Reverse engineering Animal Crossing's developer mode

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KirovAir
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Reverse engineering Animal Crossing's developer mode

Post by KirovAir » Mon Jun 11, 2018 9:25 am

https://jamchamb.github.io/2018/06/09/a ... -mode.html

Thought it was an interesting read. :)
"The only thing more dangerous than a hardware guru with a code patch is a programmer with a soldering iron."
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emu_kidid
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Re: Reverse engineering Animal Crossing's developer mode

Post by emu_kidid » Tue Jun 12, 2018 11:39 pm

KirovAir wrote:
Mon Jun 11, 2018 9:25 am
https://jamchamb.github.io/2018/06/09/a ... -mode.html

Thought it was an interesting read. :)
Sure was - I love how the performance meter looks like the one from the SDK castle demo and the debug level select screen looks like the Zelda OOT level select ;)
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novenary
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Re: Reverse engineering Animal Crossing's developer mode

Post by novenary » Wed Jun 13, 2018 7:05 am

I still haven't really dived into it, but it does look very interesting.
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Sierron
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Re: Reverse engineering Animal Crossing's developer mode

Post by Sierron » Wed Jun 13, 2018 2:29 pm

Thanks for this topic. Interesting thing to read about animal crossing. Sadly all the found stuff is just for debugging.
Own a couple PAL and JPN cubes. And three BBAs. Homeland and PSO I/II.
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Re: Reverse engineering Animal Crossing's developer mode

Post by novenary » Wed Jun 13, 2018 3:11 pm

I've finished reading it and it was a neat read. It's cool that those developer menus have been left in release builds, and that games shipped with symbol maps. For most games, binaries are completely stripped and debugging features are removed. I guess it's mostly out of laziness and oversights that they're not removing them in some games, but it ends up benefiting the users in the end, so that's a win. :P
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