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swooosh83

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    swooosh83 reacted to YugaCurry in Mugen 1.1 Palette Problem   
    Mugen 1.1 Palette Tutorial
     
    Before I start, I'd like to point out that I'm a novice at Mugen coding and I found this solution by scouting the forums for similar issues and asking a lot of people for assistance. I can say I was successful as I was able to achieve the palette fix for every character in my roster. If my explanation seems lay and noobish, I apologize as it is the only way I have of explaining this. Enough said, here goes.
     
    Step 1. Open the 'kfm' character 'def' file. It has the palette keymap in it. Make sure you copy this into the character 'def' that you are experiencing problems with, the exact same way as it is defined in the kfm 'def'. Change Mugen version to 1.0
     
    Step 2. In your Mugen data folder there is a 'common1.cns' file. Open it and using 'Cltr+F' locate the 'state 5900'. Scroll down a few lines until you find the 
                 
                 [state 5900, 3] ;Change palette
                 type = RemapPal              trigger1 = 1              source = 1,1              dest = 1,palno               You need to copy these lines of code into your character. This has been mentioned by everybody but now comes the part you need to focus on:               I shall state 3 examples of characters which should cover a large number of characters with same coding.                    a) Jmorphman's characters: Go to the 'states' folder in his characters (Except Chun-Li. Her palettes and code are already in there).   Locate 'system.st' and make a copy of it as back up in case you make a mistake. Rename 'system.st' to 'system.cns'. If it prompts about the 'extension wont work', hit 'OK'. This basically converts it into a notepad file that you can now edit.                                                                Open the file and locate this                                                                        ;====================<INITIALIZE (PART 2)>====================                                                               [stateDef 5901]                                                               type = S                                                                 Paste the palette code you obtained from the 'common1.cns' right under this, which makes it look like this:                                                                 ;====================<INITIALIZE (PART 2)>====================                                                               [stateDef 5901]                                                               type = S                                                                 [state 5900, 3] ;Change palette                                                               type = RemapPal                                                               trigger1 = 1                                                               source = 1,1                                                               dest = 1,palno                                                                 and Save.                                                                In the character 'def' file change the ' st = States/System.st ' to ' st = States/System.cns '                  b) Gal129 characters:            Locate the 'N-cvs2_xxx' files and find the 'state 5900' and add the code from 'common1.cns' to look like this:                                                                ; Initialize (at the start of the round)                                                               [statedef 5900]                                                               type = S                                                                 [state 5900, Palette] ;Change palette                                                               type = RemapPal                                                               trigger1 = 1                                                               source = 1,1                                                               dest = 1,palno                                                                    Now within the same file locate '[state -3, Turns Mode Intro]'. This code is obsolete for Mugen 1.1 and you need to remove it or add the ' ; ' before every command that pertains to any of the 'Turns Mode Intro' code you may find within that file. This will need to be done for Warusaki3 characters too within the 'cns' file.                                                                                                                               Once done, 'Save' and close.                                                                 Please take not that the above mentioned method may need to be implemented for all characters made for Mugen versions that pre - exist Mugen 1.0. It is a process that you have to go through to find and eliminate those bits of unnecessary code.               c) Other types of characters: This pertains to characters from Buckus, Loganir, Zvitor, etc.                                                                                                                             Buckus: chars ===> Brain ===> states. Locate 'state 5900' and add the palette code.                                                               Loganir: chars ===> Engine ===> system. Locate 'state 5900' and add the palette code.                                                                Zvitor:    chars ===> common1. Locate 'state 5900' and add the palette code. (The 'common1.cns' file in Zvitor's characters are custom ones, so just add the code to the one in his character folder.)                    For characters from Infinite, R@ce, Quickfist and the like, all codes have been included and they need no changes, as they have been coded for Mugen 1.0 and above.     Step 3.   a) Make sure you have 'Fighter Factory 3'. For those who do not know how to use Fighter factory, read up and then refer this.                b) Open it and open your character 'sprites'. I assume you have converted the 'sff' to Mugen 1.1. In the toolbar right next to sprites is palettes. Clicking on palettes provides a drop down menu. At the bottom is 'Advanced palette editor'. Click on it.                                    c) When that opens up you will notice 'folder' like images at the top left corner of the box. Click on the upper most left icon that says 'Open palette from a file'. Locate the characters palettes which are 'act' files. You need to set your default palette now and THIS IS IMPORTANT.                                   d) Select (Double click) a palette from the act files of your choice that you would like to be your 'default' palette. These are the normal colors associated with the character. One you select the palette, the character sprite that is displayed in the same window shows those colors.                    e) You will notice an icon that looks like 2 floppy disks one behind the other. it should be the 3rd icon from the left in the top most row which shows 'Save as group/ index in the sprites editor'. Clicking it brings up a box which has slots for 'group' and 'index'. Put group as 1 and index as 1 and click OK. If you get a prompt stating 'add colors to all instances of sprite', click NO.                    f) You can add up to 12 palettes in the same fashion. You have now added palette 1.                                         -Palette 2 goes as Group 1, Index 2.                     -Palette 3 goes as Group 1, Index 3........All the way up to                     -Palette 12 goes as Group 1, Index 12.                                g)  Close the Advance palette editor box.Below the toolbar you will see some icons. Click on the one that says 'Organizer'  You will notice a pane with a list that opens up to the right. To the right of the 'arrow with auto written on it' is a palette like icon. click on it and then click on the auto icon. This sets your added palettes in numerical order. Close the organizer by un-checking the organizer icon. This will then show the palettes in place of the list. Using the bar move through the palettes to make sure they are all there.                h)  Once you're sure that everything's alright , click on 'Sprites' in the toolbar and click on 'Save-As' NOT 'Save' and replace the character 'sff'.                  For characters from Infinite, R@ce, Quickfist and the like, all palettes have been included and they need no changes, as they have been coded for Mugen 1.0 and above. Just in case that I may be wrong about certain characters from these authors, check the fighter factory to make sure.     You are now good to go. Test it out and let me know. Another thing. Make sure your Custom Portraits if used are at the end and not scattered or at the beginning.   
  2. Like
    swooosh83 reacted to gui0007 in The King of Fighters WING by Vanny - Version 2.5.1 RELEASE!   
    OFFICIAL TRAILER
     
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