Post by Jess 💌 on Jan 21, 2010 3:14:03 GMT -5
Where to find original Babyz Toyz:
www.d-r-n.com/utils/index1.html
Tutorials on hexing Toyz:
Babyz.org: www.babyz.org/
Funkalicious Babyz: www.saskinity.co.uk/babyz/hextoys.html
Carolyn's Creations: boardwalkerz.com/carolyn/
DRN: www.d-r-n.com/utils/baby_hex1.html
Resources you will need for hexing Toyz:
Tinker: sherlocksoftware.org/page.php?id=15
LNZ Pro: sherlocksoftware.org/page.php?id=14
Hex Workshop: download.cnet.com/Hex-Workshop/3000-2352_4-10004918.html
Great sites to find pixel images for Toyz:
Deviantart: www.deviantart.com/
Google: images.google.co.nz/imghp?hl=en&tab=wi {That's the NZ version}
Candy Doll sites: elouai.com/doll-makers/new-dollmaker.php elouai.com/doll-makers/candybar-doll-maker.php
Errors when hexing Toyz:
Sometimes people experience the Debug Message after hexing toys.
See this compiled resource: milkbc.proboards.com/index.cgi?board=hexhelp&action=display&thread=38958
------
Editing Filmstrips in Hexworkshop by Carolyn
I don't know if this will be helpful, but I noticed various threads asking how to make toyz and clothes show up your carefully-made filmstrips even after you've given them the correct ID numbers, renamed the filmstrips, and put your filmstrips in.
With toyz that show up looking like the original after all your work, you have to change something inside them with a true hex editor. The trouble with such toyz is that they contain pointers which cause them to ignore the flm/flh names within your hexed files. getting them not to pick up on the original's. It's the same with clothes also. Here's the basics for you, using the blue and red Tuque as example. Let's say that you have changed the flh/flm names in one of Nicholas' tools from Sprite_Clot_HatKnit_BlueRed to Sprite_Clot_HatKnit_BlueRex
So, get a hex editor now, and open the file into it. The first part that's important as regards your problem is this:
00007100 0C71 0010 0C71 0010 0000 0011 5844 6F77 .q...q......XDow
00007110 6E6C 6F61 6400 0000 5370 7269 7465 5F43 nload...Sprite_C
00007120 6C6F 745F 4861 744B 6E69 745F 426C 7565 lot_HatKnit_Blue
00007130 5265 6400 5265 666C 6563 7469 7665 0000 Red.Reflective..
You have to rename the sprite from Sprite_Clot_HatKnit_BlueRed to Sprite_Clot_HatKnit_BlueRex
And again here, make it the same change:
00007460 682A 0010 0000 0000 2E3F 4156 5370 7269 h*.......?AVSpri
00007470 7465 5F43 6C6F 745F 4861 744B 6E69 745F te_Clot_HatKnit_
00007480 426C 7565 5265 6440 4000 0000 0000 0000 BlueRed@.......
The same kind of thing occurs in toyz. Take the Flowers.toy for instance. In the Petz "Blowers" and babyz "Blooms" of mine, I had to change all these references to sprites that are within the .toy file to make sure it picked up the one from my altered file and not the original -- and of course it works both ways, the game gets muddled and picks up whichever it thinks is the correct one. To illustrate what I'm trying to say, look at this, in the area where you see things like Thickness and Mouselike listed:
000071B0 0700 0044 5844 6F77 6E6C 6F61 6400 0000 ...DXDownload...
000071C0 5370 7269 7465 5F42 466C 795F 5831 0000 Sprite_BFly_X1..
000071D0 5370 7269 7465 5F42 6F77 6C5F 4632 0000 Sprite_Bowl_F2..
000071E0 5573 6564 4600 0000 5573 6564 4500 0000 UsedF...UsedE...
000071F0 5573 6564 4400 0000 5573 6564 4300 0000 UsedD...UsedC...
00007200 4772 6F77 4200 0000 4772 6F77 4100 0000 GrowB...GrowA...
00007210 4772 6162 6265 6446 0000 0000 4772 6162 GrabbedF....Grab
00007220 6265 6445 0000 0000 4772 6162 6265 6444 bedE....GrabbedD
00007230 0000 0000 4772 6162 6265 6443 0000 0000 ....GrabbedC....
00007240 4772 6162 6265 6442 0000 0000 4772 6162 GrabbedB....Grab
00007250 6265 6441 0000 0000 4177 6179 4600 0000 bedA....AwayF...
The bowl sprite name had to be changed from the normal flower's Sprite_Bowl_F1 to Sprite_Bowl_F2 (or F2 is what I chose, anyway). I left the X1 alone because that doesn't necessarily get affected in this instance, but for completeness it's probably better to change it also. Then, a bit lower down you get more references to Bfly and Bowl sprites, which need to be changed; I changed the Bfly ones here because that affects the colour of the butterfly that appears:
00007700 2E3F 4156 4669 6C6D 7374 7269 7040 4000 .?AVFilmstrip@.
00007710 5C41 7274 5C53 7072 6974 6573 5C54 6F79 \Art\Sprites\Toy
00007720 7A5C 426F 776C 5F46 325C 4246 6C79 5F4F z\Bowl_F2\BFly_O
00007730 322E 666C 6D00 0000 5C41 7274 5C53 7072 2.flm...\Art\Spr
00007740 6974 6573 5C54 6F79 7A5C 426F 776C 5F46 ites\Toyz\Bowl_F
00007750 315C 4246 6C79 5F59 322E 666C 6D00 0000 1\BFly_Y2.flm...
I hope that helps somewhat!
Hugs
Carolyn
www.d-r-n.com/utils/index1.html
Tutorials on hexing Toyz:
Babyz.org: www.babyz.org/
Funkalicious Babyz: www.saskinity.co.uk/babyz/hextoys.html
Carolyn's Creations: boardwalkerz.com/carolyn/
DRN: www.d-r-n.com/utils/baby_hex1.html
Resources you will need for hexing Toyz:
Tinker: sherlocksoftware.org/page.php?id=15
LNZ Pro: sherlocksoftware.org/page.php?id=14
Hex Workshop: download.cnet.com/Hex-Workshop/3000-2352_4-10004918.html
Great sites to find pixel images for Toyz:
Deviantart: www.deviantart.com/
Google: images.google.co.nz/imghp?hl=en&tab=wi {That's the NZ version}
Candy Doll sites: elouai.com/doll-makers/new-dollmaker.php elouai.com/doll-makers/candybar-doll-maker.php
Errors when hexing Toyz:
Sometimes people experience the Debug Message after hexing toys.
See this compiled resource: milkbc.proboards.com/index.cgi?board=hexhelp&action=display&thread=38958
------
Editing Filmstrips in Hexworkshop by Carolyn
I don't know if this will be helpful, but I noticed various threads asking how to make toyz and clothes show up your carefully-made filmstrips even after you've given them the correct ID numbers, renamed the filmstrips, and put your filmstrips in.
With toyz that show up looking like the original after all your work, you have to change something inside them with a true hex editor. The trouble with such toyz is that they contain pointers which cause them to ignore the flm/flh names within your hexed files. getting them not to pick up on the original's. It's the same with clothes also. Here's the basics for you, using the blue and red Tuque as example. Let's say that you have changed the flh/flm names in one of Nicholas' tools from Sprite_Clot_HatKnit_BlueRed to Sprite_Clot_HatKnit_BlueRex
So, get a hex editor now, and open the file into it. The first part that's important as regards your problem is this:
00007100 0C71 0010 0C71 0010 0000 0011 5844 6F77 .q...q......XDow
00007110 6E6C 6F61 6400 0000 5370 7269 7465 5F43 nload...Sprite_C
00007120 6C6F 745F 4861 744B 6E69 745F 426C 7565 lot_HatKnit_Blue
00007130 5265 6400 5265 666C 6563 7469 7665 0000 Red.Reflective..
You have to rename the sprite from Sprite_Clot_HatKnit_BlueRed to Sprite_Clot_HatKnit_BlueRex
And again here, make it the same change:
00007460 682A 0010 0000 0000 2E3F 4156 5370 7269 h*.......?AVSpri
00007470 7465 5F43 6C6F 745F 4861 744B 6E69 745F te_Clot_HatKnit_
00007480 426C 7565 5265 6440 4000 0000 0000 0000 BlueRed@.......
The same kind of thing occurs in toyz. Take the Flowers.toy for instance. In the Petz "Blowers" and babyz "Blooms" of mine, I had to change all these references to sprites that are within the .toy file to make sure it picked up the one from my altered file and not the original -- and of course it works both ways, the game gets muddled and picks up whichever it thinks is the correct one. To illustrate what I'm trying to say, look at this, in the area where you see things like Thickness and Mouselike listed:
000071B0 0700 0044 5844 6F77 6E6C 6F61 6400 0000 ...DXDownload...
000071C0 5370 7269 7465 5F42 466C 795F 5831 0000 Sprite_BFly_X1..
000071D0 5370 7269 7465 5F42 6F77 6C5F 4632 0000 Sprite_Bowl_F2..
000071E0 5573 6564 4600 0000 5573 6564 4500 0000 UsedF...UsedE...
000071F0 5573 6564 4400 0000 5573 6564 4300 0000 UsedD...UsedC...
00007200 4772 6F77 4200 0000 4772 6F77 4100 0000 GrowB...GrowA...
00007210 4772 6162 6265 6446 0000 0000 4772 6162 GrabbedF....Grab
00007220 6265 6445 0000 0000 4772 6162 6265 6444 bedE....GrabbedD
00007230 0000 0000 4772 6162 6265 6443 0000 0000 ....GrabbedC....
00007240 4772 6162 6265 6442 0000 0000 4772 6162 GrabbedB....Grab
00007250 6265 6441 0000 0000 4177 6179 4600 0000 bedA....AwayF...
The bowl sprite name had to be changed from the normal flower's Sprite_Bowl_F1 to Sprite_Bowl_F2 (or F2 is what I chose, anyway). I left the X1 alone because that doesn't necessarily get affected in this instance, but for completeness it's probably better to change it also. Then, a bit lower down you get more references to Bfly and Bowl sprites, which need to be changed; I changed the Bfly ones here because that affects the colour of the butterfly that appears:
00007700 2E3F 4156 4669 6C6D 7374 7269 7040 4000 .?AVFilmstrip@.
00007710 5C41 7274 5C53 7072 6974 6573 5C54 6F79 \Art\Sprites\Toy
00007720 7A5C 426F 776C 5F46 325C 4246 6C79 5F4F z\Bowl_F2\BFly_O
00007730 322E 666C 6D00 0000 5C41 7274 5C53 7072 2.flm...\Art\Spr
00007740 6974 6573 5C54 6F79 7A5C 426F 776C 5F46 ites\Toyz\Bowl_F
00007750 315C 4246 6C79 5F59 322E 666C 6D00 0000 1\BFly_Y2.flm...
I hope that helps somewhat!
Hugs
Carolyn