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Remappal not working properly

Started by Shana Fenix, January 11, 2016, 10:48:11 AM

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Shana Fenix

Heya, it's me again! Tired of seeing me yet?
...Yesterday I started trying to get my character recolored mid-fight, but whenever I try remapping the palette it defaults back to the default palette. Using any of the 1,1 to 1,12 palettes works but the one I made doesn't. I made that palette from one of the 1-group palettes to ensure its compatibility. Changed the colors to their desired values in the palette tool, saved the palette, imported it and slapped it to an image. Took a look at the palette, still has the same colors set up as before... It's just not working for whatever reason.
Any helpful tips appreciated.

altoiddealer

Are you saying that, during the fight, you have a RemapPal state controller, which works when remapping 1,1 to 1,2 - 1,12   ...

But if changing 1,1 to 1,13 it does not work?


Shana Fenix

Basically, yes.
I have a palette all set up which is now on 2,0 and it doesn't work whenever trying to remap. I had it on 13337, too at some point, but it seems the number doesn't matter in any way, it just doesn't work.
I also tried setting up my palette as 1,12 to see if it's an issue with the palette itself and nope, works fine. (Swapping to it then works as well)

altoiddealer

Is the source pal (2,0) the same color depth as the destination pal?

I'm sure you know what that means, but in case you don't, they need to have the same number of color slots in the palette


Shana Fenix

Well, they should, as I took a regular palette and made my own from it by just changing colors. How can I check tho?

altoiddealer

Is your .sff V2?  If so, you don't even need to save the pal as an ACT file - it is stored in the sff

You are working in FF3 right?  Let's make sure you're doing the right steps.

Open up one of those 1 group pals in the Advanced Pal Editor.

Make the adjustments.  Click the 3rd button in, Save as Group/Index.  Group 1, Index 13 (or whatever)

That's it!  The remappal should work


Shana Fenix

#6
Thanks, I'll try that again. Might've been a bad idea to save it into a file instead.

Edit: Just tried it, same result as the last time. Just defaults back to the base palette. And it's not sff V2. I did palette edits before for all the 1-12 base palettes and they all work flawlessly. Just this one doesn't seem to be working for whatever reason.

Oh and the most intriguing thing about this is that the new palette I made even works as long as I establish it as one of the 1-12 palettes, but not when I use it as one outside of those.

JustNoPoint

You need to use sffv2 to use the palettes higher than 12

Shana Fenix

Really? Even when just remapping? That seems awfully inconvenient : /
Gotta figure out how to do this sffv2 thing then.

JustNoPoint

Sffv2 stores the palettes in the sff. I didn't even know you could use remappal with the 12 palettes and sffv1 till you said so

Shana Fenix

Does my character need to be on Mugen version 1.0 or higher in the DEF file in order for the sffv2 to work properly?
Because it it does I have a lot of work to do since the original author's mugen version was 06,14,2003 (even tho it's a character from not long ago -_-)

JustNoPoint

Yeah change the MUGEN version and save the sff as 1.0 in Fighter Factory 3.

I don't know how remappal hasn't been crashing mugen in the old version.

Shana Fenix

#12
Looking at it now it makes sense that I'm getting an error in FF3 when I input RemapPal saying this isn't supported in this version of Mugen.
Changed the MUGEN version in the def file now. So many syntax errors tho. I hope I can fix it all. Oh dear.

Edit: Now I've fixed everything (I think?) and the remappal finally works! But I have no idea how to get the regular palettes back to working how they used to. All this new stuff is so confusing lol.

JustNoPoint

Replace the area it looks for act files in the def with this

; Maps character selection buttons to palette numbers.
[Palette Keymap]
x = 1 ;Press button X to select palette 1, etc.
y = 2
z = 3
a = 4
b = 5
c = 6
;x2 = 7 ;Hold Start and press button X for palette 7, etc.
;y2 = 8
;z2 = 9
;a2 = 10
;b2 = 11
;c2 = 12

Are you understanding how the palettes are being stored in the sff now? So you know which numbers to use.

Shana Fenix

Yeah I replaced that but it doesn't seem to work. I think there's something I don't understand.
Like how the palettes are stored. For now I'm using the number that shows on the right side when zapping through the palettes like 3 for this one http://prntscr.com/9p63vx but I have no clue if that's right or not.

Ricepigeon

#15
If you're using Fighter Factory 3, there should be a palette viewer on the right hand side. There should be an option to import new palettes and you also have the option to scroll through the palettes to see a preview of what the current sprite will look like with that palette applied. If you want to permanently apply the current palette to the sprite, there's an option there that allows you to apply the current palette to a single sprite, a group of sprites by group #, or all sprites in the SFF. You can also change the group and index numbers of each palette in this section as well. It takes some getting used to if you're coming in straight from SFFv1 but it's actually quite simple once you get the hang of it, and much more flexible.

Also, since you're importing the palettes directly into the SFF file, you don't need to define the act files in the DEF file anymore (in fact, I seem to recall encountering an issue with that but its been a while so I might be mistaken) so you can remove those. Just be sure to add in what JNP stated. Also, if you haven't done so already, if your character is using its own common1 file, you'll need to modify state 5900 so that it has the Remappal SCTRL as well.

Shana Fenix

Mhm. I know of the palette viewer, but thank you! :) I have all my palettes set up and good to go and they all work when used with remappal for example. Just can't seem to choose them from the char select screen as I am not used with setting that up on a sffv2 character :D

Ricepigeon

Quote from: Shana Fenix on January 12, 2016, 03:31:16 PM
Just can't seem to choose them from the char select screen as I am not used with setting that up on a sffv2 character :D

I think I see what the problem is now.

Even if you have more than 12 palettes, you can only select the first twelve from the select screen due to button limitations. You'll need to use a custom palette selector if you want to use more than 12 palettes for the character, I recommend using X-Act's system for that (I also have my own heavily modified version of X-Act's palette selector that irons out a few issues that I saw which I may post at a later time when I get the chance).

Shana Fenix

Oh I might have failed to explain properly. The first sprite works fine, but 2-12 don't. I set them up with keymapping and all (at least I think so, still have no idea what the actual numbering really is). So pressing the button for palette 1 I get palette 1, but pressing the others it defaults to palette 1 as well. Remapping to those palettes works, just not choosing them directly from char select, even tho they're set up.

Ricepigeon

#19
Sounds like it might be an issue with your character's state number 5900. Are you using Mugen 1.0's common1 file or are you using a different one?

In the latter case, or if you're not sure, you'll want to follow the tutorial found here, specifically this part:

Quote
This SCTRL is usually pasted in statedef 5900 and is actually used to set a desired palette but the next coding is the usual piece of coding you will use to just set the palette you chose on the character select screen. I'm mentioning this because most of the people who adapts a character to MUGEN 1.0 usually add this piece of coding.


[State 5900, Palette]
type = remappal
trigger1 = 1
source = 1, 1
dest = 1, palno


The common1.cns file that comes with MUGEN 1.0 should already have that controller in state 5900 by default, but if you're using WinMugen's or any other common1.cns file that doesn't come with MUGEN 1.0, you'll need to add it manually.