ROM Hack [RELEASE] Animal Crossing: New Leaf Text2Item NTR Plugin

cearp

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to the guy who said he has a building spawner... maybe it's possible, i didn't click on his link.
for items in the inventory/bag - we can only have legit items, we can't have things like rocks and trees.

but, it is possible to edit the objects on the landscape - we can add rocks, trees etc there :)
when i was playing around with gw, near the time i release the text2item cheat, i wanted to make a text2item at your currentworldposition - but with gw alone it is not powerful enough, there is no asm support.
but with an ntr plugin... it should be possible :)

for example, we could type 'rock here' and and rock would be placed right where you are standing.
or, '0035 here' and there would be a banana tree right where you are.

- but buildings were different, they didn't seem to be able to be placed like items in the land, maybe they use a different 'map' and are stored in different memory.

when items are 'injected' to the world like this, they don't appear immediately, although they are functional. you need to walk/run out of the area, until the game reloads that patch of land again :)
 
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DesuIsSparta

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to the guy who said he has a building spawner... maybe it's possible, i didn't click on his link.
for items in the inventory/bag - we can only have legit items, we can't have things like rocks and trees.

but, it is possible to edit the objects on the landscape - we can add rocks, trees etc there :)
when i was playing around with gw, near the time i release the text2item cheat, i wanted to make a text2item at your currentworldposition - but with gw alone it is not powerful enough, there is no asm support.
but with an ntr plugin... it should be possible :)

for example, we could type 'rock here' and and rock would be placed right where you are standing.
or, '0035 here' and there would be a banana tree right where you are.

- but buildings were different, they didn't seem to be able to be placed like items in the land, maybe they use a different 'map' and are stored in different memory.

when items are 'injected' to the world like this, they don't appear immediately, although they are functional. you need to walk/run out of the area, until the game reloads that patch of land again :)

I am pretty sure that buildings are stored on a different plane than items. There are three layers to the map: Acre, Building, Item. which is why you can place items on top of buildings. You can not, however, place a building on top of a building, nor can you place items on items or on the raw acre (there's an imaginary boundary between it).

I'm interested in creating the same type of 'current world position' cheat, but the most I have now is running an NTR debugging server in the background which is constantly caching the player's position and every so often updating the map's layout from constant ram streaming (rather than dump & load, which is slow af). So you can sort of grab the player's position and edit that position on the item or axis to set the item in that tile, but you're not really 'spawning in' an item so much as you are writing one with some raw makeshift method.

Building spawning is absolutely possible, but only for the host player and I'm assuming that building functionality gets a bit crazy with the amount of regions the game is able to hold at once. Also, I'm pretty sure the game will not properly save 'dropped' buildings because it checks the town's layout when it loads to make sure it's not too broken.

Luckily we'll never have to worry about someone seeding our world like they used to do in WW and City Folk.
 
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cearp

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cool :) i remember putting some fruit on a sign post, so yeah i think it is funny we can do things like that!
i can have a look at making the plugin for real time item placing, unless someone else is more interested and wants to do it first :)
 

justync7

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cool :) i remember putting some fruit on a sign post, so yeah i think it is funny we can do things like that!
i can have a look at making the plugin for real time item placing, unless someone else is more interested and wants to do it first :)
Would be much appreciated! I have nowhere near enough knowledge to be able to make such a plugin, sadly. And due to the way the NTR debugger works, its not very easy to find memory locations without prior knowledge or lots of fiddling. (and lots of slow memory dumps)
 
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herolarcio

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cool :) i remember putting some fruit on a sign post, so yeah i think it is funny we can do things like that!
i can have a look at making the plugin for real time item placing, unless someone else is more interested and wants to do it first :)
To be honest real time world edit in NL would be AMAZING. I'm looking foward to the plugin. :D

(I used to love using it in ACWW)
 

justync7

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Sorry in advance...

How do I use this?
Once you have it installed, just boot up NTR, boot up your game, and then if you see a green flash as its booting you should be good to go.

Just open the chat window in game, type in an item id from here and then close the window, press the R trigger, open your inventory, and it will be in the first slot of your inventory.
 

cearp

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If you plan on pushing the source to GitHub, i'll fork it and make a PR to allow you to type the item name instead of the item value ;)
very cool, will all item names fit in the text box? i guess so. anyway, things like that are the beauty of ntr plugins. even if gw gave us asm support this idea would still be impossible.
I believe it writes 1 for the amount. Infinite fruit baskets require 0. I can implement quantity if the OP doesn't
it makes them 0/infinite, at least my gw cheat does. (i doubt the op's ntr version does it differently - i assume it's the same)
 

DesuIsSparta

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very cool, will all item names fit in the text box? i guess so. anyway, things like that are the beauty of ntr plugins. even if gw gave us asm support this idea would still be impossible.

it makes them 0/infinite, at least my gw cheat does. (i doubt the op's ntr version does it differently - i assume it's the same)

Yes, they should all fit in the textbox. The longest one I can see while looking through is 'mush wall lamp (mushroomized)' unless you, for some reason, want to spawn in a coconut tree into your inventory, which would just disappear anyway. I'd like to get around to making the catalog usable to spawn items in, but I don't really have time right now.
The one think that Gateway still has over NTR, though, is memory breakpoints and easy memory searching, something NTR only offers to the N3DS console running 2.2. Breakpoints are so powerful and so few are being looked into because of the specific requirements.

Also, didn't know it was 0. Whoops.
 
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justync7

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Yes, they should all fit in the textbox. The longest one I can see while looking through is 'mush wall lamp (mushroomized)' unless you, for some reason, want to spawn in a coconut tree into your inventory, which would just disappear anyway. I'd like to get around to making the catalog usable to spawn items in, but I don't really have time right now.
The one think that Gateway still has over NTR, though, is memory breakpoints and easy memory searching, something NTR only offers to the N3DS console running 2.2. Breakpoints are so powerful and so few are being looked into because of the specific requirements.

Also, didn't know it was 0. Whoops.
I will put it up on Github later today. Also, to my knowledge I dont mess with item offsets so whatever amount is in the first inventory slot the fruit will take. ex: if you have a basket of 2 pears and spawn a apple basket, you will get 2 apples or if you have an empty slot you will get an infinite stack.
 

IdahoNate153

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So I was using this plugin yesterday flawlessly, but today when I started to use it I'm having problems where the items spawned are corrupted or something because for example if I spawn a bag of bells, the bag won't display a number and the only option it gives me are Quit when I select the item. Same goes for items like pants, and glasses.
 
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