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Animal Crossing

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Title Screen

Animal Crossing

Also known as: Doubutsu no Mori+ (JP), Doubutsu no Mori e+ (JP)
Developer: Nintendo
Publisher: Nintendo
Platform: GameCube
Released in JP: December 14, 2001
Released in US: September 16, 2002
Released in EU: September 24, 2004
Released in AU: October 17, 2003

CopyrightIcon.png This game has hidden developer credits.
DevTextIcon.png This game has hidden development-related text.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.

To do:
Upload more screenshots for things missing them.

Animal Crossing is a game in which you, a newly independent person of unspecified age, move into a new town and immediately become forced into labor to pay off the debt you owe to the one person who almost completely controls the local economy.

While this game was the west's introduction to Nintendo's quirky, then-budding life simulator franchise, Animal Crossing is actually a GameCube port of Doubutsu no Mori for the Nintendo 64, heavily modified in localization to give westerners an experience analogous to what Japanese players got. The localization was apparently so impressive that it got re-localized for Japan with added features, effectively making it a localization of a localization of a port.

Yeah... it's weird.


Animalisland logo.png
Animal Island
Even unlockable stuff has things unused.
Animalforest bluebear.png
Version Differences
A re-release of a remake of a re-release. We need to go deeper.

Debug Mode

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.
Specifically: Get screenshots, post them, figure out other debug functions, make this not be walls of text.

The game has a debug mode, called "zuru mode" in the code, with two different levels. Mode 1 can be activated on a regular retail game by entering a special button combo on a controller in the second port. The full debug mode, mode 2, is activated based on the game's disc ID. If the ID is 0x99, zuru mode 2 will be activated immediately and remain on at all times. If the ID is between 0x90 and 0x98, mode 2 only becomes active when a controller is plugged in to the second port.

When debug mode is activated, the letter "D" will appear in the top right corner of the screen. In mode 1 the letter is yellow, and in mode 2 the letter is green. Mode 1 has fewer capabilities than mode 2.

Activating debug mode

To activate mode 1 on a regular game disc, enter the following code on controller 2 at any time:

  1. L + R, then while holding both press Z
  2. D-Up
  3. C-Down
  4. C-Up
  5. D-Down
  6. D-Left
  7. C-Left
  8. C-Right
  9. D-Right
  10. A + B
  11. Start

(If this code looks familiar, it was also used in The Legend of Zelda: Ocarina of Time for that game's crash debugger.)

Entering the code while already in mode 2 will display a debug output for the button combination, tracking the status of the user's progression through the button code.

To activate the full debug mode, set the disc ID version field to 0x99. Use a hex editor to change byte #7 (0x00000007) of the ISO/GCM file. It works on all versions – the North American, European, Japanese (both versions), and Australian games can all be modified in this way.

Alternately, the following Action Replay codes can be used:


Debug mode features

  • Shows info about the game build date/version/etc. on startup, and on the title screen
  • Shows the ID of the current message in the corner of the screen
  • Shows 3D arrows pointing to various special things (like event NPCs and balloons)
  • Shows a CPU/memory usage meter on the boot screen
  • Enables button combos on Controllers 2 and 3
  • Prevents Resetti from showing up
  • Shows a crash dump if the game crashes
  • More?

Controller 3 features an item select that can spawn a variety of items into your pockets:

  • This is only available when the disk version is set to 0x90 or greater (mode 2).
  • Pressing Start toggles the debug item spawner on and off.
  • When enabled, the text ナシ (nothing) appears on screen.
  • Up on the D-Pad cycles through the categories FTR (furniture), PPR (paper), MNY (money), TOL (tools and umbrellas and junk), FSH (fish), ELS (other junk), CPT (carpet), WLL (wallpaper), FOD (food), MSC (music), DST (calendar/diary things), LOT (raffle tickets), IST (insects), HPY (grab bags), and KAB (turnips).
  • Left and Right on the D-Pad change the number.
  • Holding B while changing the number will increase/decrease the number by 10.
  • Holding A while changing the number will increase/decrease the number by 100.
  • Down on the D-Pad puts one of the selected item in your pocket.
  • Pressing X will fill in your entire catalogue.
  • In Dōbutsu no Mori e+, pressing Y will cycle your Kanji proficiency level between the different modes.

Startup screen on debug. Title screen on debug.

Controller 2 features everything else. Most buttons, when pressed once, will show or hide a debug display. The C-stick is four separate buttons, one for each of Up, Down, Left, and Right. R changes the game speed rather than displaying something on-screen.

In the item screen, C-Down gives you one net, axe, shovel, and fishing rod; C-Left increases your money by 1,000 Bells; and C-Right fills your pocket with bags of 30,000 Bells.

Controller 2 also has two-button combinations, all of which involve holding L, R, or Start. All but one of the possible combinations opens memory editors of some kind (the exception being holding R and pressing Down on the D-Pad, which pauses and unpauses the game). Memory editors can be opened by holding one of the three buttons mentioned earlier, and pressing another button twice. For example, holding L and tilting the C-Stick left twice opens the "S(SREG)" editor. holding L and tilting the C-Stick left again flips to the next page, and so on. The editor closes when there are no more pages or when different button combo starts (e.g., holding R and pressing Start once).

Editors are navigated using the D-Pad to scroll up and down between items, and left and right between possible values. The editor that opens from holding R and pressing Start, "H(HREG)", can be used to activate a debug controller input display by navigating to item 47 and setting its value to nonzero.

When playing NES games, a couple of debug controls will be enabled on the first controller:

  • L+R - Freezes the emulation when held. If a certain debug flag is set, this will display the NES game file menu.
  • L+C-Stick left/right - Slows down or speeds up the emulation depending on how much the C-Stick is pressed.

(Source: jamchamb (button code))

Map Select

Debug Map Select screen.

The "forest map select" from Doubutsu no Mori still exists and can be activated using one of the following Action Replay codes and pressing the Reset button once at title screen or twice in-game:


(Source: Ralf (gc-forever))

Player Select

Debug Player Select screen.
Translated Debug Player Select screen.

The player select debug menu allows the selection of any of the four players, or any players visiting from another town. If the player selected doesn't exist, it will start the new player creation sequence with Rover.

The following Action Replay code will enable it after pressing start on the title screen:


The following Action Replay code will translate the menu to English:


Save Type Select

Debug Save Type Select screen.
Translated Debug Save Type Select screen.

The save type selection menu allowed the developers to test both saving to a Flash ROM and N64 Controller Pak.

The following Action Replay code will enable the debug save screen after pressing start on the title screen:


The following Action Replay code will translate the menu to English:


NES Filer Mode

The NES emulator has a "filer mode" that can be used to cycle through the in-game ROMs. When debug mode is enabled, there's also a text display showing the ROM filenames and a demo mode toggle.

The following AR code will enable the NES filer mode:

001F6898 00000001

Unobtainable NES Games

The Forbidden Four

In addition to the 15 available NES games, there are four normally unobtainable games dubbed "The Forbidden Four" by fans: Mario Bros., Ice Climber, Super Mario Bros., and The Legend of Zelda. Certain NES game requirements were shifted around in each regional version of the game, which resulted in some obscure methods to obtain them.

  • In the initial Japanese release, Ice Climber could be obtained as a gift when transferring save data from Doubutsu no Mori (although this service has long since been discontinued), while Super Mario Bros. was given away as a limited-run Famitsu prize.
  • In North America, Mario Bros. and Ice Climber were obtainable via very rare e-Reader cards in Series 4 of Animal Crossing-e.
  • The Legend of Zelda is legitimately unavailable in any version.

These games can only be obtained by hacking them into the player's inventory (particularly for European versions, where none of these were ever made available legitimately), as trying to unlock them with a trade code generator will not work. Interestingly, all except The Legend of Zelda have Advance Play options, and in Doubutsu no Mori e+, the Advance Play data still remains via hacking, even though the games were otherwise erased as console items.

Removed Games

On top of the 19 games that can be played, several more are referenced by the game but do not have ROMs or models in the game's data: Gomoku Narabe Renju, Mahjong, Nazo no Murasamejou, Super Mario Bros. 2, and NES Open Tournament Golf.

The only mentions for most of these games are in, though Gomoku Narabe Renju can also be seen referenced at F4C2C.

External NES Games

Each of the playable NES games that can be obtained in-game come as an individual furniture item featuring an NES Console with a game box on top of it. There is also a generic NES Console item that can be purchased from Redd that was originally thought to be unplayable, because it would only display the message "I want to play my NES, but I don't have any software." This item actually scans memory cards for special files that contain NES ROMs.

ROMs loaded from the memory card are loaded into the same NES emulator used for the built-in NES games. The code for loading these ROMs is fully working and features an entire system for loading ROMs and ROM metadata, as well as creating save files for each external ROM. It seems that Nintendo originally intended to be able to release more NES games for Animal Crossing on memory cards, but never followed through with it.

One of the metadata tags in the ROM loader supports patching ROMs after they are loaded. This tag can also be used to patch Animal Crossing itself, allowing mods to be loaded via memory card.

Default message displayed by NES Console when no ROM files are on the memory card Menu that appears when ROM files are present on the memory card. Running Mega Man from the NES Console.

(Source: jamchamb)

Chestnut (Unused NPC)

An odd unused NPC, formerly fandubbed "Blazel" can be found within the game's code; her earlier nickname comes from the fact that her design incorporates several elements of that of both Bliss/Caroline and Hazel. However, recent digging within the files of Doubutsu no Mori + has revealed her Japanese name to be Shaki~tsu (シャキッ), meaning "Chestnut"; immediately following this name is the text "とりゃ〜" (Torya〜), which may have been a catch phrase. These two text files are the last ones in the game's code associated with Chestnut, indicating that she may have been removed late into development. Internally, her texture and model files refer to her as "xsq", which likely means extra squirrel.

However, despite initial speculation that Chestnut may have been a cut villager, there is prominent evidence suggesting that she was actually meant to be a special character. In the game's code, Chestnut is referred to under the filename "ac_ev_dokutu", which can be broken down into "Actor Event Dokutu". Characters with "ev" in their filename are travelling characters like Crazy Redd or Saharah, while "dokutu" most likely is shorthand for "dokutoru" (ドクトル), a katakana rendition of the English word "doctor"; most other actor characters also had their names shortened in code. This combination of traits points to her having been been a travelling doctor of sorts, likely being cut due to either time constraints or an inability to find a useful or interesting function for her. Chestnut can be spawned into a player's town using the below Action Replay code, using xxxx as a regular villager, with yyyy being set to either D06C or E15A.

040051A0 3C600001
040051A4 3863xxxx
040051A8 7C032040
040051AC 7C832378
040051B0 4082000C
040051B4 3C600001
040051B8 3863yyyy
040051BC 4E800020
0453A198 4BACB009
04544FFC 4BAC01A5

Because her text data was overwritten, Chestnut will use one of Kapp'n's dialogues when D06C is used. When E15A is used, she'll use whatever text corresponds to the villager she overwrote's gender. If she is spawned into a player's town with the above code and yyyy set to D06C, her name will be displayed as "[key symbol] ù«–•B¡¡". This is the default name for special NPCs, which was untranslated from Doubutsu no Mori+ (ジョニー・B) and translates to Johnny B; the garbled appearance of the name is the end result of the game attempting to display text characters that no longer exist in its code, instead displaying characters that occupy the same hexidecimal positions as their kana counterparts. When using E15A, she will take Jambette's name; this is because Jambette's villager index is cataloged first at E05A. Because villager text data data wraps around after E0FF, long before E15A, Chestnut will use Jambette's data by default.

Chestnut spawned into a player's town with yyyy set to D06C. Chestnut's name as it appears on the in-game map, when yyyy is set to D06C. Chestnut spawned in with yyyy set to E15A, overwriting a male villager.

(Source: bowsersenemy, Ralf)

Unused Items

To do:
Find screenshots of each item; include screenshots of the Unknown Item's inventory sprite and the Sickle's overworld sprite.

Within the coding of the game lie several unused items that can only be accessed by hacking. These include:

  • DUMMY, a glitch item appearing as a white triangle with red Japanese text on it reading "ダミー" (which translates to "DUMMY", hence the name). Unlike other items, this one can be accessed through a glitch – once in an Igloo (the winter equivalent of a Summer Camper's tent), you obtain the item in a similar way to other furniture. The villager inside might want to play a game where s/he will ask you to pick two cards: one card forces you to buy something, while the other gives you a free prize. The prize card may sometimes be a DUMMY.
  • Named DUMMY items. Here is a list of all the named dummy items:
heavy chair 
school chair 
towel chair 
unused dresser 
unused monkey 
modern den chair 
giant dharma 
striped cone 
cola machine 
plastic fence 
fence and sign 
brown drum 
red drum 
juice machine 
garbage pail 
robotic flagman 
zen basin 
wash basin 
trash can 
warning sign 
route sign 
men working sign 
caution sign 
temple basin 
unused chair 
spa chair 
massage chair 
bath mat 
spa tub 
clerk's booth 
spa screen 
bath locker 
milk fridge 
lucky cat 
lucky black cat 
racoon obje 
lucky frog 
moon dumpling 
bean set 
spring medal 
fall medal 
longlife noodle 
bass boat 
mortar ball 
big catch flag 
hibachi grill 
scary painting 
novel painting 
golf trophy 
tennis trophy 
kart trophy 
western fence 
  • The Legend of Zelda appearing as a standard NES that will reset Animal Crossing upon attempting to play.
  • A blue fish with a hook in its mouth, possibly used to test the fishing function.
  • A glowing yellow box that moves back and forth, can push the player around (sometimes making them float), and can modify the spread of Paper Airplanes; it was most likely used to test the lighthouse.
  • A tool labeled "Sickle", which makes the player function as if they had nothing in their hands. Strangely, it appears as a toolbox when dropped, a feature that only appeared in Doubutsu no Mori (evidencing that the icon is still in Animal Crossing's code), Wild World and New Leaf. Toolboxes can also be seen in Animal Island, but do not typically appear in the base GameCube game during normal course of play.
  • An "Unknown Item" that appears in the player's inventory as a box with a question mark, and appears in homes as a clone of DUMMY.
  • Paper Airplanes which, if you place on the ground, walk offscreen, and come back, will duplicate itself. Pressing A while on top of the paper airplane will make it disappear visibly, but will still exist in the system's memory. When the airplanes fill up an acre, that acre shuts down and is rendered inaccessible. Letting the airplane multiply too much can shut down the player's entire town and crash the game.
  • Present items that can't be removed or opened from the inventory.
  • Full grown saplings, trees, town tune board, stores, map and train models.


(Source: VGFacts)

Unused Clothing

Eight unused clothing items exist in the game, and can be added to the first inventory slot using Action Replay codes 01520000 08000000 03266488 0000XXXX (US only), where XXXX is any of the following:

  • 2412: Plum Kimono
  • 2413: Somber Robe
  • 2414: Red Sweatsuit (worn by the Red Team during the Sports Fair)
  • 2415: Blue Sweatsuit (worn by the Blue Team during the Sports Fair)
  • 2416: Red Puffy Vest (worn by females during the Fishing Tourney)
  • 2417: Blue Puffy Vest (worn by males during the Fishing Tourney)
  • 2418: Summer Robe
  • 2419: Bamboo Robe

These items can also be accessed using Universal Codes, accessible from wikias, online guides, or online generators.

Unused clothing (in order from left to right, per the above list)

Unused Seasonal Palettes

In Dōbutsu no Mori e+, two unused seasonal environment palettes were added for grass. These palettes go unused in the final game. The first palette appears to be for a transition between fall and winter, as the grass underneath the bush is green. The second palette is likely for mid or late winter.

Unused seasonal palette #1 Unused seasonal palette #2

Unused Text

At the beginning of string_data.bin is a test line of text.

Test Line of text

Among the catchphrases are some temporary strings of text that indicate catchphrases that haven't been translated.


At the beginning of mail_data.bin is some testing related text for letters.

This is mail 0
This is mail 1.

message_data.bin contains two messages that mention E3. It appears they would be used if the player tried to send mail at the post office, possibly while playing an E3 demo.

{{DEMO_NPC0:PLAYER:WORRY}}I'm terribly sorry,{{PAUSE:0x06}} but since
{{COLOR_CHAR:e11ed7:0x02}}E3 is being held today,{{BUTTON}}
{{CLEAR}}We're not accepting any
letters.{{PAUSE:0x0c}} I apologize for
the inconvenience.{{DEMO_NPC0:PLAYER:DEFAULT}}
Listen,{{PAUSE:0x06}} {{COLOR_CHAR:e11ed7:0x02}}E3 is being held
{{CLEAR}}We don't save letters during
{{SOUND_CUT:0x00}}{{COLOR_LINE:969696}}(We're just too busy!){{SOUND_CUT:0x01}}{{DEMO_NPC0:PLAYER:DEFAULT}}

Build Dates

COPYDATE contains the following final build dates:

Dōbutsu no Mori+

2001/11/25 22:05:18

Animal Crossing

02/08/01 00:16:48

Dōbutsu no Mori e+

Version 1.0

03/06/12 22:19:41

Version 1.1

03/12/19 16:56:57

Build Directories

static.str contains the directories from which various relocatable module files were compiled:

Dōbutsu no Mori+ & Animal Crossing


Dōbutsu no Mori e+


boot.dol Strings

boot.dol, the game's executable, has a few interesting strings.

Error Messages

Jam/seq :: Sequence Error occerd... I try to continue
:::there is some error in this heap!
Sorry, not prepared for SZP archive.

Other Strings

The DISP SW is JAPAN MODE now but this GAME is NES version
QFC ver.011012   (C)2001 Nintendo

Developer Credit

// Coded by Kawasedo

At D79E1 is comment that matches a string found in the Game Boy Advance Bootstrap ROM, so it is safe to assume that the .dol contains a copy of the GBA Bootstrap and it is not otherwise part of the game.

Resetti Easter Egg

The sixth time you meet Resetti, he will force you to copy what he says by typing it in. However, typing in the following phrases will trigger an Easter egg. Some of these things are somewhat vulgar.

no way
No way!
shut up
go away
Shut up!
Go away!
Bite me!
U R ugly
You stink
I + reset
You suck!
I hate you
Moles suck
Who cares?

Animalcrossing angryresetti1.png Animalcrossing angryresetti2.png Animalcrossing angryresetti3.png Animalcrossing angryresetti4.png