Some games uses a lot of intertwined palettes (such as MvC2 Juggernaut's power-up glow palettes) that are applied to a base sprite. If you keep the "Process Supplement Palettes" option checked under PalMod's Settings : : Advanced Setings menu, PalMod will try to handle all these for you automatically for COTA, MBTL, MSH, MSHvSF, MvC, MvC2, SFIII:NG, SFIII:2I, SFIII:3S (Arcade), UNICLR, and XMvSF. If you want to change them yourself, a great guide to those MvC2 supplemental palettes can be found here. If you don't modify those - or don't let PalMod modify those for you - the character may flash in game when they use mismatched palettes.
#ff0000
and paste that into PalMod, that would give you a red color. The Windows 10 Color Picker Power Toy produced color strings in this format.
ff0000
, 0x00ff00
, or 0xff0000ff
into PalMod you would red, blue, or green respectively. Most web color generation tools will allow you to copy a color string of this format.
(#100130FFF0FEA0FA70E860B53083105200BFF08DF04AF006F003C00190FF20A42)
. If you copy that example into PalMod, that will give you Chun-Li's Super Gem Fighter default palette. The syntax PalMod uses is undocumented and not particularly relevant, but a quick overview is :
( | Required: lead character |
---|---|
? | Required: one character. Indicates PalMod's internal game identifier OR an overflow indicator. If an internal game indentifier is used, that value is mapped to the appropriate color format that game uses. |
? | Required: one character. Either the color string length OR if the overflow indicator is used then this value will be the color format the string represents. |
(Color) | Required: one chunk per color. Each chunk is either 4, 6, or 8 characters at this time. The colors specified are imported according to the color format the string has been declared to represent. |
) | Required: terminal character |
But all of this exploration keys off of the Extra file, which brings us to the next section...
For new palettes: The Extras File This is a powerful extension that lets you use PalMod to read regions of the ROM that PalMod doesn't already know about. If you are feeling bold, you can also use PalMod to modify these unknown regions of ROMs that PalMod doesn't know about, but please be careful: PalMod will cheerfully trust you that you are not stomping on important game data. So always remember to keep a back-up of your files just in case. To use this support you place an Extras text file in the same directory that you launch PalMod from. Badly formed Extra files will result in PalMod warning you: please pay attention to those warnings. If there is no existing Extras file for that specific ROM already, when you go to File :: Open Extras File, PalMod will offer to create the Extras file for you. The Create options are:;GameName=Text to display
;ColorFormat=Color Format Value, where that text is one of the bolded strings in quotes here (just put the string, don't put the quotes):
{ "BGR555LE", ColMode::COLMODE_BGR555_LE }, // BGR555 little endian (GBA) { "RGB444BE", ColMode::COLMODE_RGB444_BE }, // RGB444 big endian (CPS1/2) { "RGB444LE", ColMode::COLMODE_RGB444_LE }, // RGB444 little endian (SF 30th steam) { "RGB555LE", ColMode::COLMODE_RGB555_LE }, // RGB555 little endian (CPS3) { "RGB555BE", ColMode::COLMODE_RGB555_BE }, // RGB555 big endian { "RGB666", ColMode::COLMODE_RGB666_NEOGEO }, // RGB666 using the NeoGeo color table { "RGB333", ColMode::COLMODE_RGB333 }, // RGB333 for Sega Genesis/MegaDrive { "RGBA8887", ColMode::COLMODE_RGBA8887 }, // 32bit color half alpha (guilty gear) { "RGB555Sharp", ColMode::COLMODE_RGB555_SHARP }, // RGB555 using the sharp x68000 color table { "RGBA8881", ColMode::COLMODE_RGBA8881 }, // 32bit color 1 bit alpha { "RGBA8888", ColMode::COLMODE_RGBA8888_LE }, // 32bit color (uniclr. and modern computing) { "RGBA8888_BE", ColMode::COLMODE_RGBA8888_BE }, // 32bit color (ps3) { "RGB888", ColMode::COLMODE_RGB888 }, // 24bit { "BGR888", ColMode::COLMODE_BGR888 }, // 24bit { "RGBA8881_32", ColMode::COLMODE_RGBA8881_32STEPS }, // MBAACC: 32 bit color, except only 32 steps { "GRB555LE", ColMode::COLMODE_GRB555_LE }, // GRB555 little endian { "BGRA8888BE", ColMode::COLMODE_BGRA8888_BE }, // 32bit color (ps3) { "BGRA8888", ColMode::COLMODE_BGRA8888_LE }, // 32bit color (arcana blood) { "BGR555BE", ColMode::COLMODE_BGR555_BE }, // BGR555 big endian: Motorola 68000 games { "GRB888", ColMode::COLMODE_GRB888 }, // 24bit // This section added to enable user exploration in dev mode: not needed directly for any games yet { "BGR333", ColMode::COLMODE_BGR333 }, { "RGB333", ColMode::COLMODE_RBG333 }, { "BGR444", ColMode::COLMODE_BGR444 }, { "BRG444", ColMode::COLMODE_BRG444 }, { "RGB444", ColMode::COLMODE_RBG444 }, { "BRG888", ColMode::COLMODE_BRG888 }, { "xBGR555LE", ColMode::COLMODE_xBGR555_LE }, // Different packing used by Asura Buster / Fuuki { "BRG555LE", ColMode::COLMODE_BRG555_LE }, // BRG555 little endian, used by Fists of Fury
;AlphaMode=Alpha Mode Valuewhere that Alpha Mode Value text is one of:
{ "None", AlphaMode::GameDoesNotUseAlpha }, { "Fixed", AlphaMode::GameUsesFixedAlpha }, { "Variable", AlphaMode::GameUsesVariableAlpha }
;GameName=MvC2 Naomi ;ColorFormat=RGB444BE ;AlphaMode=None Ryu Main Color LP 0x260a9c0 0x260a9e0These optional overrides are only used in Unknown Game / Developer Mode. These optional game name, color, and alpha overrides must be specified before any hex entries in the file. This is because we need to know the color size when we first load palettes. This is just a quick overview of the Extras file: there's a larger guide on the PalMod site. The file names you can use are listed in the next section.
Game Name | Extras Filename | Usual ROM name |
---|---|---|
Aggressors of Dark Kombat | AoDKE.txt | 074-p1.p1 |
Art of Fighting 1 | Aof1E.txt | 044-p1.p1 |
Art of Fighting 3 (ROM p1) | Aof3P1E.txt | 096-p1.p1 |
Art of Fighting 3 (ROM p2) | Aof3P2E.txt | 096-p2.sp2 |
Asura Buster | AsuraBusterE.txt | pgm3.u1, pgm2.u2, pgm1.u3, and pgm0.u4 |
Avengers in Galactic Storm | AvgrsGSE.txt | sf_00-0.7k and sf_01-0.7l |
Battle K-Road | BtlKRoadE.txt | 4-u46.bin and 5-u39.bin |
Battle Master: Kyuukyoku no Senshitachi | BMKNSE.txt | battle master - kyuukyoku no senshi-tachi (japan).sfc |
Bishoujo Senshi Sailor Moon S: Jogai Ranto!? Shuyaku Sodatsusen | BSSMSJRE.txt | Bishoujo Senshi Sailor Moon S - Jougai Rantou! Shuyaku Soudatsusen (Japan).sfc |
Bleach: Dark Souls (NDS) | BleachDSE.txt | 3494 - Bleach - Dark Souls (Europe) (En,Fr,De,Es,It).nds |
Breakers Revenge | BreakersRevE.txt | 245-p1.p1 |
Capcom Fighting Evolution (PS2) | CFEe.txt | SLUS_209.50 |
Capcom vs SNK 1 (CVS1) | cvs1e.txt | Capcom_vs_SNK_Millenium_Fight_2000_Unlocked.bin (or mpr-23504.ic1) |
Capcom vs SNK 2 (CVS2) | cvs2e.txt | SNKGD_SL.bin (Fightcade uses an encrypted version inside the CHD: use "GD ROM Explorer" to extract and decrypt that using the DES key for GDL-0008, make changes, reencrypt it, and then repack with NAOMI GD-ROM IP Patcher) |
Clay Fighter: TE | cftee.txt | Clay Fighter - Tournament Edition (USA).sfc |
COTA (X-Men: Children of the Atom CPS2) | cotae.txt | xmn.05a |
COTA (X-Men: Children of the Atom Steam) | cotaSe.txt | xmcotaj.21D3D8A7 or xmcotau.21D3D8A7 or f000.bin NOTE: Use ArcTool for packing/repacking as described below. |
Cyberbots (CPS2) | CybotE.txt | cyb*.04 |
Double Dragon | DoubleDragonE.txt | 082-p1.p1 |
Dragon Ball Z: Extreme Butoden (USA)(3DS) | DBZEBe.txt | 3DS1366 - Dragon Ball Z - Extreme Butoden (USA)-decrypted.3ds |
Dragon Ball Z - Hyper Dimension (SNES) | DBZHDE.txt | dragon ball z - hyper dimension (japan).sfc |
Fatal Fury: King of Fighters | FatalFury1E.txt | 033-p1.p1 |
Fatal Fury 2 | FatalFury2E.txt | 047-p1.p1 |
Fatal Fury Special (Neo-Geo) | FatalFurySAE.txt | 058-p1.p1 |
Fatal Fury Special (SNES) | FatalFurySE.txt | Fatal Fury Special (USA).sfc |
Fatal Fury 3 | FatalFury3E.txt | 069-p1.p1 |
Fight Fever | FightFeverE.txt | 060-p1.p1 |
Galaxy Fight: Universal Warriors | GalaxyFightE.txt | 078-p1.p1 |
Garou | GarouE.txt | kf.neo-sma |
Garou for Steam | GarouE.txt | p1.bin |
Guilty Gear: Dust Strikers (DS) | GGDStrikersE.txt | 0590 - Guilty Gear - Dust Strikers (Japan).nds |
Gundam Wing: Endless Duel (SNES) | GundamE.txt | Shin Kidou Senki Gundam W - Endless Duel (Japan).sfc |
Hajime no Ippo (Japan GBA) | HIppo-GBAe.txt | Hajime no Ippo - The Fighting! (Japan).gba) |
Hokuto no Ken (PS2) | HK_BE.txt | HK_B.bin |
Hyper Street Fighter 2 (CPS2) | HSF2-03e.txt; HSF2-04e.txt | hs2u.03 (portraits); hs2u.04 (characters) |
Hyper Street Fighter 2 (Steam) | HSF2Se.txt | hsf2j.21D3D8A7 (Japan); hsf2.21D3D8A7 (English) NOTE: Use ArcTool for packing/repacking as described below. |
Jackie Chan in Fists of Fire (Kaneko) | JChanE.txt | j2p1x4.u70 |
Jojos (ROM 50) | jojos50e.txt | 50 |
Jojos (ROM 51) | jojos51e.txt | 51 |
Jojos (the RPG for SNES) | JojosRPGE.txt | JoJo no Kimyou na Bouken (Japan).sfc; or JoJo no Kimyou na Bouken (Japan) (Translated En).sfc |
Jojos Venture | Venture50.txt; Venture31.txt | 50 (for characters); or 31 (for HUD) |
Justice League Task Force (SNES) | JusticeLeagueTFE.txt | Justice League Task Force (usa).sfc |
Kabuki Klash: Far East of Eden | KabukiKlashE.txt | 092-p1.p1 |
Karnov's Revenge | KarnovsE.txt | 066-p1.p1 |
Karnov's Revenge Revolution | KarnovsE.txt | 066-p1kre.p1 |
King of the Monsters | KOTMe.txt | 016-p1.p1 |
Killer Instinct (SNES) | KIE.txt | Killer Instinct (USA) (Rev 1).sfc |
Kizuna Encounter | KizunaE.txt | 216-p1.bin |
KOF94 | kof94e.txt | 055-p1.p1 |
KOF95 | kof95e.txt | 084-p1.p1; or 084-p2sp.p2 (for 95 Special 2017) |
KOF96 | kof96e.txt | 214-p2.sp2; or 214ae-p2.p2 (for 96 Anniversary Edition 2.0) |
KOF97 | kof97e.txt | 232-p2.sp2; or 2kf97-p2p.bin (for 97 Plus) or 232ae.p2 or 232ae-p2.sp2 (for 97 Anniversary Edition) or p1.bin (for 97 Global Match (Steam)) |
KOF98 | kof98e.txt | 242-p2.sp2 |
KOF98AE: 2016 | KOF98AE2016E.txt | 242ae-p2.sp2 |
KOF99AE | kof99AEe.txt | A,B colors: kof99ae_p2.bin; or C,D,AC,BD colors: kof99ae_p3.bin; or 152-p2.bin (ND or Korean); or proto_251-p2.p2 (prototype); or 251-p2p.p2 (prototype) |
KOF00N | kof00Ne.txt | 257-pg2.sp2 |
King of Fighters EX2: Howling Blood (GBA) | KofEx2E.txt | King of Fighters EX2, The - Howling Blood (USA).gba |
KOF01 | kof01e.txt | 262-p2-08-e0.sp2 |
KOF02 | kof02e.txt | 265-p2.sp2 |
KOF02 (2002 PS2 hack) | KOF02PS2E.txt | 265ps2-p2.bin |
KOF02:UM | kof02ume.txt | pal_a.bin (main) bar.bin (HUD) clear.bin ("Clear" text) conte.bin (continue palettes) max2bg.bin (MAX2 backgrounds) rank.bin (Ranking palettes) psel.bin-n (Character Select) |
KOF03 (bootleg 1 or 2004 EX Ultra Plus) | kof03e.txt | 2k3-p1.bin (bootleg 1); or 2k3-p1up.bin (2004 EX Ultra Plus) |
KOF:XI | kofxie.txt | gdrom_KOFXI_v5_AllFighters.bin |
Last Blade | LastBladeE.txt | 234-p1.p1; or lastblad_game_m68k for Last Blade (Steam) |
Last Blade 2 | LastBlade2E.txt | 243-pg1.bin; or P1.bin for Last Blade 2 (Steam) |
Magical Drop II | MagicalDropIIE.txt | 221-p1.p1 |
Magical Drop III | MagicalDropIIIE.txt | 233-p1.p1 |
Martial Masters | MartialMastersE.txt | v104_32m.u9 |
Matrimelee | matrimeleee.txt | 266-p2.sp2 |
Mega Man X (SNES) | MMXE.txt | MegaMan X (usa).sfc |
Mega Man X2 (SNES) | MMX2E.txt | MegaMan x2 (usa).sfc |
Mega Man X3 (SNES) | MMX3E.txt | MegaMan x3 (usa).sfc |
MMPR:TFE | MMPRe.txt | Mighty Morphin Power Rangers - The Fighting Edition (USA).sfc |
MSHVSF (CPS2 ROM 6) | mshvsf-6ae.txt | mvs.06a |
MSHVSF (CPS2 ROM 7) | mshvsf-7be.txt | mvs.07b |
MSHVSF (Steam) | mshvsfSe.txt | mshvsfj.21D3D8A7 or mshvsfu.21D3D8A7 or f000.bin NOTE: Use ArcTool for packing/repacking as described below. |
MSH (CPS2 ROM 5) | MSHe.txt | msh.05 |
MSH (CPS2 ROM 6) | MSH06e.txt | msh.06b |
MSH (Steam) | MSHSe.txt | mshh.21D3D8A7 or mshj.21D3D8A7 or f000.bin NOTE: Use ArcTool for packing/repacking as described below. |
MSH: War of the Gems (SNES) | MSHWOTGE.txt | Marvel Super Heroes in War of the Gems (USA).sfc |
Mortal Kombat (Arcade) | MK1_A_E.txt | l5_mortal_kombat_t-unit_uj12_game_rom.uj12 (or the mkt-uj12.bin set) |
Mortal Kombat (SNES) | MK1_SNES_E.txt | Mortal Kombat (USA).sfc |
Mortal Kombat II (Arcade) | MK2_A_E.txt | l3.1_mortal_kombat_ii_game_rom_uj12.uj12 |
Mortal Kombat II (SNES) | MK2_SNES_E.txt | Mortal Kombat II (USA).sfc |
MVC1 (CPS2/Arcade) | mvce.txt | mvc.06 or mvc.06a |
MVC1 (Dreamcast) | mvcDe.txt | 0.bin |
MVC1 (Steam) | mvcSe.txt | mvscj.21D3D8A7 or mvscu.21D3D8A7 or f000.bin NOTE: Use ArcTool for packing/repacking as described below. |
MVC2 (Arcade) | mvc2e.txt | MarvelVsCapcom2_unlocked.bin |
MVC2 (Steam) | mvc2e.txt | mvsc2.21D3D8A7 NOTE: Use ArcTool for packing/repacking as described below. |
Neo Bomberman | NeoBombermanE.txt | 093-p1.bin |
NGBC | NGBCe.txt | NeoGeoBattleColliseum.bin |
Ninja Masters | NinjaMastersE.txt | 217-p2.sp2 |
Primal Rage (SNES) | PrimalRageE.txt | Primal Rage (USA).sfc |
Rage of the Dragons | RotDE.txt | 264-p1.p1 |
Ranma Nibunnoichi: Chougi Ranbu Hen (SNES) | RanmaCRHE.txt | Ranma Nibunnoichi - Chougi Ranbu Hen (J).sfc |
Ranma Nibunnoichi: Hard Battle (SNES) | RanmaHBE.txt | ranma 1-2 - hard battle (usa).sfc |
Real Bout Fatal Fury 1 (Arcade) | RBFF1E.txt | 095-p1.bin |
Real Bout Fatal Fury 2 (Arcade) | RBFF2E.txt | 240-p1.bin NOTE: Fightcade instead uses 240-pg1.p1 from rbff2h.zip |
Real Bout Fatal Fury Special (Arcade) | RBFFSE.txt | 223-p1.p1 |
Red Earth (Arcade, Stages) | RedEarth30E.txt | 30 |
Red Earth (Arcade, Characters) | RedEarthE.txt | 31 |
Ring of Destruction: Slam Masters 2 (Arcade) | SlamMasters2E.txt | smbe.05b |
Samurai Shodown | SamShoE.txt | 045-p1.p1 |
Samurai Shodown II | SamSho2E.txt | 063-p1.p1 |
Samurai Shodown III | SamSho3E.txt | 087-p5.p5 |
Samurai Shodown IV | SamSho4E.txt | 222-p1.bin for FC1 222-p1.p1 for FC2 |
Samurai Shodown V | SamSho5E.txt | 270-p1.bin; or ssvx_p1.rom for Samurai Shodown V (Xbox Hack) |
Samurai Shodown V Special | SamSho5SpE.txt | 272-p1.p1 |
Savage Reign | SavageReignE.txt | 059-p1.p1 |
Sengoku BASARA X (PS2) | BSRE.txt | BSR.bin |
SF2:CE (ROM 21) | sf2ce-21e.txt | s92_21a.6f |
SF2:CE (ROM 22) | sf2ce-22e.txt | s92_22b.7f |
SF2:CE (Steam) | sf2ceS.txt | bundleStreetFighterII_CE.mbundle |
SF2:HF (ROM 21) | sf2hf-21e.txt | s2te_21.6f |
SF2:HF (ROM 22) | sf2hf-22e.txt | s2te_22.7f |
SF2:HF (Steam) | sf2hfSe.txt | bundleStreetFighterII_HF.mbundle |
SFA1 | sfa1e.txt | sfz.06 |
SFA1 (Steam) | sfa1Se.txt | bundleStreetFighterAlpha.mbundle |
SFA2 (ROM 7) | sfa2e.txt | sz2j.07b
NOTE: Fightcade instead uses sz2u.07 from sfa2u.zip |
SFA2 (ROM 8) | sfa2-8e.txt | sz2j.08b
NOTE: Fightcade instead uses sz2u.08 from sfa2u.zip |
SFA2 (Steam) | sfa2Se.txt | bundleStreetFighterAlpha2.mbundle |
SFA3 | sfa3e.txt | sz3.09c |
SFA3 (Steam) | sfa3Se.txt | bundleStreetFighterAlpha3.mbundle |
SFZ3U | sfz3ue.txt | StreetFighterZero3Upper.bin |
SFIII1 | sfiii1e.txt | 50 |
SFIII2 | sfiii2e.txt | 50 |
SFIII3 (ROM 10: used for Gill Glow/X.C.O.P.Y.) | sfiii3-10e.txt | 10 |
SFIII3 (ROM 51: used for everything else) | sfiii3e.txt | 51 |
Shaq Fu (SNES) | ShaqFu_SNES_e.txt | Shaq Fu (USA).sfc |
SSF2T (ROM 3) | ssf2t-3ce.txt | sfxe.03c |
SSF2T (ROM 4) | ssf2t-4ae.txt | sfxe.04a |
SSF2T (ROM 8) | ssf2t-8e.txt | sfxe.08 |
SSF2T (Steam) | ssf2tSe.txt | bundleSuperStreetFighterIITurbo.mbundle |
SSF2T (GBA) | ssf2t-GBAe.txt | Super Street Fighter II X - Revival (Japan).gba |
Street Fighter 1 | StreetFighterE.txt | sfd-19.2a |
Street Fighter 1 (Steam) | StreetFighterSE.txt | bundleStreetFighter.mbundle |
Street Fighter: The Movie | STFME.txt | sfm_0_v1.12.prom0 |
Super Dodge Ball (Neo-Geo) | SDodgeballE.txt | 208-p1.p1 |
Super Gem Fighter (CPS2) | GemFighterE.txt | pcf.07 |
Super Gem Fighter (Steam) | GemFighterSE.txt | pfghtj.21D3D8A7 (Japan); sgemf.21D3D8A7 (English) NOTE: Use ArcTool for packing/repacking as described below. |
Super Puzzle Fighter II Turbo | SPF2TE.txt | pzf.04 |
Super Puzzle Fighter II Turbo (Steam) | SPF2TSE.txt | spf2tu.21D3D8A7 (English); spf2xj.21D3D8A7 (Japan) NOTE: Use ArcTool for packing/repacking as described below. |
Super Variable Geo (SNES Japan) | SVGe.txt | Super Variable Geo (J).sfc |
Survival Arts | SurvivalArts_A_E.txt | prl-r6.u4 |
SVC: SNK vs. CAPCOM SVC CHAOS Plus (bootleg set 2) | svce.txt | svc-p2pl.bin Other SVC ROMs are encrypted, which is why we don't do anything with them. |
SVC: SNK vs. CAPCOM SVC CHAOS (Steam) | svce.txt | pl.bin |
Tattoo Assassins (DECO32) | TattooAsns.txt | pp44.cpu, pp45.cpu |
Tekken Advance (GBA) | TekkenAdvance_GBAe.txt | Tekken Advance (USA).gba |
TMNT: Tournament Fighters (SNES) | TMNTTFE.txt | sns-ky-0.u1 |
Top Fighter 2005 | TopF2005e.txt | top fighter 2005 (unl).bin |
Ultimate Mortal Kombat 3 (Arcade) | UMK3_A_E.txt | l1.2_mortal_kombat_3_u54_ultimate.u54 |
Ultimate Mortal Kombat 3 (DS) | UMK3_DS_E.txt | Ultimate Mortal Kombat (USA) (En,Fr,De,Es,It).nds |
Ultimate Mortal Kombat 3 (SNES) | UMK3_SNES_E.txt | Ultimate Mortal Kombat 3 (USA).sfc (or sns-a3ze.u1 for fightcade) |
Unknown Game Mode | UnknownE.txt | Any file at all! |
Vampire Hunter (Arcade) | VampireHunterE.txt | vphj.09a |
Vampire Hunter (Steam) | VampireHunterSE.txt | nwarru.21D3D8A7 (English), vhuntjr2.21D3D8A7 (Japan) NOTE: Use ArcTool for packing/repacking as described below. |
Vampire Hunter 2 (Arcade) | VHunt2e.txt | vh2j.09 |
Vampire Hunter 2 (Steam) | VHunt2Se.txt | vhunt2.21D3D8A7 NOTE: Use ArcTool for packing/repacking as described below. |
Vampire Savior (Arcade) | VSAVe.txt | vm3j.10b |
Vampire Savior (Steam) | VSAVSe.txt | vsavj.21D3D8A7 (Japan), vsavu.21D3D8A7 (English) NOTE: Use ArcTool for packing/repacking as described below. |
Vampire Savior 2 (Arcade) | VSAV2e.txt | vs2j.10 |
Vampire Savior 2 (Steam) | VSAV2Se.txt | vsav2.21D3D8A7 NOTE: Use ArcTool for packing/repacking as described below. |
Vampire The Night Warriors (Arcade) | VampireNightWarriorsE.txt | vamj.09 |
Vampire The Night Warriors (Steam) | VampireNightWarriorsSE.txt | vampj.21d3d8a7 (Japan), dstlku.21D3D8A7 (English) NOTE: Use ArcTool for packing/repacking as described below. |
Voltage Fighter Gowcaizer | GowcaizerE.txt | 094-p1.p1 |
Waku Waku 7 | WakuWaku7E.txt | 225-p1.p1 |
Windjammers | WindjammersE.txt | 065-p1.p1 |
X-Men: Mutant Apocalypse (SNES) | XMMAE.txt | X-Men - Mutant Apocalypse (USA).sfc |
X-Men vs. Street Fighter (CPS2 XMVSF) | XMVSFe.txt | xvs.05a |
X-Men vs. Street Fighter (Steam XMVSF) | XMVSFSe.txt | xmvsfj.21D3D8A7 or xmvsfu.21D3D8A7 or f000.bin NOTE: Use ArcTool for packing/repacking as described below. |
Game Name | Extras Filename | Usual palette file names |
---|---|---|
Aquapazza: Aquaplus Dream Match (NESICAxLive) | (unsupported) | the PAL files: select the main folder and we'll find them |
Aquapazza: Aquaplus Dream Match (PS3) | (unsupported) | the PAL files: select the main folder and we'll find them |
BlazBlue: Central Fiction | (unsupported) | the PAC files under the data directory. |
CVS2 (Dreamcast) | (unsupported) | PL00PAK.bin and the other PL*PAK.BIN files |
CVS2 (Playstation 2/3) | (unsupported) | PL00PAK.bin and the other PL*PAK.BIN files |
Daemon Bride | (unsupported) | the main directory (contains the Flashrom folder) |
Daemon Bride: Additional Gain | (unsupported) | the main directory (contains the Flashrom folder) |
DanKuGa | DanKuGae.txt | dkg_mpr3.20 and 3 other files |
Dengeki Bunko: Fighting Climax IGNITION | (unsupported) | Acr_s.pal and the oter PAL files |
Guilty Gear: The Missing Link (PS1) | (unsupported) | the main directory of the extracted ROM that contains the AX, BK, CH folders and so forth |
GGXX:AC+R (Steam/PS3) | (unsupported) | ab.bin and the other BIN files |
GGXX #Reload (Steam/Community Port) | (unsupported) | cddata03.bin and the other BIN files |
Jojos (ROM 50) | jojos50e.txt | jojoba-simm5.0 to jojoba-simm5.3 |
Jojos (ROM 51) | jojos51e.txt | jojoba-simm5.4 to jojoba-simm5.7 |
Jojos Venture (ROM 50) | Venture50e.txt | jojo-simm5.0 to jojo-simm5.1 |
Melty Blood Actress Again Current Code | (unsupported) | sion.pal and the other PAL files |
Melty Blood: Type Lumina | (unsupported) | Chr001_p1.pal and the other PAL files: follow the guide |
Mighty Warriors | MWarrE.txt | prg_ev and prg_od from the ZIP |
Million Arthur Arcana Blood (Steam) | (unsupported) | the PAL files in your Steam install |
MSHvSF (PSX) | (unsupported) | PL00_10.A0 and the various other PL files in the DAT folder NOTE: This is a stub implementation that exposes the primary and bonus colors but is not exhaustive. If you want more, be specific. |
MVC (PSX) | (unsupported) | PL00_10.A0 and the various other PL files in the DAT folder NOTE: This is a stub implementation that exposes the primary and bonus colors but is not exhaustive. If you want more, be specific. |
MVC2 (Arcade) | mvc2e.txt | mpr-23051.ic20 and various other files |
MVC2 (Dreamcast) | (unsupported) | pl00_dat.bin and the other PL*DAT.BIN files |
MVC2 (Playstation 2/3/iOS) | (unsupported) | pl00pak.bin and the other PL*PAK.BIN files |
MVC2 (Steam: file view) | (unsupported) | pl00_dat.bin and the other PL*DAT.BIN files
NOTE: this option is for people who have extracted out the files from the AFS. Otherwise use the Load ROM by Game option. |
Nitroplus Blasterz: Heroines Infinite Duel (NESICAxLive) | (unsupported) | the PAL files: select the main folder and we'll find them |
Nitroplus Blasterz: Heroines Infinite Duel (PS3) | (unsupported) | the PAL files: select the main folder and we'll find them |
Nitroplus Blasterz: Heroines Infinite Duel (Steam) | (unsupported) | the random file names in the Data directory |
Persona 4 Arena Ultimax (NESICA Community Port) | (unsupported) | char_ag_pal.pac and the other char_*_pal.pac files |
Persona 4 Arena Ultimax 2.0 (NESICA Community Port) | (unsupported) | char_ag_pal.pac and the other char_*_pal.pac files |
Red Earth (Arcade, Stages) | RedEarth30E.txt | redearth-simm3.0 to redearth-simm3.3 |
Red Earth (Arcade, Characters) | RedEarthE.txt | redearth-simm3.4 to redearth-simm3.7 |
SFIII1 | sfiii1e.txt | sfiii-simm5.0 and sfiii-simm5.1 |
SFIII2 | sfiii2e.txt | sfiii2-simm5.0 to sfiii2-simm5.3 |
SFIII3 (ROM 10: used for Gill Glow/X.C.O.P.Y.) | sfiii3-10e.txt | sfiii3-simm1.0 to sfiii3-simm1.3
Japan: sfiii3n-simm1.0 to sfiii3n-simm1.3a NOTE: Fightcade uses these files from sfiii3nr1.zip |
SFIII3 (ROM 51: used for everything else) | sfiii3e.txt | sfiii3-simm5.4 to sfiii3-simm5.7
Japan: sfiii3n-simm5.4 to sfiii3n-simm5.7 NOTE: Fightcade uses these files in sfiii3.zip |
SFIII3EX | sfiii3e.txt | sfiii3ex-simm7.0 to sfiii3ex-simm7.3 |
SFIII3: 4rd Strike (ROM 10: used for Gill Glow/X.C.O.P.Y.) | sfiii3-10e.txt | 4rd-simm1.0 to 4rd-simm1.3 |
SFIII3: 4rd Strike (ROM 51: used for everything else) | sfiii3e.txt | 4rd-simm5.6 and 4rd-simm5.7 |
SFIII3 (DC/PS2) | (unsupported) | pl00pl.bin and the other PL*PL.BIN files |
Under Night In-Birth Exe:Late[cl-r] | (unsupported) | Aka.pal and the other PAL files |
XMvSF (PSX) | (unsupported) | PL00_10.BIN and the various other PL files in the P\P0 folder NOTE: This is a stub implementation that exposes the primary and bonus colors but is not exhaustive. If you want more, be specific. |