Thanks for your reply, actually, after writing, I had a look into your version 1.66 and it's great !
Congratulations and big thanks to all the people who ported all our old rips, it must have been e huge work.
It's nice to see it's been useful for others
I must have missed tons of things you've added since there is so much to look at now, but I noticed a few things that may not be on ESN's that I had found and gave up on adding to the site because I lacked the time.
Here is what I found in my files (sorry if I double some of your entries, sometimes you have the palette and not the art so, I'm not sure we're describing the same thing :
Gouki - Fireball + Impact
Gouki - Triple Fireball + Impact
Gouki - Air fireball and Air SA1
Gouki - SA1 (ground)
Urien - Player 2 Intro suit
Urien - Fireball and Impact
Urien - SA3 Player 1
Urien - SA3 Player 2
Gouki - SA animation colors part 1 (first 64 colors are also parry colors)
Gouki - SA animation colors part 2
Shin Gouki stage - Entire stage
Shin Gouki stage - tinted
VS Screen - VS LOGO State 1 (grey)
Select Screen - Blue Arrows
Select Background - Tinted
Character Select Screen - 1P and 2P selector cursor rings
In Game Misc - Versus Screen
Not sure about this one : Versus animation (logo ?)
Also, here is a pack with extra graphics in one form or another. It's .png images that I put together in Photoshop and screenshots :http://www.mediafire.com/file/3c4mee3qorv1yha/3S_extra_rips.zip/file
Btw, sorry about the first pack I posted, I was so happy to see an updated version that I missed some stuff.
This time I was careful to really dig things you missed
About the characters, actually you did a great job !
Each char has many sprites, and the combined Alex+chop is great.
But it's not what I meant.
Some colours are really tricky to trigger and show only in a couple frames.
Still if you did something extreme, it pops.
I think you got it all, but I'll try to check.
Sorry for the following wall of text that could sound like ungrateful criticism.
It is not, I really can barely imagine the sum of efforts that went into this and it seems you really strive to make Palmod the ultimate editing program.
It's just things I noticed as I know the game really well if you want to improve even further your program. Not big things by any mean :
From the top of my head, I may be mistaken, but :
- Ryu and all the shotos have two extra light skin colours showing up a couple frames while throwing forward. I's row 6, column 2 & 3. I think you missed it. So it would be useful to add one of these specific frames.
(There also may be two extra colours on his gi that are tricky to trigger, I think you got them for Ryu at least. Row 2, column 2 & 3 + Row 4, Column 2 & 3.)
- Remy's lightest hair colour : Row 2 , column 3 shows as the white of his eyes during Forward+MK move, this limits what you can do with his hair and it would be nice to have this sprite as well.
- Oro is a very tricky dude.
I think you missed the lightest colour from the top of his head that shows up at the peak of his dragon punch. Row 5, Column 4.
Here it is in action :https://drive.google.com/file/d/1zdbliR-i8Z16N8p-bj--d7Twz5VbcPaL/view?usp=sharing
I'm also pretty sure you're missing big chunks of his eyes colour cycle.
This part of the pal is also used, visibly in the startup frames of his regular SA2.
One good addition may be the one frame where his whole silhouette flashes.
Also, his hands preceding that move use the same pal as well. Sorry, I don't remember all of it that well.
Check the two spritesheets I posted in the pack with Oro if you want to check it out.
I'm almost sure you could cut out some heads/hands from there, paste it in Palmod and call it a day.
- Ken's backdash triggers a couple leftover pixels from Ryu's headband. It's located above his shoulder (two entries Row 8, column 6 & 7).
- (It's not like anyone will care with the glow effect, but Gill has 7 sets of colours (doubled, eft/right of course). You can see this briefly during Sean's intro on his stage if he shoots a ball. I remember that then Gill would not glow immediately, making it visible. I added screenshots in the pack)
That's all I remember now !
I could ask L_E_T who did tons of edits with me and researched addresses as well if you want to get thorough.
Anyway he'll probably be very glad to see you've done this much.
And here is an idea that I've been thinking of, years ago.
It's about the real hassle taht can be XCopy.
In the pack I linked, three of the images are of Twelve.
It's a big spritesheet, not usable as is, but at the bottom you'll notice I pasted a frame of every char he copies on XCOPY's startup.
This is the very first frame when he uses during this SA, it's pretty quick, but it's there, at the end of his transformation.
Surprisingly, on the original pal, the developers left big chunks of these sprites a flashy green.
Twelve's whole move set uses only the two top rows of his palette.
The Xcopy sprites use the same rows, plus the 6 extra rows left in green at the bottom of the pal.
With some blind guessing, I completed this part of the palette and replaced every green entry with a valid one copy/pasted from the two first rows used by Twelve's body.
All that for one single sprite (well, one for each char he will copy) ?
I always found editing Twelve's LP palette and not editing, say, Ryu's XCopied LP pal was a throw off.
And taking the time to create 7 new Xcopy palettes for each char when you update Twelve is just nonsense.
I thought a programmer could make an easy workaround.
Maybe you could use the data that I provide (the 3 Twelve spritesheets+the 2 palmod screenshot) at your advantage to automate the process of creating every character's XCopied pal from Twelve's.
To be clear.
You could create a custom LP pal for Twelve using all 64 colours, like I did on one of these spritesheets.
And then a bit of code could probably remap the used colours from Twelve's pal to every other char's corresponding XCopied pal.
My test was just a blind guess game, I did it without the sprites, it could be vastly improved upon with these sprites added to Palmod.
The 7x20 characters Xcopied palettes generated automatically and accurately would be a leap towards accuracy and years stupid work saved.
Well, it's just a thought.
PS, the unknown game feature would mean I could edit Super Metroid with it ? yeah !