A hat called "red Pikmin" was released today. The item code is $AEB0, and shows up as Unknown in ACToolkit. It's probably a safe bet that the item data (model, etc.) is stored in the save, and could be hacked just like the villager textures.
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A hat called "red Pikmin" was released today. The item code is $AEB0, and shows up as Unknown in ACToolkit. It's probably a safe bet that the item data (model, etc.) is stored in the save, and could be hacked just like the villager textures.
If I find time to plug in my Wii I will try putting it through TTI. Someone might dump it soon though haha.
Data for the red Pikmin starts at 0x26F324 in RVFOREST.DAT (or at least in my RVFOREST.DAT). Names start at 0x26F358, with different languages for each region. There's also an ASH0 archive in there, and that's about as far as I can get since I don't have a tool to decompress those... I suppose I could change the item name for kicks though.
Yes, the item name can be changed. DsPet sent me some info on the DLC item a little while ago. I successfully "injected" the DLC content into my save file without having prior seen the item. This means I can probably make an install tool for those who do not have the ability to get this item.
> I don't have a tool to decompress those...
Can you say "DLC_Tool" ???
Work in progress. The "ASH0" recompression may take a little more time. Hopefully coming soon.
Here's the output: http://aibohack.com/wii/dlc_1.zip
Contains textures and palettes in BMP format ready for editing similar to NPC_Tool
Also the 3d model (a "MDL0" file saved without header). Eventually someone will need to write a simple 3D tool. In the mean time hopefully people will be happy with different color pikmin hats and funny shaped leaves...
how do you get the DLC?
So Uh this item isnt already in the game for all of us? how do i get it now?
Get it from someone else? lol :P
(and other questions on "how do I get the new 'red Pikmin' item")
In AC:CF you can download new content (AKA "DLC"). You need to download the new content from another player. It can be hacked, but for now (IMHO) it isn't worth the hassle.
For trading of rare items I recommend the regular (non-hacking) BBSs:
http://www.animalcrossingcommunity.c...sp?BoardID=152
http://www.gamespot.com/wii/strategy..._id=m-1-933195
(even those folks got quickly bored with it ;-)
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IMHO the new 'red Pikmin' hat is boring. It is only yet another new hat. Not worth the hassle of hacking it alone. The name isn't properly capitalized.
The cool part is it opens the door for 'hacked' DLC items. A green or purple or plaid pikmin hat would be something to brag about...
Shouldn't the item download as the same value into every persons game?
Although I've yet to check the item, I just bought one for 400 bells from someone at Gamefaqs :D . I just want one because I want to add it to my collection of rares.
Just throwing this out there, but would it be possible to do something like
206E23C0 00006E00
42000000 90000000
02E2EB22 0000AEB0
E0000000 80008000
to get it in your first slot? Or any other abnormal code not listed on Aibo? Through Gecko or Ocarina, I mean.
EDIT: Nevermind, I tried it already. It made my game freeze 6/6 times. I just ended up getting one from gamefaqs. I guess 50,000 bells is hard to pass up!
Hacking the item number in won't work, because the data for that item doesn't exist until you obtain it the "proper" way (get it from Nintendo or someone else)
Presumably, the hex value for the item would be stored within the item data somewhere, but I didn't notice it right off the bat. We could create "custom DLC", but to avoid conflict with official Nintendo DLC we'd have to set the hex value to a really high number, or some other number Nintendo won't logically use.
Ah. So what could, excluding $AEB0, $AE7C-$AF3C be? Like a lot of DLC hats? And as for the Custom DLC, that may be the best idea (if working) in AC:CF as of yet! And could the code be like 0xFFFFFF or something as a high number?
That's an address the item would be a 16 based hex number.
I wasn't being specific, I was wondering if it would be set to all Fs
How to introduce the DLC in my game ? I Have AC:LGC ( Pal )
( Sorry for my english, i'm french )
I don't have a USBGecko ...
> And as for the Custom DLC, that may be the best idea (if working) in AC:CF as of yet!
Agreed, still looking into what is hackable or not. Takes a little more trial-and-error because there is only one DLC so far.
BTW: There is enough room for 208 unique DLC items in the gamesave!
Wow 208 thats quite cool how did you come to that conclusion?
> Wow 208 thats quite cool how did you come to that conclusion?
Experimentation of course. If you fill the space to the end, the game will scan all 208 of them (still working on how it allocates new item codes). There is also room for 48 more before that, but that may be for other items (and other sizes). That's why the gamesave is so big (4MB, 1/2 of that is zeros waiting for DLC).
BTW: We'll know more on Jan 1 when the 2nd DLC (Spinning Top) is released
http://www.nintendo.co.jp/wii/ruuj/iteminfo/index.html
DsPet, they should make a religion after you because you are my god XD
Spinning Top <-----Does want!
And wow, the first game to have DLC for the Wii, now THAT'S a milestone for Nintendo! (sarcasm, but not sarcasm :/) And if they're going to release the DLC like half a month apart each, that's like 8 1/2 years! I don't want to wait THAT long! And I still don't fully understand how they activate DLC :/
It wasn't DLC in Wild World it was already in the game. DLC just downloads to the wii memory or the save after you acquire it.
So dspet, how is the recompression coming?
> So dspet, how is the recompression coming?
Slowly. AFAIK: Nobody has an (working) open source implementation of the decompressor, much less an acceptable compression/recompression tool.
Even if I had that working, I'd probably wait a while before releasing DLC_Tool (for reasons stated below)
OLD question:
> how do you decide what hex value it becomes?
That's in the "DLC" data along with lots of other info. The data is almost identical to the data for the built-in items, so a lot is possible. I'm barely scratching the surface of crazy things you can do: http://www.aibohack.com/wii/crazy_pikmin.jpg
Eventually DLC_Tool will assign a 16-bit item code for any new 'hacked' DLC item. It should be consistent and placed in the gaps around the regular items (although that may not be critical). Hopefully I'll come up with a range for experimentation. Releasing a new item into the "wild" has more complications. You can't go back and change the number.
BTW: The only official DLC ("red Pikmin") uses code $AEB0 which is in the middle of the gap between the end of the built-in hats/masks and the start of the built-in glasses. Time will tell where they put other 'official' DLC.
> and what happens if one person has one thing as a hex value and someone else has another?
It appears that first one installed in the town wins. The DLC is not redownloaded. This will be a problem if a hacked items collide with official ones. Also if two hacked items use the same code, the first one will win. Any updates will not be seen in towns that have previously 'seen' the item.
I'm still looking to see if there is a 'version number' somewhere in the data or a way of forgetting a DLC item without WiiBrew (even if you get rid of all items in your pockets it is still in your catalogue and in the gamesave data).
Another reason why DLC_Tool will take some time before published. We need to understand how Nintendo is assigning codes to avoid future problems (ie. this is tricky to do even with the best intentions, can be very dangerous if people want to intentionally harm towns).
Not a danger for WiiBrew folks, since DLC_Tool will let you delete existing DLC items (as well as tweek them) for your town.
For the larger non-WiiBrew community, there is potential danger (ie. the more powerful the tool, the greater chance for damage in the hands of 'evil hackers')
lol nice, and best of luck on the recompression, well if you need help or me to test anything feel free to ask. My best guess for the next item (Spinning top, right?) would be a gap somewhere in the item area, because its an item.. XD just a thought I'm sure you knew that but w\e >.>
Okay, this is weird... I left one of my test towns installed on the Wii for the last couple days. This town has WC24 disabled in-game (but not on the Wii). I went to inject the red Pikmin and discovered that the content had already been downloaded into the save file, nevermind the fact that this town has never come into contact with the DLC.
Perhaps it was sent out already via WC24, but not yet officially sent to us by Nintendo? Or is this a side effect of me using Savegame Installer/Extractor to use like 5 different towns on my Wii? Can someone who hasn't come into contact with the item yet try to add it to their inventory?
Hmm...I'll try that in a sec. And did you have ONE town with WC24 enabled? Or were they all offline?
>> So dspet, how is the recompression coming?
> Slowly. AFAIK: Nobody has an (working) open source implementation of the decompressor, much less an acceptable compression/recompression tool.
Well I have a working decompressor now, and a dumb compressor (it will compress simple items, but if the texture/model is too big it won't fit into the DLC size limit). It needs more work.
If anyone with data compression experience wants to play around with existing "LZH" style compressors and try to fit the parameters needed let me know.
Some teaser photos on my site: http://aibohack.com/wii/
(my favorite one so far, using a chess piece to chop down a tree - looks like a chess piece you put in your house, but acts like a golden axe)
Zeld is probably your best bet for any help with data compression.
xD DsPet!
Headless hat. I want it! :D
bahahahaha Headless hat.. XD so want that... Anywho Zeld is deffinatly your best bet for compression things :\
> Well I have a working decompressor now, and a dumb compressor
Minor update: I added a true Huffman tree, and a relatively simple repeated range detector, and now it compresses better than the original (at least for the one test case)
Original Compressed: 5028 bytes, uncompressed: 10624 bytes, recompressed: 5004 bytes!
Some of the very large items (especially furniture) still won't fit, but compression is no longer the bottleneck.
Any progress on DLC_Tool? (I know, it's been only a few days. They're running so slowly as I wait :()
How much space are you actually allowed for a single DLC item? And is there a way to make more space (for a bigger item, or to add even more items)?
> Any progress on DLC_Tool?
It works quite well for a local town (see teaser photos). I'm still investigating the WiFi issues. I won't release it until it is relatively safe for the non-WiiBrew community. That may take some time.
> How much space are you actually allowed for a single DLC item? And is there a way to make more space (for a bigger item, or to add even more items)?
For the texture, 7792 bytes (compressed size, including the "ASH0" header). That's good enough for most of the simple items, but not the more complicated furniture.
AFAIK: no legit way to make it larger, but you may be able to trick the game by using two consecutive 'slots'. There are a total of 256 slots, and that is not going to change.
What exactly are the WiFi issues? Does it not transfer the new item properly, or something?
That's because it's accessed using a (4-digit hex code, was it?) Could you somehow make a single hex code point at a few items, and then get another number to select the individual item?