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- Harvest Moon: Save the Homeland
- Item Pocket Load Glitch Testing
- [Updated 10 Nov 2024]
- - Performed by putting an item in the rucksack from the "chicken escape" position on the farm -> town loading zone
- GENERAL NOTES
- - There are two addresses that represent the current held item: one representing the visual item held, and one representing the "actual" item held
- - These two values are almost always synchronized, but if you manually desync them, you can get a villager to, for example, treat a weed as a berry
- - When picking something up, it seems like the "actual" value is updated just slightly before the "visual" value
- - When taking something in hand from the rucksack from the inventory menu, the "visual" value is updated first, then the "actual" value synchronizes with it when the game is unpaused. When the glitch is active, the "visual" value gets set to 255 instead of the "actual" value being updated.
- - There seem to be three addresses that track the cursor in the pause menu: one tracks its row, one tracks its column, and one tracks its "absolute" position in terms of inventory order. For example, the 8th slot (counting left to right, top to bottom) is row 1, column 3, absolute 7 (where slot 1 is 0,0,0).
- - When transitioning to the "held" item slot in the menu, these values are frozen, so when the held item slot is highlighted, the cursor jumps to its previous position
- - By virtue of the system, you can only transition to the "held" item slot from one of the top four slots (0,0,0; 0,1,1; 0,2,2; or 0,3,3)
- - Wonder what would happen if you could somehow get it to store a different slot
- - If you hover over the "held" item slot, you can press left and right; you'll hear the sound of the cursor moving, but it stays still. Internally, this is changing the stored cursor position between the first four slots in the four row, and if you highlight the "held" slot, the cursor will jump to whichever slot you've internally stored
- - There's something else going on with these "cursor" values; when you cycle through the quick inventory, the "absolute" value gets set to 1, "column" always remains at 0, and "row" fluctuates between 3 and 4
- - The game has ID values for all items, as well as "item counts" for each item in the game, representing how many of that item you have in your rucksack. The "item count" addresses seem to be in the same order as the ID values.
- - When you hold a "phantom" item from the glitch, the "held" slot reads 255, which is the value for holding nothing, but you can still throw it. I wonder what "item count" value corresponds to this?
- - There also seems to be an address that tracks the current "pocket" (belongings, tool, or key item = 0, 1, or 2). It persists when the game is unpaused, but reverts to 0 whenever the quick item OR quick tool inventory is opened.
- - Even though it reverts to 0 in the overworld, it will still remember where it was when the game is paused again and go back to that value.
- - You can glitch the inventory by manually freezing the "current pocket" value. If there was a way to get the "visual" value in the "held" address to match the watering can, unpausing could update the "actual" value, and then I wonder if it would take the watering can's current tile count as the amount in inventory? Maybe a long shot.
- - There is some address (20834051) that fluctuates between 0, 4, 128, and 132, that seems to be related to the glitch. When holding nothing, it's 0. When holding something, it's 4. When putting something away, it spikes to 132 or 128, then goes back to 0. After executing the glitch, it stays stuck at the 128/132 value. Setting it manually to 0 from this point fixes the glitch.
- - Whether the "putaway" address goes to 128 or 132 seems to depend on the item involved. If so, could this mean there are multiple versions of the glitch depending on which item was put away? Could show different behavior.
- - The "putaway" address is set to 32 while in the pause menu
- - When putting something away, both the "visual" and "actual" addresses go to 255 (empty), but not always right away. This seems to depend on whether the item being put away goes straight to 128, or to 132, then 128 (in the putaway address). The "hands" addresses go to 255 simultaneously with the "putaway" address hitting 128.
- - Can successfully dupe with cheats if you pick up a "tangible" phantom item, then set the "visual" held slot to a pocketable item (such as Very Berry). So the ONLY issue is that a) picking up "tangible" phantoms seems to crash on console, and b) the "visual" held slot is getting overwritten with 255 (empty) upon unpausing.
- - If you pick up a "tangible" phantom, then manually set your visual/actual held item to a forageable, you can throw it to the Goddess, and for some reason, ONLY the "actual" held slot gets reset to 255. The "visual" held slot remains as the forageable, and can be "duped".
- - "Item putaway" address always increases by 32 when the game is paused
- CONSOLE TESTING
- - Seems like picking up any item in the glitched state crashes on console (ENG PS4). Need to see if there's any way around this.
- - There seems to be a brief instant (maybe 1 frame) after you pull out an item in the glitched state before it is lost. In that instant, you can put it away (resets the glitch), press select (gives the item description), but it seems like you can't press X (to give it or throw it, for example to the Goddess).
- - I feel like if we could throw it to H. Goddess, maybe that would do something.
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