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

Weposkonis

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With NHSE, does anyone know how to edit bridge rotation? I changed my first log bridge into a stone bridge (by changing the unknown 0x08 from 16 to 1), and didn't change the rotation (keeping it at 0), but now the bridge is horizontal instead of diagonal like it used to be. How do I change the rotation to keep my bridge in diagonal from SW-NE?
 

JaJeJJ

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Hi guys! i have two questions,
How I can edit the file in my switch without my pc and how I can turn off by default all cheats before to open ACNH?
 

DocKlokMan

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Anatomy of an Item Code:
It might be a bit more complex than this in some situations or with some more specific items, but this should get you started.

Simple Item Code: (no durability or customization)
[Slot 1 x10 Nook Tickets]
04100000 AC3B90C0 000016DB
04100000 AC3B90C4 00000009

16DB = Item ID for Nook Miles Tickets -- change this to what you want from the Item ID Doc
09 = Item quantity (1 more than shown; 00 = 1 Ticket, so 09 = 10 Tickets)
If you change this higher than the max, it will default to 1. So in this example, Nook Miles Tickets max stack is 10 -- if you set this to the value to 10, that would be 11 tickets, so you'll only have 1.

Tool Item Code: (durability and single-dimensional customization)
[Slot 1 Colorful Fishing Rod]
04100000 AC3B90C0 00002118
04100000 AC3B90C4 000x000y

2118 = Item ID for a Fishing Rod
0x = Item durability, counting up (i.e. 00 is max durability)
0y = Customization color; 00 should be the default tool color, in this example, a blue fishing pole.
So far, no items (that I'm aware of) that have quantity should have either durability or customization.

Furniture Item Code: (two-dimensional customization)
[Slot 1 Wooden Stool]
04100000 AC3B90C0 00000D79
04100000 AC3B90C4 000x00yz

16DB = Item ID for a Wooden Stool
x = Custom Print value (0 = No Custom Print; 1 = Custom Print) CHEATING CUSTOM PRINTS NOT RECOMMENDED (seriously, just use some customization kits)
y = Customization Value 1 (in this case, cushion color)
z = Customization Value 2 (in this case, wood color)


Big thanks to @Lionheartwolf for clarifying and testing how durability/customization work.

EDIT: I've also quoted this in the main post. I intend to write a basic item code generation web tool to stem the people asking how to edit a code in a basic way, or to make one for specific items, but in the meantime, anyone helping can direct them to this post, or to the OP.
I'd recommend to make the cheats even simpler. Example:
[Slot 1 x10 Nook Tickets]
08100000 AC3B90C0 00000009 000016DB

AC3B90C0 = Slot Number 1
09 = Quantity
16DB = Item ID

[Slot 1 Colorful Fishing Rod]
08100000 AC3B90C0 000x000y 00002118

[Slot 1 Wooden Stool]
08100000 AC3B90C0 000x00yz 00000D79

Not only does this combine the quantity / durability / variation and item ID into one line it also saves 2 code bytes per cheat which helps when the cheat file has a 1024 code byte limit. Over the course of all 40 inventory slots that's 80 code bytes that are saved.

Now, there are some mistakes in your original post I'd like to point out:
If you change the quantity to 10 it would be 17, not 11, since 0x10 is 16 in hex. I think you meant 0A, not 10.

Item ID for Wooden Stool is 0D79, not 16DB.
 
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Pandanator

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I'd recommend to make the cheats even simpler. Example:
[Slot 1 x10 Nook Tickets]
08100000 AC3B90C0 00000009 000016DB

AC3B90C0 = Slot Number 1
09 = Quantity
16DB = Item ID

[Slot 1 Colorful Fishing Rod]
08100000 AC3B90C0 000x000y 00002118

[Slot 1 Wooden Stool]
08100000 AC3B90C0 000x00yz 00000D79

Not only does this combine the quantity / durability / variation and item ID into one line it also saves 2 code bytes per cheat which helps when the cheat file has a 1024 code byte limit. Over the course of all 40 inventory slots that's 80 code bytes that are saved.

Now, there are some mistakes in your original post I'd like to point out:
If you change the quantity to 10 it would be 17, not 11, since 0x10 is 16 in hex. I think you meant 0A, not 10.

Item ID for Wooden Stool is 0D79, not 16DB.

Do you happen to have the item list code? I really wanna try to for my self
 

lennurs

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last time i tried getting all color variants the items were all buggy. used someones code where all you had to do was press a button on the Dpad and it would change it for you. messed up the item having it flash all colors. was bad
 

SzReality

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Hey guys so been using this for a while is there a way to make a villager pack up in boxes my cousin wants Raymond so wanna help her out lol I have him but wanna know if I can get him to move quicker thanks guys
 

izaan22

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No, I was happy with the workaround. Im happy leaving that to somebody else. I was just doing it for my daughter, Raymond was the last person I needed, and she has all the villagers she wants. Im not about to kick somebody out just to keep looking for that value.

Everything I posted should be all the information the next person needs to find it with minimal effort.

Ok so how do i get Raymond now. I didn't has pc to use NHSE
 

Mopquill

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I'd recommend to make the cheats even simpler. Example:
[Slot 1 x10 Nook Tickets]
08100000 AC3B90C0 00000009 000016DB

AC3B90C0 = Slot Number 1
09 = Quantity
16DB = Item ID

[Slot 1 Colorful Fishing Rod]
08100000 AC3B90C0 000x000y 00002118

[Slot 1 Wooden Stool]
08100000 AC3B90C0 000x00yz 00000D79

Not only does this combine the quantity / durability / variation and item ID into one line it also saves 2 code bytes per cheat which helps when the cheat file has a 1024 code byte limit. Over the course of all 40 inventory slots that's 80 code bytes that are saved.

Now, there are some mistakes in your original post I'd like to point out:
If you change the quantity to 10 it would be 17, not 11, since 0x10 is 16 in hex. I think you meant 0A, not 10.

Item ID for Wooden Stool is 0D79, not 16DB.
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.
 

SonyUSA

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So I time travelled until one of my ugly villagers got sad and I told him to move out, I then spent 8 hours farming islands to try and get Raymond before I realized I was on the wrong day. I fixed my time and went to 3 more islands and noticed no animals were showing up...

I fly home and what do I find? Some ugly bull named Rodeo has moved into his plot! He says something like "Hi I'm Rodeo from Delphino!"

I am in CFW with servers blocked, so what this tells me is that moved-away animals can attach themselves to your files when you visit other people. This means I picked him up while I was online and he has been festering in my save like AIDS for days now, just waiting to pustule into this nasty abomination...

This may explain the current bug where you pick up an outbound villager from a friend and they say they will move in, but then a completely different animal shows up... because these little bastards have been hiding in your code the whole time! My theory is the code doesn't check to see if both events are set to happen, and the code to fill the plot gets overwritten by the cancer patient.

The thing is, I never went to a Delphino, but I went to another person's island with someone FROM Delphino, and I think they visited my island, so I got infected from one of those two things...
 
Last edited by SonyUSA,

silverwolf29

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I am on update 1.13 using the latest build of the editor when I try to add a recipe to my inventory it comes out as a blank recipe. Any ideas? They removed Flag 2 on the latest update. Thank you.
 

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