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I replaced Animal Crossing's dialogue with a live LLM by hacking GameCube memory

joshfonseca.com

11–20 of 198 posts

Re: I replaced Animal Crossing's dialogue with a live LLM by hacking GameCube memory

#11
post #9
post #5

That's hilarious that you give the villagers thought and the first thing they want to do is overthrow Tom Nook. If this works in Gamecube on an emulator, surely it'd be possible to make it work on the Switch emulators as well?

Would require decompilation of the Animal Crossing game code for the Switch. I believe DRM has gotten a lot better since the Gamecube days as well. Hypothetically possible maybe but good luck haha

I actually think now that I've gone through the process, memory scanning and writing will be enough... Except, they probably have different control codes that I'd need to reverse engineer.

Re: I replaced Animal Crossing's dialogue with a live LLM by hacking GameCube memory

#13

It always felt both "a cheap shot" and "valid" to express dismay that characters in video games don't react when you do things like jump up and down on their table. While it's impossible for game developers to write code to cover every situation, AI could make general reactions possible. It's surprising that really simple things like this haven't been tried yet (AFAIK!). Like, even if it's just the dialogue, it can s…

Many games have tried for more "realistic" simulated NPCs, but usually it turns out they don't make the game any more fun, quite the opposite.

Re: I replaced Animal Crossing's dialogue with a live LLM by hacking GameCube memory

#14
The idea of giving every character this sort of agency and seeing what opinion builds up about the world is incredibly fascinating.

Depending on how well we assume an LLM would do at this task, it’s an interesting way to see what “real people” would think about a very hypothetical situation.

Re: I replaced Animal Crossing's dialogue with a live LLM by hacking GameCube memory

#17
I wonder if it supports Resetti :-)

But also, why couldn't you look at the code to find the addresses used for dialogue? If it's already disassembled I would think you could just look at the addresses used by the relevant functions/set a breakpoint etc.,?

Re: I replaced Animal Crossing's dialogue with a live LLM by hacking GameCube memory

#19

This is awesome. LLM-powered NPCs is one thing I'm most excited about in the future of gaming. Characters repeating the same scripted dialog over and over again is one of the biggest immersion breakers.

I used to care about repeat scripted dialogue like you, until I took an arrow to the knee

Re: I replaced Animal Crossing's dialogue with a live LLM by hacking GameCube memory

#20

This is awesome. LLM-powered NPCs is one thing I'm most excited about in the future of gaming. Characters repeating the same scripted dialog over and over again is one of the biggest immersion breakers.

I would say local LLMs are already good enough for this. It might be an issue that the GPU is already quite busy at the time it's needed for LLM inference, but not an insurmountable issue.

I wouldn't ever want a game to use it for the core story writing, because it's pretty important that it is consistent and unable to be derailed. But for less serious NPC interactions or like an RPG scenario it is such a great fit.

I also wouldn't want a single player game to rely on remote inference, because that will get turned off eventually and then your game doesn't work.

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