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- Harvest Moon: Save the Homeland
- Miscellaneous Glitch Testing
- [Updated 5 Feb 2026]
- REMAINING FINDS
- - Sacred Land early
- - Item dupe/underflow
- - Money underflow
- - Spam on Bob's horses
- - Dog spam
- - Moon rod "transfer" (for NG+)
- - Early key items/key item transfer (NG+)
- MINERAL STORAGE
- - If you dig up a mineral at exactly 4:59am, you won't dig it up right away, but you can later use the hoe (anywhere?) and will dig up the mineral wherever you are
- - You can use the sickle to trigger it too, but not the watering can
- - If you cut grass with the sickle, it won't trigger the mineral, and will reset the storage (chopping other things, such as crops or forageables, does successfully trigger the storage)
- - If you plant seeds, it doesn't trigger the mineral, and resets the storage
- - For some reason, tilling soil resets it (what if you dig up another mineral on that one swing?)
- - Fishing rod, brush, milker don't trigger it, but don't reset it
- - The mineral storage can be used to be set up town load storage as follows:
- > Store a mineral (dig up at 4:59am)
- > Use the hoe/sickle in CoTF position
- > Using a tool in this position would normally trigger the load, but the mineral blocks the load and stores it
- > Now the load is stored, and if you trigger it with putaway, you will get 128 as well
- - Does mineral storage persist between years? Does not appear to
- - You can do the same thing on the one tillable square at the Goddess pond, using Gwen's 7pm EW cutscene to interrupt the mineral. This is technically a faster way of getting town load storage (or at least a method that doesn't require waiting until 5am), but it's still very YOLO, as you have to get the mineral first try, and you don't know if you got it until you go to trigger it.
- ITEM DUPE?
- - There is an address (2026773C) associated with the current held item. It's usually 39 for items, but depends on the item. It's reset to 255 when nothing is held.
- - You can get this value stuck at a lot of different values by interrupting an item pickup with various fadeouts (5pm PTW, 5am teleport, 7pm Gwen cutscenes). Freezing this address at the "wrong" address almost always results in an infinitely pocketable item.
- - In one fringe case, after picking up a weed just as a 7pm EW cutscene triggered, the value got stuck at 61. Freezing it allowed infinite pocketing in town, but while on the farm, the item would only pocket once, and the model was corrupted with one of the wilted crops on the farm (as if the value is connected to other models on the current map).
- - Whenever you put an item in your hands, this value is set to the correct value. Pausing and unpausing with empty hands resets it to 255 (as intended).
- - If there were ever a way to get an item in the hands without resetting this value after desyncing it, then we would have an easy item dupe.
- - Upon further testing, this value seems to be related to an item's "map ID". When picking up an item, it first spikes to that item's map ID, before ending up at 39. For example, when picking VBs in the carpenter's area, each one gives a different value of 45-49 before changing to 39 (when the item is fully "held"). It's this value that can be frozen by picking up various items (including the dog) as a teleport takes place (5pm PTW or 5am house reset).
- - If there was any way to keep this value desynced while getting an item in our hands, we'd have an easy dupe.
- - Interestingly, if you have 128 glitch active, and you manually set the "map ID" value to that of a nearby forageable, the forageable will just disappear (and the map ID will reset to 255). This could be why picking up items with 128 active crashes on console--as if the item is getting deleted before it can be picked up? If so, if we can understand this better, maybe there could be a way to prevent such a crash on console, and get a dupe out of it.
- - This seems to mean that whenever the 128 state is active, the game "deletes" whatever item is in the current map ID slot. The reason it deletes the held item in this state is because taking out an item sets that value to "39", which corresponds to whatever item is held.
- - [28 Jan 2026] First dupe discovered (should work on console):
- > Get 128
- > At 4:57-4:58am (seems kind of precise), equip an item from quick inventory, buffer fence hop, then run+buffer pocket as the fadeout happens
- > The game will both have added your pocketed item to the inventory AND auto-added your held item to the inventory, so you will end up with two
- > Obviously this isn't an infinite dupe so it's a bit disappointing, but it's something
- > This setup does not work with the 5pm PTW warp for some reason
- > Also, turns out the fence buffer is not necessary, which means it could be done with Gwen cutscene fadeouts
- > Gwen CS seems not to work no matter how you time it
- - Could you pull out an item with 128 state at exactly 4:59am? Need some way to get an item with 0 count.
- > This turns out to be possible, but it's extremely precise and doesn't do anything (item safely stowed back in rucksack after fadeout with correct count).
- - Throwing an item just before the 7pm Gwen fadeout can get the "map ID" value stuck at 39 ("held item")
- NEW 128 DISCOVERIES
- - Pocketing an item in CoTF position induces a state I simply call "128 state" (alternatively, "Pocket 128", idk; this is because a certain address associated with the pocketing process gets stuck at 128 instead of being reset to 0 as it should)
- - In this state, pulling out an item causes it to instantly disappear. Picking up items (forageables, dog/chicken, etc.) causes the item to disappear, yet you still remain holding something "invisible"; however, this crashes on console.
- - Entering most buildings causes the state to reset, as well as cutscenes. For buildings, this seems to be because of the "door opening" animation. However, buildings on the farm act slightly differently; if you are holding an item or animal, you can enter without an animation (not possible with buildings in town). Still, it was impossible to get the 128 state inside a farm building because the item would disappear as soon as you went to open the door anyway.
- - The new discovery is that you can maintain the item in state of "limbo" before it's deleted by hopping a fence just after you pull it out, then spamming small camera angle changes as you run (call it "camera walking"). This allows you to get 128 state into the house, the barn, and the chicken coop. This was discovered on 31 Jan 2026.
- - This allows us to interact with a couple other possible sources of more glitchy behavior, such as the fodder bin in the barn. Surprisingly, picking fodder from the bin does NOT crash on console. However, THROWING the glitched (invisible) item does crash.
- - The "phantom fodder" is the only case where I've been able to get something permanently in my hands while in the 128 state. I think it's because the fodder doesn't have a "map ID" of its own; it's generated on the spot when you interact with the fodder bin.
- - The phantom fodder works as a spam just like the chicken. This could be barely faster than chicken spam in some fringe cases.
- - 128 inside the house (4 Feb 2026)
- > Entering the house with 128 is a bit more precise because the door is narrower than that of the coop and barn, and you also seem to have to face it relatively head-on when pressing X to enter
- > TV breaks 128, but 128 forces you to stand while watching the TV (Toy is normally supposed to crouch)
- > Sleeping breaks 128
- > There doesn't seem to be any way into the kitchen (if you have it) since there's no fence to buffer the camera walk (and you can't rotate the camera inside anyway)
- - The "camera walk" actually isn't even necessary to maintain the floating item after the fence buffer--you can actually just stutter step with the left stick/dpad and get the same effect. So it's something about the "initial dash" that allows you to maintain the item float, and the way the camera interrupts movement (thus forcing you to restart your dash as you mash the camera) is what makes it useful.
- - The "stutter step" effect is interesting, because it's not unlike what happens when you press R1 while walking with an unpocketable item (either dog/chicken, or an item you already have 99 of). Pressing R1 in that case causes the walk cycle to start over, creating the "stutter step". In fact, if you edit in 99 of an item while maintaining a floating instance of that item, you can switch from manual stutter steps or camera walk-assisted stutter steps to R1-assisted stutter steps--spamming R1 to restart the walk cycle, thus maintaining the item float state.
- - We know that the item is there (both "visual" and "actual" held values are correct), but also not there (as eating an edible floating item restores no stamina). Also, throwing a floating item crashes on console. This feels like one of the most promising avenues for getting an item of 0 count, but I'm still not sure how.
- - Triangle also causes a stutter step if the camera is already behind you or if it's blocked from moving any further (not as useful if you have to take an angled path).
- - The "infobox" for phantom fodder (press SEL while holding it) is strange--it's blank, but it doesn't seem to be a set number of textboxes. It's like it's on some kind of timer. If you just wait a bit, you can clear it with one X input, but if you mash right away, it takes like 7-8.
- - Time seems to sometimes continue one tick after pulling up an item's infobox. Could you overlap this with a fadeout?
- - In general, it may be possible that stutter stepping in various situations prevents certain values from being updated. Maybe this could be exploited in other ways.
- - [5 Feb 2026] Turns out that pocket-128 can be set up off the 5PM PTW warp too, with no additional setup.
- ITEM ID DESYNC+FODDER (4 Feb 2026)
- - If you pick up an item (forageable, egg) or the dog (doesn't work with chicken) just before a fadeout (5AM or PTW 5PM), it will update the "item map ID" (at least I think that's what it is) without actually picking up the item. Furthermore, in the case of the dog, it will update the "actual" held value to 115 (the dog's value), without updating the "visual" held value. Pausing/unpausing resets this state.
- - If you then go and pull fodder from your bin, it will produce whatever item you had previously tried to pick up instead. Unfortunately, this only works for the first pull, since the value is fixed after pulling the first fodder. If you do this off the dog setup, it doesn't seem to do anything--you pull fodder as normal.
- - The "fodder-forageable" is just a normal item--doesn't seem to have any special properties whatsoever.
- - There's currently no way to get both pocket-128 and map ID desync at the same time, but even if you could, you would just pull a "phantom forageable" from the bin, with the same properties as normal phantom fodder.
- - If there was a way to maintain the desync, you could just spend all day chopping fodder, set up the desync off a high-value forageable (or egg) with the 5AM fadeout, and repeatedly withdraw from the bin up to your max field size (or at least max stamina, equal to about 16 fodder, but you could do it over multiple days).
- - In fact, you could actually just infinitely pocket the one forageable, if you could freeze the desynced map ID value.
- - This desync does not affect fishing (thought maybe it would).
- - Curiously though, during normal gameplay, fishing naturally desyncs the "item map ID" value, getting it stuck at 39 if you throw a fish that you've just caught. Useful?
- - This fodder trick doesn't even really seem to be "duping" the forageable--if you go back to that map after pulling it from the fodder bin, you find that the forageable in question is gone. So you're storing the forageable's current map and map ID and "teleporting" it to the fodder bin (I think this works simply because fodder doesn't have a "map ID", so it just skips that part of the "pickup" process).
- - What if you store a forageable and then try and pull it in a later season, once that forageable no longer grows?
- - If you store a forageable, then destroy it with the sickle, then pull from the fodder bin, it seems to default to the current map since the forageable is no longer there. For example, if you store a BB at the lake, then destroy it, then pull from the bin, you get a VB instead (as if it's just pulling the same ID but from a "default" map, not the lake).
- - If you set up the glitch off a "volatile" forageable (Herb, MD, Weed), and then destroy it, you seem to pull a potato. On emulator, this also spawns a tile of dirt in the middle of the barn, but it doesn't seem to be interactable. Worth testing on console.
- - This setup doesn't work with eggs; for some reason, no matter how late you pick up an egg, the game seems to make sure it finishes the animation *before* it allows the fadeout to happen.
- - Tomato, Corn, and Breadfruit can be used to setup the map ID glitch, but they result in a Moondrop Flower from the fodder bin. Potato doesn't work (will always complete the pickup animation before the fadeout).
- - The glitch works the same way with Bob's fodder dispenser (during PTW). It spawns a tilled square in the middle of his bar, but this one has a little sprout on it (stage-1 Potato). It is also uninteractable (and even if it wasn't, there's no way to get your farm tools into Bob's barn during PTW).
- - The best odds of getting an item in hand with a desynced map ID might just involve the 5PM PTW warp. You'd have to pick it up early enough that it gets picked up, but late enough that the map ID isn't updated (currently doesn't seem possible, but different items are different). The 5AM warp won't ever work for this because it forces your held item into your pocket.
- - Egg doesn't work with 5PM warp either. The animation always completes before the fadeout.
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