225 lines
8.8 KiB
HTML
225 lines
8.8 KiB
HTML
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<head>
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<meta charset="UTF-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<title>Rough breakdown of a petfile</title>
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<script src="/saudade.js?@root" type="module"></script>
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</head>
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<body>
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<div class="side-padding courier">
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<p>
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<span class="big purple center"
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><b>Rough breakdown of a petfile</b><br />
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<span class="comic-sans">~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~<br /></span
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></span>
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This is for people who want to know what the various sections of a pet
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file contain. The structure is very similar for a baby file. I'm just
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going to show this as links to a series of screengrabs, as I don't have
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time to do anything fancy with it. Pet and baby files are in fact
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saved-game files, so their internal information is changing all the
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time. However, the basic structure remains the same throughout, so we
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can do a fair bit of analytical work just looking at a pet or babyz in a
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hex editor. I'm not including any breakdown of Petz II .pet files, as
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they are very different.
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</p>
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<p>
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<a href="PetNameIDAndBreedfileSection.gif"
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>Here is the start of a typical Pet adopted in Petz 3, 4 or 5.</a
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><br />
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In it you can see the pet ID up there in the first two bytes, before the
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name Rosie. This is the section containing the petname, ID and main
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breedfile name. In a pet which has been imported from PetzII there is a
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bunch of other stuff in there too, but it's not really important.
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</p>
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<p>
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<a href="xChecksumSection.gif">This is the end of the first section.</a
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><br />
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The part which you see highlighted is where the checksum information
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resides.
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</p>
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<p>
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<a href="bStartofSectionContainingSliders.gif"
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>This is the start of the section which contains brainslider data
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etc</a
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><br />
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note for those who want to cheat -- this section is where you should
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find the things that your pet learns, its tricks abilities etc.
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</p>
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<p>
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<a href="aBrainsliderdata.gif"
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>here's where the actual slider data is kept</a
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><br />
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The highlighted section shows where these important bytes are stored. I
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show how to deal with these in one of my tutorials.
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</p>
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<p>
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<a href="EndOfSectionContainingSliders.gif"
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>This is the end of the section containing sliders.</a
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>
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</p>
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<p>And immediately after that:</p>
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<p>
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<a href="StartOfPaintedBallzSection.gif"
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>this is the section with your pet's colour data</a
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><br />
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This is where the game stores whatever paint you throw at your pet from
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the can; if you don't paint the pet, it stores the pet's default colours
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here. It's the reason why, when you change certain ball colours in the
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.lnz section, you have to say "restore original colours" within the game
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before you see them. It's also why babyz' hexed eyelids don't show up as
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altered; there is no "restore" in babyz because there's no paint pot.
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But of course you can edit the relevant byte in this section, as I show
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in a "howto" elsewhere.
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</p>
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<p>
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<a href="EndOfPaintedballzStartOfLnzSection.gif"
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>The start of the .LNZ sections</a
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><br />
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Where the shape, default colours etc of the pet are defined. It comes in
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two chunks, the first of which is the adult data and the second of which
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is the puppy or kitten data. As of 2005, you can now edit these directly
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in Nicholas' LNZPro utility of course.
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</p>
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<p>
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<a href="EndOfLnzSectionStartOfClothingNBreedInfo.gif"
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>The end of the LNZ section.</a
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>
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</p>
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<p>
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<a href="StartOfClothesAndBreedzInfo.gif"
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>The clothes and breedfiles section</a
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><br />
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This section directly after the lnz info is where you'll see listed any
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clothing items that your pet is wearing. No need to edit this, just take
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the clothes off your pet or baby in the game! If there is a problem with
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starting the game because the clothing item is missing or damaged, just
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re-set your game as you start it up by hitting Ctrl and Shift together.
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</p>
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<p>
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<a href="zEndOfClothesAndBreedzInfo.gif"
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>End of clothes and breedfiles section</a
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><br />
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As you can see, the breedfiles which the pet needs are listed here,
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usually with their ID numbers.<br />
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<a href="EndOfClothesAndBreedzInfo.gif"
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>Here's another pet's similar section</a
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><br />
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so that you can see how it's done a bit clearer.
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</p>
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<p>
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<a href="aGenderNeuterdetailsAndStartOfBreedIDstuff.gif"
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>This section contains gender and main breed ID info</a
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><br />
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Here's the section that you need to concentrate on if you're changing a
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petfile's gender, or if you're trying to make it accept a different
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breed ID.
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</p>
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<p>
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<a href="GenderAndNeuterSection.gif">The gender and neutering section</a
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><br />
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The highlighted bytes are where you change gender or neuter and
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un-neuter your pet. I show how to deal with this in one of my tutorials.
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Of course as of 2005, you can alter the gender using Nicholas' Petza
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utility.
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</p>
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<p>
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Also in this section of a pet, after YALP and before the breed ID info,
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you'll see an area which varies in length as your pet's experiences in
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life occur -- experiences such as finding a mate and so on.
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</p>
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<p>
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<a href="BitWithBreedIDInfo.gif">The breed ID info</a><br />
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The highlighted bytes show where you would find the main breed ID number
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that your pet needs. I show how to deal with this in my tutorials.
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</p>
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<p>
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<a href="EndOfYALPsectionStartOfGeneticsSection.gif"
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>End of YALP section, start of Genetics</a
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><br />
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This is where an important part of your pet resides -- its genetics. I
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show in howtos elsewhere how to find and alter some of the important
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genetic bytes such as the Alley Sickness etc. You can now change these
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of course in Nicholas' LNZPro utility, but there's still plenty to
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explore here :-)
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</p>
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<p>
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<a href="endofgenetics.gif">The end of your pet's genetics section.</a>
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</p>
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<p><a href="BeginFamilyTree.gif">Start of the Family Tree section.</a></p>
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<p>
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<a href="FamilyTreeDateofBirth.gif">Date of birth in Family Tree</a
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><br />
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The highlighted bytes are where the date of birth resides. I show how to
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deal with this in one of my tutorials.
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</p>
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<p>
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<a href="FamilyTreeNumberOfGenerations.gif"
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>Number of generations for pet</a
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><br />
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The byte which you see highlighted is the number of generations, in
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hexadecimal of course.
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</p>
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<p>
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<a href="FamilyTreePinkoutlineorblue.gif"
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>The pink or blue outline in Family Tree</a
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><br />
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The part which you see highlighted is where the pink or blue byte is
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stored. I show how to deal with this in one of my tutorials.
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</p>
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<p>
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<a href="InPregnantPetEndOfFamilyTreeStartOfBabyData.gif"
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>End of family tree section.</a
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><br />
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This particular pet is pregnant, so what you see here is also the start
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of a pup's data.
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</p>
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<p>
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<a href="StartOfBaby.gif">The start of the puppy's file.</a><br />
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Here is the start of the puppy's data. The structure of the puppy file
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is the same as that of the mother, but it doesn't have the initial
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loading section with the pet ID and name because of course the game
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doesn't need that until the pup becomes separated from the mother. If
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there is more than one pup (or of course kitten for a catz pet), each
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pup or kitten's data follows the other after the previous one's family
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tree data.
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</p>
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<p>
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<a href="StartOfBitmap.gif">Start of bitmap</a><br />
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And this is the end of the petfile, the bitmap which you see when the
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pet comes out of the door. This is not included in the checksum, so if
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this part only is corrupted you can simply replace it with another bmp
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file in order to get the game to accept the pet or baby. I show how to
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do this in one of my tutorials.
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</p>
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</div>
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</body>
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</html>
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