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Re: Fighter Factory 3.0 Final Release Preview v2

 September 15, 2013, 03:36:47 am View in topic context
 Posted by _Josue_  in Fighter Factory 3.0 Final Release Preview v2 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

Hi again! I think I have a little issue with the current version (3.0.2000.2013 I think it's the last one)
My char has mugenversion = 1.1 yet FF3 doesn't recognize the space = stage parameter for explods
(documented herefor MUGEN 1.1)
The char's SFF version is still the old version, but that shouldn't matter should it? the char is still meant for 1.1 since I 'm expecting to use the new features soon.
Anyways, as usual, see ya and God bless you.
    

Re: Fighter Factory 3.0 Final Release Preview

 August 30, 2013, 05:22:34 pm View in topic context
 Posted by _Josue_  in Fighter Factory 3.0 Final Release Preview v2 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

I agree with the option to center the canvas, but the other issue isn't a bug. Go to View and uncheck "Original".
The "Original" option under view displays another viewport fixed at the original size of the image, so you can work on the zoomed version and check the results in the original size at the same time, useful for pixelart artists.

Thanks!
I see. I guess I checked the original option when I was trying to get the canvas back. Hmm the "Original" option needs some way to know the bounds of the viewports, maybe it should show a delimiter line between them, otherwise it's hard to tell.
    

Re: Fighter Factory 3.0 Final Release Preview

 August 25, 2013, 09:43:06 pm View in topic context
 Posted by _Josue_  in Fighter Factory 3.0 Final Release Preview v2 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

Hi again! More than a bug I think this issue is a design problem. I think we need a "Center canvas" option in the view menu.

I was editing an image and after zooming in I moved the canvas (the image was 279x81) and when I zoomed out the canvas was outside the area and I could not find it anywhere to move it back.
Unable to see anything I closed the image editor and when I opened any image, the canvas was outside the viewing port, so it was impossible to know where to drag (nor even if I was actually grabbing it) to see anything again.



Then, thinking all was lost I was about to close FF3 then I thought: "What if I maximize the window?" and this happened:



Terran BattleCruiser said:
I'm seeing double! shoot them both!

I know it's just an issue but I think it might be important. I think it's good to be able to move the canvas outside the viewing port, but not being able to undo that situation with a "center canvas" button is what worries me. And the little bug that happens afterwards: sprite is shown twice, two canvas are shown and if you move it, the viewport edge is in the middle.
    

Re: ( winmugen ) how to resize cursor?...

 July 15, 2013, 07:21:26 pm View in topic context
 Posted by _Josue_  in ( winmugen ) how to resize cursor?... (Started by emsian July 05, 2013, 03:28:47 pm
 Board: M.U.G.E.N Configuration Help

Hmm... Since I work more with chars my experience with motifs and screenpacks is limited.

However I think this program VSelect may be useful for you:
http://elecbyte.com/forum/index.php?topic=2494.0

And I think you will also need Fighter Factory to edit the SFF where the cursor sprites are.
http://mugenguild.com/forum/topics/fighter-factory-3-rc6-reup-mirror-137126.0.html

Hmm... now that I think about it...
i am making a huge winmugen

since you're making a modified version of the winmugen screenpack...
Shouldn't this go into the M.U.G.E.N Development Help section instead of the M.U.G.E.N Configuration Help section?
    

Re: Fighter Factory 3 RC6 (Reup + mirror)

 July 15, 2013, 05:15:53 pm View in topic context
 Posted by _Josue_  in Fighter Factory 3.0 Final Release Preview v2 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

Hi there!!! it's been quite a long time, I know. Anyways, straight to the point: I found a little problem with the latest FF3.

I was just trying to add a Clsn1Default to the animation by copying the Clsn2Default it already had and editing it.

OK, so now  I'm posting the steps to reproduce the crash:

1.- open a char's animation in text mode.
2.- go to an animation that has Clsn2Default
3.- copy the whole Clsn2 (that means both lines)

Clsn2Default: 1
  Clsn2[0] = -9, -28, 21, 2

4.-instead of deleting the number 2 in Clsn2Default and then typing 1
   select it (the way it is selected in the screenshot)
5.-press 1. in normal conditions on text editors that would replace the number 2
and you would have that line saying Clsn1Default, here in FF3 you get a crash instead.



Well...  everything is OK, FF3 is quite a great software and gave me no trouble besides of what I'm reporting here. Thank you VirtualTek for all your work.
with that said, I can now say see ya and God bless you!
    

Re: M.U.G.E.N. 1.0 bug, has any "Coder" experinced this?

 July 07, 2012, 02:35:44 am View in topic context
 Posted by _Josue_  in M.U.G.E.N. 1.0 bug, has any "Coder" experinced this? (Started by -SyN- July 03, 2012, 03:36:57 pm
 Board: M.U.G.E.N Discussion

I highly recommend to anyone working on Mugen 1.0 to use SFF v2 instead of v1. Your problems with palettes and linked sprites will disappears as magic. :p

Thanks!
Hmm, maybe a warning saying what can be lost  if you keep SFFv1? (color loss maybe? that's what the issue seems to me, that image probably had alpha channel? Oh wait seeing 2OS' post it really seems there's something wrong with the way palettes are assigned.)
From my experience, have edited a couple of SFFv1 chars using FF3 and even used RemapPal with them with no problems whatsoever.
You know, that Ultimate zero at my website, he can swap his palette (elemental attack) on the fly and it works well... at least the latest version (which I didn't upload yet.) but I think the one at my site works well too.
Anyways, unless MUGEN 1.1 shows any signs of becoming at least beta, migrating to SFFv2 doesn't seem to me to be urgent or is it?
    

Re: Fighter Factory 3 RC4 (new build)

 June 19, 2012, 06:05:45 am View in topic context
 Posted by _Josue_  in Fighter Factory 3.0 Final Release Preview v2 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

Another update?

You work fast!
He does indeed. but I don't see why you're so surprised about that, you should already be used to it. At this rate, FF3 will be released and MUGEN 1.1 will still be there in the limbo. What happened to Elecbyte? Are they sleeping in their laurels?
    

Re: Fighter Factory 3 RC4 (new build)

 June 19, 2012, 05:36:23 am View in topic context
 Posted by _Josue_  in Fighter Factory 3.0 Final Release Preview v2 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

Hi there guys! it's been a long time isn't it?
Anyways just downloaded RC4. Noticed some of the changes like the "layer add from sprite" option in the image editor, I like it, but I also noticed the crop option has not evolved into a "resize canvas" option or something like that.
Also... checked back in FF classic and the states tabs could not be closed, but here in FF3 you can close them. Personally I don't see it as a very useful option, and since you can miss click and close a tab with code, I think closing tabs within each project tab should be disabled unless you change that in the options menu.

- Unlocked/fixed the auto-completion
Err... how? Sorry, I've not been around lately, care to explain please?
I tried typing "trigger2 = palno" but at no point FF3 tried to suggest nor auto complete the command.

Anyways... by all the things I've seen in the little time I have had to take a look at this, I must say this looks good. Now I can only hope Elecbyte's guys  won't abandon us and will soon bring MUGEN 1.1 into beta status for everyone to test. otherwise what would be the whole point of FF3?

Yet... *sigh* as always... see ya and God bless you.

    

Re: Fighter Factory 3 RC3

 May 05, 2012, 06:31:09 am View in topic context
 Posted by _Josue_  in Fighter Factory 3.0 Final Release Preview v2 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

Hey! just having a little time to pass by and ... great work RC3 is out with nice changes and additions...

After being seriously annoyed by this, in future installments is it possible for you alter the prevclsn button and make it not remove the clsn1 of the current frame? I know its used to copy the clsn from the frame before it but more often than not I need the clsn1 that is the current frame if the one before it has none.
But, if you have an idea of this type, i'm happy to make the script too  ;)

Thanks!

this gave me an idea... how about having some example Lua scripts (like the one you gave him) come along with the FF3?
see ya and God bless you.
    

Re: Fighter Factory 3 RC2

 April 07, 2012, 05:04:18 am View in topic context
 Posted by _Josue_  in Fighter Factory 3.0 Final Release Preview v2 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

Hmm... so FF3 RC2 is already available... sounds good...  8)
I Just downloaded it now that I have some time and... well, I noticed the image editor now has some more nice options like opening a complete group as layers. But what if I wanted to add an arbitrary image from an arbitrary group as another layer to merge parts of the two images to create a new third image? I think that as long as both use the same palette it should be possible. The Layer->Add menu should have an option to allow you to choose a sprite from any group in your SFF, of course, if you chose incompatible images (with different palettes) it should not accept it, or maybe it should ask which palette will be applied to both. Of course, the original sprite will not be affected, and you would save the merged sprite as a new one.

Another suggestion for the image editor: Layer ordering, currently you can't move them, it would be nice if you could move layers at will changing their priority so you can put the ones you want on top of the other ones.

With that said... well, see ya and God bless you all.
    

Re: Fighter Factory 3 RC1 (updated 03/10/12)

 March 10, 2012, 10:22:31 pm View in topic context
 Posted by _Josue_  in Fighter Factory 3.0 Final Release Preview v2 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

First post updated with the version 3.0.1000 (RC1).
Available to Linux (32 bits) and Windows (32 and 64 bits).

Enjoy!

Hey! We're at RC1 phase! great! So... 6.5 Mb only? it used to be heavier. did you compress it more than before or something? Also, is it me or the program is quite fast?
Anyways, at glance all I can say this looks great. I'll take a more detailed look when I have time.
I guess now it's time to add the cool new features we have been asking for!   8)
    

Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)

 March 01, 2012, 02:27:59 am View in topic context
 Posted by _Josue_  in Fighter Factory 3.0 Final Release Preview v2 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

    

Re: Batman City

 February 26, 2012, 02:30:00 am View in topic context
 Posted by _Josue_  in Batman City (Started by dev February 21, 2012, 03:33:54 pm
 Board: M.U.G.E.N Development Help

well,this is the error:




at first I thought the issue is my screenpack and I change it,but the stage works only for winmugen,not mugen 1.0
hope you guys can figure out what is the problem  :(

Clearly you are using third party software to "install" the stage, and it's crashing, most probably that software's fault.

Try doing it manually: unpack it (unzip) and put the contents where they belong, (the stage's .def and .sff files to the stages folder, and if there's any bgm it usually goes to the sound folder, then you add it below the extra stages section at the select.def file within MUGEN/data)
probably you'll need to make little changes if it was a hi res stage like adding localcoord, most of the possible issues are covered at Elecbyte's wiki:
http://elecbyte.com/wiki/index.php/Updating_to_1.0
 
    

Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)

 February 26, 2012, 12:36:36 am View in topic context
 Posted by _Josue_  in Fighter Factory 3.0 Final Release Preview v2 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

I'm planning to release Beta 9 to the public soon. It's becoming very stable from now.

Thanks!
Sounds good! Well, I think I'll give some suggestions for it:

I'm trying to make a new sprite by merging two sprites into a new third one created from parts of the other two.
Since those are already within the char's SFF I don't want to export and import it back, so I think the image editor could use
the following features:
-In the save menu a "Save as another sprite" option would be good.
-In the layer menu, within the "add" command, having an optional way to add a layer from another sprite (either from the SFF itself or by opening a file if you want an image that was not already imported within your SFF.) of course that would mean changing the sprite size to the bigger between the ones that were added. I guess a "Do you want  to keep the current size or change to this size (bigger)" question would apply.
-Also, the crop option within the image menu, needs to be polished. It currently seems to automatically crop the image, and that's not what we would always want. Adding a way to customize the cropping (you know, crop this many pixels for top, bottom, left, right) would be good.

Also I'm not sure if having Ctrl+C and Ctrl+V (copy and paste) within the edit menu would be good, specially considering that you could paste anything from anywhere else. But I think having the options I mentioned would make up for it.
    

Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)

 February 08, 2012, 02:29:17 am View in topic context
 Posted by _Josue_  in Fighter Factory 3.0 Final Release Preview v2 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

    

Re: Fighter Factory 3 Beta 8.4 (updated 01/10/12)

 January 11, 2012, 08:47:51 pm View in topic context
 Posted by _Josue_  in Fighter Factory 3.0 Final Release Preview v2 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

Just redownload the beta 8.4. No patch is needed.
Re downloading...

:oops:

it seems the mad girlfriend bug is back with the variables?

Now it only generates the ones in statedef -1 like this

Quote
;---------------------- Integer variable list ----------------------

;var(15):= -1
;var(16):= -1
;var(17):= -1
;var(30):= -1
;var(31):= -1
;var(32):= -1
;var(34):= -1
;var(50):= -1
;var(51):= -1
;var(52):= -1
;var(56):= -1

;---------------------- Float variable list ----------------------

nothing else was generated!  o_O

Also, while this is not a priority, I think I must make you notice of this issue.
When loading saved options (FFc3 files) FF3 becomes... messed up (see screen shot)



I guess I will have to copy each entry from my old config.xml to the new like I've been doing instead. loading options isn't working well.
    

Re: Fighter Factory 3 Beta 8.4 (updated 01/09/12)

 January 10, 2012, 04:14:59 am View in topic context
 Posted by _Josue_  in Fighter Factory 3.0 Final Release Preview v2 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

VT, I got the new update but there is something really wrong. I Opened my char and...



the problem is at the new exe. I got the patch two exe an override it. now it works again

Yeah, I was about to report that too, no sprites! It's strange, why would VirtualTek keep patch 2 there? He probably wants it to be applied to the new "main" update?  :S now since I still have all the old files I downloaded, I may be able to apply patch 2 without redownloading it... yet... which one is it? oh no... When loading my saved options.ffc3 all colors in the options-> colors section would disappear. I guess I should have applied patch 2 before doing this... o_O forget it.  I'm eagerly waiting for beta 9.

Anyways, before upgrading I noticed that when importing stuff, if you click on the "add" checkbox, it has the same problem the "All, group" had, it doesn't automatically change from "keep numbering" to "renumber"
so even if you type a number and check the "add" checkbox you still import with the original numbers kept.

Also, an idea for the whole "import" thing. Maybe you don't want to add to the group. What if you want the index to be increased instead? Or maybe add to both group number and index? If that were possible it would be great.

About the comment function, FF3 uses the first line as reference. Then, when you select some lines and use this function, if the first selected line is already commented, FF will try to remove the ';' in all selected lines. And if the line isn't commented, FF will add ';' in every selected line that doesn't have it.
I guess It would be nice if you could keep double comments.

About the linked sprites, the solution will be the Beta 9 (AIR full text mode too). In the next Beta, FF3 will handle the linkage automatically, and you have no control about it. When you add, duplicate, edit a sprite, FF3 will do comparisions do decide the linkage. To the user, no image will appear to be linked. This will reduce complexities and the SFF size too, because we have a better chance of removing duplicate sprites.

I will check the other issues now.

Thanks!
sounds good for weight optimizations, but (thinking about possible scenarios where it would be problematic) What if you want to make a copy of a sprite and edit it with FF3's image editor just to have a slightly different edited copy of said sprite? Wouldn't the changes also affect the original since it would be linked instead of a real copy?

Anyways, sounds like beta 9 will be the completion of a cycle, in which we will finally see some of the new stuff FF3 has to offer that we had not seen before, that sounds amazing, that's awesome. :sugoi:


    

Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)

 January 06, 2012, 05:13:28 am View in topic context
 Posted by _Josue_  in Fighter Factory 3.0 Final Release Preview v2 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

:no: I give up, find out for yourself.
I...  :( I'm sorry. I think in my effort to do my best to hunt for bugs, I annoyed you. I regret making you say you give up. I sometimes get carried away and try many things at a time, thus finding myself in troublesome situations, but that's where bugs usually appear.

OK, steps:

1) Go to the advanced palette editor and create your palette.

I was using a character's sprite palette which is 1,1 to have the "shared palette".

2) Make sure that the transparency is the first color and no other index contains the same color.

Is this really strictly required?  :oops: If so, then this triggers the "transparency" bug / problem.
This char already has 12 palettes, and I guess all of them have black 0,0,0 repeated, one of them is always the first color (transparent) and the other is just black. I guess my other chars also have similar palettes (transparent color repeated), Yet FF Classic would correctly generate the palettized PCX files...

3) Hit "Insert palette in the images.." and select all images you want.

So, as I suspected, that's what replaces the old FF Classic "Insert the current palette on the images" function. :sweatdrop:
yet... it feels different, I was puzzled. :lost: At first I didn't even know you could use it for several images at one time.
and with the bugs I was even more puzzled, I couldn't tell what was actually wrong.  :help:

4) Go to the sprites editor and insert the new images (use the "image's own palette option" to test)
5) You're done.

If the result isn't what you expected, send me the palette and some sprites to test.

So, that's why it failed. Let me tell you my story:

I wanted to insert an image, make several copies, then use FF3's image editor to crop each sprite within the image.
then I found the "duplicate sprite" bug, and I thought it was the sprite's fault (which had no transparency due to the repeated color problem, also due to windows properties saying it was 32 bit even tough other programs including FF3 would say it was 8 bit.) but it was not the case. the bug was actually also found by Cyanide, and turned out to be for any recently inserted sprite.

in the end I had to manually use paint to make the several sprites out of that image, and FF Classic to generate the PCX files and be completely sure about what was a bug / problem, and what wasn't.

In case you want to test... same story, the char's I've been testing are my editions of N-Mario's Vent&Aile ( I had not edited his palettes) and you can find them in my website (link at my signature).
about that sprite... well, here you are: this is the trouble maker. ;)
    

Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)

 January 05, 2012, 11:48:40 pm View in topic context
 Posted by _Josue_  in Fighter Factory 3.0 Final Release Preview v2 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

This is a convenient function to be used as a shortcut. Supose that you want to adapt an already inserted sprite to another palette. You can change the palette, adapt the image to it and commit the changes without the need to save the image and reinsert in the SFF. It's an exception, not the rule.
Oh... I see. That sounds handy!

Do you have the last patch?
Yes, I do.

If the palette is the same, use the "exchange" option. The force option adapts the image to the palette, and small undesired changes can occur.
tried both options... no luck.   :o I think it's the sprite I'm trying. :(

If you downloaded the last patch, go to the image editor and use the "Remap pen". Five pairs of color slots will appear bellow in the toolbar. You must select the current pair and use left-click in the palette or Ctrl + left-click in the canvas to define the color to be replaced. Then use right-click to define the new color. You can do this in the five slots if you want. Then, when painting with this pen, only the colors of the five slots will be replaced by the specified ones.

Sounds great!!!  ;D  But I had no clue about what it did or how to use it until you explained it. Well, that's expectable since there's no documentation about that feature yet. I think the whole image editor still lacks it.

Quote
The "shared" option in all previous versions means "use the palette of the previous sprite", that's how it works in SFF v1. Then, if you want this "shared" palette, just apply the palette of the previous sprite and done. No need for a special method to insert a sprite based on the SFF's version.
this.
Quote
Anyone that know how SFF v1 and/or v2 works will understand the changes made in FF3 to support all features of SFF v2. Is very simple now, you just need to start thinking different.
and this. Is so hard to get?

Hmm... *scratches head* no, that's not the problem.
My problem is that I can't figure out how to make it work in FF3. I knew how to do it in FF Classic, but I just can't figure it out in FF3.

Let's see, There's a step in the procedure I can't make because I can't figure it out in the new advanced palette editor:



With FF Classic it was just a matter of adding several images, then clicking "Apply the palette on the images" and those would be generated as PCX files. Then going to the sprites section and inserting those PCX, and that was it.

With FF3... I don't know what I'm doing.  I think FF3 is missing the feature I show in my screenshot, so I cannot complete the procedure. I was trying "Insert the current palette on the images" but in some cases (bmp) it would make those become just an empty black thing.
So, to be sure I tried inserting the PCX files FF Classic generated, and those inserted just right. Transparent color was recognized, everything OK, except that when I duplicated one of the several sprites (this time I tried with more than one), and tried to open it in the image editor... FF3 crashed!!! The usual "FF3 has encountered a problem and needs to close" kind of crash.

so I think I found out this:

1.-There's a bug with sprite duplication that happens only with recently inserted sprites (I had not saved the SFF).
2.-The advanced palette editor lacks the ability to generate palettized PCX files from several files at once, which Classic's one could do. If it could generate files (not just PCX but also the other supported formats) I would probably not have this problem.
3.-There is noting wrong with the sprite insertion itself.
    

Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)

 January 05, 2012, 04:27:04 am View in topic context
 Posted by _Josue_  in Fighter Factory 3.0 Final Release Preview v2 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

Oh... I forgot to mention this:
there's still a little issue with the variable generation
I'll check it later.
Thank you!  ;D

Just by curiosity I opened it with a random sprite, then clicked "Generate a minimal gray scale palette", I thought the image looked nice in gray scale, then clicked "undo" and oh crap, even tough the palette was back to the way it was, the sprite was messed up! all the colors were different, including the transparency which seemed to have chosen a random color.
No bug here. Some functions in this editor affects the sprite, and any change can't be reversed. It's a palette editor, the undo is performed only on the palette.

Uh... right, yet since you can "commit the changes to current sprite" shouldn't... wait, what does that button actually do if you're supposed to be editing palettes and not sprites? I think that button's name is a bit strange.

also noticed that the "define selected color" button has been replaced by "Interval of selected colors in gradient" (so if you have only selected a single color cell, you only define a single color, but you must click the same color twice)
Look at the editor one more time and you will see this function.
Yeah, you're right... it took me a while to find... actually I found it by chance just a bit before.
I think those buttons need to  be grouped or sorted in some way to easier understand what they do.
for example, having the load / save ones in a group, then another group for undo, redo and zoom, and the final group for the rest of the buttons.

Show/hide SFF and Air axis cursor option is missing from the "view" menu. (some sprites are quite small thus you had to hide the axis to completely see them.)
I'll add it later. But you can replace the cross too, using a smaller one.
Thank you!  ;D

SFF's image name or comment is also missing, I guess SFFv2 doesn't support it anymore?
Isn't missing. Elecbyte removed it.
So... SFFv2 doesn't support it anymore...

At the sound section: the resampling options are missing, not that I miss them since I never had the opportunity to use them, yet I must also mention that the sound information looked a bit more detailed in FF Classic, making use of units. For example it would say
hertz, bits and seconds.
It can be changed in the translation easily.
Uh... translation? what do you mean?

Anyways, here's something I would consider a serious bug:



it's probably not just a bug, but many.

To get this, I just duplicated a sprite I had just inserted. I used the "copy" option, not the "link" one.
and the copy of the sprite had all those pixels there. the funny part is that when I opened it with the image editor it had vanished just leaving all those pixels. This doesn't happen with other sprites I duplicate, only this one.

I'm not really sure what's wrong with this sprite. Since this char uses SFFv1 I just tried to follow the same procedure I used in FF Classic, open the palette editor, select the image, and apply the current palette on the image, then, in the SFF section, add it. Maybe I should have used PCX? I used PNG instead. I used "Force the specified palette" which was the same I had inserted into the image. RGB 0,0,0 wasn't recognized as the transparent color (in the palette it shows 0,0,0,0), so I used the image editor's paint bucket to change the existing 0,0,0,255 (it had become that way when inserted) to 0,0,0,0 then saved the sprite. then I duplicated it because I wanted to edit the sprite and have two different versions, and then that happened.

EDIT
just noticed, The "Advanced palette editor" save function doesn't save PCX images... I mean... another "mad girlfriend bug"
since the image is supposed to be saved, but when I search the folder it's not there!

Also, is the "Insert the current palette on images" anything similar to the old FF classic "Apply palette on images"?
it seems it's not. So, what should I do now? would you add that option back? Or what's the correct procedure to insert images as SFFv1 sprites?

Maybe I should not have used "Force the specified palette", if that's the case, then which one is the correct option to be used for SFFv1 and have the sprite "share" the palette?
"Image's own palette"
"Force the specified palette"
"Exchange with the specified palette"
Which one is the equivalent to "shared palette" to insert sprites to a SFFv1 file? That's not clear!!! what's the correct procedure to insert images as SFFv1 sprites?


EDIT2

All that reminds me of a suggestion I had:
Have you seen some image editors have a "color substitution" function?
 I had to paint as transparent black (the one recognized as transparent RGB 0,0,0,0) every black pixel (the one that was wrongly recognized as just black RGB 0,0,0,255)  in the image with the paint bucket. If we had that tool, it would paint all the black pixels in the image with the new color, like the paint bucket but in the whole image.
So, you just need an "old color", "new color" and a color picker to find the "old color". The new one would come from the palette, replacing the old one.

I... I'm sorry, I'm totally puzzled again. :S