It's been awhile! As usual, you can find some corrections, notes, and further resources in the description. Thank you all for your patience while waiting for this upload. 🙇
When I was a kid, I had the triple layer type, and I remember seeing my friends play the game and being surprised at how flat their towns were. I figured it was just RNG even at the time, but I wondered if it was just coincidence or if my hilly town was rare. So thanks for finally answering that childhood mystery.
I knew there was an option for 2, since I had more than one memory card. But it's kind of insane my first main one ended up being fairly rare since it has the 3.
You know it's entirely possible that the town generation might predate Animal Crossing itself In an interview with Iwata the devs stated that the game started life as a dungeon crawling adventure game, it's very possible that the town generation was an old remnant from the early ideas before the game pivoted in scope and turned into the life sim we know it today
I knew about this because it was an option when uploading info about your town to animalcrossingcommunity as a kid. now as an adult i joined the dev team and added code that shows your grass or snow shape as an image lol
Three minutes in and I've been hit with the fact that I've unknowingly hit a 15% chance four times in a row trying NOT to get a triple layer town. My god.
Always a fine line between explaining your exact code decomp and trying to keep it digestible. Things are pretty simplified here, and I forgo explaining some nuance like height, collision, and “beast road” calculations, but hopefully the big picture and main ideas are understood. 🙃
I thought the explanation was great, perfect level of depth for a good understanding. There's no need to talk about the jank that the devs programmed haha
@kakyoindonut3213 Hunter mentioned in a community post that his father had a stroke and had to be hospitalized. So he is taking care of his dad currently
Things being outside of the player's control made the whole journey feel so much more impactful. That is the reason why I prefer the feel of the older AC games to the new ones.
Are there ever any natural (non-hacked?) examples of generation succeeding with invalid tiles? Like cliffs or rivers that don't quite line up, or an acre being incorrectly flagged (like say, flagged as having a lake but not actually having one) that can leave a perfectly vanilla town without something important? It's just so that it's so much more complex than I would've thought so I find it hard to believe there's never any issues. Great video by the way!
I always find these sorts of procedural generation interesting. I wonder if they had problems trying to get satisfying or functional three-layer towns with the procedural cliffs (like them running into each other too much or something) so they went with the preset layouts. I wonder if later games, which are more continuous spaces, also build the town by blocks like this.
I genuinely really missed your videos. As an AC fan and programmer, your content overlaps my interests in such a fun way and they’re just so well made visually as well
3:32 To help explain this from a programmer's perspective, I will point out that a 2D array and a flat array look basically identical after compilation. You can easily treat a flat array as a grid by converting your 2D "X" and "Y" indices to a flat "X + (Y * WIDTH)" index. If you were using a 2D array, the compiler would essentially be doing the same thing for you behind the scenes. So a flat array and a 2D array are not that different for an experienced programmer, but flat arrays have a nice benefit: if you need to do something to every tile in the grid, without caring about the tile's X,Y position, you can iterate over a flat array with a single loop from 0..70, while a 2D array will need two nested loops with separate X and Y counters. Using a single counter is a little more efficient, and you need to fight the programming language to do the same thing with a 2D array, so it's not uncommon to use flat arrays instead and calculate the grid indices manually when you need them.
> while a 2D array will need two nested loops with separate X and Y counters And if you are inexperienced and do the loops in the wrong order you can significantly hamper performance due to how memory caches work. When you pull uncached data from memory, surrounding data is cached becaues it is expected you will use other data nearby what you already pulled, but if your loops are backwards you'll constantly be hitting uncached memory that then caches what you requested and its nearby data, only to throw it out again and pull more uncached memory without using the cache at all, or only using it maybe once. This technically makes a flat array the safer option if you are going to be having people with a wide variety of coding experiences working on it TBH.
Given that the code is a cleaned-up decompilation, it's still possible this is just a 2d array that got flattened during compilation. The decompilation sounds sensible and probably what people read first so it's okay for it to be presented as the truth here. (There could be proper evidence for it being a flat array too, it doesn't really matter that much)
@asj3419 for the rest of the decompilation to match the release binary it is very likely the array is flat and not a 2d array because of how you would loop through it in other bits of code that a compiler would optimize in a different way between the two. There would be more room for error in a non-matching decompilation/reimplementation.
Knowing all of this already, I was a bit confused by Hunter explicitly saying they didn't use a 2D array. I was thinking to myself "they're basically the same thing, no?". I'm assuming animal crossing is decompiled (oh, I just heard him confirm it), I wouldn't expect to see a difference between a 2D array and a flat array from a good compiler.
YES! Town generation has always been my favorite part of Animal Crossing! I used to reset my town constantly because I loved seeing what new layouts I could get.
Man I have watched all your videos twice I'm so happy you've finally made another one, you got me into animal crossing GCN and I'll forever be thankful for that
the return of the king 9:04 "i'm personally a fan of any island that rolls this acre..." me: huh? what's so special about it? "... which includes a little bridge over to the island flag." me: _oh my god a cute lil bridge this is the best_ 14:12 well, that's certainly an interesting choice of words
it's weird that the devs decided to land on "let's generate a river. it's invalid? well let's continue generating rivers until it's valid" instead of something like "let's form the pool of possible tiles the river can go to next each step"
As someone who grew up playing the original Animal Crossing and is now studying computer science at university, yours is easily one of my favorite RUclips channels. I love all the code examples you provided in this video and how you used the game's internal code to illustrate an actual CS concept!
3:51 Flattening 2 dimensional arrays is an old dev trick to gain performance. Basically it ensures all your data is stored contiguously in memory, and the operations to find the correct cell from coordinates are trivial for a computer.
@hedwig7sthe compiler is not a magic wand. Especially on lower level languages like C. It cannot distinguish easily cases where you actually need a double dimensional array from those where you can inline then. (Because for one it sees an array as a pointer)
when i was younger, i had several animal crossing towns and one of them generated without a single pond in it. i had to travel to a different town to catch a frog and a crawfish. considering ponds are not part of the necessary building blocks of a town, it makes me wonder if the odds of a pondless town are so low that the programmers didn't think it was worth their time to guarantee at least 1 pond per town, or it was intentional to encourage some players to travel.
prng is so interesting. like, rng is never *truly* random, it's always some clever programming trick that can be recreated under the right conditions (maybe not for the og animal crossing, but it can be used for pokemon). i've seen people complete rng manipulation and it's really cool what they can execute by just using a timer and accurate timing.
As someone who has a lot of CS experience (two degrees, 25 years developing software), when someone talks about a cool algorithm, my first assumption is that it's something that Knuth did. He's contributed so much to the field, it's crazy.
Welcome back Hunter! I hope that your dad is starting to feel better! I'm sure we can all agree that we are very happy to see another video of yours! ❤
Wish this video had existed when I tried to edit my New Leaf town and ended up with trees over rivers, bridges in the middle of land, and a floating dock. 😅
I just have to say, I always immediately set myself up to watch your videos. It's like a TV show you really enjoy that has come out with a new episode. Even though you're usually just talking about Animal Crossing, the way you've set up your presentation with your theming, style, and consistent imagery gives these "boring" technical breakdowns a lot of personality and charm. Are you a graphics design artist of some kind? You really know how to make this content interesting, and something I look forward to watching! Anyway, keep of the great work, I'll always tune in.
Glad to see you upload again, but can I just comment on the design of the closed captions? I didn't even know they could be customized like that, that's so cool! It's the little things like that that stick out to me how much you're willing to put into a video. Also, perhaps I'm misremembering, but I don't recall you ever doing this thing in 3:26 of villager staring into the horizon at the subject matter, it's genuinely really neat and I hope you keep doing more of these types of visuals!
@kenziichannel Are you sure? I first watched the video on my phone and noticed it during that. I've had RUclips captions sometimes reset to default autogenerating sometimes even when there are custom captions on other videos, so perhaps try exiting and reentering the video or resetting your RUclips to try again, but I definitely experienced the caption thing on mobile.
Well worth the wait. The thanks at the end had me crying. I felt so bad for you when i heard there were struggles going on. I hope my continued support is welcomed.
Watching these videos still blow my mind. Like, they didn't even have color TV or automobiles back then but they still knew how to code some nifty games for gamecube.
I'm a rock when it comes to understanding coding and programming. But this guy explains everything so well that I always end up understanding anything he says.
I was stoked to get a triple-layer town on my most recent playthough of the gamecube Animal Crossing, until Tortimer absolutely REFUSED to build the wood bridge on the layer that needed one. He would only want to build it right next to the two existing bridges smh
I've been 70 levels underground with my nose buried in smrpg randomizer work such that i haven't been checking my feeds. Reading the comments, I'm really sorry to hear about your dad and I'm glad you took the time to attend to family matters. Hope all is on the mend ❤
We lost our original memory card for several years, so we had to reroll towns. We got one of the three layer towns; I had no idea it was only a 15% chance!
I love how generation in videogames especially with predetermined ancre. Usually when you look inside, it's always working with steps and weird condition. It also means you could generate funny maps. I find it weird that the game doesn't use the name of the town we give to generate the town but i guess the game prefere to do it at the start to not put a loading screen in the intro
i jist got home from a 15 hour day of orchestra stuff for UIL on top of having just lost a loved one and i nearly jumped out of joy when i saw that you uploaded!! looking very forward to enjoying this video :D update: i did, in fact, thoroughly enjoy this video :3
new video on my hyperfixation from my favorite youtuber who talks about said hyperfixation. thank you hunter ive been going through it and using animal crossing to cope and im so excited for this
you can use save editors to make your town whatever you want and make the whole game what you want, on first try i got a perfect layout onc my ANimal Crossing gamecube town, love ur videos!
Holy cow! This video was like, my dream video! I absolutely am so happy I got to see a video talking about the village generation, its so awesome to see someone cover this clever work of programming! Thank you man! We're supportin you all the way!
Hearing you talk about how timing Animal Crossing's seed generation on legit hardware is impossible kinda makes me think about how some insane Pokemon players are able to accurately time seed generation thanks to specialized tools that track your timing as well as account for anything that may throw you off by adjusting your inputs each reset Don't know if something similar is feasible here but it's an interesting thought
Thanks for the credit for the acre images ! They were a lot of fun to make back in the day, taking screenshots of the game and stitching them together as best I could. Would love to revisit ACSE with the more modern tools at our disposal. Excellent video as always ! I'll definitely be sharing this around and using it as reference for my own game ;P
I remember reading forum posts back in the day were some people said they had a 3 layer town. That was a pretty big deal. Everyone wanted one of those because they were a little bit more complex and much rarer. Now as I watch this video I'm finding out that they are also a whole lot less varied then the 2 layer towns. This makes them far less desirable in my opinion. I'm also surprised at how extremely restricted the building placements are. I'd be very interested to learn how town generation works in each of the sequels in comparison.
I have such nostalgia for this game, I played it so much when I was a kid! Animal Crossing for GameCube was groundbreaking even if it was supposed to be a Nintendo 64 game.
It's funny that no matter how hard developers try that there will always be some quirky oversight in map generation for any given game whether it is Animal Crossing, Minecraft, SCP Containment Breach, etc.
This was a great breakdown on how procgen works. All I'd need to actually implement something like this would be more detail about how the rivers and cliffs decide to move, and how each acre is selected. Really fun to watch, thanks!
It's been awhile! As usual, you can find some corrections, notes, and further resources in the description. Thank you all for your patience while waiting for this upload. 🙇
I love you thank you for coming back
Glad to see you back!❤❤❤
Welcome back 🥹🥹🥹🥹
Welcome back!
Welcome back. I hope your father is doing well.
they got me in the basement drawing them all by hand
Thank you for giving me one of the layouts that has an island in the middle of the river. Pretty cool
Hello Tommy Nook!
thank you for your service O7
thanks man
Ngl keep cooking gang
When I was a kid, I had the triple layer type, and I remember seeing my friends play the game and being surprised at how flat their towns were. I figured it was just RNG even at the time, but I wondered if it was just coincidence or if my hilly town was rare. So thanks for finally answering that childhood mystery.
Triple layer gang unite.
I had no idea it was only 15% of us. I thought everyone had 3!
I knew there was an option for 2, since I had more than one memory card. But it's kind of insane my first main one ended up being fairly rare since it has the 3.
Today I learned my two towns saved on cards are rare. Funny enough both are almost mirrored 🤩
I did wonder why and how that happens
You know it's entirely possible that the town generation might predate Animal Crossing itself
In an interview with Iwata the devs stated that the game started life as a dungeon crawling adventure game, it's very possible that the town generation was an old remnant from the early ideas before the game pivoted in scope and turned into the life sim we know it today
petition to make a dungeon crawler based on this generation.
@cactus-mcjacktus Old 90s dungeon crawlers did as far as I'm aware often generate "cells" in a similar manner
Okay but an Animal Crossing dungeon crawler sounds amazing. Nintendo needs to make it happen
@jumpupsupbarhorn it does sound really cool but how would they give it the distinct animal crossing vibe?
@nishashki9236 You could make it like rune factory or stardew valley. The dungeon crawling as a sidebar to the town life stuff.
15:07 bro the towns having different grass patterns is insane, I never would have known if you didn't mention it
Triangles also become stars in snow months
I knew about this because it was an option when uploading info about your town to animalcrossingcommunity as a kid. now as an adult i joined the dev team and added code that shows your grass or snow shape as an image lol
@vonaldeclosion I felt so special as a kid for having the triangle/star set
Three minutes in and I've been hit with the fact that I've unknowingly hit a 15% chance four times in a row trying NOT to get a triple layer town. My god.
The return of the GOAT! Can't wait to re-learn the town generation algorithm but explained in a digestible manner
Always a fine line between explaining your exact code decomp and trying to keep it digestible. Things are pretty simplified here, and I forgo explaining some nuance like height, collision, and “beast road” calculations, but hopefully the big picture and main ideas are understood. 🙃
Cuyler, decomp and AC Deluxe GOAT.
Cutler?! What Are You Doing Here?
Thank you for your hard work Cuyler
I thought the explanation was great, perfect level of depth for a good understanding. There's no need to talk about the jank that the devs programmed haha
Great to see you've uploaded again. Hope you're doing well despite the recent difficulties
context hat?
@kakyoindonut3213 Hunter mentioned in a community post that his father had a stroke and had to be hospitalized. So he is taking care of his dad currently
@sunblade704 oh my god
Drinking game: Drink each time Hunter R says "Random" or "Seed".
Give my regards to the ER staff when you get your stomach pumped. 😅
Additional shot every time I say “acre”…
"RNG" is becoming Hunter's "Parallel Universes"
Yeah fly high to whoever does this you'll be missed
I was about to comment this 😂😂
17:00 I'd wait until the heat death of the universe twin ❤
For real
Things being outside of the player's control made the whole journey feel so much more impactful. That is the reason why I prefer the feel of the older AC games to the new ones.
Yeah. To be honest maybe New Horizons should have been a Spin-off
17:22 goated youtuber watches goated youtuber
I'm assuming that's Japan Eat, the food channel?
@TheMinecraftMan757yesss, real recognize real
Welcome back, hunter! Hope you're doing better!
What happened with them?
@bulbman2his father had a stroke and was hospitalized
@thejaxxman2763oh that’s scary as hell, I really hope he’s ok now.
Are there ever any natural (non-hacked?) examples of generation succeeding with invalid tiles? Like cliffs or rivers that don't quite line up, or an acre being incorrectly flagged (like say, flagged as having a lake but not actually having one) that can leave a perfectly vanilla town without something important? It's just so that it's so much more complex than I would've thought so I find it hard to believe there's never any issues. Great video by the way!
not even 2 minutes in and acre doesn't sound like a word anymore
I always find these sorts of procedural generation interesting. I wonder if they had problems trying to get satisfying or functional three-layer towns with the procedural cliffs (like them running into each other too much or something) so they went with the preset layouts.
I wonder if later games, which are more continuous spaces, also build the town by blocks like this.
13:23 That's an OR, not an XOR. Though in this case it behaves identically ;)
I genuinely really missed your videos. As an AC fan and programmer, your content overlaps my interests in such a fun way and they’re just so well made visually as well
3:32 To help explain this from a programmer's perspective, I will point out that a 2D array and a flat array look basically identical after compilation. You can easily treat a flat array as a grid by converting your 2D "X" and "Y" indices to a flat "X + (Y * WIDTH)" index. If you were using a 2D array, the compiler would essentially be doing the same thing for you behind the scenes.
So a flat array and a 2D array are not that different for an experienced programmer, but flat arrays have a nice benefit: if you need to do something to every tile in the grid, without caring about the tile's X,Y position, you can iterate over a flat array with a single loop from 0..70, while a 2D array will need two nested loops with separate X and Y counters. Using a single counter is a little more efficient, and you need to fight the programming language to do the same thing with a 2D array, so it's not uncommon to use flat arrays instead and calculate the grid indices manually when you need them.
Really cool stuff! makes sense that removing an axis would simplify things.
> while a 2D array will need two nested loops with separate X and Y counters
And if you are inexperienced and do the loops in the wrong order you can significantly hamper performance due to how memory caches work.
When you pull uncached data from memory, surrounding data is cached becaues it is expected you will use other data nearby what you already pulled, but if your loops are backwards you'll constantly be hitting uncached memory that then caches what you requested and its nearby data, only to throw it out again and pull more uncached memory without using the cache at all, or only using it maybe once.
This technically makes a flat array the safer option if you are going to be having people with a wide variety of coding experiences working on it TBH.
Given that the code is a cleaned-up decompilation, it's still possible this is just a 2d array that got flattened during compilation. The decompilation sounds sensible and probably what people read first so it's okay for it to be presented as the truth here. (There could be proper evidence for it being a flat array too, it doesn't really matter that much)
@asj3419 for the rest of the decompilation to match the release binary it is very likely the array is flat and not a 2d array because of how you would loop through it in other bits of code that a compiler would optimize in a different way between the two. There would be more room for error in a non-matching decompilation/reimplementation.
Knowing all of this already, I was a bit confused by Hunter explicitly saying they didn't use a 2D array. I was thinking to myself "they're basically the same thing, no?". I'm assuming animal crossing is decompiled (oh, I just heard him confirm it), I wouldn't expect to see a difference between a 2D array and a flat array from a good compiler.
14:13 excuse me
It sounds like a quote from Katamari Damacy. Like something The King of All Cosmos would say.
huge fan of the Donald Knuth RNG formula tangent, which is even more fun after seeing Skawo's video on the NSMB DS RNG formula, love this stuff
i think thats what python random.random uses.
What does New Super Mario Bros use RNG for? The flying item block?
YES! Town generation has always been my favorite part of Animal Crossing! I used to reset my town constantly because I loved seeing what new layouts I could get.
Man I have watched all your videos twice I'm so happy you've finally made another one, you got me into animal crossing GCN and I'll forever be thankful for that
"I'm sorry if I get too technical"
I am here for the technicality! I love understanding the code of my favorite games!!!
the return of the king
9:04 "i'm personally a fan of any island that rolls this acre..."
me: huh? what's so special about it?
"... which includes a little bridge over to the island flag."
me: _oh my god a cute lil bridge this is the best_
14:12 well, that's certainly an interesting choice of words
12:01 That one is nearly perfect. Just needs the third bridge to be at F-2.
it's weird that the devs decided to land on "let's generate a river. it's invalid? well let's continue generating rivers until it's valid" instead of something like "let's form the pool of possible tiles the river can go to next each step"
Its good to hear from you again!
12:30
Bit technical ❌
Byte technical ✅
Hi Hunter! I hope you and your family are doing better, thank you for the video! Glad to see you back and always wishing you well.
As someone who grew up playing the original Animal Crossing and is now studying computer science at university, yours is easily one of my favorite RUclips channels. I love all the code examples you provided in this video and how you used the game's internal code to illustrate an actual CS concept!
3:51 Flattening 2 dimensional arrays is an old dev trick to gain performance. Basically it ensures all your data is stored contiguously in memory, and the operations to find the correct cell from coordinates are trivial for a computer.
Shouldn't the compiler do that?
@hedwig7sthe compiler is not a magic wand. Especially on lower level languages like C. It cannot distinguish easily cases where you actually need a double dimensional array from those where you can inline then. (Because for one it sees an array as a pointer)
using the random int to generate the mantissa. that is a clever trick.
when i was younger, i had several animal crossing towns and one of them generated without a single pond in it. i had to travel to a different town to catch a frog and a crawfish. considering ponds are not part of the necessary building blocks of a town, it makes me wonder if the odds of a pondless town are so low that the programmers didn't think it was worth their time to guarantee at least 1 pond per town, or it was intentional to encourage some players to travel.
2:04 sounds like wave function collapse
That's what I'm thinking too
prng is so interesting. like, rng is never *truly* random, it's always some clever programming trick that can be recreated under the right conditions (maybe not for the og animal crossing, but it can be used for pokemon). i've seen people complete rng manipulation and it's really cool what they can execute by just using a timer and accurate timing.
As someone who has a lot of CS experience (two degrees, 25 years developing software), when someone talks about a cool algorithm, my first assumption is that it's something that Knuth did. He's contributed so much to the field, it's crazy.
Babe wake up, Hunter R. just dropped a video explaining Animal Crossing town generation
Welcome back Hunter! I hope that your dad is starting to feel better! I'm sure we can all agree that we are very happy to see another video of yours! ❤
Wish this video had existed when I tried to edit my New Leaf town and ended up with trees over rivers, bridges in the middle of land, and a floating dock. 😅
I just have to say, I always immediately set myself up to watch your videos. It's like a TV show you really enjoy that has come out with a new episode. Even though you're usually just talking about Animal Crossing, the way you've set up your presentation with your theming, style, and consistent imagery gives these "boring" technical breakdowns a lot of personality and charm. Are you a graphics design artist of some kind? You really know how to make this content interesting, and something I look forward to watching! Anyway, keep of the great work, I'll always tune in.
Very kind, thank you! I’m not a graphic designer, but I did study digital arts and animation in college before switching my major to computer science.
Glad to see you around, glad you took your time! We love videos that take the time to be good and not at the creator's expense wherever possible
Glad to see you upload again, but can I just comment on the design of the closed captions? I didn't even know they could be customized like that, that's so cool! It's the little things like that that stick out to me how much you're willing to put into a video.
Also, perhaps I'm misremembering, but I don't recall you ever doing this thing in 3:26 of villager staring into the horizon at the subject matter, it's genuinely really neat and I hope you keep doing more of these types of visuals!
i only noticed the style of the captions at the very end of the video, i thought they were rendered into it. insane that this is possible
Starting the video, I got upset that he embedded captions into the video. Then I realized those are actual RUclips captions. Very neat.
@ethfan922 I also thought they were embedded 🤯
I’m guessing whatever you’re talking about is desktop only because the captions look like they usually do (white text over grey) on mobile. 😅
@kenziichannel Are you sure? I first watched the video on my phone and noticed it during that. I've had RUclips captions sometimes reset to default autogenerating sometimes even when there are custom captions on other videos, so perhaps try exiting and reentering the video or resetting your RUclips to try again, but I definitely experienced the caption thing on mobile.
Well worth the wait. The thanks at the end had me crying. I felt so bad for you when i heard there were struggles going on. I hope my continued support is welcomed.
My show is on
Every once in a while I remember this channel exists. I love these videos so much in an unexplainable way
Donald Knuth's deterministic RNG constants in my Animal Crossing video? Hell yeah. The visualizations are really cool, too.
17:44 was falling asleep to your angelic voice unti I heard THIS
Welcome back!!
This video reminded me to enjoy a analytic video from past games. I needed this
resetting for endless suffering for the town layout you want sounds like a classic nintendo fan move
Neat! As a game developer who's done a lot of work with procedural generation, it's neat to see how Nintendo handled some of these challenges. 🙂
Glad to have you back Hunter! Hope everythings going well!
Your channel really made me appreciate the GCN version of Animal Crossing. It’s good to see you back!
When you find out your goat still has it.
If the process is understood, a follow up on WW and CF would be cool!
I don't even play AC any more but I enjoy your vids and your inability to stop counting at three.
This reminds me of a video where someone figured out the tick counter in Pokémon Colosseum based on blinking animations.
Thanks for putting time and effort in making cool looking subtitles
Great to have you back dude, hope your family continues to recover and do well
Watching these videos still blow my mind. Like, they didn't even have color TV or automobiles back then but they still knew how to code some nifty games for gamecube.
I'm a rock when it comes to understanding coding and programming.
But this guy explains everything so well that I always end up understanding anything he says.
I’ve owned this game for 20 years, and I never realized there were three different grass patterns.
Your videos always remind why i fell in love with programming in the first place
I was stoked to get a triple-layer town on my most recent playthough of the gamecube Animal Crossing, until Tortimer absolutely REFUSED to build the wood bridge on the layer that needed one. He would only want to build it right next to the two existing bridges smh
I know how this works in principle, it's Wang tiles (yes, real name).
But it's nice having a video that actually goes through it.
I've been 70 levels underground with my nose buried in smrpg randomizer work such that i haven't been checking my feeds. Reading the comments, I'm really sorry to hear about your dad and I'm glad you took the time to attend to family matters. Hope all is on the mend ❤
I feel silly for admiting this but I somehow legit never noticed that there are diffrent grass patterns. Am I blind???
We lost our original memory card for several years, so we had to reroll towns. We got one of the three layer towns; I had no idea it was only a 15% chance!
I love how generation in videogames especially with predetermined ancre. Usually when you look inside, it's always working with steps and weird condition. It also means you could generate funny maps. I find it weird that the game doesn't use the name of the town we give to generate the town but i guess the game prefere to do it at the start to not put a loading screen in the intro
I've missed this guy. Glad to see you're back, man. Hope you're doing well ❤
Oh wow, the random 32-bit number to float trick is really cool...!
Our goat has returned 🙏
I love love LOVE when RUclipsrs really take advantage of the captions system to make such a work of art in caption form
i jist got home from a 15 hour day of orchestra stuff for UIL on top of having just lost a loved one and i nearly jumped out of joy when i saw that you uploaded!! looking very forward to enjoying this video :D
update: i did, in fact, thoroughly enjoy this video :3
new video on my hyperfixation from my favorite youtuber who talks about said hyperfixation. thank you hunter ive been going through it and using animal crossing to cope and im so excited for this
I had the rare three layer town, it definitely allowed for more exciting traversal than other layouts
you can use save editors to make your town whatever you want and make the whole game what you want, on first try i got a perfect layout onc my ANimal Crossing gamecube town, love ur videos!
Holy cow! This video was like, my dream video! I absolutely am so happy I got to see a video talking about the village generation, its so awesome to see someone cover this clever work of programming!
Thank you man! We're supportin you all the way!
17:20 I'm always excited to hear Japan Eat is a supporter of this channel
Glad to know this game’s map constructor is effectively just playing Carcassonne
Hearing you talk about how timing Animal Crossing's seed generation on legit hardware is impossible kinda makes me think about how some insane Pokemon players are able to accurately time seed generation thanks to specialized tools that track your timing as well as account for anything that may throw you off by adjusting your inputs each reset
Don't know if something similar is feasible here but it's an interesting thought
Thank you Hunter, explaining the RNG function was totally unnecessary but you did it anyway and did a fantastic job!
Thanks for the credit for the acre images ! They were a lot of fun to make back in the day, taking screenshots of the game and stitching them together as best I could. Would love to revisit ACSE with the more modern tools at our disposal.
Excellent video as always ! I'll definitely be sharing this around and using it as reference for my own game ;P
Where can i find all of the acre images ?
I don't even play Animal Crossing. I just find how they tick to be really fascinating!
if the layout of new leaf is not what you like you can just get access to your save file in a online save editor to edit the tiles
I was starting to rot and decay because you weren't posting, and now I have been revived. Thank you for another good video
It is funny the effort they went to just to prevent the player from being able to choose what their town looks like.
We are so back 🎉🎉
17:00 The wise one has emerged from his secret cave bringing much knowledge…how can we complain when we receive such gifts?
I remember reading forum posts back in the day were some people said they had a 3 layer town. That was a pretty big deal. Everyone wanted one of those because they were a little bit more complex and much rarer. Now as I watch this video I'm finding out that they are also a whole lot less varied then the 2 layer towns. This makes them far less desirable in my opinion. I'm also surprised at how extremely restricted the building placements are. I'd be very interested to learn how town generation works in each of the sequels in comparison.
I have such nostalgia for this game, I played it so much when I was a kid! Animal Crossing for GameCube was groundbreaking even if it was supposed to be a Nintendo 64 game.
1:17 oooh this is the museum acre that Supermega got in their new AC let's play; Matt brought up the little pond in the corner
It's funny that no matter how hard developers try that there will always be some quirky oversight in map generation for any given game whether it is Animal Crossing, Minecraft, SCP Containment Breach, etc.
This was a great breakdown on how procgen works. All I'd need to actually implement something like this would be more detail about how the rivers and cliffs decide to move, and how each acre is selected. Really fun to watch, thanks!
Best youtuber ever. It's interesting every time. I hope your situation getting well soon. (And as a foreigner fan, I really like the captions)
finally, a town without a river
Legend has it that the cat was just "dancing" 💀
wow, I never realized the grass came in other shapes!! My town had triangles
Return of the King