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

joshfonseca.com

111–120 of 198 posts

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

#112
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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Lmao, good one.

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

#113
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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This is a fundamental misunderstanding of how LLMs work.

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

#114

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.

There are plenty proof of concepts already done, for example in Skyrim

https://www.youtube.com/watch?v=xNPF9VKmzxw

Mods Name is

https://art-from-the-machine.github.io/Mantella/

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

#115

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 find myself somewhere in the middle. I think for the vast majority of games this would largely be a negative. Anything heavily story driven this would just cause issues and I think would largely ruin the experience.

I think sandbox games like animal crossing are the exception, if it ever becomes reliable enough to put in anything other than an M rated game.

Animal Crossing, the Sims, Cult of the Lamb, and similar games would infinitely extend the life of the game. But I am sure we can all already imagine the headlines when these "family" games start saying things that they really should not be... especially given recent issues.

For the record, not dismissing the person who did this work. But doing this commercially has its risks.

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

#116
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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I've seen this argument plenty of times with respect to LLMs writing code, but this is the first time I've seen someone roll it out for using an LLM to answer questions about code that is being fed into it as input!

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

#117

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.

You should check out https://www.meaningmachine.games/ then — they're building games with weird dynamics centred around this new possibility of LLM-powered NPCs

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

#118
post #49
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?

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".

> Like many [human] reactions, it's less "thought" and more "regurgitating reddit jokes/opinions"

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

#119
post #11

Earlier quoted context omitted.

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.

You should be able to run Cheat Engine on your emul*tor of choice to tweak New Leaf "and newer" titles. And if you're a stickler for pissing Nintendo off in very specific ways, LayeredFS + Atmosphere opens up some modding opportunities right on the console itself. Not sure how easy it would be to pull something like this off though...

I think my 'old man shakes fist at clouds' thing is this. The social media platforms that censor you do it to make your content easier to sell ads against. It's actual corporate badthink correction that is rebuilding the English language. STOP VOLUNTARILY DOING IT WHEN YOU DONT HAVE TO. You should not sacrifice your free thought on the altar of quarterly results. Say the whole fucking word.

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

#120

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'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

> In many situations its very useful to know when your "done" talking with an NPC when they start repeating lines etc...

But that's not how real life works at all, right? You talk to someone for as long as you want to talk to them, or until they start sending signals that they are done talking with you.

The way video game dialog works has always bothered me, it makes characters feel stilted and makes me care less about the characters and the world.

(Although it's a different game in many ways, consider by contrast how Portal 2 handles dialog, and the effect that has on immersion.)

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