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Author Topic: Mugen 1.0 Rogue Portrait  (Read 1149 times)

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Offline Tazzer

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Mugen 1.0 Rogue Portrait
« on: January 10, 2012, 05:35:24 PM »
Ok, I got FF3 and tried changing the big portrait.. This is what Happened:




Now this is the exact same port in FFU:



It's shows up as intended.  So there is nothing wrong with the port.   However in FF3, random spots in the port are transparent and messed up.

So what is wrong?  :-??
« Last Edit: January 10, 2012, 05:41:52 PM by Tazzer »



Offline Acey

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Mugen 1.0 Rogue Portrait
« Reply #1 on: January 10, 2012, 05:41:07 PM »
I think you should suggest the issue to VirtualTek, it will have something to do with how the software handles SFFv2. Actually I would not have expected the file to open in FFU at all.

Offline Tazzer

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Mugen 1.0 Rogue Portrait
« Reply #2 on: January 10, 2012, 05:44:10 PM »
No no, Project X's Rogue's sprite file doesn't open in FFU.   I placed that port in my old Rogue to see if it did the same thing (just to make sure it wasn't the port that was messed up.)  As it turns out the port was fine.  The port only gets messed up when I attempt to put it in the new Rogue with FF3.

Offline Acey

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Mugen 1.0 Rogue Portrait
« Reply #3 on: January 10, 2012, 05:46:57 PM »
No no, Project X's Rogue's sprite file doesn't open in FFU.   I placed that port in my old Rogue to see if it did the same thing (just to make sure it wasn't the port that was messed up.)  As it turns out the port was fine.  The port only gets messed up when I attempt to put it in the new Rogue with FF3.

What is your Index 0 on the portrait?

More about indexing

Offline Tazzer

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Mugen 1.0 Rogue Portrait
« Reply #4 on: January 10, 2012, 06:07:23 PM »
Index 0, that's the color in the bottom right corner?   It's a blue color: 0,0,96,255 is what appears when I hover over it with the mouse..   I didn't set it though.   All I do with my ports is Edit the picture to the size I need (clean it up if necessary) and if the pics have backgrounds, I save them as BMP's and then set them to indexed mode (so that the blacks don't get cut out when I add them to FF) and then I add the BMP to the sprite file.  I've never had to mess with palettes where ports where concerned. 

Offline Acey

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Mugen 1.0 Rogue Portrait
« Reply #5 on: January 10, 2012, 06:48:27 PM »
It's probably the Dark green color in your top left corner actually. Sometimes software show the index in a different order.

Offline Tazzer

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Re: Mugen 1.0 Rogue Portrait
« Reply #6 on: January 10, 2012, 07:33:55 PM »
Looking at the top left corner, it's not a color at all... it looks like an alpha channel backround.   It can be seen in the first pick I posted actually.   Do you think that's the problem?  Should that not be that way?

Offline Cyanide

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Re: Mugen 1.0 Rogue Portrait
« Reply #7 on: January 10, 2012, 11:17:19 PM »
You've added the image and haven't told FF3 that the palette is reversed. There is a check box when you add a sprite. Check it.

Offline Tazzer

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Re: Mugen 1.0 Rogue Portrait
« Reply #8 on: January 11, 2012, 01:02:29 AM »
Worked perfectly.  Thanks alot, I was getting frustrated.

Offline Acey

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Re: Mugen 1.0 Rogue Portrait
« Reply #9 on: January 12, 2012, 12:56:08 PM »
Looking at the top left corner, it's not a color at all... it looks like an alpha channel backround.   It can be seen in the first pick I posted actually.   Do you think that's the problem?  Should that not be that way?

index 0 is always the alpha chanel, but there is also a color there, it just depends on what software you're looking at it through.

Offline Cyanide

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Re: Mugen 1.0 Rogue Portrait
« Reply #10 on: January 13, 2012, 12:17:45 AM »
FF3 shows the transparent box as an alpha channel colour rather than an actual colour.

Offline O Ilusionista

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Re: Mugen 1.0 Rogue Portrait
« Reply #11 on: January 13, 2012, 07:44:14 PM »
you just need to check "show transparency color" to see it

Offline Tazzer

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Re: Mugen 1.0 Rogue Portrait
« Reply #12 on: January 15, 2012, 11:09:02 AM »
One other thing:  Is there not a way to change which costume is mapped to the Pal1 spot?    In the case of most other characters, you just go into the def file and put the pal you want to be in the first spot.   I did this for Rogue (in this case it was Pal 4 for her classic costume), however the new green costume still appears when I select her:

Changed this

pal1=px01.act
pal2=px02.act
pal3=px03.act
pal4=px04.act
pal5=px05.act
pal6=px06.act

To this

pal1=px04.act
pal2=px02.act
pal3=px03.act
pal4=px01.act
pal5=px05.act
pal6=px06.act

But it did nothing.  Is there a special way I have to do it because of how complex her palette is?

Offline Cyanide

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Re: Mugen 1.0 Rogue Portrait
« Reply #13 on: January 16, 2012, 01:33:02 AM »
You can only do this inside FF3 in the palettes tab of the sff file.

Now, i don't have a decent handle on the remappal bit (which i think may be related) but adding that .act file (which you can do) If you label it as 1,1 and change the numbers on the current 1,1 to say, 1,13 it will display your new palette.

I'm pretty sure remap is involved here but... yeah, i'll work that out at a later date. The above will work provided the palettes match up properly.

Offline Tazzer

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Re: Mugen 1.0 Rogue Portrait
« Reply #14 on: January 16, 2012, 01:53:12 AM »
Ok, I'll try that out.  Thanks for the assistance.  It's appreciated.

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