I know I haven't used this acc for basically anything in the past.... I don't even know how many years, but I gotta' say that it's pretty admirable that you're still giving updates to your many Touhou characters to this very day. If I may ask, are you perhaps attempting to go for entirely source accurate versions of them hence the vast amount of said updates? (unless im wrong of course)
So for example, im working on a sprite edit for Moryia from Last Blade 2, character portrait is changed in colors (hair and cape are black but inner clothing is a slight shade of blue) and i had made a set of palletes to use once in-game, .def file set up, i head into game, but when choosing a pallete, they don't seem to work. The portrait works fine but the palletes are overwritten by the current pallete saved in the ssf file, any advice?
Well we can strike this shit, reverse it and close the case now, apparently what i FAILED TO NOTICE BELOW THE SAME WIN STATE IM EDITING was an anim state for the SAME SPRITE i was trying to edit, and the PalFX controller is the one that actually changes the color here.
But if i somehow have your attention by chance, here's another predicament: So in another win state, i'd like for the music to cut out entirely, but at a certain time. (For example, first two PlaySnd states go off, but on the THIRD state the music will cut out until the next round starts.)
I've fidgeted around with the AssertSpecial nomusic trigger, but i can't seem to get it to work right, any advice?
For ex; im changing a sprite used in Troubleman, Part 2's win poses. (where he remarks that he happens to be getting sleepy before turning to stone.) I'm working on an edit that changes this winpose from turning to stone to ice, with some added sound effects for some comedic effect. After some extracurricular state editing i changed the monochrome PalFX of TMP2 to a color which matched ice pretty well, but the problem comes when the anim where he falls down and shatters into pieces comes in, if i try to recolor the stone by increasing the hue and giving it a blue shade to represent ice through its pallete, then saving it as a different sff file to test it, the color comes out fine but there's a strange side effect, any time i try to choose another character pallete it always seems to be the default pallete of the character than the pallete assigned to the respective key, i really don't have a clue what this is about, but i'm sure that someone out there has dealt with this problem and knows a solution.
Re: Capcom vs. Snk: Mugen Edition by Akito-Sama and OldGamer
alright now its time for part 2 of the dillema, now that my screenpack is all nice and dandy, i edited the colors of the select screen with a new pallete, but every time i seem to have it transparent, it always goes back to a pitch black background.
So i went and added 6 new slots at the bottom of the roster, the right side works fine but the left seemingly just resists to have slots in its place. I've fidgeted around with both rows and columns, character select and it seems i've seemingly tried about everything i could.