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Certain characters not showing all of their palettes during gameplay


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Posted

I can't believe I forgot to ask this particular question for so long, but I think it would be the best time for me to do so because I have a feeling that it is pretty urgent and is also something that I need to get done before releasing my latest compilation.

 

So it appears that almost all the characters in my roster have their palettes working properly, including the ones that I managed to fix with the old Dos2Win tool. However, there are a few that somehow don't have that part down. This usually happens in characters who were made by Sander71113 (the only chars that don't have this issue are his Chizuru and Lucky) and Roque (except for Nakoruru, Mina, Lynn, and Neo Lynn (I was able to fix the former with D2W, which is likely because there were some glitched pals in a few of her sprites, according to Fighter Factory, while the latter three were mainly programmed by fellow author Chloe)). And I'm pretty sure that's probably because they were supposed to be made for WinMUGEN and before.

 

Okay, so let me get this straight: If I were to use the characters that I mentioned above in WinMUGEN, all of their palettes work like they normally do, but if I used them in anything after it, they would only show their default palette. I don't really seem to get why's that happening very often. I mean, imagine if I tried to make a battle between one of these characters fighting against a mirror of him/herself, it would be pretty difficult for me to identify who would win the match.

 

I remember that at some point, NotAGoodName tried to fix the problem with Sander's Iori by using Dos2Win, and it worked for him. But I highly doubt that was the final solution, as if he and other chars were originally for DOS MUGEN, although they have already been converted to WinMUGEN by the author himself.

 

I've also read some further info from this page here: 

https://mugenfreeforall.com/topic/20137-mugen-11-palette-problem/

 

It shows that I would need to do a fair amount of editing in a certain character's .cns/.st file by locating the "state 5900" part and adding in this following piece of coding:

Quote

[State 5900, Palette]

type = RemapPal

trigger1 = 1

source = 1, 1

dest = 1, PalNo

I sorta understand what was going on there, but to be honest, I'm not sure if that's even worth fixing for any of these characters. And besides, I haven't figured out how or where am I going to put this part while going through their aforementioned .cns/.st files. Another option is that I can possibly update their .sffs to .sff2s (MUGEN 1.0+), but again, can't be sure if that would help me solve the case.

 

I'm not the only one who just faced this kind of problem, I also remember that in a few YT videos that were uploaded by Charmugen, which featured Sander's Iori and Wolverine, even they still only use their respective default palettes. Guess that he wasn't aware of the issue coming up while filming those battles in his MUGEN 1.1 game. Or is it just me? Well, I tried to address this problem on his site, at least in one page that features all of Sander's characters, but I haven't gotten a response from him yet. I really want to use some of his characters in my game, especially his Wolverine, since it was the best version of him that I've seen, and I can't just try to give them too much slack. 🙁

 

Oh well, I thought this would be the better place to post what just went wrong with these chars. Note that they do still show all their pals when testing them out on FF3.

 

By the way, here are a couple of screenshots showing this specific issue with one of these characters that I'm trying to ask for help with (here's Sander's Wolverine, for example):

Screenshot-3231.png

This is what he looks like while trying to run him in my actual MUGEN game. As you can see here, he doesn't use some of the other palettes he has, but rather his default one only.

 

Screenshot-3232.png

And here's what he should've looked instead of the problem that I got with him out of the box. Because of that aforementioned problem I had, his other palettes only seem to work when I tried running him on FF3.

 

So does anyone know if there are any solutions above that I can use to make these characters' palettes load with success? Not on FF3, but only on my personal game. If not, is there another solution that I can come up with instead?

 

As usual, any help will always be appreciated, even if it might not be what I'm truly looking for. 😄

 

P.S.: I've also noticed that Nobun's Ninja Master's chars, YOUKAI's Naruto, Leonardo's Pac-Man, and Butchy & Mike Werewolf's Cobra are also having this same problem. I'd appreciate it if anyone knows how to fix their pals too.

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Posted

So I just downloaded Sander's Wolverine. This is in mugen 1.0 after tweaking it a bit.

6xo3NPp.png

 

I added the remappal code in statedef 5900 (i put it in the main cns file, otherwise if the character has a common.cns or common1.cns it should go there) and in FF3 I duplicated one of the standing sprites into group 1- sprite 1 and saved after loading one of the palletes. I can not explain exactly how that works but it's what I always do when a have a problem like that.

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Posted
On 7/28/2025 at 9:00 PM, Emaserranista said:

I added the remappal code in statedef 5900 (i put it in the main cns file, otherwise if the character has a common.cns or common1.cns it should go there) and in FF3 I duplicated one of the standing sprites into group 1- sprite 1 and saved after loading one of the palletes. I can not explain exactly how that works but it's what I always do when a have a problem like that.

I can see where you're coming from while you added the code that I mentioned above, but the part where you duplicated the standing sprite seemed to throw me off a bit. I know you can't really explain it to me that much, but still.

 

But is this the solution you were talking about? The part where the RemapPal code has been inserted in Statedef 5900? I know this is pretty obvious, but just wanted to show you if this is exactly it:

Quote

;INITIALIZE
[Statedef 5900]
type = S

 

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = !RoundsExisted
value = 0

 

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = !RoundsExisted
fvalue = 0

 

[State 5900, speed]
type = Varset
trigger1 = time = 0
var(19) = 0

 

[State 5900, AIstrat]
type = Varset
trigger1 = time = 0
var(23) = 0

 

[State 5900, AIstrat]
type = Varset
trigger1 = time = 0
var(24) = 0

 

[State 5900, Palette]
type = RemapPal
trigger1 = 1
source = 1, 1
dest = 1, PalNo

 

[State 5900, 3] ;Intro
type = ChangeState
trigger1 = roundno = 1
value = 188 ;190

 

[State 5900, Turns Mode Intro]
type = ChangeState
trigger1 = teammode = turns
trigger1 = roundno > 1
trigger1 = roundsexisted <= 0
trigger1 = roundstate = 0
trigger1 = prevstateno != 197
value = 188

 

While I was looking back at this character's .cns a few times before that I can try to put the RemapPal code in there, I can confirm that some of Sander's other characters may have already obtained the Statedef 5900 part too. I only have Daimon, Iori, and Ramon so far, and they all share the same exact issue as Wolvie. Though for Ramon, he has two different state texts: one for DOS MUGEN (2001-04) and the other for Linux/WinMUGEN (2002). Here's what I mean by that for further explanation (can be seen at the very beginning of the .txt file):

Quote

;====================================
;INITIALIZE
[Statedef 5900]
type = S

 

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = !RoundsExisted
value = 0

 

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = !RoundsExisted
fvalue = 0

 

[State 5900, MugenVersion]; Not yet put to use.
type = VarSet
trigger1 = 1
var(55) = 1
;1 = 11.01.2001+, & fixed 04.14.2001
;2 = Unfixed 04.14.2001

 

;==========================================================
;VAR RESETS
[State 5900, reset]
type = VarSet
trigger1 = RoundState = 0
trigger2 = RoundState = 3
var(3) = 0

 

[State 5900, reset]
type = VarSet
trigger1 = RoundState = 0
trigger2 = RoundState = 3
var(7) = 0

 

[State 5900, reset]
type = VarSet
trigger1 = RoundState = 0
trigger2 = RoundState = 3
var(10) = 0

 

[State 5900, reset]
type = VarSet
trigger1 = RoundState = 0
trigger2 = RoundState = 3
var(12) = 0

 

[State 5900, reset]
type = VarSet
trigger1 = RoundState = 0
trigger2 = RoundState = 3
var(13) = 0

 

[State 5900, reset]
type = VarSet
trigger1 = RoundState = 0
trigger2 = RoundState = 3
var(14) = 0

 

[State 5900, reset]
type = VarSet
trigger1 = RoundState = 0
trigger2 = RoundState = 3
var(15) = 0

 

[State 5900, reset]
type = VarSet
trigger1 = RoundState = 0
trigger2 = RoundState = 3
var(16) = 0

 

[State 5900, reset]
type = VarSet
trigger1 = RoundState = 0
trigger2 = RoundState = 3
var(17) = 0

 

[State 5900, reset]
type = VarSet
trigger1 = RoundState = 0
trigger2 = RoundState = 3
var(18) = 0

 

[State 5900, reset]
type = VarSet
trigger1 = RoundState = 0
trigger2 = RoundState = 3
var(19) = 0

 

[State 5900, reset]
type = varset
trigger1 = roundstate = 0  || roundstate = 4
var(37) = 0

 

[State 5900, reset]
type = varset
trigger1 = roundstate = 0 || roundstate = 4
var(40) = 0
;=====================================================================

 

;=====================================================================
[State 5900, StrikerSet]
type = Varrandom
triggerall = var(43) <= 0
triggerall = roundstate = 0
trigger1 = !RoundsExisted
persistent = 0
v = 43
range = 2

[State 5900, StrikerSet]
type = Varrandom
triggerall = p2name != "vanessa" && p2name != "seth"
triggerall = p3name != "vanessa" && p3name != "seth"
triggerall = p4name != "vanessa" && p4name != "seth"
triggerall = var(31) <= 0
triggerall = roundstate = 0
trigger1 = !RoundsExisted
persistent = 0
v = 31
range = 1

[State 5900, StrikerSet]
type = Varset
trigger1 = !RoundsExisted
var(34) = 3

[State 5900, Strikeradd]
type = Varadd
trigger1 = roundsexisted > 0
persistent = 0
var(34) = 1
;==============================================================================

 

[State 5900, 3] ;Intro
type = ChangeState
trigger1 = roundno = 1
value = 190

 

[State 5900, Turns Mode Intro]
type = ChangeState
trigger1 = teammode = turns
trigger1 = roundno > 1
trigger1 = roundsexisted <= 0
trigger1 = roundstate = 0
trigger1 = prevstateno != 197
value = 189

 

;------------------------------------------------------------------------------

Well, I'm not quite sure if it's mandatory for me to add in the RemapPal code in one of his state texts as well. I'll have you look though.

 

By the way, I just highlighted the aformentioned new code as yellow, because I still don't know if it will keep Wolvie running or not. At least for me, since I saw that you have done the task successfully.

 

But once that I add in the RemapPal code, is there anything else that I can do with Wolvie? Should I convert his .sff to .sff2 and edit his .def to change his mugenversion from 04,14,2001 to 1.0? Or is it what you have just done? Because most of my characters' .sff files are v1.010, and I've read that this code really only works for later versions of the game, as opposed to his native DOS/WinMUGEN versions. Apologies if I sounded like I was confusing you and making this solution a little more difficult than it should be. I'm very new to adding this part in a character that isn't originally made for M1.0/M1.1b, and I didn't want to mess up with some of his coding.

  • 0
Posted

Alright, so I managed to solve this issue with Sander's Wolverine earlier this morning by following those steps I mentioned above (these were actually my own, by the way), and it surprisngly works. I had to fix a few more syntax errors on his coding before converting his .sff to 1.0 as well. I've also done this to the creator's Daimon, Iori, and Ramon, with the same successful results.

 

 

Now I've just got a few more questions to ask:

 

1. What about Roque's characters (Rera, Tesse, and Tsunade), Nobun's Nobunaga and Ranmaru, Leonardo's Pac-Man, YOUKAI's Naruto, and Butchy's Cobra? Because the problem with these characters is that none of them have Statedef 5900 in their coding. Except for Tesse and Ranmaru, since they already got that part down, so I think I know what to do with them if they currently still have this issue that I'm trying to finish up solving.

 

2. Do you think I should at least add in the Statedef 5900 part to their respective .cns/.st files, so I can also add in the RemapPal code too? Because trying to fix them without it is probably going to be quite harder than it would be. I know the latter two of these chars aren't all that great, but I still got to respect them. Unless if you can actually come up with a better solution than this one.

 

Forgot to mention something about Cobra, but the version that I got was from Fanatic Mugen, where Oscarnaiz decided to edit this char by giving him 4 more palettes and a .snd file.

  • 0
Posted

Nevermind, I was able to add the Statedef 5900 part to those I have mentioned above who don't have one yet, including two more who have already obtained it. Added the RemapPal code to them as well, and it works like it exactly should.

 

So it seems that I finally managed to do the impossible with some of these characters here, after a couple years of the issue with them that kept on bothering me for no reason. 😉

 

Anyways, here are a couple of Sander's characters with all of their pals available while using them in my personal MUGEN game:

Screenshot-3233.png

 

Well, I'll be sure to keep myself an eye while adding another character in my game that would normally have this kind of problem, and I can try to follow those steps that I made as soon as possible before that I have already solved it.

 

 

Post Update (11/4/2025):

Turns out that the .SFFs for Sander and Roque's characters, along with Nobun's 2 Ninja Master's chars and Cobra are also compatible with Dos2Win, surprisingly enough, but probably not for Naruto or Pac-Man. I didn't even realize it until now, and there's no really need to debunk that fact, so maybe I would've fixed these characters with that tool earlier.

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