ROM Hack [Release] Animal Crossing New Leaf Multi Cheat NTR Plugin

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I did this:
[Able to walk on the river]
DD000000 00000200
D3000000 15069D88
C0000000 000A3200
90000000 00004A29
10000000 0000CE39
D0000000 00000000
DC000000 00000001
D1000000 00000000
D2000000 00000000

It's buggy, but usable
@itsRyan you can add this one into the plugin ;)
(You need to use this code when the game is loading)
 
Last edited by Mega-Mew,
Are you using Nanquitas menu for that? It *should* remove the jitteriness from those cheats. Can I have your source so I can include it in the plugin?
yeah, I am using cell9's old source
basically, you just need to read float and write float (instead of read32 write32) to the address
Maybe @Nanquitas knows how to code it
 
yeah, I am using cell9's old source
basically, you just need to read float and write float (instead of read32 write32) to the address
Maybe @Nanquitas knows how to code it
Try putting your function in my source and you'll see how much smoother it is ;)
I did this:
[Able to walk on the river]
DD000000 00000200
D3000000 15069D88
C0000000 000A3200
90000000 00004A29
10000000 0000CE39
D0000000 00000000
DC000000 00000001
D1000000 00000000
D2000000 00000000

It's buggy, but usable
@itsRyan you can add this one into the plugin ;)
(You need to use this code when the game is loading)
I like it but the only problem is it makes bridges impossible to walk on, and if you walk on one somehow you get stuck on it and you'll have to walk off it using moon jump so it's no biggy :P
 
yeah, I am using cell9's old source
basically, you just need to read float and write float (instead of read32 write32) to the address
Maybe @Nanquitas knows how to code it
Actually you can read and write float value with READU32 and WRITEU32 but if you prefer to deal directly with float value you can use those macros:
Code:
#ifndef READFLOAT
#define READFLOAT(addr)        *(float *)addr
#endif
#ifndef WRITEFLOAT
#define WRITEFLOAT(addr, value)    *(float *)addr = (float)value
#endif
Of course you need to use float variable / number. ;)
 
Actually you can read and write float value with READU32 and WRITEU32 but if you prefer to deal directly with float value you can use those macros:
Code:
#ifndef READFLOAT
#define READFLOAT(addr)        *(float *)addr
#endif
#ifndef WRITEFLOAT
#define WRITEFLOAT(addr, value)    *(float *)addr = (float)value
#endif
Of course you need to use float variable / number. ;)
Can I use that to add float values or is there another macro for it?
 
Testing float values now!
If it works then it'll fix that slowdown bug thanks to @dsrules for noticing and @Nanquitas for the macros :yay3ds:

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

here is what +45 float looks like
http://sendvid.com/4lob7m4v
Also, how did you get those mini trees with fruit on them lol
24f06eb8071343328f29837444a29115.png
 
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Hey @itsRyan, can we move C.M. above Teleport in the main release and on the forum? It seems that more people like CM than teleport - even though they're BOTH good :D
 
Hey @itsRyan, can we move C.M. above Teleport in the main release and on the forum? It seems that more people like CM than teleport - even though they're BOTH good :D
Yeah I have 2.2.2's source ready just in case if there's still bugs in the older release ;) I'll do that once I'm done tweaking CM moon jump and speed.
 
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Yeah I have 2.2.2's source ready just in case if there's still bugs in the older release ;) I'll do that once I'm done tweaking CM moon jump and speed.
Ok cool! Also, 5 more people like Speed Hack than teleportation... Do you want to lower teleport to the bottom or nah? If anyone else has some input on this, that would be GREATLY Appreciated!
 
Ok cool! Also, 5 more people like Speed Hack than teleportation... Do you want to lower teleport to the bottom or nah? If anyone else has some input on this, that would be GREATLY Appreciated!
I guess I'll do that too

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

16 (0x10) is still way too fast for coordinates modifier :rofl: it's because Nanquita's library preforms a lot smoother and faster :P
 
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Ok I have to use 0x1 because 0x2 is too fast to be precise but 0x1 is precise and allows clipping through some stuff but there are some collisions that don't allow you to clip through. You can use moon jump to jump over them. Once I finish cleaning up my code I'll push USA out first and then later tonight I'll push EUR and JAP (you guys are last because I'm going out for a bit)
It now is a constant value so no slow downs or speed ups :hrth::hrth::hrth::hrth::hrth::hrth::hrth:
 
Uploaded to GitHub!
Here's what's new:
-Using float values for moon jump, coordinates modifier and speed hack so it's now a constant speed instead so it gets rid of the pesky slow downs.
-Cleaned up some unused code so when you compile so the compiler doesn't yell at you for it.
-USA only for now (porting EUR and JAP will be easy, I just don't have the time atm)

Planning on:
-Tweaking layout for 2.2.2 + 2.3 beta
-Maybe I'll find data of when you're trapped in a pitfall or not so people can stop abusing a glitch to trap people
-House injector (same as seeder but this time it's in your house)
-Walk on water code?
-Real time acre modifier?
 
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Testing float values now!
If it works then it'll fix that slowdown bug thanks to @dsrules for noticing and @Nanquitas for the macros :yay3ds:

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


Also, how did you get those mini trees with fruit on them lol
24f06eb8071343328f29837444a29115.png
those are apple trees, just a visual effect to make the trees look smaller
it will revert back to normal size after reload, so it's nothing useful
 
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