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Building an SFF for a stage using sprmake2 (Read 1051 times)

Started by Loona, December 09, 2009, 03:33:02 am
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Building an SFF for a stage using sprmake2
#1  December 09, 2009, 03:33:02 am
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So, I have this main BG image and several groups of relatively independent sprites to be animated on their own.

They're all in PNG, and I created palette files (PAL format so far) for the independent sprites so that the first referenced colour ends up being transparent. I didn't apply this to the main BG image, since no transparency willl be needed there.

I'm not sure if this made things unnecessarily complex, but each of the sprites groups got its own PAL file.

I'm trying to create the file in a folder that contains only sprmake2.exe, the DLL files that it requested when i first tried to run it, all the PNG files I'm using, and the text file with the SFFv2-to-be data referencing the PNGs and other parameters borrowed from the work files in the stages that come with Mugen.

The thing is, when trying to create the SFFv2 file with sprmake2 I'm getting this error message about the main BG image, which is also the 1st one to be referenced:

"Error reading palette file po_bg.png"

This is the bare-bones version of the cde that seems relevant to this:

[mcode]
[Pal]
;No manual palettes for this stage

[Option] ;You can set option states at any time
sprite.usepal = -1   ;Use -1 to add and use self's pal (autopal)

[Sprite]
  0, 0, po_bg.png, 838, 559
  1, 0, bag1.png, 158, 261
  1, 1, bag2.png, 158, 261[/mcode]

maybe there's meant to be something under the [Pal] group, but I only see content in it for character examples, never for stages...

Assume the existence of more sprite groups like the "bag" one, with their own palettes.

Nothing I've managed to find so far helped to clarify exactly what the issue is - but then again, it's past 2 a.m. over here...

Any ideas?
Re: Building an SFF for a stage using sprmake2
#2  December 09, 2009, 03:51:02 am
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The way things work at the moment (and i haven't established how/if 24 bit sprites work) is that that big picture still needs to be an 8bit image. This means reducing colour depth and setting transparency.

You leave the transparency out by doing

mask = 0

in the stage parameters.

Personally i'd stick with sffv1 until the v2 format is complete and has all the features implemented.


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Re: Building an SFF for a stage using sprmake2
#3  December 09, 2009, 11:58:18 am
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All PNGs are 8-bit, 256 colours - I'm using them like one would traditionally use PCXs.

The mask issue is something to be coded in the stage's DEF file iirc - currently the problem is at the SFFv2 building part.