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Some characters can't pick up a palette above 6 #2192

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Kiwi1444 opened this issue Dec 17, 2024 · 2 comments
Open

Some characters can't pick up a palette above 6 #2192

Kiwi1444 opened this issue Dec 17, 2024 · 2 comments
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bug Something isn't working group: lua Problem with things handled by external scripts (screenpacks)

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@Kiwi1444
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Kiwi1444 commented Dec 17, 2024

Describe the bug

This problem started around mid-October. Problem is that some characters can't pick up a palette above 6. I made a test character to demonstrate the problem. All unnecessary stuff is removed, his palette is broken, but you can see the actual palette number by calling the debug menu (ctrl+D). Changing his SFF version from 2.0 to 1.0 in Fighter factory will fix broken palette select behaviour. Returning to SFF 2.0 or 2.010 will return the problem
Test char.zip

To Reproduce

  1. Download and install Test char
  2. Start the match by selecting, for example, palette 12 (start+Z). The actual palette will be 6

Expected behavior

As in Mugen 1.1

Screenshots / Video

No response

Engine Version (or source code date)

Nightly 2024-12-17

Operating system

Windows

Extra context or search terms

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@potsmugen
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potsmugen commented Dec 22, 2024

Did you edit the char to stress test Ikemen? It's almost like it's made to deliberately break the palette selection, heh. From having only palettes number 1 and 12 to the incomplete [Palette Keymap].

In any case it does look like Mugen handles palette selection differently according to SFF version. For SFF 1.0 it doesn't let you select a "PalNo" if it doesn't exist. For SFF 2.0 and above it does let you but then throws a warning saying that the palette isn't available to remap to. I'm not sure if that's better or worse than Ikemen's method yet, which seems to be based on Winmugen first and foremost (can't select invalid palettes).

Also for SFF 2.0 and above it looks like Ikemen reads the palettes sequentially regardless of their index. So if you have only palettes 1,1 and 1,12 then palette 1,12 becomes the second palette.

One thing I noticed in Mugen that I don't recall seeing in Ikemen is that when a SFF 2.0 palette doesn't exist, it will look for it in the def file's act palettes. Say if you lack palette 1,5 in the SFF but do have pal5 in the def file, then it will use it.

For testing I altered your test case so that the only 2 palettes look different from each other so that one's not just fixated on the palette number under debug. And fixed [Palette Keymap] so the issue isn't more complicated than it needs to be. There's more to unpack here than it looks like at first.

@Kiwi1444
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I'm glad this test character was so useful.

@K4thos K4thos added bug Something isn't working group: lua Problem with things handled by external scripts (screenpacks) labels Jan 6, 2025
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