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Different palettes for helpers/strikers (Read 242 times)

Started by jjmugen, April 04, 2013, 10:49:22 am
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Different palettes for helpers/strikers
#1  April 04, 2013, 10:49:22 am
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Hi, guys

I want to put strikers (assistants) to my chars, but I want them to be different colours if char's palette changes.
Char palette 1 calls striker palette 1
Char palette 2 calls striker palette 2

Is it possible to include sprites of striker in .sff char file and read some .act for striker too?

Thanks
Re: Different palettes for helpers/strikers
#2  April 04, 2013, 10:56:37 am
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I think, there is, but it's 1.0 exclusive.
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Different palettes for helpers/strikers
#3  April 04, 2013, 11:03:40 am
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Re: Different palettes for helpers/strikers
#4  April 04, 2013, 11:21:57 am
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Use the remappal state controller.

Alternatively, you can just add those helpers' colors to your character's palette and make them all use the same palette.
Re: Different palettes for helpers/strikers
#5  April 04, 2013, 12:39:55 pm
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Use the remappal state controller.

Alternatively, you can just add those helpers' colors to your character's palette and make them all use the same palette.

Please, could you explain me better how to use remappal?
It's written source = src_pal_grp, src_pal_item
but I can't understands what means each number. For me, each palette has a single numer, what's the meaning of second number?
What are the differences between 1,1 - 1,2 and 2,2 ?

Mixing striker colours with char colors in the same palette was an option, but I'd prefer to avoid this if it were possible ^_^U

Thanks
Re: Different palettes for helpers/strikers
#6  April 04, 2013, 12:47:07 pm
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  • Back to the Beginnings
    • Skype - trinitro.man
Mixing striker colours with char colors in the same palette was an option, but I'd prefer to avoid this if it were possible ^_^U
But why? That would make your char WinMUGEN compatible.
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Different palettes for helpers/strikers
#7  April 04, 2013, 12:49:55 pm
  • ******
  • I hang out tough. I'm a real boss.
    • USA
    • litotichues.com/
We're not here to talk about compatibility, we're here to help him solve his problems. He can use whatever method he wants to use. Keep that out of this section, you're in the wrong place if you're not here to help people solve coding problems.



@JJmugen:

Group and index number. Just like sprites in the .sff, palettes are grouped and indexed. Source refers to the original palette of whatever you're remapping. If your sprites use 1, 1 by default, then that is the source, the destination is the new group and index number to which you want to change the source.

Look at statdef 5900 in Mugen 1.0, it's pretty darn clear what's going on.
Re: Different palettes for helpers/strikers
#8  April 04, 2013, 01:32:09 pm
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We're not here to talk about compatibility, we're here to help him solve his problems. He can use whatever method he wants to use. Keep that out of this section, you're in the wrong place if you're not here to help people solve coding problems.



@JJmugen:

Group and index number. Just like sprites in the .sff, palettes are grouped and indexed. Source refers to the original palette of whatever you're remapping. If your sprites use 1, 1 by default, then that is the source, the destination is the new group and index number to which you want to change the source.

Look at statdef 5900 in Mugen 1.0, it's pretty darn clear what's going on.

Oh, yeah, thanks.
5900 is alright to understand it.
I will use reamping, thanks a lot.