This is a note on changing Petz 5 backdrops, for hexers. I assume that you have a hex editor and that you know how to use it; if not, find and download one that appeals to you and learn how to use it and all its features. This "howto" also assumes that you already know the basics of hexing petz files. NOTE As always, keep backups. As I say, this "howto" is for people who already know how to use a hex editor and how to look for items inside files with it. If you want to change your backdrops in Petz 5 original scenes, either use Resource Hacker to change them or use your hex editor as I did with my kitchen scene. If you're using Resource Hacker, as I say in my bitmap-changing howto on the Infobits page, make sure that your chosen bitmap is renamed so as _not_ to have a .bmp extension. Call it Mypic.bmm or something, just so as it's not Mypic.bmp. Now open the playscene in Resource Hacker, get to the BMP section such that you actually see the picture on the right-hand side, right-click and choose Replace Resource, browse to find Mypic.bmm (or whatever you renamed it to) and click on it, then fill in BMP under Resource Type, Kitchen under Resource Name (or whatever playscene name is the original in your chosen one), 1033 under Language, then hit Replace. Don't forget to Save after that. If you're using a hex editor, you can do it two ways; Internal and External. The External method includes how to change sounds. 1) The Internal method: For this, you need to locate the two big bitmaps. There is another bitmap, a small one, which is the icon; of course you can change that also. Search for the uppercase letters BM and you should be taken to the first bitmap, which is directly below the scene's ID number. If you don't know what I'm talking about, please read one of my basic hexing tutorials. Now, the first BM is likely to be the icon -- this depends on which scene you're editing. See the "addendum" at the bottom of this "howto" to check. The addendum also tells you how large the relevant icon is. If you're using a scene with the icon first, you have to find the start of the next bitmap. Then open your own bitmap into the hex editor and select the whole of it. You want to copy/paste it over the backdrop that's already in the scene; if it's a smaller size in bytes than the backdrop, then just select the relevant number of bytes in the scene, starting at the beginning of the backdrop bitmap of course, before choosing "paste". Each backdrop is 2,359,352 bytes long (hexadecimal 240038), so if you copy your own over it in a hex editor, make sure that you don't make yours any bigger than 2,359,352. You can make it smaller of course, and fill out the remainder of the bitmap space with null bytes. The icons vary in size in different scenes, so you're going to have to be careful in finding the start of the backdrop, but the backdrops are all the same size. Some scenes have no "night" backdrop, such as the Haunted Mansion, which also happens to have the backdrop _before_ the icon, so if you're editing that one you need to be aware of that. Arabia also has the icon after the backdrops. And some scenes have a third backdrop, such as the Salon and South Seas which have a different one also for a rainy day. The Adoption Centre has a rainy day one; it also, curiously, has an old Petz 4 one tucked away in there which is in 256 colour and 787,510 (hex C0436) bytes long after the icon. 2) The external method: This one is fun and flexible, and allows you to easily edit sounds etc in the scene as well, just as with hexing the Petz 3 and 4 scenes, without having to keep opening it in Resource Hacker or taking care over sizes in the hex editor. First, you need to find the List of everything that's in the .env file. This List is above the first bitmap and the ID number, and in the Kitchen the start of it looks like this: 00040064 0000 0000 0000 0000 0300 4200 4D00 5000 ..........B.M.P. 00040080 0C00 4900 4300 4F00 4E00 5F00 4B00 4900 ..I.C.O.N._.K.I. 00040096 5400 4300 4800 4500 4E00 0700 4B00 4900 T.C.H.E.N...K.I. 00040112 5400 4300 4800 4500 4E00 0800 4B00 4900 T.C.H.E.N...K.I. 00040128 5400 4300 4800 4500 4E00 4E00 0300 5300 T.C.H.E.N.N...S. 00040144 5000 5200 1000 4B00 4900 5400 4300 4800 P.R...K.I.T.C.H. 00040160 4500 4E00 5F00 4300 4100 4200 4900 4E00 E.N._.C.A.B.I.N. Now, if you want to re-direct your bitmaps to your hard drive, first you want to make the game think that they are not inside this file. You do this by changing one letter in B.M.P to something else; for instance, change it to B.M.N. Now you need to provide some bitmaps or your game will crash when you try to go to the kitchen. You do this by creating a directory, using Windows Explorer or My Computer, off your game's root directory, called "art". Then create another off that one, which must be called "sprites", then another off that called "Area", and finally another off that called "Kitchen". So you have a set of directories, off your game's main directory, which looks like this: \art\sprites\area\kitchen Now put two background bitmaps (for day and night) and one icon bitmap into this kitchen directory and call them Kitchen.bmp, Kitchenn.bmp and icon_kitchen.bmp. When you next start up the game and go to the kitchen, your bitmaps will be in place. Note that some scenes have three background bitmaps if there is a "rain" one too -- such as the South Seas, where it is called SOUTHSEASR The joy of this method is that once you've done it you can very easily change the bitmaps again any time you wish without the use of any hex editor. For the sounds, you can do a similar thing; make the game think that there are no sounds in the .env file by changing something in the List of everything that's in the file. You can see this in the Kitchen; there are several sounds lists in this scene (T.X.T is followed by a series of list-names): 00040480 0300 5400 5800 5400 0D00 4100 4200 4F00 ..T.X.T...A.B.O. 00040496 5500 5400 5F00 4B00 4900 5400 4300 4800 U.T._.K.I.T.C.H. 00040512 4500 4E00 0E00 4200 4500 5600 4500 4E00 E.N...B.E.V.E.N. 00040528 5400 5F00 4B00 4900 5400 4300 4800 4500 T._.K.I.T.C.H.E. 00040544 4E00 1300 5300 4F00 5500 4E00 4400 5300 N...S.O.U.N.D.S. 00040560 5F00 4100 5200 4500 4100 5F00 4B00 4900 _.A.R.E.A._.K.I. 00040576 5400 4300 4800 4500 4E00 1B00 5300 4F00 T.C.H.E.N...S.O. 00040592 5500 4E00 4400 5300 5F00 4100 5200 4500 U.N.D.S._.A.R.E. 00040608 4100 5F00 4B00 4900 5400 4300 4800 4500 A._.K.I.T.C.H.E. 00040624 4E00 5F00 4300 4100 4200 4900 4E00 4500 N._.C.A.B.I.N.E. 00040640 5400 1A00 5300 4F00 5500 4E00 4400 5300 T...S.O.U.N.D.S. 00040656 5F00 4100 5200 4500 4100 5F00 4B00 4900 _.A.R.E.A._.K.I. 00040672 5400 4300 4800 4500 4E00 5F00 4600 5200 T.C.H.E.N._.F.R. 00040688 4900 4400 4700 4500 1800 5300 4F00 5500 I.D.G.E...S.O.U. 00040704 4E00 4400 5300 5F00 4100 5200 4500 4100 N.D.S._.A.R.E.A. 00040720 5F00 4B00 4900 5400 4300 4800 4500 4E00 _.K.I.T.C.H.E.N. 00040736 5F00 5300 4900 4E00 4B00 1A00 5300 4F00 _.S.I.N.K...S.O. 00040752 5500 4E00 4400 5300 5F00 4100 5200 4500 U.N.D.S._.A.R.E. 00040768 4100 5F00 4B00 4900 5400 4300 4800 4500 A._.K.I.T.C.H.E. 00040784 4E00 5F00 5700 4900 4E00 4400 4F00 5700 N._.W.I.N.D.O.W. and then you see W.A.V followed by a load of sound-names: 00040800 0300 5700 4100 5600 1200 4500 4E00 5600 ..W.A.V...E.N.V. 00040816 5F00 4300 4100 4200 4900 4E00 4500 5400 _.C.A.B.I.N.E.T. 00040832 4300 4C00 4F00 5300 4500 3000 3000 1200 C.L.O.S.E.0.0... You can simply change a letter of W.A.V and place your sounds, which must of course be mono WAV files (can be 16-bit) and named: env_refridgeratoron00.wav env_refridgeratorhum02.wav env_refridgeratoroff00.wav env_cabintetopen00.wav env_cabintetopen01.wav env_cabintetopen08.wav env_cabintetopen09.wav env_cabinetclose00.wav env_cabinetclose02.wav env_cabinetclose13.wav env_fridgeopen00.wav env_fridgeopen01.wav env_fridgeopen08.wav env_fridgeopen08.wav env_fridgeclose00.wav env_fridgeclose02.wav env_fridgeclose13.wav env_fridgegrating01.wav env_fridgegrating02.wav env_sinkon1.wav env_sinkwaterflowing03.wav env_sinkoff1.wav env_sinkoff2.wav env_sinkdrip01.wav env_sinkdrip02.wav ktch_birdschirp03.wav ktch_birdschirp18.wav ktch_birdschirp19.wav ktch_birdschirping23.wav ktch_birdschirping24.wav ktch_birdschirping25.wav ktch_birdschirping26.wav ktch_birdschirping27.wav ktch_birdschirping28.wav ktch_birdschirping29.wav ktch_birdschirping30.wav ktch_birdschirping31.wav ktch_birdschirping32.wav ktch_windowopen.wav ktch_windowclose.wav into this directory, that you create off the game's root directory: Art\Sprites\Area\Kitchen\Sounds\ If you want to change the sounds' names, then you can either change them inside the sounds texts -- search inside the .env file for Sounds root path=. Each instance of "Sounds root path=." is the start of a sounds list, a simple little text file. If you edit them inside the playscene, you will need to keep each list the same size as before. But if you want to have these little sounds lists external also, first of all you need to change a letter of T.X.T in the List of everything that's in the .env -- so that the game doesn't think there are any .txt files in there -- and then copy each of the sounds texts into a new file in the hex editor, save them as .txt files: Sounds_Area_Kitchen.txt Sounds_Area_Kitchen_Cabinet.txt Sounds_Area_Kitchen_Fridge.txt Sounds_Area_Kitchen_Window.txt Sounds_Area_Kitchen_Sink.txt For instance, the sink one will contain Sounds root path=. Art\Sprites\Area\Kitchen\Sounds\env_sinkon1.wav Art\Sprites\Area\Kitchen\Sounds\env_sinkwaterflowing03.wav Art\Sprites\Area\Kitchen\Sounds\env_sinkoff1.wav Art\Sprites\Area\Kitchen\Sounds\env_sinkoff2.wav Art\Sprites\Area\Kitchen\Sounds\env_sinkdrip01.wav Art\Sprites\Area\Kitchen\Sounds\env_sinkdrip02.wav and put them in the directory: \Art\Sprites\Area\Kitchen\ You can then edit each sound's name inside each small text file to suit yourself. If you like, you can list the same sound for each .wav or you can put NONE.WAV where you don't want a sound. The point is that the game expects to see a certain number of sound names and, although it won't crash if you don't have that number, it won't necessarily play the sounds that you expect at the correct time. If you do this external sounds-list method of changing T.X.T, remember that there are two other small text files also: Bevent_Kitchen.txt About_Kitchen.txt these are not important, but if you don't have About_Kitchen.txt in your \Art\Sprites\Area\Kitchen\ directory, the game will crash when you try to see "about area" from the menu bar. The file would normally have one or more numbers in it which point to info from the main game resource files, for instance the kitchen one contains 740 741 742 743 but if you have nothing or nonsense in it, the "about" will work but be empty. Addendum: ========== For Petz 5 hexers, here is a list of which scenes have the icons after the backdrops, the size of the icons in hexadecimal, and in which order they have their bitmaps: Fantasy Castle: backdrop, night back, icon size hex 06F8 Wild West: Icon size 07A2, backdrop, night back Snowscene: Icon size 06F2, backdrop, night back South Seas: Icon size 06F0, backdrop, night back, rainy back Haunted Mansion: backdrop, Icon size 06F8 Nursery: Icon size 06F8, backdrop, night back Salon: Icon size 06F8, backdrop, night back, rainy back Adoption Centre: backdrop, night back, rainy back, Icon size 06F0, oldadopioncentre Backyard: backdrop, night back, rainy back, icon size 06F0 Beach: backdrop, night back, rainy back, icon size 06F0 Family Room: backdrop, night back, rainy back, icon size 06F0 Arabia: backdrop, night back, icon size 06F0 Asian Temple: backdrop, night back, rainy back, icon size 06F8 Circus: backdrop, night back, icon size 06F2 Kitchen: Icon size 06F0, backdrop, night back Enjoy Carolyn Horn