PalMod Discussion Thread

PalMod is a tool used to modify video game palettes, primarily for Capcom games. It was created back in ~2007 with the primary purpose of editing colors for MvC2 and 3S. It is how you get a Mango Sentinel. It was created primarily by knarxed/suupabuu with help from magnetro, eidrian, and Preppy. Development work generally stopped in 2008 with version 1.22. I started working on PalMod again recently, which is why I’m now making this thread. At this point I am making fairly regular releases as I work through various issues and features.

The Create Your Own Selfboot MvC2 CD thread covers using PalMod as part of that discussion. And the Yo He Got the Mango Sentinel thread covers specific palettes and such for use with MvC2.

PalMod can be used to edit palettes for:

I know Jojo fans also have been editing Jojo with it by using the Third Strike arcade Extras extensions file.

The preview sprites are loaded from img.dat. Unfortunately I (and eidrian and magnetro) have forgotten how to rebuild img.dat, so at this point I won’t be adding new sprites that way. I may look into alternate sprite loading methods.

Releases can be found at http://zachd.com/mvc2/colors/palmod/releases .

A great guide to MvC2 supplemental palettes can be found here - http://zachd.com/mvc2/colors/tools/Palette%20Variant%20Full.pdf

The “Book of Palmodding” guide on good color editing can be found here - https://docs.google.com/document/d/1lHAuZioSKIIAPcvlZt0rIlMqD6kCYgw06_XnaJO3mE0/edit

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Release history as of 2/18/2020 follows. Further updates/changes will be noted by posts in this thread.

*** PalMod v1.25 ****

  • XMvSF/ST: Fixed a crash exporting sprites to PNG/BMP/etc.

  • XMvSF: Updated palette editing: friendly names and additional sprites are used where known or available.

  • 3S for DC: Fixed saving changes back to the palette files.

*** PalMod v1.24 ****

  • MvC1: We now show sprites we had from the MvC2 work where appropriate: most characters and effects have sprites now.

  • MvC1: Add editing for Ken, Akuma, and MechaGief. Added Megaman’s extra palettes. So so many.

  • MvC1: Add editing for every assist palette that I’m aware. Thanks to IceManual for helping gather those offsets.

  • Fix editing X-Ism palettes for SFA3.

  • MvC1: Add support for extensible extra palettes. The stock mvce.txt included adds in support for a few of the assist characters. That should help you get started. I may flesh that out further as I have time. The format should be fairly logical. For characters with larger ranges you might want to do 0x00020 through 0x00060, perhaps, instead of just the 32 (0x20) palettes I demonstrate here.

  • Various code cleanup and we remember window position. Hopefully that’s not annoying.

*** PalMod v1.23 ****

  • 2020/02/10:
    ** MvC1: Fixed editing for Gambit, Morrigan, and Shadow Lady thanks to help from IceManual.
    ** String updates: make sure we display full version information everywhere.
    ** Get Roll’s supplemental palettes as functional as Megaman’s are.

  • 2020/02/09 :
    ** Fixed Gief’s boots/clothes supplemental palette generation. Gief’s supplemental body frames (palettes 0x17-0x19 and 0x29-2B, indexes 1-7) are TINTs and have not been touched yet.
    ** Reverted to the Dec 2008 image.dat as that has better coverage of Extra sprites.
    ** Fixed Ice-Man’s supplemental palette generation.
    ** Fixed Chun-Li’s supplemental palette generation.

  • 2020/02/08 initial:
    ** Fixed alpha being reset when switching between 32bit/8bit display
    ** Fixed a crash on palette selection
    ** Add some warning/error messages
    ** Various UI tweaks
    ** Update defaults

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New version up now:

*** PalMod v1.26 ****

  • MvC2: If “Process Supplement Palettes” is on, we now automatically tint the extra sprites for Cyclops (0x5a for LP), Zangief (0x17-0x19 for LP), and Cammy (0x9-0x11 for LP). The tint factors are tweakable, so let me know if it should be adjusted further.

*** PalMod v1.25.1 ****

  • ST: Used an img.dat with ST sprites.
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*** PalMod v1.26 2/26 build ****

  • MvC2: Added support within “Process Supplement Palettes” to handle MechaGief (0x11 to 0x29-2b for LP) and Lilith (Morrigan’s Extra 1 to 0x4b-4c for LP). Improved PSP handling for Rogue’s taunt and win pose sprite, Morrigan’s taunt sprite, and Spider-man’s Spider Signal.

  • PhotoShop compat: Use 772b ACT files instead of 768b ACT files, as 772 works better with PhotoShop.

Now that the supplement palettes option makes more sense it should be much easier to fix or add further modifications as necessary.

*** PalMod v1.27 ****

  • MvC2: Fix support for dual palette handling, as in Tron Bonne and CapCom’s Extra 02 and 03. This is the correct fix for the original “Hover” crash that plagued everybody in the 1.22 hack builds that went around.

  • MvC2: When you update the LP palette for characters in Spiral’s Metamorphosis Dance super, those are now also copied over to the appropriate Extra palettes for Spiral.

*** PalMod v1.28 ****

  • MvC2 “Process Supplement Palettes”: Fixed Sent’s Extra 01 copy, handle all Spiral’s Dance frames, and fixed Wolvie/Bonevie’s berserker barrage trail effect.

This is everything I’m aware of that needed fixing for supplement palettes: please hit me up if I missed anything. At this point I plan on stopping work on MvC2-only editing as I go work on other things: please let me know if I missed anything.

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1.29: MvC2: Fixed a longstanding overflow issue affecting the massive number of palettes for Spiral and Megaman. Spiral’s A2 palettes and Megaman’s HK, A1, and A2 palettes were overflowing our counter, resulting in colors being applied to the wrong indexes. Easy to fix once somebody pointed it out: as always, please let me know when you see weirdness and I’ll look into it.

I’m currently working on PalMod having an option to check and fix your mix to take care of stuff like flashing Storms or that kind of thing without people having to do much work other than reburning the CDI. As part of that work, I noticed that editing Shuma Gorath is doing terrible things, so fixed that up and that version is live now. The symptom would be that you would edit Shuma Gorath and Spiderman’s colors would change. This looks to have always been bugged since 2008: PalMod was just using the wrong step count. Fixed that and also added handling for his dash stance, so Shuma editing should be great now.

Version 1.30: MvC2: New autopatching! The new “Check My Edits” button does a simple validation pass over your palettes, ensuring that your Storm doesn’t flash. This “Check My Edits” option is meant for previously created mixes and should help you fix those in seconds.

Version 1.31:

  • Fixes how we deal with SonSon’s extras: giant monkey and small monkey forms are no longer linked. Normal monkey and monkey projectiles now are.
  • Change the UI layout to provide some more room for the Jojo’s modifiers.
  • Couple tweaks for 3S modders.
  • Fixes some memory leaks.

Version 1.32:

  • Jojos: Integrate editing. Make sure to use the new Jojos mode when you choose Load File. If you need further Extras past this the filenames are jojos50e.txt and jojos51e.txt respectively. This integration is still new, so feedback as always is welcome.

That was a large set of data to integrate. But I wanted an excuse to put off the other big palmod project soooo finally got Jojos mode done. woot.

OK the new PalMod 1.34 beta supports loading arbitrary RAW images to use for the sprite preview pane. So you can use your own sprites now as you work.

This is particularly useful for games or palettes that don’t have previews otherwise available. I may try to cobble together a library that ships with PalMod containing useful not otherwise available RAW files. We’ll see: this is new.