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1998-07-13
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353 lines
CYPET TECHNICAL INFORMATION for CyPet v2.0 (c) Axe Software 1997-1998
by Alex Warren, July 1998
This text file contains information on the .CYP file format, registry
entries used by CyPet, the cheat, and how to change the graphics.
Axe Software will *not* accept responsibility for any damage you do while
following any instructions given. Axe Software cannot guarantee the reliability
of the information presented here.
Note that if you put out-of-range values into the .CYP file it is quite
possible the pet will not load at all and/or you will get some strange
errors. If you put out-of-range values into the CyPet section of the
registry it is quite likely CyPet will not work at all, or will behave
very strangely.
Again, Axe Software **WILL NOT** accept responsibility for any damage you
cause as a result of using the information contained within this file.
THE FILE FORMAT
Files for CyPet as saved with a .CYP extension and the format is
actually very simple and therefore easy to edit. The files are saved as
text files in the format below. Items in <brackets> refer to numbers, eg
<happiness (0 to 10)> would be a number between 0 and 10. Items in
[square brackets] refer to strings.
LINE # TEXT COMMENT
1 CYPET02 Version header. If the text in this line
is different, CyPet will not read the
file. The exception is when the version header
is CYPET00 - in this case, CyPet 2 knows that
the file was saved in CyPet 1 and will load
the pet and assume as Strength value of 5.
CYPET01 is the header used in the original Beta
Release 1. This was upgraded in Beta Release 1a
to fix a bug where some information was not
saved properly. CyPet should be able to load a
file with a CYPET01 header, though this has not
been tested.
2 <hunger (-10 to 10)> Hunger value, -10 being full-up and 10
being on the verge of death.
3 <weight (0+)> Weight of the pet. The ideal weight for
a pet is (age+1)*10
4 <happiness (0 to 10)> Happiness value, 0 being suicidal and 10
being totally ecstatic.
5 <boredom (0 to 10)> Boredom value, 0 being interested in
everything around and 10 being utterly
bored out of its brains.
6 <health (0 to 10)> Health value, 0 being on death's door
10 being as healthy as can be.
7 <dirtiness (0 to 10)> Dirtiness value, 0 being clean and 10
being a pretty disgusting mess.
8 <age (0+)> Age
9 <discipline (0 to 10)> How much discipline the pet is being
given. This can be altered from the
discipline window so there's not much
point in editing it.
10 <behaviour (0 to 10)> Behaviour value, 0 being an evil git and
10 being "teacher's pet" (witty pun
there)
11 [name] Pet's name. This can be altered using
Change Name function in the Stats screen
so again, there's not much point editing
this line.
12 <strength (0 to 10)> Strength value of the pet, set on the New
Pet dialog. This value is not included when
the version header is CYPET00 - ie a file
saved in CyPet v1.0.
13 <pet type (0+)> A number to identify which animal the pet is.
This will refer to a position in the
ANIMALS.DAT file - the first pet defined is 1,
the second 2, etc.
So, here is an example file:
CYPET01
0.01
10
5
0.01
9.95246523618698
0.01
0.001
0
8.13642084598541
Henry
5
1
Here, the pet "Henry" is neither hungry nor full up, is a good weight, is
reasonably happy, not bored at all, very healthy, not dirty, very young,
undisciplined and very well-behaved. It has average strength and is of type 1.
The health and behaviour values fluctuate randomly, so that is why in the above
example the numbers have a lot of decimal places.
REGISTRY
You don't really need to use the registry to change anything as you can
do all the changes right from the CyPet program. But, for the curious,
here is how to edit the settings:
Run REGEDIT (click Start|Run, type REGEDIT and press ENTER, or make a
shortcut to REGEDIT.EXE somewhere). Then go to:
HKEY_CURRENT_USER\Software\VB and VBA Program Settings\CyPet\
You will see there are three sub-folders:
Data
Init
Options
To edit any of the values in these folders, double-click the folder and
then double-click the entry you want to edit. Enter the new value in the
"Value Data" box and press ENTER.
The sub-folders contain the following entries - note that you may have less as
some settings may be left-overs from CyPet 1:
SUB-FOLDER ENTRY COMMENT
Data bestage Highest age of any pet
bestperson Person who scored the highest age
Init install Value CyPet uses to see if it exists.
Anything other than 0 will make CyPet
restore any missing entries in the registry
next time it starts. It will also bring up
the "read CYPET.TXT" message that you saw
when you first used CyPet. NOTE: Setting
this to anything other than 0 will NOT make
CyPet restore any invalid entries in the
registry - it will only resotre MISSING
entries. [NOTE: This is a value from CyPet 1. I'm
not sure if it is used in CyPet 2... which is odd,
since I programmed it :) ]
version Version identifier. If set to anything other than
"200IB3", CyPet will restore missing values in the
registry. In version 1.0, this value was "100", so
when you upgrade from CyPet 1 to CyPet 2, CyPet
keeps the original settings.
cypetlocation The location of CyPet. This was only used in CyPet
1 and is definitely NOT used in CyPet 2, so it is
more than likely you will not have it on your
system. CyPet 2 reads the location automatically.
licenseename Your name that you entered when you first ran
CyPet.
serialnumber Your serial number.
Options autobringup This number actually stores two pieces of
information. Convert it into binary to get
the two bits. The first bit is the
autobringup for the stats window, 1 making
the window come up. The second bit is the
autobringup for the discipline window. So,
to bring up both windows the bits would be
11, converting to the decimal number 3.
prompting Specifies prompting method:
1 - Automatic saving
2 - Prompt to save
3 - No prompting
startupfilename The file to load when CyPet starts.
startupmode Specifies what to do on startup:
0 - Do nothing
1 - Load file in startupfile
2 - Use last loaded file, saved in
startupfile
3 - Prompt to load file
4 - Start with new pet
timerinterval Timer Interval in milliseconds, eg 1 second
= 1000
warningmode Convert to binary to read three bits.
Bit 1 - Pop up message
Bit 2 - Warn in status bar
Bit 3 - Warn as bold label in Stats
bosswait Specifies the amount of time to wait after the
boss key has been pressed, in seconds.
showtoolbar "True" or "False", specifies whether the
toolbar is displayed
playsounds "True" or "False", specifies whether sounds are
played
soundinterval The chance of a random sound, i.e. 1 in
<soundinterval>
suspendsoundstatus "True" or "False" - specifies whether sounds
are suspended in the Status View mode.
CHEAT
So, you want to cheat at CyPet? OK, here's what you do:
Click Stats and then click Change Name. Enter the new name as "AXE
SOFTWARE, HOW NICE IT IS" (no quotes, all in capitals). Then you can
either:
- Click Yes for the "good" cheat
- Click No for the "bad" cheat
The "good" cheat makes the pet really healthy, happy, etc. - just as you
would want it to be. The "bad" cheat makes the pet really unhealthy,
unhappy, hungry, underweight, etc. - just the thing if you want a big
challenge. Actually, a rather huge challenge as the pet tends to die instantly.
Have fun...
There is also a hidden cheat where you can change each individual setting. I
use it for testing purposes... and I'm not going to tell you what it is :)
CHANGING THE GRAPHICS & MAKING YOUR OWN ANIMALS
This is a different process to the one that you would have used in CyPet 1
(well, you most likely didn't use it at all, but anyway...). As CyPet 2 has
support for multiple animals, it is easier to add your own graphics to CyPet.
All you do is modify your ANIMALS.DAT file - this is what it should look like
after a normal installation of CyPet, without the asterisks and not indented (I
added those so you notice the spaces):
*** [ beginning of file ] ***
ANIMALS.DAT-0001-200
1
DEFAULT:
CYPET01.GIF
CYPET02.GIF
CYPET03.GIF
CYPET04.GIF
CYPET05.GIF
CYPET06.GIF
CYPET07.GIF
CYPET08.GIF
CYPET09.GIF
CYPET10.BMP
BELCH.WAV
LAUGH.WAV
OWCH.WAV
GIVEFOOD.WAV
BORING.WAV
OI.WAV
HELLO.WAV
TAPS.WAV
Old-Style v1.0
OLD01.GIF
OLD02.GIF
OLD03.GIF
OLD04.GIF
OLD05.GIF
*** [ END ] ***
The space between the "OLD05.GIF" line and the "END" line is VERY important. If
you paste that straight into an ANIMALS.DAT file make sure you include the
space. Note that there is no need to do this anyway, as if you muck up the
ANIMALS.DAT file you can easily delete it and CyPet will restore the file to
the default.
Here's what it all means, line by line:
1 VERSION HEADER This should be ANIMALS.DAT-0001-200. Anything else
will make CyPet assume an invalid file. Note that CyPet
2 Beta Releases 1 and 1a used ANIMALS.DAT-0000-200,
which is NOT compatible with this version.
2 NO. OF ANIMALS This is the number of animals in addition to the
Default - ie number of animals -1.
Next come the animals, in groups of lines in the following order:
1 NAME For the first pet this should be DEFAULT: and for
subsequent animals, the name of the animal that is to
be displayed in the drop-down box on the New Pet
dialog should be here. In the example, the additional
pet is called "Old Style v1.0"
2 GIF: NORMAL This is the GIF file that is displayed when the pet is
"normal" - ie not showing any emotion/warning.
3 GIF: HUNGRY GIF to display when the pet is hungry, of course.
4 GIF: HAPPY
5 GIF: SAD
6 GIF: BORED
7 GIF: < CORRECT The GIF to display in peek-a-boo when the player
chooses the left side and is correct.
8 GIF: > CORRECT
9 GIF: < INCORRECT
10 GIF: > INCORRECT
11 GIF: HIDE-N-SEEK The GIF file to display in the Hide 'n' Seek game. This
is the new, extra setting in the Beta Release 2
ANIMALS.DAT file which is why BR2's file is
incompatible with the previous versions'.
12 WAV: BELCH The WAV to play after the pet has been fed.
13 WAV: LAUGH This WAV used to be played when you got the correct
side in peek-a-boo. However, very recently I changed
CyPet so that the music played throughout the game, so
this file is not used any more. It will be replaced by
something else in the next Beta, probably...
14 WAV: OWCH When the pet is injected
15 WAV: HUNGRY
16 WAV: BORED
17 WAV: RAND1 } These WAVs are played randomly throughout the game -
18 WAV: RAND2 } the chance of a random sound being played is set
19 WAV: RAND3 } in the Options dialog.
Blank lines in any of the above give a short way of using the same file used by
the default pet. For example, leave a blank line in line 17 to use the same
RAND2 WAV file as used by the default animal type. This will work for any
animal other than the first DEFAULT: pet, of course. It is used in the original
ANIMALS.DAT above, hence the blank lines ("Old Style v1.0" uses the same sounds
as the default animal).
EDITING THE NAMES LIST
Simply edit NAMES.DAT to edit the names in the drop-down list box on the "New
Pet" window.
Have fun with the above tips!
Alex Warren
July 1998