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Welcome to a comprehensive Data Spreadsheet for the first Animal Crossing game
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Our goal is to accurately document everything in every version of the game in spreadsheet format. This project was inspired by the ACNH Data Spreadsheet.

Join our Discord server if you are interested in using the data or contributing to the project.
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Spreadsheet Discord
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Games covered in this sheet
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1) どうぶつの森 (Dōbutsu no Mori) or "Animal Forest" (AF), the original Japanese exclusive version of the game for the Nintendo 64 (April 2001)
2) どうぶつの森+ (Dōbutsu no Mori+) or "Animal Forest+" (AF+), the Japanese exclusive enhanced port of the game for the Nintendo GameCube (December 2001)
3) "Animal Crossing" (AC), the international release of the game for the Nintendo GameCube (NA: September 2002, AU: October 2003, EU: September 2004)
4) どうぶつの森e+ (Dōbutsu no Mori e+) or "Animal Forest e+" (AFe+), the Japanese exclusive expansion of the international version for the Nintendo GameCube (June 2003)
5) 动物森林 (Dòngwù Sēnlín) or "Animal Forest" (iQue), the Chinese exclusive port of Animal Forest for the iQue Player. (June 2006)
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All data on this spreadsheet applies to the international GameCube version of the game, Animal Crossing, unless otherwise denoted by its version in parantheses: (AF), (AF+), (AFe+), or (iQue)
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Other Spreadsheets
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Fish Spawn Rates in Animal Crossing (N64, GCN)
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Letters in Animal Crossing (N64, GCN)
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Sites Using This Sheet
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- https://nookipedia.com
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- https://nookplaza.net/gamecube
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Contributors
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- Cuyler, Data God and Japanese Translator (the majority of this data was possible to collect due to his work)
- Phil#6666, Owner, Editor, and Image Collector
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AlexBot2004, Editor-in-Chief
- SuperHamster, Script Writer
- vmario, Editor
- pewterpiranha, Provided testing and missing e-card information
- Chubby Bub, Music Expert and Villager ID Collector
- Jhynjhiruu and Akfamilyhome, Provided iQue footage and translations
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Columns
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# - The in-game catalog number or listed order
Name - The name of the item or thing
Image - An image of the item or thing as it appears in-game. If image is a 3D model, image is a cropped screenshot taken in 4K on Dolphin and given background transparency and a square aspect ratio using ImageMagick. Most catalog item images were taken in the game's catalog against a blue and black background, however, images requiring a white background were retaken in the player's house, albeit with dimmer lighting. Images may also be obtained via texture dumps if there is no 3D model.
Outdoor Image - An image of the item as seen outdoors, usually when dropped or being handed to by a character.
Indoor Image - An image of the item as seen indoors, usually when placed in the player's house or as seen in Tom Nook's Shop.
Texture - The in-game texture obtained through texture dumping. Many images were combined or duplicated to show the full item image.
Inventory Icon - The in-game inventory icon texture obtained through texture dumping.
Games Appeared In - The list of games that something appeared in separated by commas. Can be "AF" for "Animal Forest", "AF+" for "Animal Forest+", "AC" for "Animal Crossing", "AFe+" for "Animal Forest e+", or "iQue".
English Release - Can be "Yes" or "No". Tells whether or not the item is in the english international version, "Animal Crossing". Useful for quickly differentiating content exclusive to AF, AF+, AFe+, or iQue.
Source - A list of all sources an item can originally be obtained from separated by '/' symbols. List of sources with explanation below.
e-Card Source - A list of all e-Cards an item can originally be obtained from separated by ';' symbols. Scanned items are obtained by scanning the card with an e-Reader and password items are obtained by sending the password printed on the e-Card to a villager via letter.
Villager Source - A list of villagers that possess the furniture item in their home and therefore can give it to the player. The chance of this occurring is 10%. Separated by '/' symbols. Does not include items on top of surfaces. Note that this is only possible if any villager house is entered at least once during the play session.
Source Notes - An elaboration on the source if further explanation is needed. Not to be used as data.
Notes - General notes about the item as needed. Not to be used as data.
Blathers Quote - The unique dialog from Blathers when a fish, insect, or completed fossil is donated to the museum.
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Buy price - The numeric Bell price that an item can be purchased for at Tom Nook's Shop or in the catalog. A " - " symbol means it cannot be purchased anywhere or reordered from Nook's catalog.
Sell price - The numeric Bell price that an item sells for at Tom Nook's Shop. A price of 0 means the Nooks will take the item for disposal but will not exchange any Bells for it. A " - " symbol means it cannot be sold.
Size - The size of the furniture measured in in-game blocks. Dimensions are Width x Height relative to the furniture's default rotational position. Can be 1x1, 2x1, or 2x2.
Interactivity - Describes in 1 or 2 words what type of action happens when the player interacts with the item either by pressing A on it or walking into it. Can be "Sit", "Sleep", "Storage", "Music player", "NES Game", "Diary", "Text", "Press", "Toggle". If the furniture is not interactable at all, cell is set to " - "
Animated - Describes when an item briefly or continuously animates. Can be "Always", "Periodically", "Hourly", "Press", or "Toggle". If the furniture never animates, cell is set to " - "
Sound - Describes when an item briefly or continuously outputs sound. Can be "Always", "Periodically", "Hourly", "Press", "Toggle", "Sit", "Sleep", or "Music"
Surface - Can be "Yes" or "No". Tells whether or not furniture is a surface which other items can be placed on. Only items labeled "Yes" in the "Placeable on Surfaces" column can be placed on surfaces.
Placeable on Surfaces - Can be "Yes" or "No". Tells whether or not an item can be placed on furniture that are surfaces. They can only be placed on furniture labeled "Yes" in the "Surface" column.
Placeable - Can be "Yes" or "No". Tells whether or not an item is placeable inside a house. This means that instead of being dropped on the floor, the item spawns as a piece of furniture with collision and can be rotated, pushed, and pulled around
Can Be Walked On - Can be "Yes" or "No". Tells whether or not an item can be walked on top of when placed inside a house. Includes all items that are not placeable.
Group - The item rarity group an item belongs to. Can be "A", "B", or "C". More explanation below.
HRA Base Points - An item's base points when scored by the HRA. All dropped, non-placed items have a -1 point deduction.
HRA Series - An item's series, theme, or set that it belongs to.
HRA Series Type - The type of HRA series an item is in. Can be "Series", "Theme", "Set", or "Other"
Lucky - Can be "Yes" or "No". Tells whether or not the item gains the "lucky" HRA point bonus.
Facing Wall HRA Deduction - Can be "Yes" or "No". Tells whether or not the item causes an HRA point deduction for facing the wall.
Feng Shui - The Feng Shui color of the item. Can be "Yellow", "Red", "Green", "Orange", or "Special". If the furniture is none of those colors, cell is set to " - ".
Designer - The name of the item's real world development team designer.
Real Name - The item's name in the real world if the item is based on something non-fictional, such as famous paintings or NES games.
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Name (Japanese) - The name of the item in its original Japanese text in AF+, and AFe+
Name (AF) - The name of the item in its original Japanese text in AF if there are differences from future games. If there are no differences, cell is set to " - "
Name Translation - The unofficial translation of the item's name in Japanese in AF+ and AFe+. Translations by Cuyler.
Image (AF/AF+) - An image of the item or thing as it appears in Animal Forest and Animal Forest+ if the item has a different appearance than Animal Crossing
Image (AF/AF+/AFe+) - An image of the item or thing as it appears in all three Japanese versions of the game if the item has a different appearance than Animal Crossing
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Universal Code - The code that can be given to Tom Nook to receive the item on any save file. Normally a mechanic designed for trading. Codes generated by Cuyler designed as magazine contest codes under contest name "Nookipedia". Official Nintendo codes are used instead where applicable.
Hex ID - The internal Hexadecimal ID of the item.
Hex ID (Placed) - The internal Hexadecimal ID of the item when it is placed as furniture.
Hex ID (Unplaced) - The internal Hexadecimal ID of the item when it is not placed, such as when it is dropped or within the inventory.
Catalog Bit Index - The index of the bit that determines if the player has an item catalogged or not, going left to right and starting from the address where the player's catalog is stored in memory. Player 1 catalog is at address 81267528. Ranges from 1 to 1696.
Filename - The internal filename of the actor or model.
Internal ID - The internal ID of the actor.
Name (NH) - The name of the item's equivalent in a future game of the series for the Nintendo Switch, Animal Crossing: New Horizons.
Unique ID - A global ID made by the creators of this spreadsheet for use of developers who use the data
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Item Sources
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Nook: Can be purchased at Tom Nook's Shop. Stock resets daily and is affected by Feng Shui.
Redd: Can be purchased at Crazy Redd's Furniture Emporium. Randomly appears in Town in any given week. Sells Furniture not normally found at Nook's. Also can sell Furniture that is normally found at Nook's, which is affected by Feng Shui.
Raffle: Can be won at the Raffle held on the final day of every month at Tom Nook's Shop. Every Raffle has 3 pieces of Furniture.
Dump: Can be picked up at The Dump. Two Items spawn daily. Affected by Feng Shui. 20% chance of Furniture, 40% chance of Clothing, 30% chance of Stationery, and 10% chance of Umbrella.
Booker: Can be taken from the Lost and Found in the Police Station supervised by Booker. All items are Common.
Trees: Can fall out of a Non-Fruit Tree after being shaken. Two pieces of Furniture spawn in a Tree daily. If Player has Good Luck, 50% chance to be either a Non-Reorderable Furniture also found at Redd's or Non-Reorderable Furniture also found at Lotteries. If no Good Luck or Good Luck fails, Furniture is affected by Feng Shui.
Balloons: Can be obtained from the Presents attached to the Balloons that can randomly fall into Trees. The Trees can be shaken to obtain the Present. 20% chance of Foreign Fruit, 80% chance of Rare Furniture. The rate that Balloons spawn is affected by both Feng Shui and Town Rating.
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Buried: Buried underground and visible as a "Star Mark". Five fossils spawn daily. Gyroids spawn the day after rain.
Treasure: Buried underground and visible as a "Star Mark", but buried by a villager as part of the "Treasure Hunt" posted at random on the town bulletin board. 33% chance of non-reorderable furniture also found at Redd's, 33% chance of non-reorderable furniture also found at Lotteries, and 33% chance of pitfall.
Villagers: Can be given to by villagers at random in person or by mail or in exchange for favors. Affected by Feng Shui if friendship is "Normal" or higher. However, as friendship raises higher, Items rise from being always common, to always uncommon, to always rare. Some rewards given in exchange for favors are also affected by Feng Shui. Villagers can give any item that is in their house except for ones on top of surfaces. The list of villagers that give an item this way is found in the "Villager Source" column.
Campers: Can be given to by Summer Tent Campers or Winter Igloo Campers. 33% chance of furniture, 33% chance of wallpaper, 33% chance of carpet.
Summer Tent Campers: Can only be given by Summer Tent Campers if Furniture is given. 20% chance if furniture given. 6.6% chance total.
Winter Igloo Campers: Can only be given by Winter Igloo Campers if Furniture is given. 10% chance if furniture given. 3.3% chance total.
Birthday: Can be given to by villagers in the mail on player's birthday. 40% chance of rare furniture, 40% chance of rare clothing, and 20% chance of umbrella.
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Mom: Can be received in the mail from Mom from home. If clothing, it is affected by Feng Shui. Mom's furniture gift the day after Toy Day is also affected by Feng Shui.
Wisp: Can be given to by Wisp after catching all 5 spirits. Only gives uncataloged items. If all possible items cataloged, a peach is given instead.
One Day Sale: Can be purchased during a One Day Sale at Tom Nook's Shop. Randomly happens at a certain hour in any given week. Only rare uncatalogued items are sold. If all are cataloged, only uncommon uncataloged items are sold. If all are cataloged, only common uncataloged items are sold. If all are cataloged, only random common items are sold.
One Day Sale (Gift): Given to the player by Tom Nook upon arriving to a One Day Sale.
Sale Day: Can be obtained from the grab bags obtained on the annual Sale Day at Tom Nook's Shop. All furniture is rare.
Wendell: Can be obtained from Wendell. Appears randomly in town in any given week. Trades a non-reorderable wallpaper for any fish.
Saharah: Can be obtained from Saharah. Appears randomly in town in any given week. Trades a non-reorderable carpet for Bells and any carpets.
Gracie: Can be obtained from Gracie. Appears randomly in Town in any given week. Gives a non-reorderable clothing for successfully washing car. Gives a common reorderable clothing if failed to wash car.
Chip: Can be given to by Chip for winning a Fishing Tourney. Affected by Feng Shui.
Tortimer: Can be given to by Tortimer.
Starting Item: Player already has the item at the start of the game.
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Rarity, Luck, and Feng Shui
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Most reorderable furniture, wallpaper, carpets, clothing, stationery, umbrellas, and diaries belong to one of three groups: A, B, or C. These are rarity groups. When created, every town independently determines which group is common, uncommon, or rare for each group of items. For example, group A may be rare for furniture, but group B may be rare for clothing. The player's house can have a property called Feng Shui to boost the probability of seeing the rarer groups over the common group. This is activated by having enough furniture of a certain color in the 2 blocks at each edge of a house's main room or upstairs room. Orange to the north, green to the south, and red to the east. There is also a separate Feng Shui bonus for placing yellow furniture to the west, which only allows Bell rocks to drop an 8th Bell bag worth 10k along with the usual 7 bags. These bonuses can be called item luck and Bell luck. Item luck also affects the clothing that Villagers randomly change into if not a design from Able Sisters, the clothing that Blanca wears when randomly visiting town, and a villager's letter's type of stationery. In AFe+, item luck also affects an islander's letter's type of stationery and a villager's reward for curing their illness.

The player can also receive differing levels of Luck from Katrina's Fortune if she is in town. Katrina gives he player a luck level for 50 Bells. With good luck, the items that spawn from trees are affected.
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Clothing Columns
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Availability - The date range of the year which the clothing can be obtained. Roughly overlaps with the 4 seasons if not obtainable all year. Cell is set to "-" for shirts that cannot be re-obtained.
Style (AFe+) - The clothing's style in Animal Forest e+, which determines which villagers like or dislike it. Can be "Cool", "Cute", "Fancy", "Fresh", "Funky", "Gaudy", "Refined", "Strange", "Striking", or "Subtle".
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Clothing Notes
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- Clothing have 3 HRA base points
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Stationery Notes
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- Unless unobtainable as an item, all stationery in AC, AF+, and AFe+ has a starting quantity of 4 letters in a stack. In AF, the starting quantity is 1 letter. Buy price refers to the price of the stack when purchased and sell price refers to the sell price of each individual sheet.
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Gyroid Notes
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- Gyroids cannot be purchased and have a selling price of 828
- Gyroids have a size of 1x1 and are placeable on surfaces
- Gyroids interactivity, animations, and sounds are toggled on and off
- Gyroids have 828 HRA base points, are not HRA lucky, and have no feng shui color
- Gyroid cannot spawn at the player houses, the wishing well, the train station, the lake, or the dump.
- In AF, they can also be obtained from Redd's stall during the Fireworks Show for 1000 Bells
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Fossil Notes
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- Fossils are obtained by mailing "Fossil" items to the Farway Museum. These are obtained by burying them from the ground every day. The museum will mail back with an assessed fossil at the next mail time.
- Fossils cannot be purchased.
- Fossils cannot spawn at the player houses, the wishing well, the train station, the lake, or the dump.
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Music Columns
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Live Version (AFe+) - Can be "Yes" or "No". Tells whether or not the song is the live version, as the names of the airchecks and the live versions are the same.
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Music Notes
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- Songs cannot be purchased.
- As songs are dropped items, they have -1 HRA base points.
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Other Items Columns
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Object Spawns - The image of the object that spawns outside when the item is used. For example, flower bags spawn flowers.
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Fish / Insect Columns
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Image Before Caught - The texture of the insect as seen roaming outdoors before being caught
Image After Caught - The texture of the insect as seen after being caught, such as in the player's hand, placed in a cage indoors, or in the museum
Availability - The time of the year when the fish or insect is available. If it is a leap year, Feb 24 is instead Feb 25
Time - The time of day when the fish or insect is available
Location - The type of environment where the fish or insect will spawn. For fish, can be "River", "Lake", "Holding pond", "Waterfall", "River ocean", "River mouth", or "Ocean"
Shadow Size - The shadow size of a fish. Can be 1, 2, 3, 4, 5, 6, or 7
Vision (Angle) - The max angle that the fish will notice the rod bobber
Vision (Distance) - The max distance that the fish will notice the rod bobber
Catch Window (Frames) - The amount of time in frames that a fish can be caught when A is pressed after the Fish bites
Catch Window (milliseconds) - The approximate amount of time in milliseconds (ms) that a fish can be caught when A is pressed after the fish bites based on Catch Window (Frames) and assuming the game is running at full speed.
Catch Difficulty - A numeric scale of difficulty based on the range of Catch Windows a fish can have. 1 is the largest or easiest Catch Window and 5 is the smallest or hardest Catch Window.
Furniture Image - A cropped screenshot of the in-game model of the fish or insect in their container placed as furniture in the player's house.
Furniture Size - The size of the fish or insect as furniture measured in in-game blocks. Can be 1x1 or 2x1
Full Name - The full name of the insect that is seen within the catch quote when the insect is caught. If identical to the item's name, cell is set to " - ".
Catch Quote - The unique line of dialogue that appears when a fish or insect is caught.
<Month Time> - The exact percent chance that the fish or insect will spawn during this month and time. If not available that month, cell is set to " - ". Percentages do not account for monthly 5-day transitional periods. Data for Fish is a simplified version of the full data on the Fish Spawn Rate Spreadsheet. The percentages on this sheet are for normal river spawn rates unless the fish is only found elsewhere. Ocean fish spawn rates assume it is not raining, except the Coelacanth, which only spawns while it is raining.
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Fish / Insect Notes
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- As furniture, Fish and Insects all have 3 HRA base points.
- As furniture, Insects are all size 1x1 and have no feng shui color.
- While fish and insects are scheduled to appear on the first day of a given month, they can actually begin appearing up to five days before then. The chances of their appearance rise each day until the new month.
- The Golden Rod affects the Vision (Angle) and Catch Window of every fish. This data is the same across all versions of the game.
- In "Animal Forest e+", coelacanths can only spawn once per play session, meaning if it is seen and caught, scared, or despawned, it cannot appear again until the game is reloaded after a save.

-Fish spawn locations:
River - Any river water
Lake - The large lake in the middle of one of the town rivers. Sometimes called the "pond"
Waterfall - The river water at the base of the waterfall
River Mouth - The river water directly next to the ocean
Ocean - The water beyond the beach
Holding Ponds - The small ponds peppered around the town

-An insect that spawns on or around trees will only spawn from fully grown trees. Coconut trees will not work unless specified. If it is a fruit tree, then the fruit must remain on the tree to allow spawns.
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Villager / Islander Columns
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Species - The species of the villager or islander which serves as the base for their model
Personality - The villager or islander's personality which determines their dialog
Gender - The villager or islander's gender which corresponds to their personality
Default Catchphrase - The villager or islander's starting catchphrase which they say periodically in dialog
Default Clothing - The clothing item the villager or islander starts with.
Default Umbrella - The umbrella item the villager or islander starts with. This is identical in all versions of the game.
GBA Sprite - The islander's sprite seen in the Game Boy Advance Animal Island minigame
Favorite Fruit - The islander's favorite fruit
Allergic Fruit - The islander's allergic fruit
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Furniture - The furniture found in the villager's house separated by ';' symbols. Furniture placed on surfaces are in a second section after the '/' symbol. This is the same between AC and AFe+.
Starting Furniture - The starting piece of furniture found in an islander's house. More furniture can be added to the house by giving the islander their desired furniture. This is the same between AF+ and AC.
House Song - The song that plays in the villager's house. Only applicable where a music player is present in the house. In AFe+, each villager's house song is the same as their live song gift. Therefore, unlike the other versions of the game, a music player could be hacked into any villager's house and would play their corresponding song.
Wallpaper - The wallpaper in the villager or islander's house. For islanders, starts as the exotic wall and changes as they are given furniture.
Carpet - The carpet in the villager or islander's house. For islanders, starts as the bamboo flooring and changes as they are given furniture.
House Exterior Type - The villager's house exterior's type. Types are identical except for their color palette.
House Exterior Palette - The villager's house exterior's color palette.
House Exterior Type (Internal) - The islander's house exterior type. Data exists but cannot be seen in normal gameplay.
House Exterior Palette (Internal) - The islander's house exterior's color palette. Data exists but cannot be seen in normal gameplay.
Starting Villager - Can be "Yes" or "No". Tells whether or not the villager can be living in the town already at the beginning of the game.
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Image (JP) - The villager or islander's image if it differs in the Japanese versions of the game
Default Catchphrase (JP) - The villager or islander's starting catchphrase in the Japanese versions of the game
Catchphrase Translation - The unofficial translation of the villager or islander's catchphrase in Japanese
GBA Sprite (AFe+) - The villager's sprite seen in the Game Boy Advance minigames in Animal Forest e+
Loved Clothing Style (AFe+) - The villager or islander's favorite clothing style in Animal Forest e+
Hated Clothing Style (AFe+) - The villager or islander's hated clothing style in Animal Forest e+
Live Song Gift (AFe+) - The villager or islander's
Villager's House Copied (AFe+) - The villager whose house interior furniture was copied for the e+ exclusive villager's house furniture.
Name (Future Games) - The villager or islander's changed name in future Animal Crossing games where applicable
Personality (Future Games Terms) - The terms used for the personalities in future Animal Crossing games
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Villager Notes
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Villager personalities had no official names at the time, but Japanese names for them can be found internally. These names, along with their translations, are:

futsu (normal)
genki (peppy)
takabi (domineering)
bonyari (absent-minded)
hakihaki (briskly)
kowai (scary)

In later Animal Crossing games, "domineering" is known as "snooty", "absent-minded" is known as "lazy", "briskly" is known as "jock", and "scary" is known as "cranky".
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Character Columns
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Requirement - The required action or circumstances needed for the character to appear
Day - The days that the character can appear on
Time - The time of day that the character appears at
Location - The place that the character appears at
Source Of - The items that can be obtained by the character
Function - The character's functional purpose in gameplay
Function Notes - Notes about the character's function when needed. Not to be used in data
Species (JP) - The character's species in the Japanese versions of the game where applicable
Gender (JP) - The character's gender in the Japanese versions of the game where applicable
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Season Columns
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Date - A given date range which has distinct properties from adjacent date ranges.
Season - The weather season for the given date range as defined by the game internally.
Clothing Season - The season for the given date range as defined by clothing availability.
[Weather] Chance - The % chance that it will rain, thunderstorm, snow, or heavy snow on a given day within that date range.
Snow Cover - Can be "Yes" or "No". Tells whether or not snow covers the ground during the given date range.
Snowballs - Can be "Yes" or "No". Tells whether or not snowballs may spawn outside during the given date range.
Xmas lights on trees - Can be "Yes" or "No". Tells whether or not xmas lights appear on random trees during the given date range.
Cherry Blossoms - Can be "Yes" or "No". Tells whether or not cherry blossoms are flying through the air during the given date range.
[Object] Palette - The internal ID of the color palette seen on a given outdoor object during the given date range. Cells are highlighted with a sample color from the palette obtained via Dolphin screenshots.
Event - Events that happen during the given date range.
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Event Columns
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Event - The name of the event taking place.
Date - The date or dates of the year that the event takes place.
<Year> Date - The date that the event takes place in the current year. Calculated automatically in Google Sheets.
Time - The time of day that the event takes place.
Location - The location of the event.
Tortimer Gift - The gift given by Tortimer where applicable.
Gift Availbaility - The time of day when Tortimer's gift is available.
Tortimer Location - The location of Tortimer during the event.
Diary - The name of the event as shown in an in-game diary if applicable.
Gift Notes - Further notes about the gift where applicable. Not to be used in data.
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Acre Columns
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Image - An overhead screenshot of the acre in-game, rendered as a 3D model.
Icon - The icon of the acre as seen in the in-game map.
Type - The type of acre as described by observation. Can be "Player Houses", "Train Station", "Dump", "Nook's Shop", "Post Office", "Police Station", "Wishing Well", "Museum", "Able Sisters", "Lighthouse", "Dock", "Grass", "River", "River & Cliff", "Waterfall", "Lake", "Cliff", "Incline", "Beach", "Animal Island (Right)", Animal Island (Left)".
[Ponds/Bushes/Trees/Rocks/Signboards/Bridges] - A count of the number of the given object that are in the given acre when the town is created.
Bridge Type - The type of bridge that appears in the acre. Can be "Wooden" or "Stone".
Border - The side of the town that the acre borders if it is on the edge. Can be "North", "South", "East", or "West". If it does not border the edge, a " - " symbol is used.
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e-Reader Cards Columns
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# - The number printed on the e-Reader card.
Series - The series of packs the card was included in. Can be 1, 2, 3, or 4.
Image - A photo scan of the front of the card.
Type - The type of card. Can be "Character Card", "Sibling Card", "Town Tune Card", "Design Card", "Game Card", or "Classic Game Card".
Side - The side of the card that the data applies to, as some cards have scan data on both sides.
Gender - The villager's printed gender on the card.
Sign - The villager's astrological star sign printed on the card.
Clothes - The clothes the villager is seen wearing on the card.
Pet Phrase - The villager's catchphrase as printed on the card.
Profile - The printed description profile on the card.
Card ID - The unique ID of the card in the scan data.
Scan Letter - The contents of the letter sent to the player after scanning the card with an e-Reader.
Scan Letter Sender ID - The internal ID of the letter's sender character.
Letter Sender - The name of the letter's sender character.
Password - The 28 character password printed on the e-Reader card. When mailing to a villager, it must begin with a key symbol in AC or the text あいことば in AF+ and be in the following format:
[Key]
00000000000000
00000000000000

Password Letter
- The contents of the letter sent to the player after mailing the printed password to the card's villager.
GBA Scan Letter - The contents of the letter seen on the Game Boy Advance (GBA) after scanning the given card with an e-Reader without being connected to Animal Crossing.
GBA Scan Music - The exclusive chiptune remix song that plays on the GBA after scanning the card.
Letter Present - The item attached to the letter.
Letter Stationery - The stationery of the letter.
Design - An image of the design given to the player for scanning the card if it is a Design Card.
Able's Comment - Able's comment seen when receiving the design from a Design Card.
Able Commenter - The Able sister making the comment. Can be "Mabel" or "Sable".
Conversation # - The conversation dialogue printed on a Sibling Card.
Conversation # Character - The character speaking the dialogue printed on a Sibling Card.