult task no matter how you do it. Its also to note that this is all save data editing, nor rom editing. Assuming you mean human residents (player 2, etc) becoming the mayor of course.

One way would be to delete the mayor character in game and I think it will choose the next avaliable player as mayor. This is all in game, but I havent tried it so idk how it works. Another route would be to systematically copy pockets and dressers and medals etc from one resident to the mayor slot and vice versa until they are entirely switched, then swap names. This wont swap friendships the catalouge and possibly nicknames though.

The alternate of couse would be to hex edit. Take one players data and swap it with the other. The save data thread has a useful data sheet that shows what is stored where. Ironically this would be the simplest way.

If you want to replace the mayor character with a controllable animal villager... well we are still working on that one. The models are entirely different so its not a case of model swapping, but creating new models. Someone with modeling knoledge and the ctr sdk could probably do it.
 
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If you want to replace the mayor character with a controllable animal villager... well we are still working on that one.

Ohh that would be..AWESOME!^o^ can't wait to see this!

The alternate of couse would be to hex edit. Take one players data and swap it with the other. The save data thread has a useful data sheet that shows what is stored where. Ironically this would be the simplest way.

This is possibly the best solution for me, I just want to replace my female mayor with a different looking male 3D model who will have a different name (this character already exists as my 2nd player) but still keep everything else exactly the same for my mayor (for instance the mayor's original house and location, don't care about the rest) if that makes sense.. (I apologize if this post was not meant for this thread.)
 
Last edited by Dgrin,
Ohh that would be..AWESOME!^o^ can't wait to see this!



This is possibly the best solution for me, I tried really hard to get the perfect map for my village and then made a fictional female character as my mayor and my 'me' male character as the 2nd citizen.. Which I now fully regret since my town has progressed really nicely but I want to keep playing with my 'me' character more than the mayor character.. So in a way I would just want my female mayor to be replaced with a different male 3D model who will have a different name but still keep everything else exactly the same for my mayor (for instance the mayor's original house, don't care about the rest) if that makes sense.. oh, I think you cannot delete a Mayor without demolishing the village and everyone in it..

Wait, so you just want the mayor to be a male character and not change anything else but the name? Super easy, check out the save editing thread. Should be as simple as opening hxd, changing one string for gender, a few for name and one for current hairstyle (the only real representation of gender in game since you can wear any clothing you want. The player models are all exactly the same except the changable hairstyles)

You might be able to do this now in marc's editor and/or the offline editor I havent checked in a while, lol, but hex editing isnt difficult at all.

Also, If you have shampoodle, you can already change their hair. After a while, you can also change to male hairstyles in game. (Or female for your male character.) The game doesnt do a whole lot to diferentiate between genders, just the hair and how certain villagers talk to you.
 
Last edited by deishido, , Reason: More info
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