Someone says Animal Crossing has ACE via save files
Posted: Mon Jul 09, 2018 5:47 am
https://github.com/Cuyler36/ACNESCreator/releases
Although the GC already has many great softmods available, thanks mostly to FIX94, I thought people in this forum may be interested to hear about this recent development.
"This version adds patching support! Since we now have arbitrary code execution (ACE) in Animal Crossing, memory patches can be made! There is an included test patch that will automatically turn on zurumode 2 when used in the NES. This patch only works on North American copies of Animal Crossing!
The patch convention looks like this:
"
Although the GC already has many great softmods available, thanks mostly to FIX94, I thought people in this forum may be interested to hear about this recent development.
"This version adds patching support! Since we now have arbitrary code execution (ACE) in Animal Crossing, memory patches can be made! There is an included test patch that will automatically turn on zurumode 2 when used in the NES. This patch only works on North American copies of Animal Crossing!
The patch convention looks like this:
Code: Select all
struct AnimalCrossingNESPatch
{
uint32_t PatchAddress; // The RAM address where you want the patch to be copied to.
uint32_t PatchSize; // The size in bytes of the patch (this is how much data will be copied).
uint32_t IsExecutable; // If 0, the patch will be treated as data. If anything else, it'll be treated as code and will jump to it after patching. If it's executable, register r0 will hold the originating function's return address. Adding mtlr r0 at the beginning of your code will set it properly!
uint8_t Data[]; // Your code/data that will be patched in.
}