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

Mirisaaa

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Hi!
Can someone help?
When I try the Items from the pastebin list, they don't spawn.
e.g.
[Slot 1 royal crown]
580F0000 0373A1F0
580F1000 000000E0
580F1000 00000018
580F1000 00000040
780F0000 000000C8
640F0000 00000000 000014bb

Am I doing something wrong?
 

alxrite

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Hi!
Can someone help?
When I try the Items from the pastebin list, they don't spawn.
e.g.
[Slot 1 royal crown]
580F0000 0373A1F0
580F1000 000000E0
580F1000 00000018
580F1000 00000040
780F0000 000000C8
640F0000 00000000 000014bb

Am I doing something wrong?

[Itemslot 1 Royal Crown]
04100000 AC3B90C0 000014BB
 

little_cola

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anyone know why the Save editor gives an error when copying DIY Recipes in the inventory or storage windows? When dumping my save the item collected ingame appears fine, but when copying it over to another square it gives me an error, and when saving the count resets back to 0.

This is a DIY recipe for Golden Tools

acse error.PNG
Capture.PNG
1.PNG


EDIT: Just downloaded the latest build and seems like this issue has been resolved
 
Last edited by little_cola,

Syph

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So, I went through all the fish spawn codes in game manually and got the following results:

1. Dorado
2. Popeyed goldfish
3. Char
4. Stringfish
5. Gar
6. Arowana
7. Arapaima
8. Saddled bichir
9. Ranchu goldfish
10. Betta
11. Ocean sunfish
12. Whale shark
13. Tuna
14. Blue marlin
15. Giant trevally
16. Mahi-mahi
17. Great white shark
18. Hammerhead shark
18. Saw shark (There were 2 18's in the original file by mistake, this is just for clarity)
19. Ray
20. Suckerfish
21. Oarfish
22. Barreleye
23. Coelacanth (still has to rain for it to spawn)
24. Ribbon eel
25. Moray eel

From my own observations as far as customizing them for other fish goes... well, I got nothing. Only lines in each that are different contain values which do not correspond to the fish items in the pastebin, and the 2 lines of code in each code block are always 50 hex values apart. But that's about it.

Do you have any idea if the codes can be used in conjunction or merged? I tried having multiple fish available by activating multiple codes but it seems that the last fish activated is the only fish that spawns. I'd like to still have the fish be random but for the fish to be available all day/time/seasons.
 

Lionheartwolf

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I was super off-base, thanks for correcting me! Edited my initial reply to them.





Yeah, I was thinking this information should go in the OP. I'm generally very busy during the week, but I've been trying to keep up and edit pertinent information into it.

Does anyone know where color ends up if the thing has durability? E.g. say Slot 1 is a tool, am I correct in guessing that the first two of the four bits is type (T), and the latter 2 are durability (D)? Like:
Code:
04100000 AC3B90C4 0000TTDD

If someone can confirm, I will edit it into the OP.

EDIT:
Also, am I correct that that first 4 is the byte size of the address value? Could one instead do:
Code:
08100000 AC3B90C0 0000XXXX 0000TTDD
Where XXXX = Item ID, TT = Typing, and DD == Durability/Quantity in order to specify everything at once?

I havent played around with those tools to be honest I just went straight for gold and never looked back, but of I had to take a guess it works more like how clothes deal with color. (Different item IDs instead.) I can double check just to be sure though.
 
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Mopquill

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the slot 1 item editor code in the main post isn't working for me in 1.1.3. is there an updated version?
Generally when troubleshooting, you want to say what you've tried. The only code referencing Slot 1 in the OP in the 1.1.3 folder is correct. Also, the slot codes I believe haven't changed. So yes, there's an updated version, and you have it.

Code:
08100000 AC3B90C0 0000XXXX 0000YYYY

XXXX = quantity/durability/type etc.
YYYY = item code. Make sure it's in the right folder as per the OP.

Do you have any idea if the codes can be used in conjunction or merged? I tried having multiple fish available by activating multiple codes but it seems that the last fish activated is the only fish that spawns. I'd like to still have the fish be random but for the fish to be available all day/time/seasons.
I am fairly certain these codes edit the value that would normally be dynamic (current spawning fish ID) to be static. What you'd instead what to do is change base game files (or set them via address) to have seasonal availability for each fish -- so no, these can't do that, as far as I understand.

I havent played around with those tools to be honest I just went straight for gold and never looked back, but of I had to take a guess it works more like how clothes deal with color. (Different item IDs instead.) I can double check just to be sure though.
Really? I was thinking things like tools/furniture used higher values for colors, especially considering with furniture at least, some have two sets of colors that can be combined. Mostly I'm asking if that's how the codes work, as I haven't played around with this -- I am not cheating in my file, the only cheat I actually want is shop always open, haha. But yes, I'd really appreciate it if you checked, thank you!
 

jester_

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the only cheat I actually want is shop always open, haha.
Didn't know I wanted this, it would be very badass indeed. I am barely using any cheats myself, just quality of life improvements like walk through walls so I can avoid the tedium of vaulting pole + ladder taking so much time to get around my own damn island! The code for no common Sea Bass is really nice too.
 

Mopquill

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Didn't know I wanted this, it would be very badass indeed. I am barely using any cheats myself, just quality of life improvements like walk through walls so I can avoid the tedium of vaulting pole + ladder taking so much time to get around my own damn island! The code for no common Sea Bass is really nice too.
No sea bass might be a nice addition, maybe I'll throw that one in. My issue is between work and my sleep disorder, I end up missing a lot of prime play time. I think I know how to set up the whole PC debugging thing now, so I might try figuring it out at some point.
 

Mopquill

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@Mopquill

So here how it works.

[Itemslot 1 Colorful Fishing Rod]
04100000 AC3B90C0 00002118 <--------Item ID for the Fishing Rod
04100000 AC3B90C4 000x000y <-------- X is the value for durability, Y is the value for the color.
Awesome, got it. I assume furniture works the same way, likely with the first color bit from the right being one aspect (e.g. wood stain), and the second color bit being another (e.g. cloth pattern, etc.) -- probably something special for designs. Thanks for looking into that!
 

Lionheartwolf

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Awesome, got it. I assume furniture works the same way, likely with the first color bit from the right being one aspect (e.g. wood stain), and the second color bit being another (e.g. cloth pattern, etc.) -- probably something special for designs. Thanks for looking into that!

No, surprisingly it actually works like this:

[Itemslot 1 Wooden Stool]
04100000 AC3B90C0 00000D79 <--------Item ID for the Wooden Stool
04100000 AC3B90C4 000x00yz <-------- X is the value for the cushion color (custom print =1 non custom print =0), Y is the value for the cushion color (normal), and z is the value for the color of the stool.
 
Last edited by Lionheartwolf,

Mopquill

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No, surprisingly it actually works like this:

[Itemslot 1 Wooden Stool]
04100000 AC3B90C0 00000D79 <--------Item ID for the Wooden Stool
04100000 AC3B90C4 000000xy <-------- X is the value for the cushion color, Y is the value for the color.
Actually, that makes a bit of sense. As they intend to add items, they may want 4 full bytes for Item ID. Thanks for giving me this, will add to OP.
 

Lionheartwolf

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Actually, that makes a bit of sense. As they intend to add items, they may want 4 full bytes for Item ID. Thanks for giving me this, will add to OP.

I updated the post to include how custom colors work. It's a little more complicated though, and I probably wouldn't recommend using this cheat for that specifically.
 
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Mopquill

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One more thing: is the durability value backwards? Like a value of 0 doesn't mean it breaks in 1 hit, so is it more like a counter that goes up to the limit of that item (based on its ID)? Would setting it higher than that limit make it unbreakable? I know people are going to ask.
 

Lionheartwolf

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One more thing: is the durability value backwards? Like a value of 0 doesn't mean it breaks in 1 hit, so is it more like a counter that goes up to the limit of that item (based on its ID)? Would setting it higher than that limit make it unbreakable? I know people are going to ask.

Yeah, durability starts at 0, and goes up by one everytime you use it. There is probably a check that determines ultimately when it should break, but for the purposes of the cheat you don't really need to know that. I can only think of 2 practical uses for that value: To have it break normally, or not break at all, and for that you don't even need the value, you just need to either enable or disable that second line in the cheat. There really is no practical reason to separate the two for the sake of a cheat. It's just something fun to know like how:

04100000 AC3B90C0 000x0D79 <-----x is for if an item was picked up from outside. 10D79 just means you picked it up outside, and D79 just means you have it.
 
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