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

johnma2

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You could use the Save Editor, but the save editor is really just doing exactly what cheat tools like Jnoex, SXOS and Edizon do minus giving you the freedom to look around yourself. I can't comment too much on it since I don't use it for anything other than a visual reference for villagers. I use a combination of Noex and SXOS personally but any cheat engine with a search function is all you need for what you are trying to do, and since you said you were trying my cheats I'd assumed you had one of them.

There is no debugging involved here. That work was already done the very first time. We already have the values we need. The hard part has been done for you.

That's the thing though. I'm not using SXOS, and Edizon can't be used to search for any values since it can't recognize ACNH for loading cheats or backing up/restoring save files. There is the Edizon overlay, however I'm not aware of it being capable of searching for addresses like this. SXOS and Edizon do use the same cheat method however, so the codes are the same between SXOS and Atmosphere.

EDIT: I found the Noex you were talking about. I'm looking more into, and thanks for letting me know about it as well.
 
Last edited by johnma2,

Khim09

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Care to share how you did it?



So if I get an item using SE, I can just leave those flags alone and just mess with the count?
Hi sorry for the late response.. I just followed the instruction based on the screenshot, did the math. But now for 1.1.2, i think the recipe id no. changed.

Sent from my SM-N975F using Tapatalk
 

lennurs

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I haven't really had a need to mess around with NHSE so Im just spitballin' here, but you might be in a tight spot. The inventory expanding items are actual items, but you can't actually use them. I found this out one night when I edited them into my game, and dropped it on the floor, and spent the rest of the night finding the address for items placed in your house because you can't pick them up or interact with them in any way.

You might need to use a backup save, figure out how to hack those items back into the Nook Store, or wait until NHSE has a build that corrects the problem.

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



Im going to have to double-check just to make sure. I don't use the same cheats as everybody else because Im technically the second character on the island (my daughter is the first, she just couldn't wait :P) so my inventory is stored in a different place than yours. Give me a minute.

EDIT: Yeah, I just checked, and they were the same for me. I went from 1.1.0 to 1.1.2a today for the new event, and I spent about 30 minutes finding codes I already had that's why I knew which ones I had to change and which ones I didn't.
fixed the issue ** in NHSE uncheck those and theyll be back in the nook machine so you can buy them :D
 

Etesy

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Im not on 1.1.0 anymore Im on 1.1.2a atm I don't know how that differs from 1.1.1a since I skipped over it.

So I tried to explain forcing characters but it's tricky to explain in text.

GROUP 1
04, 00, Bob = 30
04, 01, Mitzi = 31
04, 02, Rosie = 32
04, 03, Olivia = 33
04, 04, Kiki = 34
04, 05, Tangy = 35
04, 06, Punchy = 36
04, 07, Purrl = 37
04, 08, Moe = 38
04, 09, Kabuki = 39

GROUP 2
04, 0A, Kid Cat = 30
04, 0B, Monique = 31
04, 0C, Tabby = 32
04, 0D, Stinky = 33
04, 0E, Kitty = 34
04, 0F, Tom =35
04, 10, Merry = 36
04, 11, Felicity = 37
04, 12, Lolly = 38
04, 13, Ankha = 39

GROUP 3
04, 14, Rudy = 30
04, 15, Katt = 31
04, 17, Raymond = 32

Okay, so if you notice Stinky is in Group 2, this means with my cheat you can only force somebody else from group 2, this is why Stinky is 33, and Ankha is 39. If you found somebody from Group 1, 33 would have been Olivia, and 39 would have been Kabuki.

Raymond, Rudy, and Katt are difficult because they are the only villagers in the game in Group 3 so the only way to force them is to literally find Rudy, Katt, or Raymond. (or find the address that tells the game which group you are in, which I didnt)

It doesn't matter what species you come across, it only matters what group they are in. Goldie is group 1 and as long as you have the right species code you could force any cat, hippo, hamster, etc... also from group 1. Again, there is no other species with group 3. Only cats have a group 3 so your options are limited (but you are now 3x more likely to get Raymond at least...)

Starting with the first villager count up 9 and that's your first group, and everybody after that is group 2 (except Raymonds group of course)
Hey, I know you posted some of the 2nd Species ID already on an earlier page, but do you happen to have the rest? At least for Squirrel, Dog, Wolf, and Deer.
 

JR_GameR

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Is there a list of hex IDs for recipes? Also a code to go with it (unless it’s just the item to pocket code)

On a different note, is there a text to hex code? So like, typing the hex out in game to generate that item.

Edit: If it helps, I’m on 1.1.1 still so if there’s a recipe code I missed I’d be grateful if someone pointed it out.

Edit: Nevermind the recipes! I’m dumb end user. Text to hex would be amazing though.
 
Last edited by JR_GameR,

zozoz

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Wondering if there's a way to change a villager's house exterior/wallpaper/flooring, even if it involves hex edits? I accidentally goofed up when inviting someone.
 

EDMIRE

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Anyone found a way to unlock the camera outside as if you were in a house. I really need it for a project and so does Shesez (YouTuber)
 

Initializer

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For now at least. Im very confident that my cheat can be improved on to fix that problem but at the moment this is what we have to work with.
Sorry to bother you again, do you happen to have the Species ID #2 for cubs and wolves? I am totally noob about the coding.
I also just realized that the editor can only force villagers group 2, even if I encountered Simon who is in group 1(16,02). I am sorry for my poor understanding, but is there a way to twist the editor code so it can force villagers from group 1?
 
Last edited by Initializer,

uriri

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for some reason my itemslot multiplier no longer works with 1.1.2a?

Code:
[Itemslot 1 x30]
580F0000 0373A1F0
580F1000 000000E0
580F1000 00000018
580F1000 00000040
780F0000 000000CC
640F0000 00000000 0000001D

[Itemslot 2 x30]
580F0000 0373A1F0
580F1000 000000E0
580F1000 00000018
580F1000 00000040
780F0000 000000D4
640F0000 00000000 0000001D

[Itemslot 3 x30]
580F0000 0373A1F0
580F1000 000000E0
580F1000 00000018
580F1000 00000040
780F0000 000000DC
640F0000 00000000 0000001D
 

lennurs

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for some reason my itemslot multiplier no longer works with 1.1.2a?

Code:
[Itemslot 1 x30]
580F0000 0373A1F0
580F1000 000000E0
580F1000 00000018
580F1000 00000040
780F0000 000000CC
640F0000 00000000 0000001D

[Itemslot 2 x30]
580F0000 0373A1F0
580F1000 000000E0
580F1000 00000018
580F1000 00000040
780F0000 000000D4
640F0000 00000000 0000001D

[Itemslot 3 x30]
580F0000 0373A1F0
580F1000 000000E0
580F1000 00000018
580F1000 00000040
780F0000 000000DC
640F0000 00000000 0000001D
great! now we just need the 40 inventory slots for items and recipes to work again. hate how it always gets broken after every update lol.
 

johnma2

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Okay, well I got some some codes working again for update 1.1.2, and I used these as guides:
https://pastebin.com/KYxbYXmH
https://pastebin.com/B8N5KKsh

Some ID pointers were changed because item-injecting codes that worked for 1.1.1 would not work with 1.1.2, so using the first link I used those as my slot codes and used the item ID list in the second link to look up the item and place it where the four numbers were missing on the first line. Also, I will not take credit for any of these cheats as they're just modified version of cheats that already exist, and also I've provided another file that has DIY codes that should work with update 1.1.2. Now, for my file...
 

Attachments

  • 3068F51723DC1A67.txt
    1.9 KB · Views: 132
  • Animal Crossing - New Horizons DIY Recipe ID List and cheats.txt
    14.9 KB · Views: 189
Last edited by johnma2,

lennurs

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Okay, well I got some some codes working again for update 1.1.2, and I used these as guides:
https://pastebin.com/KYxbYXmH
https://pastebin.com/B8N5KKsh

Some ID pointers were changed because item-injecting codes that worked for 1.1.1 would not work with 1.1.2, so using the first link I used those as my slot codes and used the item ID list in the second link to look up the item and place it where the four numbers were missing on the first line. Now, for my file...
hey thats my link :D i can tell because i put random shit as the title lol. didnt think it was in here xD
 

johnma2

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hey thats my link :D i can tell because i put random shit as the title lol. didnt think it was in here xD

Sorry, I didn't want any of the credit towards these codes because I don't really know how the system works here in gbatemp for me to give credit to others properly. Also, I wanted to compile all the info I found into one post, so if you see anywhere this could be shared I don't mind.
 
Last edited by johnma2,

lennurs

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Sorry, I didn't want any of the credit towards these codes because I don't really know how the system works here in gbatemp for me to give credit to others properly. Also, I wanted to compile all the info I found into one post, so if you see anywhere this could be shared I don't mind.
oh youre good im glad im somewhat helping out now instead of always asking questions LOL
 

uriri

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great! now we just need the 40 inventory slots for items and recipes to work again. hate how it always gets broken after every update lol.
nvm.. the code is working. it just wasn't working for me because i'm on 1.1.3. So imma need the new BID lol
 

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