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

DestinyFeather

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Oh that's great, thanks. Did what I assume correctly about the count number or I guess I could just test it to check.
Yush, you just convert the recipe ids into decimal.

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

the last bug missing in my list is the cicada shell...
does anyone know a code that "transforms" the last bug you caught into a specific bug ? like I catch a butterfly,but i get a "wow you got a cicada shell" or something like that ?
There was a code that spawns fish. You may be able to exchange one of the rare fish item ids for insects, if the code does the same thing as my manual edit. It seems to be safe to fish up insects.
 

zebigboo

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There was a code that spawns fish. You may be able to exchange one of the rare fish item ids for insects, if the code does the same thing as my manual edit. It seems to be safe to fish up insects.

Which was it ? i can't find it...
 

Classicaldonkey

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Regarding both mistakes, you are right. I meant 10, not 0x10, but it's entirely right that the reader wouldn't know that intuitively, and I glazed over it. And the item ID was just a pasting error. Thanks for watching out! Both are fixed in both my post, and the OP.

Regarding the 8 byte codes, I actually considered that, but I repeatedly see users asking for specific quantity or style codes, and trying to separate them themselves, so my worry in providing the 8 byte codes is specifying both when they might only want one, and making it harder for them to tease them apart (they likely don't know to add 4 to the address and only take the first value, etc) -- however, the generator I'm writing will output 8 byte codes. I didn't know that there was a 1024 code byte limit, I was just trying to be efficient, but all the more reason to do so. Perhaps it might be useful to provide both? I'm not sure.

Ok alittle bit of noob, but i am very interested to find out more about this. Could you explain how taking away one address point still makes it work, so is 08100000 a floating point that can replace 04100000 so you don't need the 2nd address point e.g AC3B90C4 for it to work....how does this work?
 

DestinyFeather

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upload_2020-4-5_19-54-6.png

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.)
 
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lennurs

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DestinyFeather

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So basically what's happening is that cheat codes are naturally in hexadecimal, so you can use the ids as is. And NHSE item count is in decimal (so you have to convert them.)
 

000f

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Wait, so Raymond is actually a pretty rare villager? I had him in my town before unlocking terraforming, how can I upload his data so you guys can use it?!?!
 

lilithx

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anyone have cheats like these that work on the update? these ones no longer seem to be working for me.. they're for changing the quantity of the item in slot 1, basically to change furniture colors

[Amount x1 L+D-Up]
80002040
04100000 AC3B90C4 00000000
20000000

[Amount x2 L+D-Left]
80001040
04100000 AC3B90C4 00000001
20000000

[Amount x3 L+D-Down]
80008040
04100000 AC3B90C4 00000002
20000000

[Amount x4 L+D-Right]
80004040
04100000 AC3B90C4 00000003
20000000

[Amount x5 L+D-Up]
80002040
04100000 AC3B90C4 00000004
20000000

[Amount x6 L+D-Left]
80001040
04100000 AC3B90C4 00000005
20000000

[Amount x7 L+D-Down]
80008040
04100000 AC3B90C4 00000006
20000000

[Amount x8 L+D-Right]
80004040
04100000 AC3B90C4 00000007
20000000

[Amount x9 L+D-Up]
80002040
04100000 AC3B90C4 00000008
20000000

[Amount x10 L+D-Down]
80008040
04100000 AC3B90C4 00000009
20000000
 
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munenorii

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You enter the text in the terminal. Make sure the terminal is opened in the same directory as the two villager files. If you are not on a Linux computer I can't really help you. (I did not make this on Windows, unfortunately.) But maybe now that the offsets to force a villager to be in boxes is in the wild, someone can implement it in a more user friendly way. I'm not much of a programmer.

This discovery is great, I’m going to try it on Linux momentarily. Just a question- so, I load the “Lolly” file first on a villager slot, and then I load “Lolly_moving” right after in the same slot? If so, I’ll try this out and report back on how well it works and if the furniture / all that is the same on the Switch I transfer it to. I also have two saves, one with an empty slot and one without, so I’ll see if that matters in any way. By the way, this is a fantastic discovery, thank you so much for sharing!
 

DocKlokMan

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This discovery is great, I’m going to try it on Linux momentarily. Just a question- so, I load the “Lolly” file first on a villager slot, and then I load “Lolly_moving” right after in the same slot? If so, I’ll try this out and report back on how well it works and if the furniture / all that is the same on the Switch I transfer it to. I also have two saves, one with an empty slot and one without, so I’ll see if that matters in any way. By the way, this is a fantastic discovery, thank you so much for sharing!
No, the Lolly file is just an example. Export whatever villager you want to move out using the save editor, run the command to generate a "villager_moving" file and re-import the villager_moving file on top of the villager you exported, replacing them. The only actual file you download is the patch file, move.patch
 
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