ROM Hack Discussion Animal Crossing: New Horizons -- Reverse Engineering, Glitches, Bugs, etc. thread!

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I assume that this is not possible; haven't seen any threads about it...

I know that the quantity of a given item in a specified slot can be changed to its maximum.
e.g.
[Slot1 Item Quantity x10]
04100000 AC3B90C4 00000009

The question is: Is it possible to have a cheat that changes the quantity of the slot in focus (selected) without specifying the slot code (slot1=AC3B90C4 )?
The purpose would be to bind this to a key like L+Up and then just select any slot from the inventory and hit L+Up to set it to 10...
e.g.
L+Up x10
L+Right x30
L+Down x50
L+Left x99

It would be convenient if possible... Only 4 combos instead of hard-coding the slot number.

thank you

Why not just move the Item you want to change, to said Slot?
 
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Why not just move the Item you want to change, to said Slot?

that's what i'm doing now, move item to slot1 > use keybind to set to max > move item back...

if there was a way to change the stack to max on the selected slot, it would avoid moving the item to slot1 and then back to original slot, it would save time.
 
View attachment 202544
If anyone is thinking of using NHSE to redo their island, be warned that at this stage it can take quite a lot of time in order to figure out what tile should be used. So for example, the 3B rivers are used for corners, 7A is used to occasionally connect 3B and 3B or 3B and 5B parts up. 8A is used to fill in the water. Pretty simple right? But unk values exist for the tile orientation which means you basically have to copy tile settings from places on your island in order to get pic related looking normal. (pic related took so much time to fix up.)

The system in its present form is far too complicated. I wish we could build terrain with a brush tool.
 
that's what i'm doing now, move item to slot1 > use keybind to set to max > move item back...

if there was a way to change the stack to max on the selected slot, it would avoid moving the item to slot1 and then back to original slot, it would save time.

This is also possible, but it will take you some time to create the Cheat.
Make a single cheat out of your 4 Button Cheats then copy it 39x below and change the Slot Numbers.
But you would need around 160 diffrent Button Combos.
 
Last edited by crazy_p,
006 Juicy-Apple TV
So the hex number is 006
So you just convert that into decimal and shove it in under the decimal count in NHSE. Voila, your recipe item.

Ok I tried this out. Like for instance, I tried it out with a golden shovel recipe. It's hex is 294. Converting that to decimal it comes out to 660. So I looked up 'recipe' in the drop down, changed count to 660 and set it into my inventory. After I opened the game, the card is there but all it says is "recipe" and it can't be used. Should I post a pic of what it looks like in NHSE when I put it in? I'm not sure what I'm doing wrong.
 
what is the storage limit?
i cant' see that from NHSE.
I whould like to be sure to not put items beyond the limit.
 
Ok I tried this out. Like for instance, I tried it out with a golden shovel recipe. It's hex is 294. Converting that to decimal it comes out to 660. So I looked up 'recipe' in the drop down, changed count to 660 and set it into my inventory. After I opened the game, the card is there but all it says is "recipe" and it can't be used. Should I post a pic of what it looks like in NHSE when I put it in? I'm not sure what I'm doing wrong.
I'm really not sure why that person says its called recipe now, because its still referred to as item #5794 in even the latest version of NHSE.

I forget which recipe this is an image of specifically but it's one of the sakura items.
 

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I'm really not sure why that person says its called recipe now, because its still referred to as item #5794 in even the latest version of NHSE.

I forget which recipe this is an image of specifically but it's one of the sakura items.
the person is talking about how it shows in game not NHSE
 
View attachment 202544
If anyone is thinking of using NHSE to redo their island, be warned that at this stage it can take quite a lot of time in order to figure out what tile should be used. So for example, the 3B rivers are used for corners, 7A is used to occasionally connect 3B and 3B or 3B and 5B parts up. 8A is used to fill in the water. Pretty simple right? But unk values exist for the tile orientation which means you basically have to copy tile settings from places on your island in order to get pic related looking normal. (pic related took so much time to fix up.)

I actually started looking into this last night as well. I'm basically trying to just cross reference what the terrain editor is telling me vs. what I actually see in game. I only have looked at the cliffs at all for now but there are a number of rules and oddities that are worth noting since as far as I can tell there is no guides/wiki for the terrain editor yet. Some of the limitations and notes I've made so far:
  • Trying to ignore the natural limits on cliff spacing results in indestructible floating tiles
    • This might be (and honestly, probably is) due to not having proper cliff surrounding.
    • In this scenario you can build an adjacent cliff and even hit it once to slant it, but after that point, the fresh slanted cliff also becomes indestructible
  • On cliffs, Unk4 appears to control the slant. I've noticed it has always been 3 for cliff edges that slant towards the right ( '\' ) and 2 for edges that slant left ('/')
    • These values apply to 'Cliff3B' pieces
  • The Unk2 values seem to vary a bit, so its hard to say what they are exactly but based on observations my closest guess would be "edge pattern".
    • I have a rounded corner with two identical but mirrored sides and they both have Unk2 = 2 and appear to be exact edge copies just rotated, whereas I have a different slanted edge that doesn't round out and appears slightly longer with a Unk2 value of 3.
      • My assumption is that 3 is used when you fill in longer distances such as connecting in the corner of 'L' shapes.
  • As you mentioned is the case with rivers, Cliff7A pieces commonly appear to link Cliff*B pieces. They are always found adjacent to those but also next to Cliff3C pieces as well. The rules for these aren't quite clear to me yet.
    • I have an 'L' shape made up of 5B, 3C (corner), and 5B that oddly isn't connected by a 7A piece (this was made legitimately in game using cliff construction).
  • The Unk4 value is commonly set on 7A pieces but not Unk2 or others, but it obviously doesn't refer to the 'slant' of an edge here. Honestly I'm not quite sure what it affects just by checking visually as the only difference I can see is maybe the grass patterns.
All of this was checked against a raised area with a height of 1 throughout so I'm not sure whether or not putting elevation 2 parts on top will change those values at all.
 
the person is talking about how it shows in game not NHSE
The item that "recipe" generates from NHSE is literally just an item called Recipe in game that does nothing. They had corrected me earlier when I said it is called item #5794 in NHSE.
That item has now been named recipe
But yeah, they aren't the same item. Not sure why the editor hasn't named it something more user friendly yet.
 
Becareful of moving the Residential Services using Edit Building feature. The base of it which has brick floorings doesn't get moved as well if you decide to move your residential services in a spot.
Same goes for the airport too. I tried to move it but the stone underneath and around it sadly don't move with it. I hope we'll be able to move these things soon.
 
The item that "recipe" generates from NHSE is literally just an item called Recipe in game that does nothing. They had corrected me earlier when I said it is called item #5794 in NHSE.

But yeah, they aren't the same item. Not sure why the editor hasn't named it something more user friendly yet.
Yeah I assumed they had changed it in the newer ones but forgot to look it up in the resources txt file https://github.com/kwsch/NHSE/blob/master/NHSE.Core/Resources/text/en/text_item_en.txt. The line number corresponds to what it's called in the editor
 
Has anyone tried to inject the Sanrio villagers to see what happens? I just noticed they're mentioned in the villager groups...

0C, 0B, Chai
09, 0A, Chelsea
05, 12, Marty
0F, 0B, Rilla
1D, 14, Toby
1F, 0E, Étoile

Just bumping and very curious to see if anyone has tried?

I don't have villagers in the right groups to pull any off.
 
Is there any ban risk of have a legitimate unhacked switch of repeated taking items (NMT, royal crowns) from a hacked switch without the use of save editor on either systems, only back up and restore using JKSAV to restore items over and over?

The only way I can see this happening is if every bell/nmt/royal crown has some sort of unique tracking ID attached to it where Nintendo can detect its the same exact object being obtained multiple times from the same island.
 
Last edited by leetcakes,
Same goes for the airport too. I tried to move it but the stone underneath and around it sadly don't move with it. I hope we'll be able to move these things soon.

I halfway expected the terrain editor to show these tiles with some sort of special codes set but the tiles that should comprise the "plaza", "dock", and "beach" are all the same as any other tile with no special values so you can't even just copy the tiles from the source acre/grid and paste them elsewhere.
 

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