No problem.
I don't know if it'd help, but if either of you use Bizhawk, you could use this .lua script to toggle off the BG layers (through the emulator's layer disable options) and recolor the black BG color (been trying to figure out how use .lua to do stuff in Bizhawk). Ice has 0000 for one of his colors, so this would help with that (if it's an issue).
memory.usememorydomain("CGRAM")
while true do
local keys= input.get()
if keys.W then
memory.write_u32_le(0x0160,0x7C1F7C1F)
memory.write_u32_le(0x0164,0x7C1F7C1F)
memory.write_u32_le(0x0168,0x7C1F7C1F)
memory.write_u32_le(0x016C,0x7C1F7C1F)
memory.write_u32_le(0x0170,0x7C1F7C1F)
memory.write_u32_le(0x0174,0x7C1F7C1F)
memory.write_u32_le(0x0178,0x7C1F7C1F)
memory.write_u32_le(0x017C,0x7C1F7C1F)
memory.write_u32_le(0x0180,0x7C1F7C1F)
memory.write_u32_le(0x0184,0x7C1F7C1F)
memory.write_u32_le(0x0188,0x7C1F7C1F)
memory.write_u32_le(0x018C,0x7C1F7C1F)
memory.write_u32_le(0x0190,0x7C1F7C1F)
memory.write_u32_le(0x0194,0x7C1F7C1F)
memory.write_u32_le(0x0198,0x7C1F7C1F)
memory.write_u32_le(0x019C,0x7C1F7C1F)
memory.write_u32_le(0x01A0,0x7C1F7C1F)
memory.write_u32_le(0x01A4,0x7C1F7C1F)
memory.write_u32_le(0x01A8,0x7C1F7C1F)
memory.write_u32_le(0x01AC,0x7C1F7C1F)
memory.write_u32_le(0x01B0,0x7C1F7C1F)
memory.write_u32_le(0x01B4,0x7C1F7C1F)
memory.write_u32_le(0x01B8,0x7C1F7C1F)
memory.write_u32_le(0x01BC,0x7C1F7C1F)
memory.write_u16_le(0x0000,0x7C1F)
snes.setlayer_bg_1(false)
snes.setlayer_bg_2(false)
snes.setlayer_bg_3(false)
snes.setlayer_obj_4(false)
end
if keys.E then
memory.write_u16_le(0x0000,0x0000)
snes.setlayer_bg_1(true)
snes.setlayer_bg_2(true)
snes.setlayer_bg_3(true)
snes.setlayer_obj_4(true)
end
emu.frameadvance()
end
Save that as a .lua file, open it in Bizhawk through the lua console, and then press W (E to reset the BG layers, because they'll stay hidden).
Edit: Actually, I have more thing (besides adding a color mod for P2 to the previous one):
memory.usememorydomain("WRAM")
local C1
local C2
while true do
C1=memory.readbyte(0x001697)
gui.text(0,10,"001697 State: " .. (C1))
C2=memory.readbyte(0x001698)
gui.text(0,25,"001698 State: " .. (C2))
emu.frameadvance()
end
I don't know how to combine this with the other one (I made it it's own .lua file and opened it that way), but that'll tell you the values for P1's states (so you don't have to go hunting through the hex editor). You'd then enter those as cheats, and P1 will keep playing the animation to their states without having velocity changes applied to them (at least it didn't when I tried it with snowball). You may have to do this 2 or 3 times for a state (snowball has values for start, midddle, and end). I haven't looked into position mods. At least, not ones that'd work as I intended.