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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.
- NEW TESTING [16-20 Jan 2026]
- - Throwing an item doesn't set the "item status" value to 0, it subtracts 4 from it--since the "holding item" status is 4, this equals zero, but throwing an item (even if invisible) from a higher value shows that it's only being decremented by 4
- - Pocketing an item doesn't set the "item status" value to 0, it subtracts 128 from it; what the load glitch is really doing is interrupting this subtraction
- - Entering the pause menu (inventory) adds 32 to the "item status"
- - Using these various offsets, could it be possible to get the "item status" into another weird state to make something else possible?
- - For some reason, the "item status" address causes weird physics interactions when set to various values
- - Eating a phantom item using the fence extension trick does not restore stamina (on emulator OR console)
- - Something weird where SELECT seems to be opening the inventory (instead of the map), maybe related to hopping the fence or the glitch in general (test on emu)
- - Possible underflow?
- > If you have an item in the inventory, and manually set the count to zero, the item will still appear in the inventory and can be equipped via the pause menu (though it will not appear in the quick menu)
- > If you then equip the item via the pause menu, the item count will underflow; the inventory slot will say "x55", but it actually contains a full 255 of the item (and all 255 can be sold, in batches of 99)
- > So if there is any way to use the pocket load glitch to reduce an item's count to zero, while maintaining its "presence" in the inventory (i.e. its icon still appears), then item underflow should be possible
- > One of the issues is the game uses two values to track your inventory slots--one for the item's identity (i.e. 10 for Very Berry, 11 for Cranberry, etc., tied to each slot's address in memory) and one for the item's count; if the count ever reaches zero, then the "identity" value is reset to 255 (i.e. "no item") and the icon in that slot disappears, precluding this particular underflow technique
- > So basically, we need a way to get the count address to zero, while maintaining the "identity" address, which in theory would be where this pocket glitch comes in
- - When equipping an item from the quick menu, the two "hands" values don't update instantly, and nor do the rucksack slot+item count values (although they do update simultaneously)
- LOAD STORAGE
- - If you do the pocket glitch at ~4:56am (kind of right between 4:56 and 4:57), and the 5am teleport interrupts you just before the load triggers, then you can "store" the load; the next time you throw an item, it will instantly trigger the farm -> town load and put you in town. It's possible that other actions could trigger the stored load--could this be used to setup the underflow?
- - Actually, the load storage is less precise than it looks--you can do it at about 4:57, and even if you're in the middle of the pocketing animation, the load still gets stored
- - Actions that trigger the load: throwing item, pocketing item, eating item, picking a forageable, milking a cow (including Bob's), using a tool, whistling (both L1 and L2), mounting the horse, hopping a fence (only if you let the landing "kneebend" animation play out), triggering "exhausted" animation (using a tool with 0 stamina)
- - Cutscenes do not clear the storage
- - Throwing an item to the Goddess does not trigger the load, but it also doesn't clear it
- - Catching+pocketing/throwing a fish doesn't trigger the load, but also doesn't clear it
- - Eating something at the cafe doesn't trigger the load, but also doesn't clear it
- - Both whistles (L1 and L2) trigger the load
- - The stored load persists even after sleeping
- - Eating an item can also be used to set up the storage; throwing probably would work too, but it's more precise because it's a quicker action (and thus harder to overlap with the 5am teleport)
- - Performing the pocket glitch again while the load is stored seems to reset the storage
- - Can this be used to escape part-time work?
- - Can it be overlapped with another CS to create some other weird effects? Wrong warp?
- - Triggering the stored load does work differently on different maps; on emulator, it drops you out of bounds if triggered from Dia's room in the Villa, so it's worth testing all locations to see if anything weird happens
- - Triggering it Dia's room seems to drop you through the map, but there's a nearby load you can walk through in the darkness, and going through that load puts you on the farm, so it is as if you've warped to town even though it looks like you just fell out of bounds; however, the game still thinks you're "indoors", so the clock is stopped
- - The Villa indoors OoB could be a unique map and should be explored for potential secrets (Sacred Land early???)
- - The stored load can also be triggered with the R1 "doink" (e.g. attempting to pocket an item that you are already full of), which means it can probably also be triggered while holding the chicken; maybe while riding the horse too?
- - Trying to pause the game while riding the horse also plays the "doink" sound effect; would this trigger the load?
- - It appears that if you trigger the storage specifically by putting away an item, it will also cause the item putaway glitch (the "128 glitch", if you will); other methods of triggering the storage do not cause this (might only work on certain maps?)
- - Ideas:
- > Use it to escape part-time work and underflow money somehow
- > Use it to skip over the 5pm PTW warp; this seems either impossible or very precise with just triggering the load from inside PTW, but instead you could warp out of PTW early using storage, then trigger a different CS at ~4:55pm, and use the common +10min effect from most cutscenes to skip to 5:05pm, for example (even the stock Goddess pond CS would work for this)
- > This does work, but waiting until the next day at 5pm still only gives you 400G, so I don't understand how Dezert underflowed it; it also messes up the visuals of walking through a load (Toy just runs in place instead of actually continuing forward through the load)
- > Use the HR cutscenes to get warped to the Brownie Farm pasture after you've escaped PTW; in theory this might not crash, because it doesn't teleport you to the "crossroads" map, and when you exit the pasture, you will enter the crossroads from the load that the game expects
- > Try overlapping the storage trigger with another clock-based CS, such as the EW cutscenes at the Goddess pond, or the Moondrop Dew CS
- > Even if a PTW underflow isn't possible, could the game possibly track your animal's affection while in the PTW state, and award you money based on the boost? In that case, maybe you could use the weather trick to max out a chicken while PTW is stored, then earn a lot from that (filling your own animals' feedbins doesn't seem to do anything, so maybe this doesn't work either)
- > Try entering the crossroads from the Villa load with PTW stored (only possible if you get warped up there with Dia's Sacred Land CS); this will probably crash too but worth trying
- > Pick up a wild dog to trigger the stored load: If you accept the dog, it doesn't trigger the load, although you can then set the dog down or press R1 at any time to trigger it; if you don't accept the dog, then as soon as Toy sets it back down, the load will trigger, and none of this seems to have any effect on your inventory status
- > Planting the Blue Mist seed?
- > Using the flute? Doesn't trigger load
- > What if you got a mineral first try using the hoe? Very unlikely, but it would in theory overlap the storage trigger and obtaining the mineral--tested this, it doesn't trigger the load, so the load remains stored even if you get first-try mineral
- > What happens when you harvest crops? Probably same as other items/forageables, but worth testing
- > Can you buy a second milker/brush from Louis while you have PTW inventory? Do they do anything? Looks like you can't--only S. Sickle is available in his shop when you have PTW tools, and buying it doesn't add it to the inventory, nor does it appear in the inventory once you end the PTW state
- PART-TIME WORK UNDERFLOW
- - If you escape PTW, use the HR cutscenes to warp to the pasture, and exit after the race, the game doesn't crash upon entering crossroads, and Bob will pay you as normal
- - If you originally started PTW at a time of day LATER than the time you exit the pasture here, Bob's payment will underflow negative and appear garbled
- - However, this doesn't underflow your money; seems like your money will always stop at 0
- - Although the amount Bob gives you appears garbled, it's a relatively small negative number, depending on the number of "negative" hours you worked--something like -150G
- - The races finish at ~9am, so to underflow the payment, you have to start work later than 10am
- - Is it possible that starting extra late (say, 4pm) could cause a real underflow of your money? Doubtful, but worth a shot
- - What happens if you escape PTW and end the year--is the PTW state still stored?
- - Using Dia's Sacred Land CS, you can enter the crossroads from the Villa with PTW still stored; surprisingly, this doesn't crash the game, but Bob's dialogue plays as normal, and the underflow still doesn't work
- ENDANGERED WEASEL CUTSCENES
- - You can overlap the storage trigger with the onset of the Goddess pond cutscenes (at 7pm), but only seemingly with the putaway version of the trigger, because the game prioritizes finishing the putaway animation/process over the cutscene
- - This glitches the floor, as if the 128 glitch were triggered, but the cutscene resets that state (as cutscenes always reset the 128 state)
- - Despite overlapping the storage trigger with the cutscene, the town load is still stored and can be triggered after the EW cutscene
- - Can the EW cutscenes themselves be stored via the putaway glitch? Not sure what this would accomplish, but it's possible
- LOAD STORAGE CONSOLE TESTING
- - Load storage+PTW escape both work on console
- - If you escape PTW, it still crashes if you enter from the flower shop/tool shop area
- - If you save and reload after escaping PTW, the flag seems to get reset, so you're no longer considered in PTW
- - Can't trigger the load out of Time Attack, since most of your normal inputs are blocked
- REMAINING IDEAS
- - You can do "double" storage, by first doing storage to escape PTW, then setting it up again at 5pm before the PTW warp triggers. If you time it right, you can cause the 128 glitch from the second of these setups. Not clear what this could be used for, since it doesn't seem to do anything different from the single setup. What's unique is this is the only way (I think) to get load storage AND 128 at the same time.
- - Although quickly pocketing a "phantom" item usually fixes the 128 glitch, it doesn't fix it if it's also triggering the stored town load (the town load seems to interrupt the 128 value, just as happens when setting up the pocket glitch normally)
- - What about entering the sprites' burrow right at 5pm? Doesn't seem possible
- - With storage+128, try eating/throwing items after a fence hop. Doesn't do shit
- - In order to underflow an item in the inventory, we need to either add the item (icon) without incrementing from zero, OR reduce the count to zero without "removing" the item (icon). The problem is, the item identity and count are basically always perfectly in sync.
- - With a combined load storage+128 state, could the load trigger possibly stop the game from crashing on console when you pick up a forageable in the 128 state? Let's say somehow, the load took precedence over whatever causes the crash, allowing you to pick up the item. NOPE.
- - Could Bob give a weird interaction at the bar/somewhere else while PTW is stored? NOPE.
- - Planting Blue Mist seed doesn't even trigger the load
- - The "running in place" glitched state (caused by escaping PTW, then using Goddess pond intro CS to skip over 5pm warp) seems to remain in effect until you enter town again, OR until you enter idle animation, OR until you enter a building, then it is permanently fixed. Thus, it will remain in effect as long as you stay in the Goddess pond/Maple Lake/Carpenter's area without entering the bar/carpenter's house, and without going idle.
- - What happens if you enter Goddess pond to trigger CS at exactly 5pm, overlapping with the PTW warp?
- - What happens if you enter a load in the "run in place" state at the same time as 5am house warp?
- - What are the effects if other cutscenes are used to skip the 5pm PTW warp? Candidates:
- > AS1: Appears to work the same, and the "run in place" state is similarly only fixed by the carpenter's -> town load
- - What happens if you trigger FS1 while in the PTW state? Do you get the fishing rod?
- > Yes, you do, and it gets added to the PTW inventory (brush, milker, rod).
- > Is the rod added to your normal inventory when the PTW state ends? Does it remain associated to the PTW inventory? Is it lost permanently? Answer: It is lost permanently. When Bob gives your tools back, it doesn't include the rod, and it's not added to the PTW inventory. This locks you out of ever doing the FS ending on that file, because the flag for obtaining the rod has already been set (unless you've already caught enough fish to obtain the S.F. rod cutscene with Joe BEFORE you ended the PTW state).
- > If you are in a fishing state when the 5pm warp triggers, game crashes (on emulator it closed out of PCSX2 entirely)
- > Just having the fishing rod doesn't crash the game at 5pm
- - What about the flute?
- > You can obtain the flute in the PTW state, same as the rod
- > Playing the flute (whether or not holding X) doesn't crash the game at the 5pm warp
- > Flute is lost when PTW ends
- > If you repeatedly fail the flute minigame, the clock will keep advancing upon each failed attempt until 5pm (the last attempt allowed for the day). If you fail this attempt, it will advance the clock to 6:20pm, missing the 5pm warp trigger anyway.
- > What if you successfully complete the flute minigame on the second-to-last attempt?
- - You can "sneak" the flute/rod into Brownie Farm pasture if you use HR cutscene to warp up there, but could they be used for anything?
- - You can buy seeds from Lyla with the PTW inventory, and interesting, the game still thinks you have whatever seeds were in your "normal" inventory; thus, if you had 2 potato seeds, it will only let you buy 97, but it will actually still put 99 seeds in your PTW inventory. From here, triggering Bob's payment (either with the 5pm warp or using HR/TH2 to warp up and exit normally) appears to crash the game, possibly because it's adding the two seed counts together and exceeds 99?
- - Turns out that having any seeds in your PTW inventory at all causes a crash (if they were also in your pre-PTW inventory).
- - If you buy a Potato seed while in PTW inventory, you can in theory use seeds that you don't currently "have" (they are in your pre-PTW inventory). If you use them all up, will the game still add seeds back to your inventory after the 5pm warp? This could result in a seed icon with a seed count of 0, opening the door to an underflow.
- - Yep, this does indeed work. If you use all your seeds out of the PTW inventory, your count will be zero, but the game will still give you your "seeds" back, just with 0 quantity. However, moving the seeds around your inventory doesn't do anything, and you can't use them (game seems to realize you don't have any), so you can't underflow them.
- - Could PTW be used to "store" other tools? This would be most useful if the PTw storage persisted between years (not likely). For example, you could store the S.F. rod (or even the moon rod) and complete FS extremely quickly in a NG+ setting.
- - PTW state does not persist between years. Saving and reloading resets the PTW state but saves the PTW inventory, which means you are then forever stuck with no hoe, no watering can, and no sickle. The sickle upgrade can be purchased, but it doesn't appear in your inventory (probably because it's supposed to "replace" the sickle that you already have, which isn't there). This may also affect the S.F. rod, if you previously obtained the old rod and lost it due to PTW inventory overwrite. However, you should be able to obtain the old rod normally AFTER overwriting PTW inventory.
- - By hacking the moon rod into the inventory, you can catch the Silver Fish and complete FS without triggering any of the other cutscenes. So if there were any way to store the moon rod between years, it would be huge for NG+.
- - PTW inventory overwrite would only potentially help CC in a NG All Endings context. It would have to be done after TH1/TH2/AS (since you need the hoe/watering can) and only saves the 1800G you need to buy the milker. Could be faster if the PTW escape setup were combined with the EW Goddess pond cutscenes.
- - Tools: Chicken Feed, Potato Seeds, Tomato Seeds, Corn Seeds, Breadfruit Seeds, Sickle, Super Sickle, Hoe, Watering Can, Fishing Rod, Brush, Milker, Miracle Cow Potion, Animal Medicine, Flute, Super Fishing Rod, Rod for Silver Fish
- - Could 128 allow you to use seeds with 0 count? NOPE.
- - Tools with a count that could be underflowed: Chicken Feed, Potato/Tomato/Corn/Breadfruit Seeds, Watering Can
- - The game does have a separate set of memory addresses for your "stored" tool inventory during PTW, starting at 2085A300; if you have a tool currently "held", it's put in the earliest open slot
- - Is there any way to get this set of memory addresses to persist between years? After ending PTW, the values persist, but they would be overwritten the next time you start PTW.
- - Sounds trivial, but before any PTW has taken place, the values are initialized at 0, not 255--this is the value for Potato (the crop, not the seed). If you could write to the "count" addresses (the ones corresponding to seed counts or watering can count), then maybe you could write potatoes to your tool inventory? Not clear if they could be sold or what it would do.
- - Overwriting the watering can with Potato (00) does put a Potato in your tool inventory, but the count is still associated to the *potato* count, not the watering can fill count.
- - If you could somehow get the default PTW "stored" inventory written to your inventory, AND get one of those Potatoes to your regular "Belongings" inventory, you would have an icon with 0 count and could freely underflow. Tall order. This would, however, overwrite your entire inventory with Potatoes, so you would again have no access to hoe, watering can, or sickle for the rest of the game (can always steal PTW inventory for milker at least).
- - If you store your inventory during PTW, it persists between years (as long as you don't reboot the console/emulator). So if you can somehow trigger the PTW payment sequence without ever starting PTW, you could transfer tools between years (including S.F. rod/moon rod). This would be huge.
- - What about triggering the load storage on the same night that a sleep CS would trigger? There are very few of these but they include EW1, a couple of the GD cutscenes (iirc), and sickness cutscenes with the girls. So far, EW1 didn't seem to do anything special, but the load was still stored.
- - Never saw this before, but the EW Goddess pond cutscenes seem to block various others from happening. I knew it disabled the Goddess "intro" CS, but it also seems to disable AS1 as well. Might be others.
- - After testing AS2 as a means to skip over the 5pm warp, it seems certain loads in certain directions break the "run in place" state. One of them is town -> carpenter's ->, and another is town -> flower/tool shop (but not flower/tool shop -> town). Another seems to be town -> farm. Maybe it's just the loads originating from the town side. Either way, entering crossroads still crashes.
- - I managed to crash the game while hopping the fence in town (by Ronald's coop) while in the "run in place" state. I had also just pocketed an item with 128. Pocketing the item doesn't seem to matter; seems like it can just crash while in 128 when repeatedly hopping the fence in "run in place" state. I had gained RIP from AS2, not Goddess intro, and I had manually given myself 128 rather than triggering it organically. Maybe that matters? And yeah, upon further testing, seems like it might have been due to the graphical glitches that occur on the map that you hacked in 128 (didn't crash when the graphical glitches were not present).
- - That said, just hopping the fence repeatedly with the 128 graphical glitches present did not crash the game; it ONLY happened with both the graphical glitches AND the RIP state. So there must be something materially different about that state.
- - The 5pm warp just straight up crashes if you are even on the tool/flower shop map (not just if you transition there through the load).
- - Entering a building actually doesn't seem to end the RIP state. Or it may depend on which cutscene you used to get RIP.
- - Walking into a loading zone (rather than running) causes you to continue walking in place while the load happens, which is odd because under normal circumstances, if you walk into a load trigger, the game forces you to run as it phases out.
- - Could you interact with loads in other unique ways while in RIP state?
- - Sometimes RIP state seems to end for seemingly no reason, whether by pocketing an item, walking around too long, not sure. Even certain loads don't seem to ALWAYS end RIP state.
- - One potential cause could be whenever Toy turns his head to look at a nearby NPC--that seems to break it sometimes.
- DOG STEALING
- - If you pick up a wild dog just before the 5pm PTW warp, you can keep the dog in your hands without ever triggering the text asking if you want to keep it. This dog can be shown to villagers like normal (seems to give normal gift intro boost, except Bob only got +4? maybe because I had talked to him across the counter earlier) and can be set down, but once he's set down he can't be picked up again, and you don't actually "own" him.
- - If you sleep after that, the dog disappears from wherever you set him. He'll react to getting hit by the tool once, but not subsequent times (and no affection change).
- - At once point, he did disappear from my hands when I walked onto the farm, and I was able to throw the "phantom" dog, but it doesn't seem to happen every time.
- - The game knows you are holding the dog--the icon is correct, and both "hands" values are 115 (dog).
- - Once you set down the "stolen" dog, it doesn't run away from you. If you hit it with a tool, it runs a short distance that stops moving entirely. Could it be used to push out of bounds or wedge yourself somewhere you're not supposed to be? Possibly out of bounds on indoor maps where you otherwise can't use the horse OoB.
- - Not sure why he disappeared from hands once, but not a second time. Could behave differently on console.
- - Dog seems to just disappear at 5am with no particular effects.
- - If you delay the dog pickup slightly more (pickup at 4:59), it fails to truly pick up the dog, but it actually desyncs your "visual" hand value and your "actual" hand value. Visual remains at 255, but actual is set to 115. Only time I've ever seen it possible to do this. However, the "pocket" value (same address as 128 glitch) remains at 0, when it should be 4 (for holding an item), so as soon as you pause, this is rectified and the "actual" hands value is reset to 115.
- - Actually, you can pause, just not unpause. In the pause menu, you can't swap your held item with an empty slot (since I guess the game knows it is the dog), but you can swap a forageable with it; however, the dog seems to be lost (the swapped slot becomes 255, empty), and the held item then behaves as normal.
- - Pulling an item from the quick menu fixes the desync
- - What if you pick a forageable at 4:59??? Well first of all, it seems to be crashing on the 5pm warp from the carpenter's--does it always? Doesn't seem to crash from Maple Lake, so we do have at least one spot to try pulling forageables from.
- - Answer NOPE!!! Of course. For some reason, forageables behave differently. If you pickup at 4:58, you successfully pick it up (both "hands" values synced), and if you pickup at 4:59, the pickup fails (both values synced at 255, empty). Dog is the only way to desync them.
- - Dog is the only thing I've ever seen that updates the values separately when picking up--"actual" first, then "visual". That's why it works with the dog.
- - This desync can be done with the dog after you already own it too, but then it seems to disappear permanently.
- - The desync persists through any kind of loads, including doors, and sleeping, as long as you never pause.
- - Sadly does not work as a portable spam. But it does make me wonder if it works on the chicken.
- - Buying a food item at the cafe/bar breaks the desync. Funny enough, also appears that Katie uses the same "held item" values when she is "delivering" your food.
- - The chicken does NOT cause a desync, even if picked up at 4:59. For some reason, only the dog can cause a desync with this method.
- - You can enter the map screen without breaking the desync, just not the inventory screen.
- - If you execute the desync with a wild dog (without owning it), wild dogs no longer run away from you when you encounter them.
- LOOSE ENDS
- - You can get 128 off of PTW 5pm warp, even from within PTW--so no escape required.
- - Could you get 128 off other warps, such as for the EW Goddess pond cutscenes?
- - So far it seems to behave the same as standard 128, but maybe we could find a different version of the glitch.
- - It looks like you can get 128 off the EW cutscenes, but the subsequent cutscenes fix the glitch state anyway.
- - There is another value, separate from the two "hands" values and separate from the "putaway" (128) value, that changes depending on a) whether you are holding something, and b) what's held. It's at 255 when nothing is held, 39 when a normal item is held, 16 when the dog is held. There may be other values. But if you pick up a forageable right at 6:59 before the EW cutscenes (seems fairly precise), you can get it stuck at 44. Not clear what this does. Obviously it's reset to normal behavior as soon as you pick something up, enter the inventory, etc.
- - Locking this address at various values doesn't seem to do anything.
- - The "putaway" (128) value seems to be what stops you from using a tool while holding an item. If you change it to say, the menu value (32), then you can use a tool while holding an item.
- - If you go to fill the dog bowl at 4:59 before the 5pm warp, the item stays in your hands, but its position is offset slightly downwards from where it should be. Not sure if there are any other effects of this.
- - Is it possible you could underflow the other seeds? Not Potato, but Corn/Tomato/Breadfruit. Unlikely.
- - Doesn't seem possible to overlap Goddess interaction with 5pm warp.
- - If you're in the "fishing" state but haven't yet casted, the game doesn't crash at the 5pm warp, but the camera gets all messed up and the text doesn't play right away. Useful??? lol
- > You can cast and reel in front of Bob as if you were casting into water
- > As soon as you press O (cancelling the fishing state), Bob's text plays as normal and play resumes
- > This normally wouldn't advance the clock at all, but I found that if I casted and reeled for a while before pressing O, it did advance the clock some amount. Could this be used to get to 5am? At this point wtf lol.
- > What if you do this with 128 state as well?
- > Seems like what's happening is if you cast, reel in, and complete the "reeling" phase, the clock starts ticking again. You could wait until 5am again from here.
- > If you let the clock tick past 5:59pm, then cancel (with circle), then rather than paying you outright (as would be forced normally at the 5pm warp), Bob returns to asking you if you're done for the day. This is a method a) to get the fishing rod into Brownie Farm pasture during PTW, and b) to end PTW at a time of day outside the normal 8am-5pm range. Wonder what it would do to your money
- > Letting the clock tick to 5am will teleport you to the farm without incident; you still have the PTW tools (including rod), and entering the crossroads map crashes the game as expected.
- > If you trigger the "are you done" text and answer "no" at ~8pm (maybe a little later), you can get Bob stuck in the door to his barn (which he would normally be exiting at this time on normal days). Don't think this really does anything.
- > Ending PTW anywhere from 6-11pm results in predictable outcomes--you just get paid an additional 50G for each hour. If you end PTW after midnight, your payment is predictably negative (-50G for every "negative" hour). However, if you end PTW at exactly midnight, you get 0G. What's happening here?
- > Actually, this depends on exactly what time you started PTW. In another instance, I started PTW at exactly 12:00pm, ended at exactly 0:00, and got paid -600G (as expected). Is there a specific combination of times that would actually underflow your payment, or get it to calculate a relatively large number?
- > In the case where I got 0G by ending at exactly midnight, I'm not sure what time I started PTW on that savestate.
- > If you get paid 0G, it would seem to suggest the game thinks less than an hour has passed, right? Which means it thinks I started work somewhere between 11:01pm and 11:59pm. Does this mean I actually started somewhere within 11:01-11:59am, and the game is misinterpreting it?
- > In fact it does seem to have something to do with the 11am range. I started PTW at 11:01am, used load storage+rod warp to extend PTW, then ended PTW at 11:59pm, 12:00am, and 12:01am. I was paid 600G, 0G, and -550G, respectively. The first and last payments make sense, but the 0G doesn't (it should be 600G, same as 11:59pm).
- > It could have something to do with the date rollover, but I tested 12:00am sharp with both the same day and the "next" day (as the pause menu correctly shows), and both resulted in 0G payment.
- > If there's a change at beneficial miscalculation, underflow or otherwise, it probably involves ending PTW at exactly midnight, with some specific time of day you need to have started PTW. Worth testing what happens when starting at every minute between 11:01am and 11:59am.
- > Obviously it would make sense to be earning 0G if the game thought we started PTW at 11:01-11:59PM, not AM. Same if the game thought we were ending PTW at 12:00PM, not AM. But it doesn't make sense if the game uses a 24-hour clock, which I thought it did, but this calls that into question.
- > That said, what if we started PTW anywhere from 1:00-1:59pm and ended at exactly 12:00am? It seems like that would provide the conditions for an underflow.
- > Starting at 1:01pm and ending at 0:00 gives 0G. What about 1pm flat?
- - PTW timing testing (START: END)
- > 1:00pm: 11:59pm=500G; 12:00am=-650G; 12:01am=-650
- > 1:01pm: 11:59pm=500G; 12:00am=0G; 12:01am=-650 (*)
- > 1:02pm: 11:59pm=500G; 12:00am=0G; 12:01am=0G; 12:02am=-650 (**)
- > 1:03pm: 11:59pm=500G; 12:00am=0G; 12:01am=0G; 12:02am=0G; 12:03=-650G; 12:59am=-650G; 1:00-1:02am=0G; 1:03am=-600G
- LAST DITCH [21 Jan 2026]
- - The wild dog pickup glitch can be executed on the normal 5am fadeout too, but the PTW warp is the only way to get the "fake" dog and keep it in your hands (since the 5am warp empties your hands)
- - If you steal the "fake" dog using PTW warp, and walk around the map, it will occasionally disappear from your hands (though no underlying values are changed; game still thinks you are holding it). If you pause, you can see that the icon in your hands changed from one dog to the other. May happen because the other dog spawned on that map when you entered.
- - Once this visual glitch happens, neither dog seems to appear on any map until you sleep (thus losing the fake dog anyway).
- - Invisible fake dog is intangible once set down.
- - The "late" fake dog ("dog hands storage") could allow a dupe. It sets two crucial values: your "actual" held item ("hands actual"), and another value that seems related to the type of item you're holding. It's 39 with most items, 27 with the chicken, and 16 with the dog. If you can get an item in your hands without updating that value from 16, you can repeatedly pocket it. It works with 27 as well, but there doesn't seem to be a similar setup for this glitch with the chicken (but worth checking again, as it would be way more convenient than relying on the dog).
- - Actually dupe seems to work if the value is ever anything BUT 39 (for regular items); this includes the "default" 255
- - This state actually persists between years, so it could be set up in an earlier year then exploited later on.
- PART-TIME WORK NOTES
- - Can start PTW on any non-rainy non-Thursday from 8am-2:59pm
- - Game seems to track the exact time you started, not just rounded to the hour (I think)
- - Payment:
- > 50G for every hour passed in PTW
- > 20G for every animal brushed (horse or cow)
- > 0G for milking the cow (although you keep the milk)
- > 0G for talking to an animal
- > 0G for feeding
- - Hours go "negative" if you start PTW at a time of day later than you end it (and are calculated as such)
- - For example, if you start PTW at 2pm, then end it at 11am, that's -3 hours = -150G
- - If we can't underflow our money, can we underflow the payment?
- - It seems like the game is doing a very simple calculation: 50 x (time ended - time started) + (20 x animals brushed)
- - Even if you have "negative" PTW time, you can still make the payment positive by brushing animals
- - Seems airtight--not sure how to exploit it
- 8:15 = 2063
- 9:15 = 2319
- - "Item status" values"
- > 0-3:
- > 4: Normal value for "holding item"
- > 5-7:
- > 8-15: Crashes
- > 16-23:
- > 24-31: Crashes
- > 32: Normal value for "paused" (inventory or map)
- > 33-71:
- > 72-79: Crashes
- > 80-87:
- > 88-95: Crashes
- > 96-127:
- > 128: Value when pocketing an item (gets stuck there after executing the pocket load glitch); causes held item to disappear and floor to glitch
- > 129-131: Appears to behave the same as 128
- > 132: Upon entering the value, it immediately shifts back down to 128; the item disappears and the floor glitches
- > 133-135: Behave like 132, but shift down to value of 129-131, respectively (-4 in each case)
- > 136-143: Crashes
- > 144-147: Behaves like 128
- > 148-151: Drop down to 144-147, respectively (-4 in each case); flower disappears and floor glitches
- > 152-159: Crashes
- > 160-163: Behave like 128
- > 164-167: Drop down to 160-163, respectively (-4 in each case); flower disappears and floor glitches
- > 168-171: Behave like 128
- CLOCK VALUES
- - 0:00 - 0
- - 1:00 - 256
- - 2:00 - 512
- - 3:00 - 768
- - 4:00 - 1024
- - 16:59 - 4155
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