1 YugaCurry Posted October 3, 2014 Author Posted October 3, 2014 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 This code is obsolete for Mugen 1.1 and you need to remove it or add the ' ; ' before every command that pertains to any of the 'Turns Mode Intro' code you may find within that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. swooosh83 1
1 TotalDramaXtremist Posted September 17, 2014 Posted September 17, 2014 You need to open up the character's .cns file and find their 5900 state. From there, add: [state 5900, Palette] type = remappal trigger1 = 1 source = 1, 1 dest = 1, palno http://totaldramaxtremist.deviantart.com/ http://totaldramaxtremist.tumblr.com/
0 NotAGoodName Posted September 17, 2014 Posted September 17, 2014 Make sure the SFF contains the palettes. It must have 1,1 through 1,12 (or whatever you're using) saved inside the SFF. You can't use act files.
0 yaminogun Posted September 18, 2014 Posted September 18, 2014 i've done all of that but abyss by xlaught palette still not working Signature removed for violation of rules.
0 NotAGoodName Posted September 18, 2014 Posted September 18, 2014 I'm too lazy to set up this computer to test it myself, but I'm not really surprised that this character is being stubborn. The entire thing is made of helpers, so I have no idea how you would have to set up the code for that.
0 Enja Of The Wild Fire Posted September 19, 2014 Posted September 19, 2014 here are your 3 things you can try out do man. 1: if you added the new 5900 code make sure you also add the helper code to man in t he helper sections and then the pallete code in the -2 statedef. 2: just find one of infinte or R@ce 45 characters and copy the files that have the code in it you need. 3. remove the old 5900 code in t he character because if you save both it gives problems.( i did that so many damn times) The flame has balanced now.
0 yaminogun Posted September 19, 2014 Posted September 19, 2014 go to the SFF. and save as. save the sff as mugen 1.0 (that will make it a SFF2) even if you put a pal in normally, and you save as mugen beta, it will not work. abyss by xslaught was made AGES ago for winmugen. SOooooo its not SFF2. just resave the SFF as SFF2 (mugen 1.0) and it SHOULD work. Signature removed for violation of rules.
0 YugaCurry Posted September 19, 2014 Author Posted September 19, 2014 go to the SFF. and save as. save the sff as mugen 1.0 (that will make it a SFF2) even if you put a pal in normally, and you save as mugen beta, it will not work. abyss by xslaught was made AGES ago for winmugen. SOooooo its not SFF2. just resave the SFF as SFF2 (mugen 1.0) and it SHOULD work. But Ryon, won't that affect the portraits added if I use a screen pack such as legacy, since the images are 32 bit and would need indexing for a mugen 1.0 sff?
0 Ryon Posted September 19, 2014 Posted September 19, 2014 ok then save as mugen 1.1. the point is you have to SAVE AS, to make it work. - Characters - / - Stages - / - Screenpacks - / - Lifebars - / - Fonts - / - Full Games - / - Templates -
0 YugaCurry Posted September 20, 2014 Author Posted September 20, 2014 ok then save as mugen 1.1. the point is you have to SAVE AS, to make it work. Fair enough but now I'm getting this: Error detected. Error in [statedef 183] Error in Cvs_Cody.cns:1214 Character mugenversion is older than this version of M.U.G.E.N. Error loading chars/Cvs_Cody/Cvs_Cody.def Error loading p2 Clipboard tail: Loading cns States/Specials.st...OK Loading cns States/EX-Specials.st...OK Loading cns States/Supers.st...OK Loading cns States/Helpers.st...OK Loading cns States/Custom.st...OK Loading cns States/NormalRyu.st...OK Loading cmd state entry Command.cmd...OK Loading common states common1.cns...OK Loading sff Ryusprite.sff...OK Loading anim Anim.air...OK Loading snd Sound.snd...OK Loading pals...(1,2)(1,3)(1,4)(1,5)(1,6)(1,7)(1,8)(1,9)(1,10)(1,11)(1,12)OK 12024 expressions (3531 on trigger lines) Character NormalRyu.def loaded OK New char Ryu loaded into cache: (1/4 cached) Load time: 850.000ms Loading character chars/Cvs_Cody/Cvs_Cody.def... Loading info...OK Loading cmd command set cvs_Cody.cmd...OK Loading cns cvs_Cody.cns...Freeing player RC cvscody...CMD...CNS...SFF...AIR...SND...Misc...OK
0 Ryon Posted September 20, 2014 Posted September 20, 2014 maybe a old code that doesnt work in 1.1? honestly this is more trouble than you should get for just a pal. - Characters - / - Stages - / - Screenpacks - / - Lifebars - / - Fonts - / - Full Games - / - Templates -
0 YugaCurry Posted September 20, 2014 Author Posted September 20, 2014 maybe a old code that doesnt work in 1.1? honestly this is more trouble than you should get for just a pal. Yes, that is what it is. This was caused by adding pal code and modifications by me in the statedef -2, which was added incorrectly. I have honestly hit a wall with the palette changing functionality because the palettes were added correctly to the sff via FF3, the palmap was added to the def, the stcommon is the common1 and I used 'Save as' every single time. Nothing worked. Now I believe there has to be changes made to the helper code. This is something beyond my comprehension. I've been at this all week and have decided to call it a day.
0 YugaCurry Posted October 2, 2014 Author Posted October 2, 2014 I have solved this and I now know how to effectively add palettes and get them to change in Mugen 1.1. This may be marked as closed.
0 Winmugen11 Posted October 2, 2014 Posted October 2, 2014 I have solved this and I now know how to effectively add palettes and get them to change in Mugen 1.1. This may be marked as closed. Would you mind sharing your newfound knowledge with the rest of us so that anyone else having the same problem won't have to make a help topic about it anymore? This signature would not have been possible without the combined efforts of Ryoucchi & Zenesis. All credit goes to them for making this!
0 dakidbanks Posted October 26, 2014 Posted October 26, 2014 Added the palette code to Silver Surfer by Wucash's common cns but its not working.. works for the rest
0 YugaCurry Posted October 28, 2014 Author Posted October 28, 2014 I suppose you added the palette map to the def as well. You've probably missed something. You added the palettes into the '.sff' didn't you? If you haven't, try that. If it still doesn't work, i'll try and figure out whats wrong.
0 dakidbanks Posted October 29, 2014 Posted October 29, 2014 I suppose you added the palette map to the def as well. You've probably missed something. You added the palettes into the '.sff' didn't you? If you haven't, try that. If it still doesn't work, i'll try and figure out whats wrong. Yeah.. I added the palettes in and only the first works
0 YugaCurry Posted October 30, 2014 Author Posted October 30, 2014 I did it using the method I've mentioned and it works perfectly. All my palettes show up correctly. Can you tell me, step by step, what you did?
0 TotalDramaXtremist Posted October 30, 2014 Posted October 30, 2014 I don't know how to make Warusaki3's palettes compatible in 1.1. Any help, Enoch? http://totaldramaxtremist.deviantart.com/ http://totaldramaxtremist.tumblr.com/
0 dakidbanks Posted October 30, 2014 Posted October 30, 2014 I did it using the method I've mentioned and it works perfectly. All my palettes show up correctly. Can you tell me, step by step, what you did? saved sff to 1.1 added keymap to the .def file added state 5900 code to cns Uploaded to screenpack, only palette 1 worked... the rest are messed up
0 YugaCurry Posted October 31, 2014 Author Posted October 31, 2014 saved sff to 1.1 added keymap to the .def file added state 5900 code to cns Uploaded to screenpack, only palette 1 worked... the rest are messed up From your post I sense that you haven't manually added the palettes into the character's sff using fighter factory 3. Your character folder has '.act' files which are your palettes. These need to be added to your sff as Mugen 1.1 does not read act files. If you check your character in fighter factory and look under palettes, you'll notice just the default palette present. Using the Advanced palette editor (explained in my post above), you have to manually add palettes into the sff. Once you have all the palettes you want in there, organize them and save as 1.1. Step 1: Step 2: Step 3: Step 4: After you have added all 12 palettes, close the box and organize the palettes using the organizer function and Save As Mugen 1.1. Thsi should do the trick. I don't know how to make Warusaki3's palettes compatible in 1.1. Any help, Enoch? Have you followed the steps above? I presume you've added the palette keymap to the def, the state 5900 palette code to the common.cns and the palettes to the sff via fighter factory 3. Warusaki uses code that's obsolete for Mugen 1.1 and has to be deleted or nullified using the ' ; ' symbol. Let me explain using Warusaki's cvs Rock (This explanation can be used to other warusaki chars as well): In his file 'cvsrock.cns', you'll find this line of code ,as Iv'e explained in my post above, called '[state -3, Turns Mode Intro]'. You need to edit this part of the code out like this, using the ' ; ' symbol: ;[state -3, Turns Mode Intro] type = ChangeState trigger1 = roundsexisted <= 0 trigger1 = roundstate = 0 trigger1 = time = 0 value = 190 ;ƒ`[ƒ€ƒ‚[ƒhƒCƒ“ƒgƒ”»’èi‘ŠŽèŒð‘㎞j ;[state -3, Turns Mode Intro] type = ChangeState triggerall = roundstate = 0 triggerall = numenemy triggerall = enemynear,roundsexisted <= 0 triggerall = time = 0 trigger1 = P2Name = "CVSterry" || P4Name = "CVSterry" trigger2 = P2Name = "Terry" || P4Name = "Terry" trigger3 = P2Name = "Terry Bogard" || P4Name = "Terry Bogard" trigger4 = P2Name = "FF4 Terry" || P4Name = "FF4 Terry" trigger5 = P2Name = "GSP_Terry" || P4Name = "GSP_Terry" trigger6 = p2name = "cvsgeese" || p4name = "cvsgeese" trigger7 = p2name = "cvsgeese_normal" || p4name = "cvsgeese_normal" trigger8 = p2name = "cvsgeese_ex" || p4name = "cvsgeese_ex" trigger9 = p2name = "Geese Howard" || p4name = "Geese Howard" trigger10 = p2name = "DGeese" || p4name = "DGeese" trigger11 = p2name = "Aof_Geese" || p4name = "Aof_Geese" value = 190
0 dakidbanks Posted January 8, 2015 Posted January 8, 2015 I've got a ton of my chars ported correctly with ports included but I'm having trouble with Sentinel by Xslaught... I don't know where to put state 5900 in this char... none of the state 5900s are in the cns... any suggestions?
0 yaminogun Posted January 9, 2015 Posted January 9, 2015 config.txt Signature removed for violation of rules.
0 dakidbanks Posted January 9, 2015 Posted January 9, 2015 tried to put state 5900, 3 there too.... even manually inserted the palettes via advanced palette editor... still only the default palettes work and the rest are black/yellowish I have over 50 chars working correctly except for this one EDIT: Never mind fixed it.. on some chars I don't have to re-add the palettes, on some I do like this one
0 dakidbanks Posted December 29, 2015 Posted December 29, 2015 Hate to bump but there's ONE more I need help with.. I have all the rest of my chars converted to 1.1 correctly but this one? I have found no solutions Green Goblin by Acey http://infinitymugenteam.com/Uploads/ACEY/GreenGoblin.zip
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YugaCurry
Mugen 1.1 Palette Tutorial below:
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