The Mugen Fighters Guild

Help => M.U.G.E.N Development Help => Topic started by: Momotaro on February 20, 2019, 02:02:27 pm

Title: help to understand remappal
Post by: Momotaro on February 20, 2019, 02:02:27 pm
Hello,
I'm still green with M1.0 and M1.1.

I'm trying some new features. but I struggle how to use remappal.
I understand that the alternate palettes have to be included in the SFF.

I have normal palette : 0,0
And I want to switch these sprites to palette 0,1

Code:
[State 200, RemapPal]
trigger1 = 1
type = RemapPal
source = 0,0
dest = 0,1

I want to know how to make p1 switch to this palette is he enters state 220. And this palette is persistent unless you ask it to switch back.

I checked the docs, but still not sure how it works.
Any help is welcome.

Thanks

------------------------------
I have a second problem.
I'm using fighter factory.

My SFF have a debug palette with CS on it.

But I would like all the sprites to have another palette.
And a special sprite to have the second palette.

When I change SFF palette to 1st palette, it always switchs back to SFF debug CS palette.
Title: Re: help to understand remappal
Post by: Odb718 on February 21, 2019, 01:27:02 am
In FF3, you can uncheck Switch to the Sprite Palette. It will change in the animations though. I Believe FFS can view the animations with the alt palette.
If you MUST see the animation with the alt palette you can use the Force Palette button and do the group of sprites. Then when it's test time, force the 0,0 palette back to the group.

As for switching palettes mid move and getting it to stick and all that. I've never gotten it to work using 1.0. BUT a LOT of other people have. And when I copied their exact method for my char it never worked.

I'd also suggest switching your default palette to 1,0 or 1,1. When importing sprites FF3 likes to make the new palette start with 0. So you'll have palettes 0,0 thru 0,999 or whatever. Just a microscopic change that could possibly stop a bug in the future.
Title: Re: help to understand remappal
Post by: Momotaro on February 21, 2019, 04:10:24 pm
It's surprising to see that so few people can understand how to fix this problem.
I thought it was something really common, that just an old mugen user like me is not up to understand now.

I'll try what you suggest buddy, thanks for taking the time to share your knowledge ! ^^
Title: Re: help to understand remappal
Post by: Momotaro on February 21, 2019, 07:03:42 pm
I'd also suggest switching your default palette to 1,0 or 1,1. When importing sprites FF3 likes to make the new palette start with 0. So you'll have palettes 0,0 thru 0,999 or whatever. Just a microscopic change that could possibly stop a bug in the future.

Yes, this particular part fixed most of the problem.
I also deleted the template palette from the palette list.
Now it works!
Thanks!

Now, I'm trying to restore to palette1. (pal 1.0) every time you see the player intro.
I use this in the character intro, but it still keep the 2nd palette (palette 1.1)

Code:
[State 191, RemapPal]
trigger1 = 1
type = RemapPal
source = 1,0;la source est toujours la même
dest = 1,0

something wrong with this ?
Title: Re: help to understand remappal
Post by: JustNoPoint on February 22, 2019, 04:13:36 am
Have you looked into my Gotenks yet?
http://network.mugenguild.com/balthazar/char_gotenks.html
Title: Re: help to understand remappal
Post by: Momotaro on February 22, 2019, 05:24:16 pm
Have you looked into my Gotenks yet?
http://network.mugenguild.com/balthazar/char_gotenks.html

Not yet, I remembered several characters unse palette selector code.
And Gotenks have this particularity that he can use same sprites for his SSJ mode, just like Vegeta.

I checked around, but I'm not sure where to look for these elements.

The activator of SSJ palette.
And what make it disapear.

is it in some statedef-2 or -3...

I'm a bit confused

-----------------------------
EDIT.

I find the palette activator in Gotenks SSJ2 code

Code:
[State 0, RemapPal]
type = RemapPal
trigger1 = AnimElemTime(5)=2
source = 1,1
dest = 2,Var(58)

,but I'm not sure how to restore the initial palette in the character's intro.
Title: Re: help to understand remappal
Post by: JustNoPoint on February 22, 2019, 05:50:00 pm
The dest is because I also have a palette selection code. You should be able to replace my var with palno
Title: Re: help to understand remappal
Post by: Momotaro on February 27, 2019, 12:20:31 am
Thanks, I think I got it now.
I still have to make some tests.