Breedz tips for Petz 2, 3, 4 and 5
==================================

Contents: Introduction
          Furfile Variations
          Lengthening Ears or Noses

Introduction
============

First off, I'm going to show you how to do these the way I edit; I know 
this confuses some people, but I don't know how else to explain things.  
I always edit breedfile .lnz sections (which is the part we are all editing 
to make different colours, sizes, tattos, etc) by copying the .lnz out 
into a new file in the hex editor, saving it as breed.txt, and then editing 
it in Notepad.  When I'm done editing, I open it in the hex editor again 
and copy it back into the breedfile. The reason I do this is because I 
then see the .lnz exactly the way it was before the programmers compiled 
it into the .dog or .cat file -- it really _is_ a small text file, you 
see, and when you look at it you can see exactly what you're doing without 
having to laboriously count numbers in the hex editor.  So, hexing my way, 
here's the best I can explain.

I assume when writing this set of tips that you already have the necessary tools 
-- hex editor and Notepad -- and are familiar with the methods I use for editing 
breedz and the terms that I use.  If everything I say sounds like gobbledy-gook 
to you, then you either hex breedz a different way from me (i.e. you hex directly 
into a hex editor) or you are new to hexing.  Either way, if you want to understand 
what I'm about to tell you, please take a look at one of my basic breed-hexing 
tutorials; they should make my methods clearer to you.

Just remember, always remove extra spaces from the .lnz section to compensate for 
any extra numbers etc that you add into it.  It is of course the .lnz section -- 
i.e. the text part of the breedfile -- which is the section that is relevant to 
all the tips in this tutorial.  If your .lnz is not exactly the same length, in 
bytes, after you've finished as before you started, then when you pop it back 
into the breedfile the breed _will not work_.  A further thing to note is that the 
.lnz is actually in two parts; the adult part and the puppy or kitten part.  You 
need to keep each of these parts basically the same length as they were before, 
although the game does allow a little latitude here.  If you've edited the adult 
section and it doesn't look as intended, remember that what you see when a pet 
comes out of the Adoption Centre bascially uses the "overrides" from the puppy/kitten 
part with is below the [Ballz Info] section.  It will have your adult changes when it 
grows up.  A useful tip here is to change the [Little one] by removing the letters 
"kit" or "pup" until you've finished editing the main part of the breed.  Change 
it back when you have finished that and want to "fine-tune" the puppy or kitten stage.

It is possible of course to edit breedfiles etc (_not_ petfiles!) in a modern-day 
Windows Resource Editor such as the one at 
http://www.users.on.net/johnson/resourcehacker/ which is fine, as you get to see the 
.lnz file the way it's supposed to be and you don't have to keep the file size 
always the same.  If you are editing Oddballz or Catz 1 or Dogz 1, then the only 
Resource editor I know of that can handle their Resource files is the shareware 
eXeScope which you can get from http://hp.vector.co.jp/authors/VA003525/Eindex.htm

Please don't ask me how to use the tools; whether you use a hex editor or a resource 
editor, I shall assume that you have practised a bit and know how to use it.

Furfile Variations
==================

If you want to have a variety of textures, you need to find the [Texture List] 
and put them in the list:

\resource\catz\mybreed\mytexture1.bmp

Your texture list could look like this for example:

[Texture List]
\resource\catz\mybreed\mytexture1.bmp  1 <-- this is texture number 0; the colour "argument" is 1
\resource\catz\mybreed\mytexture2.bmp  1 <-- this is texture number 1; the colour "argument" is 1
\resource\catz\mybreed\mytexture3.bmp  0 <-- this us texture number 2; the colour "argument" is 0

You can have lots of textures in that list; just remember to use the number of the particular 
texture that you want on any given ball in its texture column.  To remind you, the textures 
in the list start at 0.  P.F.Magic numbers count from 0 upwards, so that the first item in 
a list is always item number 0.  Don't confuse the "texture number" (i.e. position in list) 
with the number (known as an "argument") which comes after the name of the bitmap.  So, 
if you want the left ankle of a dog to be "mytexture1.bmp", change the number in the texture 
column of the left ankle in the Ballz Info, since you want to use the third texture (number 2):

;col  outCol  spklCl  fuzz  otlntTyp  sizeDif  group  texture  ball#
[Ballz Info]
  25,    244,    -1,     5,    -1,     8,      4,     2     0  ;L ankle

Remember that this texture list is relevant to all Add Ballz.

It is also relevant to Paint Ballz, although there are two important things to note with Paint Ballz:
First, the number in the Paint Ball texture column is _not_ the number of the texture.  It is 
the number of the base ball which has the texture you want.
Second, if the only ball you can find with the same texture is ball number 17, this is fine, put
17 in the Paint Ball texture column.  BUT this will crash the game when the pet is breeding unless
you actually have 18 textures listed in the [Texture List].

Right, now, on to the variations.
----------------------------------

You're looking for the [Color Info Override] section to do this properly.  You can have
four columns in this section, although usually you will see just two.  Although there is
no programmer's comment to head these columns, trust me, this is what they are:

ball, colour, group, texture.  

So if you want to have pets come out with different textures as well as different colours, 
make sure there are four numbers for the ball you want to take the texture, the last number 
being the important one.  You would need to make sure that there was a number in the third 
column -- if you don't want to change that, just copy the group number from the [Ballz Info] 
section for that ball.  For example, in a Siamese cat:

2, 45, 1, 3
3, 45, 3, 3

Would give the belly and butt a fawn colour and your chosen fur texture number 3, i.e. 
the fourth texture in the list of textures (remember, the first texture is counted as 0).

If you want to tie the ball, colour, group and fur into other specific variations, such as
patches or spots, fuzz amount etc, make sure that you have the usual variations # numbers in place
for each section, such as

#4.A
#3
<data>
#2
<data>
#1
<data>
##

If you want to know more about making variations work with each other, read my other Variations
"howto"s, particularly the "VariationsAndHowTheyWork" textfile included in this zip.

Lengthening ears or nose
========================

Enlarging the Ear Extension simply increases the distance between ear ballz and others, 
it gives no new direction.  To make it cause a downward trend, you would need to give it a 
minus number.  Changing

[Ear Extension]
100

to

[Ear Extension]
-50

produces a simple, and rather weird, down-trend of the ears.

Similarly, you get weird results if you try to stretch or flatten a nose by much using the 
[Face Extension], because all you're doing is changing the distance between the nose bottom 
(or snout) and the head. Some amount of fiddling with it is fine, but you can just end up with 
a weird-looking long thick Linez line or (if you use too large a minus number) the nose sticking 
out of the back of the head.

Really, to alter the positions of ear ballz, or of snout and nose ballz, you need to put them into 
the [Move] area and alter their x, y, z positions.  

The more negative or smaller the y number is, the further up it will be; the more positive the 
number, the further down. The more negative the z number is, the further forward the ball will 
be; the more negative the number, the further forward.  The x number is of course the
sideways position, and more negative means further to the normal position's left as the pet 
looks out of the screen at you.  If you don't follow what I mean about that sideways position,
then try it for yourself, using some silly number such as -90, and you'll soon get the idea.

Don't forget that you won't always get the same results in the puppy or kitten unless you 
change the same things down in the puppy/kitten .lnz area.  A lot of people still write to me
to say "I did this and this but I still can't see any difference at the Adoption centre."  Well,
that's why.  They didn't remember to change the puppy/kitten .lnz.

Enjoy!

Carolyn Horn


