Modder injects AI dialogue into 2002's Animal Crossing using memory hack
Briefly

Modder injects AI dialogue into 2002's Animal Crossing using memory hack
"But discovering the addresses was only half the problem. When you talk to a villager in Animal Crossing, the game normally displays dialogue instantly. Calling an AI model over the Internet takes several seconds. Willison examined the code and found Fonseca's solution: a watch_dialogue() function that polls memory 10 times per second. When it detects a conversation starting, it immediately writes placeholder text: three dots with hidden pause commands between them, followed by a "Press A to continue" prompt."
"Initially, he tried using a single AI model to handle both creative writing and technical formatting. "The results were a mess," he notes. "The AI was trying to be a creative writer and a technical programmer simultaneously and was bad at both." The solution: split the work between two models. A Writer AI creates dialogue using character sheets scraped from the Animal Crossing fan wiki. A Director AI then adds technical elem"
Developers located in-memory addresses for Animal Crossing dialogue and solved latency by using a watch_dialogue() function that polls memory ten times per second. When a conversation begins, the mod inserts placeholder text—three dots with hidden pause commands—and a "Press A to continue" prompt to bridge AI response delay. The mod then requests an AI model and translates the response into the game's encoded dialog format. The game uses control codes with a prefix byte 0x7F; missing proper end-of-conversation codes causes the game to hang. The decompilation community documented these codes, enabling encoder/decoder tools. Two separate AIs handle creative writing and technical formatting.
Read at Ars Technica
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