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Doubutsu no Mori
| Doubutsu no Mori |
|---|
|
Also known as: Dòngwù Sēnlín (CN)
|
Doubutsu no Mori (Animal Forest) is a late-era Japan-only Nintendo 64 game that was re-released for the GameCube in Japan, then updated and released in the US as Animal Crossing, and that version was re-re-released in Japan and (finally) released to the rest of the world, except for China, which got the original Nintendo 64 version years after its Japanese release.
Weird sentence, weirder story.
To do:
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Contents
- 1 Sub-Pages
- 2 Map Select
- 2.1 Settings
- 2.2 1: Field Course 1
- 2.3 2: Field Course 2
- 2.4 3: Field Course 3
- 2.5 4: Water Test Course
- 2.6 5: Footprint Test Course
- 2.7 6: NPC Test Course
- 2.8 7: NPC Arrange Room
- 2.9 8: NPC Random Course
- 2.10 9: FG Tool, Field Mode
- 2.11 10: Shop
- 2.12 11: BG Preview Without Rivers
- 2.13 12: BG Preview With Rivers
- 2.14 13: Shady Broker's Shop
- 2.15 14: FG Tool, Room Interior Mode
- 2.16 15: Post Office
- 2.17 16: start demo 1
- 2.18 17: start demo 2
- 2.19 18: Police Station
- 2.20 19: Fortune Telling Tent
- 2.21 20: Player Select
- 2.22 21: My Room size S
- 2.23 22: My Room size M
- 2.24 23: My Room size L
- 2.25 24: Convenience Store
- 2.26 25: Supermarket
- 2.27 26: Department Store 1F
- 2.28 27: Test Course 5
- 2.29 28: Player Select 2
- 2.30 29: Player Select 3
- 2.31 30: Department Store 2F
- 2.32 31: Event Announcements
- 2.33 32: Igloo
- 2.34 33: for field tool
- 2.35 34: Waiting For Visitors Demo
- 2.36 35: Player Select 4
- 3 Crash Debugger
- 4 Debug Tools
- 5 Famicom Data Manager
- 6 Title Theme
- 7 Unused Items
- 8 Build Date
- 9 Unused Overworld Textures
- 10 Debugging Text
Sub-Pages
| Prerelease Info |
| Notes |
Map Select
The game contains a map select screen that is very similar in design to those found in The Legend of Zelda: Ocarina of Time and The Legend of Zelda: Majora's Mask. The screen can be accessed using the GameShark codes below. Enter the codes and start the game (make sure you have a save file), and when Totakeke on the screen prompts you to start, hold R and hit the second option of each prompt until he starts to freak out. Hit the second option one last time and he will "erase" you (it won't work). After that, the test menu will come up. The D-Pad is used to choose an area, and Start will load it.
D0145B31 0010 81106F14 0073 D0145B31 0010 81106F16 F4D0 D0145B31 0010 81106F18 0074 D0145B31 0010 81106F1A 1A40 D0145B31 0010 81106F1C 8080 D0145B31 0010 81106F1E 0000 D0145B31 0010 81106F20 8080 D0145B31 0010 81106F22 2570 D0145B31 0010 81106F28 8080 D0145B31 0010 81106F2A 1A34 D0145B31 0010 81106F2C 8080 D0145B31 0010 81106F2E 1A28 D0145B31 0010 81106F3E 0240
1: Field Course 1 2: Field Course 2 3: Fielde Course 3 4: Water Test Course 5: Footprint Test Course 6: npc Test Course 7: NPC Arrangement Room 8: NPC Random Course 9: FG Tool for Field 10: Shop 11: BG Preview (No River) 12: BG Preview (River) 13: Shadow Broker Shop 14: FG Tool for Room Interior 15: Post Office
16: start demo 1 17: start demo 2 18: Police Box 19: Covered Wagon 20: Player Select 21: My Room (size S) 22: My Room (size M) 23: My Room (size L) 24: Convenience Store 25: Supermarket 26: Department Store 1F 27: Test Course 5 28: Player Select 2 29: Player Select 3 30: Department Store 2F
31: Event Kokuchi
32: Snow Hut
33: for field tool
34: Idle Demo
35: Player Select 4
-Settings-
RTC Z : USE
2000/01/01 <SAT>
12:00
Steps : **m**s
Weather : Sakura
Gender : Girl
Face : Type 6
Bug Bite: Doesn't Hurt
Data : Real Deal
Clothes : 009
Event : ---
| Please elaborate. Having more detail is always a good thing. Specifically: Lots of stuff to do here... |
| To do: Document the map select options, document the maps (most, if not all, are for debugging/testing or something?), everything else. |
Settings
From top to bottom, the labels are Step, Weather, Gender, Face, Bee Sting, Data, Shirt, Event.
1: Field Course 1
Acre 1 has 5 NPCs that have a conversation, then immediately get either angry or depressed. They all disappear if you leave the acre. There is also a bulletin board. Another acre has trees in each stage of growth. There are also fruit trees bearing every kind of fruit. Other highlights include rivers that appear out of nowhere, two lighthouses, a train stuck in midair, another acre of trees (this time with money growing on them), and hills covered in pitfalls.
2: Field Course 2
Features several instances of Nook's Cranny, a few houses intended for the player, many more NPCs, a soccer ball, and two landfills. The complete lack of trees in this map compensates for their overabundance in the previous one. This map is unused in the GameCube version as well. It also includes a giant unused yellow cube-like figure, which other than multiplying and pushing the player around does not do much.
3: Field Course 3
A bunch of apples and pitfalls can be found in one area. Copper is also present. Oddities include a villager walking on water, a rectangle made of tree stumps, and another flying train. Also present in the GameCube version.
4: Water Test Course
Bees spawn at the starting point of the map, so (ahem) be warned. There is also a steep hill and a waterfall. Surprisingly normal compared to the previous maps.
5: Footprint Test Course
Crashes the game.
6: NPC Test Course
A single-acre map with three NPCs and nothing else.
7: NPC Arrange Room
A copy of Nosegay's house interior, albeit with different wallpaper and flooring. Going outside takes you to Field Course 1.
8: NPC Random Course
Doesn't load.
9: FG Tool, Field Mode
Generic four-acre map. Nothing to see here.
10: Shop
Nook's Cranny without anything to buy. Exit leads to Field Course 1.
11: BG Preview Without Rivers
An early map geometry test without proper textures. In other words, it is a glitched cliff.
12: BG Preview With Rivers
A very early river test with primitive textures. The player walks around on the water and cannot get up on dry land. You can also get stuck behind one corner of the dock.
13: Shady Broker's Shop
Also known as the Black Market or Crazy Redd's. Exit leads to Field Course 1.
14: FG Tool, Room Interior Mode
Same as 7, but may be different. No idea what special function it has. Exit leads to Field Course 1.
15: Post Office
The Post Office, obviously. Exit leads to Field Course 1, as usual.
16: start demo 1
The scene where you meet Rover on the train at the beginning of the game. After the questionnaire is completed, the screen fades to black and the train sound effect is played on an endless loop.
17: start demo 2
The meeting with Rover again, only he doesn't ask for the date in this one.
18: Police Station
The Police Station, of course. The exit leads to everybody's favorite test map, Field Course 1.
19: Fortune Telling Tent
The Fortune Telling Tent. Guess where the exit leads. I dare you.
20: Player Select
Presumably used to select player 1. If you have no save file, it replays Totakeke's beginning speech.
21: My Room size S
Drops you in a small house. Oddly enough, you can't exit.
22: My Room size M
Drops you in a medium house. The camera is fixed, and you still can't exit.
23: My Room size L
Same as above, only you're in an even larger house.
24: Convenience Store
Starts you off in Nook 'n' Go, the first upgrade to Nook's store. No items are for sale. Exit leads to Field Course 1.
25: Supermarket
Starts you off in Nookway, the second upgrade to Nook's store. No items are for sale. Exit leads to Field Course 1.
26: Department Store 1F
Starts you off on the first floor of Nookington's, the third and final upgrade to Nook's store. The stairway to the second floor functions normally. No items are for sale. Exit leads to Field Course 1.
27: Test Course 5
A small map that only has ponds and grass areas.
28: Player Select 2
Brings up the load player screen with some sheep talking to you instead of Totakeke. Presumably used to load player 2.
29: Player Select 3
Brings up the load player screen with Totakeke. Presumably used to load player 3.
30: Department Store 2F
Starts you off on the second floor of Nookington's. The stairway functions normally, and the exit again deposits you at Field Course 1.
31: Event Announcements
A bunch of acres with sign poles in the same place. One acre will crash the game.
32: Igloo
Specifically, an igloo made by hollowing out a pile of snow.
33: for field tool
An "almost" normal town, except something is buried in cement, the animals have graphically glitched houses that all lead to NPC arrange room (#7 in the menu), and the post office and dump are missing.
34: Waiting For Visitors Demo
This will load the title screen with a demo of your town, but you are fully playable. Pressing the Start button takes you to Totakeke's speech/player select.
35: Player Select 4
Brings back the sheep to help load your game. Presumably used to select player 4.
Crash Debugger
Present in the game is a crash debugger similar to the crash debuggers seen in Ocarina of Time and Majora's Mask on the N64. Whenever the game crashes, it will display a small red line at the upper-left corner of the screen. Input the following code which is the same code from Ocarina of Time:
- L + R, then while holding both press Z.
- D-Up
- C-Down
- C-Up
- D-Down
- D-Left
- C-Left
- C-Right
- D-Right
- A + B, then while holding both press Start.
Debug Tools
Memory Usage Display
GameShark code 801DFA64 0001 will display some colorful memory usage bars. What each bar represents is currently unknown.
Debug Mode
There exists a debug mode that will display some build info on the title screen and enable some additional debug displays that can be toggled on and off by pressing buttons on the second controller. There are 2 modes for this debug mode. Mode 1 allows you to enable or disable other debug features, but you can not manipulate the game with it in any way. Mode 2 allows you to have full control over the debug menu.
GameShark code 8010FD63 000X can be used to access this mode. Replace X with 1 (Mode 1) or 2 (Mode 2).
All of the combinations below must be done on a controller plugged into port 2. (Some features only work on MODE 2)
- Pressing A will bring up a heads-up-display that displays coordinates, time, item ID's and other information. If you press R, you can cycle through different clock speeds. The time can only go forward.
- Pressing C-Right will display different colored numbers on screen. What they represent is currently unknown.
- Pressing C-Up will display "zelda_malloc" and "graph_malloc" followed by some Japanese text and numbers. What these are for is unknown.
- Pressing D-Pad Down will make text appear that says 'ファミコン' which translates to 'Famicom'. Pressing START will increase the number, this number represents which Famicom game to place. While inside of your house, pressing Z will force display a Famicom as a furniture item.
- Pressing D-Pad Left will display yellow numbers and text. The periods will change characters based off what is going on in-game. What triggers these to change is unknown.
- Pressing D-Pad Right will display orange numbers, their usage is unknown.
- Pressing D-Pad Up will display a bunch of hex values, as you may have guessed by now, what these represent is unknown.
Famicom Data Manager
If the game detects that Famicom ROM data is stored on the Controller Pak, accessing the "てがみをほぜんしたい" ("Save a Letter") option at the Post Office instead brings up a menu titled "コントローラパックのきろくをけします" ("Erase Controller Pack Records"), where these ROMs can be viewed and deleted. The ROM files that the game detects differ from standard save data associated with the Famicom furniture items in that these files are external ROMs that must be installed onto the Controller Pak; because Nintendo never incorporated any official methods of doing this, this data management menu is inaccessible under normal circumstances. This feature is removed in Doubutsu no Mori +, Animal Crossing, and Doubutsu no Mori e+, as installed ROMs can be deleted from the memory card via the GameCube's main menu.
In the iQue version, the Chinese text associated with this menu is corrupted, resulting in the menu title appearing garbled and the original Japanese text appearing in all other areas in the menu.
Title Theme
In the normal course of play, the game's title theme fades out after a minute and 3 seconds, corresponding with the length of time of the demos played on the title screen. However, the full track runs for an additional 21 seconds; It is possible to hear the full title screen by slowly tilting the left side of the cartridge out of the console until the game crashes. If done correctly, the game will continue to play the title screen music on an endless loop.
| In-game | Full |
|---|---|
A video showing how to hear the entire Title Theme can be found here.
Unused Items
Unused Clothing
Two clothing items are present in the game's code but never appear either as obtainable items or as items worn by villagers within the normal course of play:
| Name (Japanese) | Name (Chinese) | Name (English translation) | Hexadecimal ID | Image | Texture |
|---|---|---|---|---|---|
| パーティードレス | 舞会礼服 | Party Dress | 18 14 |
| |
| タキシード | 晚礼服 | Tuxedo | 18 18 |
|
Unused Furniture
Several items in the game's files are unused and unobtainable through gameplay. Below is a list of the item's names along with their internal hexadecimal IDs. These items appear in Doubutsu no Mori +, Animal Crossing, and Doubutsu no Mori e+ as well, but with the sole exception of the unused chair in +, their models are replaced with duplicates of the Spooky Wardrobe furniture item (in +) or the DUMMY furniture item (in Animal Crossing and e+).
Build Date
Present at 0x19D00 in the Japanese version and 0x21D50 in the Chinese version is a build date in the same format as Ocarina of Time and Majora's Mask. Curiously, it seems the Chinese version was compiled really early compared to the actual release date, even predating the Chinese version of Ocarina of Time by seven months.
| Japanese | Chinese |
|---|---|
forest@srd038J.srd.nintendo.co.jp 01-02-14 16:37:16 |
root@indy500 03-03-07 16:48:26 |
Unused Overworld Textures
Most of these textures can be found in the final build of the game. It even survived through the localization process. These textures do not appear in any pre-release screenshots. The textures are also not compatible with the models of the retail build of the game, and they need to be converted in order to be viewed properly. Some of these textures can be seen if you place test acres in your town, but it should also be noted that the models for said early acres are bigger, and overlap surrounding areas in the game.
Dirt
| Early | Final |
|---|---|
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| Early | Final |
|---|---|
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Cliff
| Early | Final |
|---|---|
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Grass/Snow
| Early | Final |
|---|---|
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| Early | Final |
|---|---|
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Sign Board
The early Sign texture resembles its Spaceworld 2000 counterpart, however there are still a few minor differences.
| Early | Final |
|---|---|
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Debugging Text
8003D180 boot 8003D188 idle 8003D190 ../idle.c 8003D19C main 8003D1B0 %ld 8003D1B4 ovlmgr: Out of Memory 8003D1D8 DMA ERROR: %.50s %d 8003D1EC DMA ERROR: %.50s %d 8003D200 DMA ERROR: %.50s 8003D218 %07X %08X %X %.50s 8003D230 percial_DMA 8003D23C ILLIGAL ALIGNMENT 8003D250 アライメント異常 8003D26C Segment Alignment Error 8003D284 セグメント境界をまたがってDMA転送することはできません 8003D2C4 Can't Transfer Segment 8003D2DC 圧縮されたセグメントの途中からはDMA転送することはできません 8003D320 Can't Transfer Segment 8003D338 圧縮されたセグメントの一部だけをDMA転送することはできません 8003D378 DATA DON'T EXIST 8003D38C 該当するデータが存在しません 8003D3AC ILLIGAL DMA-FUNCTION CALL 8003D3C8 パラメータ異常です 8003D3DC dmamgr 8003D3F0 圧縮展開異常 8003D400 slidma slidstart_szs ret=%d 8003D41C src:%08lx dst:%08lx siz:%08lx 8003D440 Interrupt 8003D44C TLB modification 8003D460 TLB exception on load 8003D478 TLB exception on store 8003D490 Address error on load 8003D4A8 Address error on store 8003D4C0 Bus error on inst. 8003D4D4 Bus error on data 8003D4E8 System call exception 8003D500 Breakpoint exception 8003D518 Reserved instruction 8003D530 Coprocessor unusable 8003D548 Arithmetic overflow 8003D55C Trap exception 8003D56C Virtual coherency on inst. 8003D588 Floating point exception 8003D5A4 Watchpoint exception 8003D5BC Virtual coherency on data 8003D5D8 Unimplemented operation 8003D5F0 Invalid operation 8003D604 Division by zero 8003D618 Overflow 8003D624 Underflow 8003D630 Inexact operation 8003D64C fault_AddClient: %08x は既にリスト中にある 8003D684 fault_RemoveClient: %08x リスト不整合です 8003D6BC fault_AddressConverterAddClient: %08x は既にリスト中にある 8003D704 fault_AddressConverterRemoveClient: %08x は既にリスト中にある 8003D748 F%02d:%14.7e 8003D758 F%02d: %08x(16) 8003D76C F%02d:%14.7e 8003D77C F%02d: %08x(16) 8003D790 FPCSR:%08xH 8003D7A0 (%s) 8003D7AC FPCSR:%08xH 8003D7BC (%s) 8003D7C4 THREAD:%d (%d:%s) 8003D7D8 PC:%08xH SR:%08xH VA:%08xH 8003D7F4 AT:%08xH V0:%08xH V1:%08xH 8003D810 A0:%08xH A1:%08xH A2:%08xH 8003D82C A3:%08xH T0:%08xH T1:%08xH 8003D848 T2:%08xH T3:%08xH T4:%08xH 8003D864 T5:%08xH T6:%08xH T7:%08xH 8003D880 S0:%08xH S1:%08xH S2:%08xH 8003D89C S3:%08xH S4:%08xH S5:%08xH 8003D8B8 S6:%08xH S7:%08xH T8:%08xH 8003D8D4 T9:%08xH GP:%08xH SP:%08xH 8003D8F0 S8:%08xH RA:%08xH LO:%08xH 8003D938 THREAD ID:%d (%d:%s) 8003D950 PC:%08xH SR:%08xH VA:%08xH 8003D970 AT:%08xH V0:%08xH V1:%08xH 8003D990 A0:%08xH A1:%08xH A2:%08xH 8003D9B0 A3:%08xH T0:%08xH T1:%08xH 8003D9D0 T2:%08xH T3:%08xH T4:%08xH 8003D9F0 T5:%08xH T6:%08xH T7:%08xH 8003DA10 S0:%08xH S1:%08xH S2:%08xH 8003DA30 S3:%08xH S4:%08xH S5:%08xH 8003DA50 S6:%08xH S7:%08xH T8:%08xH 8003DA70 T9:%08xH GP:%08xH SP:%08xH 8003DA90 S8:%08xH RA:%08xH LO:%08xH 8003DAD8 KeyWaitB (LRZ 上下 上下 左左 右右 BASTART) 8003DB84 %s %08x 8003DB8C PrintDump 8003DB98 %06x 8003DBA0 %08x 8003DBA8 Dump 8003DBB0 SP PC (VPC) 8003DBC8 %08x %08x 8003DBD4 -> %08x 8003DBE0 STACK TRACE SP PC (VPC) 8003DC08 %08x %08x 8003DC14 -> %08x 8003DC24 CallBack (%d) %08x %08x %08x 8003DC48 フォルトマネージャ:OS_EVENT_CPU_BREAKを受信しました 8003DC80 フォルトマネージャ:OS_EVENT_FAULTを受信しました 8003DCB4 フォルトマネージャ:不明なメッセージを受信しました 8003DCE8 __osGetCurrFaultedThread()=%08x 8003DD0C FindFaultedThread()=%08x 8003DD28 STACK TRACE 8003DD34 CONGRATURATIONS! 8003DD50 All Pages are displayed. 8003DD6C THANK YOU! 8003DD88 You are great debugger! 8003DDA4 fault 8003DDAC HungUp on Thread %d 8003DDC4 %s 8003DDC8 (NULL) 8003DDD0 %s 8003DDD4 (NULL) 8003DDDC HungUp on Thread %d 8003DDF4 %s 8003DDF8 (NULL) 8003DE00 %s 8003DE04 (NULL) 8003DE0C HungUp %s:%d 8003E280 (null) 8003E2B0 Reset 8003E310 __osRealloc(%08x, %d) 8003E46C ARENA INFO (0x%08x, %d) 8003E484 Arena is unitialized 8003E49C Memory Block Region status size 8003E4C0 %08x-%08x%c %s %08x 8003E4E0 %08x Block Invalid 8003E4F4 Total Alloc Block Size %08x 8003E514 Total Free Block Size %08x 8003E534 Largest Free Block Size %08x 8003E57C (%08x) 8003E594 (%08x %08x) 8003E900 forest@srd038J.srd.nintendo.co.jp 8003E924 01-02-14 16:37:16 80113310 GLOBAL USE %x 80113320 GLOBAL FREE %x 80113330 GLOBAL RELEASE %x 80113344 GLOBAL RELWAIT %x 80113358 List %x 80113364 Root %x 80116160 %4d %1d%1d %1d%1d %1d%1d %1d%1d 80116184 %1d%1d %4d %1d%1d %1d%1d %1d%1d 801161B0 ACTOR NAME is NULL 801161C8 ACTOR NAME %08x %s 801161DC Actor_draw 80116200 actor_dlftbls %u 80116214 No. RamStart- RamEnd cn Name 80116234 %3d %08x-%08x %3d %s 801163E0 ../m_choice_main.c 801163F4 ../m_choice_main.c 8011640C ../m_choice_main.c 8011641F ../m_choice_main.c 80116450 ../m_collision_bg.c 80116470 ../m_collision_bg.c 801164B4 ../m_collision_bg_rewrite.c_inc 80116830 %s 80116834 %s 80116838 REG 8011683C SREG 80116844 OREG 8011684C PREG 80116854 QREG 8011685C MREG 80116864 SBREG 8011686C DREG 80116874 UREG 8011687C IREG 80116884 ZREG 8011688C CRV 80116890 NS1 80116894 SND 80116898 XREG 801168A0 CRV2 801168A8 DEMOREG 801168B0 TREG 801168B8 WREG 801168C0 AREG 801168C8 VREG 801168D0 HREG 801168D8 GREG 801168E0 mREG 801168E8 nREG 801168F0 BREG 801168F8 DORO 80116900 kREG 80116908 BAK 8011690C PLAY 80116910 ERREG 80116918 OTUREG 80116920 NIIREG 80116928 GENREG 80116830 MYKREG 80116838 CAMREG 80116840 SAKREG 80116848 TAKREG 80116950 PL2REG 80116958 %c(%s) 80116960 %02d%6d 80116964 %s%02d%6d 80116974 zelda_malloc 801169B0 graph_alloc 80116AAC %3d 80116AB4 %3d %02d-%02d-%02d 80116AC4 %c%c%c%c%c%c%c%c 80116D40 %04d %04d %04d 80116D50 %02d %02d %02d %02d 80116D70 ../m_field_make.c 80116D88 ../m_field_make.c 80116D9C ../m_field_make.c 80116DAC ../m_field_make.c 80116DC0 ../m_field_make.c 80116DD4 ../m_field_make.c 80116DE8 ../m_field_make.c 80116DFC ../m_field_make.c 80116E10 ../m_field_make.c 80116E24 ../m_field_make.c 80116E40 ../m_field_info.c 80116E54 %d 80116E58 %d,%d - %4x - %d - %d 80116F30 ../m_font_basic.c 80116F44 ../m_font_basic.c 80116F58 ../m_font_mark.c 80116F6C ../m_font_mark.c 80116FC0 ../m_handbill.c 80116FD0 ../m_handbill.c 80116FE0 ../m_handbill.c 80116FF0 ../m_handbill.c 80117000 ../m_handbill.c 80117010 ../m_handbill.c 80117020 ../m_handbill.c 80117030 ../m_handbill.c 80117040 ../m_handbill.c 80117050 ../m_handbill.c 80117060 ../m_handbill.c 80117070 ../m_handbill.c 80117080 ../m_handbill.c 80117090 ../m_handbill.c 801170B0 ../m_item_name.c 80117250 ../m_msg_main.c 80117260 ../m_msg_main.c 80117270 ../m_msg_main.c 80117280 ../m_msg_main.c 80117290 %5d 80117294 C9ff: ../m_npc.c ../m_npc.c ../m_npc.c ../m_npc.c ../m_npc.c ../m_npc.c ../m_npc.c %4x %3d %3d %4x %3d --- %4x --- %3d %4x --- --- **** %4x %3d **** *** ../m_player_lib.c ../m_player_lib.c ../m_player_lib.c ../m_player_lib.c ../m_player_lib.c ../m_player_lib.c ../m_player_lib.c ../m_player_lib.c ../m_player_lib.c %04x %04x **** %x * %x * %x * ショキカ カワガケセイセイ ウミセイセイ ハシサカセイセイ コウバンヒロバセイセイ ミセユウビンキョクセイセイ イケセイセ ベースセッテイ ウミニカワセイセイ ブロックセンタク ランダムカンリョウ RandomTry %d RandomStep %s ファミコン %d ../m_scene_ftr.c ../m_shop.c ../m_shop.c ../m_shop.c ../m_shop.c Pre End Opn Rnw %d %d %s A%2d,%2d,%2d,%2d,%2d %d %d %s->%d.%d.%d A%2d,%2d,%2d,%2d,%2d B%2d,%2d,%2d,%2d,%2d C%2d,%2d,%2d,%2d,%2d ../m_string.c ../m_string.c ../m_string.c ../m_string.c submenu_ovl player_actor SubmenuArea_visit RamStart-RamEnd Offset %08x-%08x %06x PC:%08x RA:%08x player infomation main_index :%d %d request_main_index :%d %d %d pos :%d %d %d angleY :%d %d ../m_scene.c ../m_scene.c ../m_scene.c ../m_titledemo.c sFRm_flashrom AUDIO SP TIMEOUT2 %08x %08x AUDIO CANSEL&RETRY %d ../cfbinfo.c (予約) ../game.c ../game.c ShowFrameBuffer PAGE 0/1/2 RCP is HUNG UP!! Oh! MY GOD!! ../graph.c ../graph.c CLASS SIZE= %d bytes GAME CLASS MALLOC FAILED GRAPH INF.LOOP %2d %3d %3d %6lu AUDIO INF.LOOP %2d %3d %6lu irqmgr sched audio padmgr graph 何かのパックが抜かれました 何かのパックが差し込まれました 認識しました オーバーランエラーが発生 応答しません ../padmgr.c 標準コントローラを認識しました マウス装置を認識しました 音声認識装置を認識しました 知らない種類のコントローラを認識?しました 応答しません ../sched.c __scHandleRSP:this->curRSPTask == NULL __scHandleRDP:this->curRDPTask == NULL ../sys_initial_check.c SUPERDMA FastCopy FastCopy SLOWCOPY BGCOPY 801F6100 == MML PASS CHECK == 803BA610 ../m_trademark.c
| The Animal Crossing series | |
|---|---|
| Nintendo 64 | Doubutsu no Mori |
| GameCube | Animal Crossing |
| Nintendo DS | Animal Crossing: Wild World |
| Wii | Animal Crossing: City Folk |
| Nintendo 3DS | Animal Crossing: New Leaf • Animal Crossing: Happy Home Designer |
| Wii U | Animal Crossing Plaza • Animal Crossing: amiibo Festival |
| iOS/Android | Animal Crossing: Pocket Camp |
| Nintendo Switch | Animal Crossing: New Horizons |
- Games developed by Nintendo
- Games published by Nintendo
- Nintendo 64 games
- IQue Player games
- Games released in 2001
- Games with unused areas
- Games with hidden development-related text
- Games with unused graphics
- Games with debugging functions
- Games with hidden level selects
- To do
- Articles requiring elaboration
- Animal Crossing series
Cleanup > Articles requiring elaboration
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with hidden level selects
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused graphics
Games > Games by developer > Games developed by Nintendo
Games > Games by platform > Nintendo 64 games
Games > Games by platform > Nintendo 64 games > IQue Player games
Games > Games by publisher > Games published by Nintendo
Games > Games by release date > Games released in 2001
Games > Games by series > Animal Crossing series





















































