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

joshfonseca.com

101–110 of 198 posts

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

#102
post #45

Earlier quoted context omitted.

I'm just covering my ass. Life is good right now and I don't want to meet any Nintendo ninjas, even for insinuated infractions. It's not so much a condemnation of HN, but the way IP is in the US. The only website I want hosting my comments on Nintendo modding is my own.

That's hilarious. That modder who had to pay 2M sold drm circumvention kits for the Switch. That's a pretty clear case. You pretending that saying "emulator" on a forum qualifies just makes you a extra special snowflake.

>You pretending that saying "emulator" on a forum qualifies just makes you a extra special snowflake.

Says the person going out of their way to attack another person over a single-character asterisk substitution.

Seems fairly understandable to not want to piss off rabid lawyers, however remote the chances of angering them may be.

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

#103
This is what I and I'm sure many other gamers/gamedevs thought when LLMs/ChatGPT first came on the scene:

Dynamically-generated dialogue. Device-local models designed for games could be trained on the game's lore and given a different style for each NPC, and react to the player's random actions instead of blurting out canned responses each time.

I'm sure if the genre-starting veterans like Richard Garriott or Roberta Williams were still active in the industry they'd definitely want to use something like this. Imagine a King's Quest or Monkey Island where you could literally type or try anything and get a relevant response! instead of just "nope"

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

#104

Earlier quoted context omitted.

I'm unsure how useful they'll really be honestly! In many situations its very useful to know when your "done" talking with an NPC when they start repeating lines etc... There could probably be cool uses but I don't think it will be a pure "upgrade" as the repeating dialog is kind of a feature honestly. We'll have to see how it pans out xD

I guess you could just introduce a Symbol that marks the NPC as "I said everything I have" or gray out their text, or some other visual marker

Repeating the last line of dialogue is not just a way to indicate that there's no more dialog, it often also works as a remainder, giving you the most important kernel of information ("You should go to [place] and talk with [npc]"), in case you come some time later and forgot what you were supposed to do. You can indicate there's no more dialog in many ways, but you'd lose that secondary feature. Same thing if the NPC just keeps babbling generated drivel.

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

#105

Earlier quoted context omitted.

I'm unsure how useful they'll really be honestly! In many situations its very useful to know when your "done" talking with an NPC when they start repeating lines etc... There could probably be cool uses but I don't think it will be a pure "upgrade" as the repeating dialog is kind of a feature honestly. We'll have to see how it pans out xD

It would require a completely different design to video games. Current video games are designed around streamlining content. As a player, your job is to extract all content from an area before going to the next. That's why most areas are designed as linear corridors so that there is a straightforward progression, and most NPCs interactions are meant to offer something meaningful so as to not waste the player's time.…

> But imagine if interaction with NPCs (…) instead could sometimes be rewarding, sometimes useless, dynamically adjusted in how you interact with the world in non-predictable ways.

That’s a slot machine, and the same mechanism which also gets us hooked on social media. Sounds like something which would immediately be exploited by vapid addiction-as-a-feature games à la FarmVille.

> The player would just waste their time in their usual approach of canvasing each new area, which would become unsustainable. There would be no reliable way of ensuring you've extracted all the content.

Sounds frustrating. Ultimately games should be rewarding and fun. Constraints are a feature.

> All he/she could do is roam around more naturally, hoping the glimpses they catch are engaging and interesting enough.

Good reminder to go take a walk outside. Take a train to somewhere we haven’t been. Pick a road we’ve never crossed. We don’t even need a mini map, and sucks that we don’t have teleportation back to base, but we do have a special device which always points the way back.

> Realistically though, how do you build an exciting player experience with this framework? (…) Whether players actually enjoy this is another thing entirely.

Agreed. Though not enjoying it and abandoning it is fine, I’m more worried about people not enjoying it but feeling unable to quit (which already happens today, but I think the proposed system would make it worse).

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

#106
post #81
post #49

Earlier quoted context omitted.

LLMs are heavily trained on reddit, and "Tom Nook is a capitalist dictator if you think about it" is a reddit meme. Like many LLM reactions, it's less "thought" and more "regurgitating reddit jokes/opinions".

How can you tell? Either you're saying that LLMs have no "thoughts", and just regurgitate everything, which doesn't explain how they can reason in novel problems, or you're saying you can tell what's original thought and what's regurgitation, in which case I'll ask "how do we know your comment isn't you regurgitating an HN opinion"?

Generative AI can reason in novel problems in an analogous way that bands continue to make new melodies even after all these years using the same instruments as all the other bands in their genre.

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

#107
post #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 think generally, games should move to using the GPU less for graphics and more for computation. Not just AI computation - those fancy GPUs are a big resource that simulation games could be taking advantage of and just... aren't.

(Yes, this is a Paradox callout. Give me less fancy particle effects in Vic3 and use the GPU for computing pop updates faster!)

(Probably the biggest barrier to this is the lack of a convenient C++/C#-level cross-manufacturer compute API. Vulkan is a bit too low-level for game devs to work with, OpenCL kind of sucks, and CUDA is NVIDIA-only.)

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

#108
post #90

Here's the code: https://github.com/vuciv/animal-crossing-llm-mod I was intrigued as to how it would intercept a conversation and then pause the game for long enough for the LLM to return a response, so I used https://gitingest.com/vuciv/animal-crossing-llm-mod to dump the 40,000 tokens into Claude Opus 4.1 and asked it: https://claude.ai/share/66c52dc8-9ebd-4db7-8159-8f694e06b381 The trick is the watch_dialogue() fu…

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

#109
post #90

Here's the code: https://github.com/vuciv/animal-crossing-llm-mod I was intrigued as to how it would intercept a conversation and then pause the game for long enough for the LLM to return a response, so I used https://gitingest.com/vuciv/animal-crossing-llm-mod to dump the 40,000 tokens into Claude Opus 4.1 and asked it: https://claude.ai/share/66c52dc8-9ebd-4db7-8159-8f694e06b381 The trick is the watch_dialogue() fu…

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Do you try trick your calculator by entering large sums that it might not have been programmed to answer?

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

#110
post #90

Here's the code: https://github.com/vuciv/animal-crossing-llm-mod I was intrigued as to how it would intercept a conversation and then pause the game for long enough for the LLM to return a response, so I used https://gitingest.com/vuciv/animal-crossing-llm-mod to dump the 40,000 tokens into Claude Opus 4.1 and asked it: https://claude.ai/share/66c52dc8-9ebd-4db7-8159-8f694e06b381 The trick is the watch_dialogue() fu…

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