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…
I replaced Animal Crossing's dialogue with a live LLM by hacking GameCube memory
21–30 of 198 posts
Re: I replaced Animal Crossing's dialogue with a live LLM by hacking GameCube memory
#22It 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.
Old text adventures honestly did this heaps better than modern games do, but the reality is there was a more finite action space for them and it wasn't surprising when something wasn't catered for.
Re: I replaced Animal Crossing's dialogue with a live LLM by hacking GameCube memory
#23Earlier quoted context omitted.
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.
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...
Re: I replaced Animal Crossing's dialogue with a live LLM by hacking GameCube memory
#24Re: I replaced Animal Crossing's dialogue with a live LLM by hacking GameCube memory
#25Earlier 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...
Re: I replaced Animal Crossing's dialogue with a live LLM by hacking GameCube memory
#26Re: I replaced Animal Crossing's dialogue with a live LLM by hacking GameCube memory
#27This 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.
https://www.youtube.com/watch?v=TpYVyJBmH0g&ab_channel=DougD...
Re: I replaced Animal Crossing's dialogue with a live LLM by hacking GameCube memory
#28Earlier quoted context omitted.
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...
you really don't have to self-censor "emulator" here. HN moderation is not like social media platforms.
Re: I replaced Animal Crossing's dialogue with a live LLM by hacking GameCube memory
#29Re: I replaced Animal Crossing's dialogue with a live LLM by hacking GameCube memory
#30This 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.…