Making sure the game will find your new filmstrip ================================================= Okay, now your toy or item of clothing looks gorgeous but when you put it in the game it either looks the same as the original on the shelf or it reverts to the look of the original when you take it off the shelf. All that hard work, and nothing to show for it! Or the original looks like yours and that's frustrating too. Oookay, we want to be sure that when it's renamed and renumbered and your original toy (or whatever) is put back into the game it still works as you intended. You need to change the pointers inside the file, therefore, in order that the game doesn't get confused and (for instance) only produce the original yellow butterflies and not your glorious blues. In those 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... Then of course there's the List Of All that's in the file, it needs to be changed or the game will crash because it can't find the renamed sprite. I didn't bother to change the pointers to the sounds, as I used the same ones as were in the Flowers. It would be possible to change the sounds, of course, by altering the sounds list pointer to a different one and having those sounds external to the file, but that is not part of the filmstrip and so not covered by this howto: 00008300 0700 4200 4600 4C00 5900 5F00 4F00 3200 ..B.F.L.Y._.O.2. 00008310 0700 4200 4600 4C00 5900 5F00 5900 3200 ..B.F.L.Y._.Y.2. 00008320 0700 4200 4F00 5700 4C00 5F00 4600 3200 ..B.O.W.L._.F.2. 00008330 0C00 4200 4F00 5700 4C00 5F00 4600 3200 ..B.O.W.L._.F.2. 00008340 5F00 4100 5700 4100 5900 0300 4600 4C00 _.A.W.A.Y...F.L. 00008350 4D00 0300 5400 5800 5400 0E00 4200 4500 M...T.X.T...B.E. 00008360 5600 4500 4E00 5400 5F00 4200 4F00 5700 V.E.N.T._.B.O.W. 00008370 4C00 5F00 4600 3200 0E00 5300 4F00 5500 L._.F.2...S.O.U. 00008380 4E00 4400 5300 5F00 4200 4F00 5700 4C00 N.D.S._.B.O.W.L. 00008390 5F00 4600 3100 0000 0000 0000 0000 0000 _.F.1........... 000083A0 0200 0000 5370 7269 7465 5F42 6F77 6C5F ....Sprite_Bowl_ 000083B0 4632 0000 0000 0000 0000 0000 0000 0000 F2.............. 000083C0 0000 0000 466C 6F77 6572 7300 0000 0000 ....Flowers..... 000083D0 0000 0000 0000 0000 0000 0000 0000 0000 ................ 000083E0 0000 0000 1F30 0000 0300 0000 5370 7269 .....0......Spri And finally, this, down in the naming section (once again, the game will likely crash if this hasn't been changed to exactly the same as the stuff above: 00781088 0700 4200 6C00 6F00 7700 6500 7200 7300 ..B.l.o.w.e.r.s. 00781104 0700 4200 6C00 6F00 7700 6500 7200 7300 ..B.l.o.w.e.r.s. 00781120 0700 4200 6F00 7700 6C00 5F00 4600 3200 ..B.o.w.l._.F.2. Check out the similar areas in your files, change the names of any sprites or bitmaps that might end up "clashing", and eureka! Your toy will retain the colours you chose for it and not pick up the colours in the original toy. Happy hexing Carolyn Horn