PalMod is a fan project allowing you to edit colors (also known as palettes) for various fighting games. That usually requires pretty deep technical knowledge, a lot of time, and some luck to do correctly. By providing a straight-forward front-end and consolidating a bunch of community knowledge, PalMod hopefully makes this previously daunting process easy.
What PalMod does is update very certain areas of the game ROMs where the games store color values. Game play is not affected, just colors. If you're new to PalMod, please read the Get Started section or check out one of the YouTube tutorial videos. PalMod is pretty easy once you get started, but it can be very confusing at first. This Read Me is intended to fully but briefly cover all the functionality of PalMod.
PalMod is under active development in 2026 with updates about once a month or so. Check Version History for information on the latest changes. You can find new releases at https://zachd.com/palmod : I strongly recommend using the latest non-beta version. The beta versions also will usually have great changes, but may need a little more testing.
If you're a developer or romhhacker or just curious, the source code can be found at https://github.com/Preppy/PalMod . The newgamedummy is a base template you can use to add your own support for new games.
Some emulators (such as MAME) create a "NVRAM" folder that is a backup / cache of the game that it uses to load the game faster. If you do not see your changes reflected in the game, you may want (need) to delete or reset the NVRAM folder for your game in order to see your changes. For MAME, these files would be found under MAME\nvram\(YourGameShortName). (MAME for example lets you run MAME with the extra command line option "-nonovram_save" to avoid this cache, as in "mame.exe -nonvram_save MyGame".
MAME lets you have local file overrides. That means that you can just put your untouched "foo.zip" ROM in the MAME\ROMs folder, extract that "foo.zip" to "MAME\ROMs\foo", and then modify the files in that "foo" folder. Next time you load that game, MAME will use those updated files without you needing to update the zip.
Please note that WinKawaks (and FinalBurn Alpha and some other emulators) prefer it if you update an existing game ZIP or a copy of that game ZIP instead of creating your own. (You should always just be updating an existing ZIP anyways.) If you create your own ZIP, it may ask for a different version of the ROM then the one that you're using. Either shift to use that version or just use an existing ZIP that was already created for that game.
Most emulators will warn you that the CRC32 value for your game has changed now that you have modified it: this is unavoidable when we make changes, and thus expected. You should be able to continue once you hit OK. (For MAME you can just run the game via the command line, as in "mame MyGame" as opposed to launching it from the MAME UI.)
PalMod has a bunch of features and options: read up on those here.
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, KOF02:UM (Steam), 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.
This section covers all the options available in the PalMod interface and is probably worth a read at least once.
There are two main scenarios for created colors: copying them from others and sharing them with others. It is by far easiest to exchange indexed PNG files: that lets you see exactly what you are looking at and has a palette that we can easily read.
**** Copying Colors From Others ****
PalMod supports import of a number of palette storage options.
Copying a palette from a file
From PalMod's Tools menu, you can import file-based palette storage via Load Palette. The options are:
Copying a palette from the clipboard
PalMod can also import colors using the Windows clipboard (CTRL+C / CTRL+V), allowing you to copy within PalMod or directly from other applications. PalMod understands copy/text strings of the form:
#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 get 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 |
Copying a color from anywhere on your screen
Finally, PalMod can also copy any color from any location on your screen. While PalMod is the foreground application, move your mouse over any color you like on your screen. Then press CTRL+SHIFT+C to have PalMod copy that color to the clipboard. You can then Paste (CTRL+V) that color into any palette box you want to. Or you can just copy/paste directly: select a palette box in PalMod, move your mouse over any color you like, and press CTRL+SHIFT+V. You can also use CTRL+SHIFT+N to Copy, Paste, and then also move to the Next color in the palette. If you are trying to copy palette boxes, you can use CTRL+SHIFT+A to have PalMod copy the next 15 colors it detects from wherever the mouse is located. This logic is pretty fragile and thus may not work perfectly (especially if your image viewer is ""accidentally"" distorting the colors to make them look prettier), but can be helpful.
**** Sharing Colors With Others ****
There are a number of other ways that PalMod allows you to share colors.
Sharing a fully patched ROM
Once you're done with your changes, you can use File :: Patch Changes to save your changes to the ROM. To use your changes, copy that file back into your ZIP. Then if you need to share those changes with someone else, you can share either that changed file or the game ZIP.
Sharing via the clipboard
You can select any number of colors in PalMod's palette view. You can use SHIFT or CTRL or drag the mouse to select multiple color boxes. Then press CTRL+C to copy those colors to the clipboard. You can then paste those colors into another instance of PalMod or paste that color string into a chat program to share with friends.
Note that if you check Settings :: Include bonus data in CTRL+C copy, PalMod will include some bonus information in the clipboard string. That information is hopefully pretty useful for advanced users.
Sharing via an image file
This is the most excellent option. Go to Preview :: File :: Export Image. In that Export Image dialog, select the number of previews you want to export, and the palette you want to export (the P1 color, the P2 color, etc). Ideally you just export one preview at a time: that enables us to do special tricks. Once you have your selection configured, go to File :: Save.
PalMod will then allow you to export to a number of image formats: Indexed PNG, PNG Image, GIF Image, BMP Image, JPEG Image, an HTML web page, or a RAW texture file. Those are mostly self-explanatory, but two bear special mention:
Sharing via a patch file for that specific ROM
PalMod supports emitting patch data for the ROM in question via Tools :: Generate IPS Patch File. PalMod only allows IPS Patch generation for certain games, due to limitations of the IPS format. Additionally, the option will only be available once you have made at least one change to the game palettes. Once you do that and you select "Generate IPS Patch File", you will be prompted to either export a patch containing all the palettes that you have edited in your current OR to export a patch containing all the palettes that PalMod knows about for that game.
Additional background: The International Patch System file format contains basic information about what ROM locations to modify to what values in a ROM. It is important that you only apply the IPS file for a particular ROM to that particular ROM: other ROM/game variants might have shifted hex locations and thus not work as expected. IPS Peek lets you see the contents of any given IPS file. Lunar IPS allows application of the IPS files to your ROM. And there's a handy IPS usage tutorial here.
Sharing via a palette file
Finally, PalMod can also simply save out the current palette for the current character. When you use PalMod's Tools :: Save Palette menu option, you will be prompted to save in either .act ACT color table format (the most common palette interchange format), the .gpl GIMP Palette file format, or the archaic .pal Microsoft RIFF PAL file format. You probably will always want to save as an ACT file. Note that PalMod does support exporting the current palette as an upside-down ACT file: that can be useful for "old" previews that want an upside-down color table.
PalMod knows about a lot of fighting games and supports a lot of palettes for those fighting games. Yet there are more palettes in those games - and more games - that PalMod does not know about. PalMod can do pretty useful things in these scenarios:
**** For new games: Unknown Game Mode ****
Go to PalMod's File :: Load ROM by game :: Developer Mode menu. Under there are two options: Unknown Game Mode (Single File) and Unknown Game Mode (Interleaved). This will let you open any file(s) you want in PalMod in a very raw view.
For most games, you'll be using Single File view. For some ROM dumps, you may need to use the Interleaved view. If you do use the Interleaved view, you will get a prompt to select the files you want to look at and how PalMod should read the data within them.
Most files viewed will not be useful in PalMod: it helps to know what file might contain palettes for your game. SNK palette files will usually have "p" in the filename, but for other companies you will have to spelunk around. For sprite based games, the palette data will be in there somewhere - the trick is having the patience to eventually figure out where they are located. Once you find one palette you usually will start finding more quickly.
You will need to create an Extras file to explore this file. I usually start with a huge range and hope, narrowing down slowly as I go.
Now that you've got a bunch of data comes the very hard part.
Palettes in games are usually stored after the main game data, so they are going to be "later" in the file set. The notes in the MAME XML for the games can be helpful to guess at about where that might be - or to get the right filename. Additionally, palettes are typically stored in either of two fashions: per-game, as one contiguous block of all the palettes for everyone, or per-character, where all of the colors for one character are stored just after the rest of the character data. Per-game is pretty easy to work with: you'll hit the giant section of palettes and can party. Per-character is more challenging, since once you've found a character you need to find the next character. What I've found to help is to look for visual patterns in the data. For example, Capcom usually has data that looks like colorful towers shortly before the palette data, and thin towers shortly after the palette data. It's a lot of data to sift through: you'll start to figure it out as you go along. And once you've found one palette it's much easier to find the next and so on.
Once you're certain you've found the palettes of interest, you'll want to whittle down your Extras file to just reference palette regions. Don't use PalMod to write to non-palette regions: that won't work well.
If you need a color format that PalMod doesn't support, hit me up and I'll look into it.
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:
Each Extra definition is comprised of three lines. You specify one line with the title for a given palette, the next line being the starting position in the ROM for that palette, and the third line being the ending position in the ROM for that palette. For example:
All Extras loaded this way will be available at the bottom of the top listbox as "Extra Palettes". When that is selected your specific Extras will show up in the bottom listbox. Any palette larger than 256 colors (or 128 colors in 8 color per line mode) will be shown across multiple pages. If you specify a gigantic palette we may show you a warning to be careful.
Once you find a palette - and usually it is pretty clear since non-palette data just looks like jumbled nonsense - you will need to figure out what game sprite that maps to. Changing the palette to a primary color can make figuring out where that palette is used in the game (if at all) relatively straight-forward.
Please note that any ROM locations/palettes present in both PalMod and in the Extras file is pure shenanigans: we will end up creating two copies of that palette and you would need to modify both to have anything good happen. Please don't duplicate palettes. PalMod will make a good faith effort to check for duplicates when it loads Extra files, and will try to warn you if it sees any dupes.
If you're using developer mode to explore new ROMs, you can also use a few settings provide more information to PalMod when it loads that Extra file:
;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_CPS3 }, // RGB555 little endian (CPS3: 555 on a 29bit display (MAME, Capcom CPS3 on Steam))
{ "RGB555LE_Normal", ColMode::COLMODE_RGB555_LE_NORMAL }, // RGB555 little endian (555 on a 32bit display (or CPS3 games in FBNeo))
{ "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
{ "GRB555BE", ColMode::COLMODE_GRB555_BE }, // GRB555 big 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 Sega Saturn, Asura Buster / Fuuki
{ "BRG555LE", ColMode::COLMODE_BRG555_LE }, // BRG555 little endian, used by Fists of Fury
{ "RBGA8888", ColMode::COLMODE_RBGA8888 }, // 32bit color used for Fighters History
{ "RBGA888_LE", ColMode::COLMODE_RBGA8888_LE }, // 32bit variant used for Fighters History
{ "RGBA8888BE_16", ColMode::COLMODE_RGBA8888_BE16 }, // Psikyo variant: BE on 16bit reads
;AlphaMode=Alpha Mode Valuewhere that Alpha Mode Value text is one of:
{ "None", AlphaMode::GameDoesNotUseAlpha },
{ "Fixed", AlphaMode::GameUsesFixedAlpha },
{ "Variable", AlphaMode::GameUsesVariableAlpha }
An Alpha mode of None means that the game does not use nor care about the Alpha value.
;ImageSection=Image Section Namewhere that Image Section Name text is one of exactly:
Arcana
ArcSys
BreakRev
CPS2
DS
FrenchBread
Garou
GuiltyGear
JOJO
KarnovR
KOF
MatriM
NEOGEO
Other
PGM
RedEarth
SamSho
SEGA
SF2
SFIII
SNES
Taito
WakuWaku7
WindJamm
If you don't know what image section you want to use, either do not specify this OR check the source code (sorry!) to see what PalMod uses for that game. The image sections are specified in the game_gamename.h file for that game.
;GameName=MvC2 Naomi ;ColorFormat=RGB444BE ;AlphaMode=None ;ImageSection=CPS2 Ryu Main Color LP 0x260a9c0 0x260a9e0, 0x00, 0x00
These optional overrides are only used in Unknown Game / Developer Mode. These optional game name, color, alpha, and image section 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.
(FWIW, PalMod can not download nor find ROMs for you. Please don't ask. The "fightcade JSON" handles that for Fightcade, and for other emulators a simple Google search usually works great.)
PalMod works by editing the core ROM files used by the game. Since you read the Getting Started section, you know to download the game ROM, make a copy of it, and then PalMod can modify the files you extracted from that ZIP. When you're done, you'll put the changed files back into the ZIP. Please never add new files to a game ZIP: that doesn't make any sense and won't do anything. We're only going to be changing files in place.
There are two basic systems that PalMod uses to load game ROMs. The first is by loading a single file from the ROM set. This is used when there are one or two specific files from the ROM set that contain that game's palette information. This is standard for old games or old game rips. You load these ROMs by using "Load ROM" or "Load ROM by game" in the File menu. The second method, using "Load Directory", is for games where the palette data is actually split across multiple files. This is useful for the newer "SIMM" rips, Dreamcast games, and Playstation 2 (or 3) games in particular.
Here's a table of the files we look for when we deal with single-file game ROMs. There can be some slight variance in file names: PalMod should be able to load most variants, and has internal adjustments to handle those where necessary. If your game ROM doesn't load properly or look right in PalMod, please let us know and let us know which specific ROM you're using. It's possible that you have some particular variant that PalMod doesn't know how to handle yet. If your file names don't match at all, check the table after this one for the games we handle via Load Directory.
There's a flaw in the implementation of most NeoGeo emulators where they forcibly want either ".bin"-style or ".p1"-style file extension names if the ZIP has been modified. So if you get a message in your NeoGeo emulator that "file-p1.p1" or "file-p1.bin" is missing, just update every file in that ZIP to use the opposite filename style. If the filenames end in .bin, change them to use the post-hyphen part of the filename, as in changing "foo-bar.bin" to be "foo-bar.bar", and "foo-ack.bin" to be "foo-ack.ack". Or the filenames did not end in .bin, change them all to end in .bin.
You should always expect to get a message from your emulator about the CRC32 value for your game having changed. The CRC32 value just keeps track of the exact precise file revision, and we have to change that when we edit the file. If you play online, both people using the same ROM version should help eliminate any desyncs caused by potential emulator confusion.
| Game Name | Extras Filename | Usual ROM name |
|---|---|---|
| Aggressors of Dark Kombat | AoDKE.txt | 074-p1.p1 |
| Aquapazza: Aquaplus Dream Match (Steam) | (N/A) | a0.arc (in the main AquaPazza folder) |
| 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. Please note that CFE does weird palette swizzling. |
| Capcom Fighting Evolution (Steam) | CFJe.txt | cfj.21D3D8A7. This is read-only support. Please note that CFE does weird palette swizzling. NOTE: Use ArcTool for packing/repacking as described below. |
| Capcom vs SNK 1 (CVS1) | cvs1e.txt | Capcom_vs_SNK_Millenium_Fight_2000_Unlocked.bin (or mpr-23504.ic1) |
| Capcom vs SNK 1 (Steam) | cvs1Se.txt | cvs1.21D3D8A7 NOTE: Use ArcTool for packing/repacking as described below. |
| 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) |
| Capcom vs SNK 2 (Steam) | cvs2Se.txt | cvs2.21D3D8A7 NOTE: Use ArcTool for packing/repacking as described below. |
| 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 |
| Cyberbots (Steam) | CybotSE.txt | cybotsj.21D3D8A7; cybotsu.21D3D8A7 NOTE: Use ArcTool for packing/repacking as described below. |
| Daraku Tenshi (Psikyo) | DarakuE.txt | prog.u16 |
| 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 |
| Fighter's History | FightersHistoryE.txt | lc00-1.1f (which uses lc01-1.2f too) |
| Fighter's History - Mizoguchi Kikiippatsu!! (Japan) | FightersHistory3SE.txt | Fighter's History - Mizoguchi Kikiippatsu!! (Japan).sfc |
| Galaxy Fight: Universal Warriors | GalaxyFightE.txt | 078-p1.p1 |
| Garou (Neo-Geo) | GarouE.txt | kf.neo-sma |
| Garou (Steam) | GarouSE.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 (CPS3: ROM 50) | jojos50e.txt | 50 |
| Jojos (CPS3: 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 (Neo-Geo) | KizunaE.txt | 216-p1.bin |
| Kizuna Encounter (Steam port) | KizunaSE.txt | 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 (Sega Genesis) | MK1_SEGA_E.txt | mortal kombat (world) (v1.1).md |
| 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 (Sega Genesis) | MK2_SEGA_E.txt | mortal kombat II (world).md |
| Mortal Kombat II (SNES) | MK2_SNES_E.txt | Mortal Kombat II (USA).sfc |
| Mortal Kombat 3 (Sega Genesis) | MK3_SEGA_E.txt | mortal kombat 3 (usa).bin |
| 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 |
| Neo Turf Masters | TurfMastersE.txt | 200-p1.bin or 200-p1.p1 |
| Neo Geo Battle Coliseum (NGBC) (Atomiswave) | NGBCe.txt | NeoGeoBattleColliseum.bin
NOTE: The normal NGBC ROMs are encrypted. You want the Darksoft unlocked ROM "NeoGeoBattleColliseum.bin" (yes there is a typo.) |
| Ninja Masters | NinjaMastersE.txt | 217-p2.sp2 |
| Primal Rage (SNES) | PrimalRageE.txt | Primal Rage (USA).sfc |
| The Punisher (CPS Dash) | PunisherE.txt | pse_29.10f and pse_25.10e |
| The Punisher (Steam) | PunisherSE.txt | punisherj.21d3d8a7; punisheru.21d3d8a7 NOTE: Use ArcTool for packing/repacking as described below. |
| Rage of the Dragons | RotDE.txt | 264-p1.p1 (same for NeoGeo and Steam) |
| 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 (NeoGeo) | RBFF2E.txt | 240-p1.bin NOTE: Fightcade instead uses 240-pg1.p1 from rbff2h.zip |
| Real Bout Fatal Fury 2 (Steam) | RBFF2SE.txt | p1.bin |
| Real Bout Fatal Fury Special (Arcade) | RBFFSE.txt | 223-p1.p1 |
| Red Earth (CPS3, Stages) | RedEarth30E.txt | 30 |
| Red Earth (CPS3, Characters) | RedEarthE.txt | 31 |
| Red Earth (CPS3, Coming Next) | RedEarth50E.txt | 50 |
| Red Earth (Steam) | (N/A) | redearth.21D3D8A7; warzard.21D3D8A7 NOTE: Use ArcTool for packing/repacking as described below. |
| 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 |
| Shin Gouketsuji Ichizoku: Bonnou no Kaihou (PS2) | BnKE.txt | SLPM_662.78 |
| SF2:WW (CPS1: ROM 09) | sf2ww09e.txt | sf2e_28g.9e |
| SF2:WW (CPS1: ROM 10) | sf2ww10e.txt | sf2_29b.10e |
| SF2:WW (Steam) | sf2wws-e.txt | bundleStreetFighterII.mbundle |
| SF2:CE (CPS1: ROM 21) | sf2ce-21e.txt | s92_21a.6f |
| SF2:CE (CPS1: ROM 22) | sf2ce-22e.txt | s92_22b.7f |
| SF2:CE (Steam) | sf2ceS.txt | bundleStreetFighterII_CE.mbundle |
| SF2:HF (CPS1: ROM 21) | sf2hf-21e.txt | s2te_21.6f |
| SF2:HF (CPS1: ROM 22) | sf2hf-22e.txt | s2te_22.7f |
| SF2:HF (Steam) | sf2hfSe.txt | bundleStreetFighterII_HF.mbundle |
| SFA1 (CPS2) | sfa1e.txt | sfz.06 |
| SFA1 (Steam) | sfa1Se.txt | bundleStreetFighterAlpha.mbundle |
| SFA2 (CPS2: ROM 7) | sfa2e.txt | sz2j.07b
NOTE: Fightcade instead uses sz2u.07 from sfa2u.zip |
| SFA2 (CPS2: ROM 8) | sfa2-8e.txt | sz2j.08b
NOTE: Fightcade instead uses sz2u.08 from sfa2u.zip |
| SFA2 (Steam) | sfa2Se.txt | bundleStreetFighterAlpha2.mbundle |
| SFA3 (CPS2) | sfa3e.txt | sz3.09c |
| SFA3 (Steam) | sfa3Se.txt | bundleStreetFighterAlpha3.mbundle |
| SFZ3 Upper (CPS2) | sfz3ue.txt | StreetFighterZero3Upper.bin |
| SFZ3 Upper (Steam) | sfz3uSe.txt | z3u.21D3D8A7
NOTE: Use ArcTool for packing/repacking as described below. |
| SFZ3 Max (Steam) | sfz3mSe.txt | z3uu.21D3D8A7
NOTE: Use ArcTool for packing/repacking as described below. |
| SFIII1 (CP3S) | sfiii1e.txt | 50 |
| SFIII1 (Steam) | (N/A) | bundleStreetFighterIII.mbundle |
| SFIII2 (CPS3) | sfiii2e.txt | 50 |
| SFIII2 (Steam) | (N/A) | bundleStreetFighterIII_2ndImpact.mbundle |
| SFIII3 (CPS3: ROM 10: used for Gill Glow/X.C.O.P.Y.) | sfiii3-10e.txt | 10 |
| SFIII3 (Steam ROM 10: used for Gill Glow/X.C.O.P.Y.) | (N/A) | bundleStreetFighterIII_3rdStrike.mbundle |
| SFIII3 (CPS3: ROM 51: used for everything else) | sfiii3e.txt | 51 |
| SFIII3 (Steam ROM 51: used for everything else) | (N/A) | bundleStreetFighterIII_3rdStrike.mbundle |
| Shaq Fu (SNES) | ShaqFu_SNES_e.txt | Shaq Fu (USA).sfc |
| SSF2 (CPS2: ROM 3) | ssf2-3e.txt | ssfe-03b |
| SSF2 (CPS2: ROM 4) | ssf2-4e.txt | ssfe.04b |
| SSF2 (CPS2: ROM 7) | ssf2-7e.txt | ssfe.07 |
| SSF2 (Steam) | ssf2-Se.txt | bundleSuperStreetFighterII.mbundle |
| SSF2T (CPS2: ROM 3) | ssf2t-3ce.txt | sfxe.03c or sfnl.03 (for New Legacy) |
| SSF2T (CPS2: ROM 4) | ssf2t-4ae.txt | sfxe.04a or sfnl.04 (for New Legacy) |
| SSF2T (CPS2: ROM 8) | ssf2t-8e.txt | sfxe.08 or sfnl.08 (for New Legacy) |
| SSF2T: New Legacy (Arcade hack: ROM 9) | ssf2t-9NLe.txt | sfnl.09 |
| SSF2T (Steam) | ssf2tSe.txt | bundleSuperStreetFighterIITurbo.mbundle |
| SSF2T (GBA) | ssf2t-GBAe.txt | Super Street Fighter II X - Revival (Japan).gba |
| Street Fighter 1 (Arcade) | 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 (CPS2) | 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 (Arcade 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 (Sega Genesis) | UMK3_SEGA_E.txt | ultimate mortal kombat 3 (usa).bin |
| 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 (CPS2) | 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 (CPS2) | VHunt2e.txt | vh2j.09 |
| Vampire Hunter 2 (Steam) | VHunt2Se.txt | vhunt2.21D3D8A7 NOTE: Use ArcTool for packing/repacking as described below. |
| Vampire Savior (CPS2) | VSAVe.txt | vm3j.10b NOTE: Fightcade uses two zips for this. Update vsavJ.zip, not vsav.zip. |
| Vampire Savior (Steam) | VSAVSe.txt | vsavj.21D3D8A7 (Japan), vsavu.21D3D8A7 (English) NOTE: Use ArcTool for packing/repacking as described below. |
| Vampire Savior 2 (CPS2) | 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 (CPS2) | 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. |
| Virtua Fighter 2 (Genesis) | VirtuaFighter2GE.txt | mpr-19107+mpr-19108.bin |
| Voltage Fighter Gowcaizer | GowcaizerE.txt | 094-p1.p1 |
| Waku Waku 7 | WakuWaku7E.txt | 225-p1.p1 |
| Windjammers | WindjammersE.txt | 065-p1.p1 |
| World Heroes Perfect (Neo-Geo) | WorldHeroesPerfectE.txt | 090-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 | xmvsf*.21D3D8A7 or f000.bin NOTE: Use ArcTool for packing/repacking as described below. |
Everything in the table above is for games loaded using Load ROM. This next table is for game files loaded using Load Directory:
| 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.
NOTE: You must use GeoArcSysAIOCLITool so that PalMod can read the files |
| 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
NOTE: You must decrypt the files first! Follow chloe's excellent guide. |
| 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
NOTE: These are usually in "jojoba.zip". Most emulators use both "jojoba.zip" and "jojobanr1.zip", but you only care about jojoba.zip. |
| Jojos (ROM 51) | jojos51e.txt | jojoba-simm5.4 to jojoba-simm5.7
NOTE: These are usually in "jojoba.zip". Most emulators use both "jojoba.zip" and "jojobanr1.zip", but you only care about jojoba.zip. |
| Jojos Venture (ROM 50) | Venture50e.txt | jojo-simm5.0 to jojo-simm5.1 |
| King of Fighters 2002UM (PS2) | (unsupported) | Extract out the ISO and then point PalMod to the root folder. We load a lot of files. |
| MARVEL Cosmic Invasion | (unsupported) | Point PalMod to the "MARVEL Cosmic Invasion" folder after you've run the special step below. |
| 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 |
| Melty Blood: Type Lumia "ReallyReal" Expansion Hack | (unsupported) | Follow the normal MBTL guide after installing the ReallyReal Expansion Hack. |
| 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
NOTE: You must decrypt the files first! Follow the guide! |
| Persona 4 Arena Ultimax 2.0 (NESICA Community Port) | (unsupported) | char_ag_pal.pac and the other char_*_pal.pac files
NOTE: You must decrypt the files first! Follow the guide! |
| 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 |
| Street Fighter Alpha 3 Max (PSP) (SFA3 MAX) | (unsupported) | the PL*PAC files from USRDIR\usa\data |
| Street Fighter EX2 Plus (Europe 990611) | sfex2pe.txt | x2p-05m.3h and the other "x2p-" files |
| 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 |
| UNDER NIGHT IN-BIRTH II Sys:Celes | (unsupported) | Follow the guide. Point PalMod to the main "UNDER NIGHT IN-BIRTH II Sys Celes" folder after you have installed that package. |
| 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. |
The games in that table that do support Extra files are interleaved across multiple files. The games in that table that do not support Extra files are split with one character per file: we can't meaningfully map an Extra file across that.
If you're trying to find game ROMs to change, Google is your friend. If you're using Fightcade, just google "Fightcade JSON".
For some games you just need to extract the ZIP and point PalMod to those files. For Melty Blood Type Lumina, follow this guide. For Melty Blood Actress Again, though, you need to work a little harder.
(The "root" folder in this example is "MBAACC - Community Edition 2.0". You may have a different name for yours, but the contents are the same.)
From your root folder go to "Tools". Locate "dump.exe" under "File Extractor", you will need this. Copy/cut the program into "root\MBAACC"
Under "root\MBAACC", you'll find the files 000#.p. We want to extract 0002.p. Drag the files into dump.exe and a command prompt will pop up. Once it finishes extracting you should find a new folder named "out".
Under "root\MBAACC\out", you'll find a file named "data". Move that folder up back into "root\MBAACC" so that your new path is "root\MBAACC\data". Make sure you also put "0002.p" into the "data" folder so "mbaa.exe" can't find it. This will force the game to check the information in the "data" folder, which we can edit freely.
Open PalMod and select "File::Load Directory::Melty Blood AACC (Steam/Community Port)" Select the "data" folder: you'll be presented with the game's palettes to freely edit.
Guilty Gear uses encrypted files by default, but you can replace those with decrypted versions. So first you need to decrypt your files using xrd_decrypter.exe (or get a copy of the decrypted files), and then PalMod will be able to work with them. Please follow Chloe's guide on this.
Special Steps for the Capcom Collections on Steam
The Capcom Fighting Collection and Marvel vs Capcom Collection use ARC-compressed files. You will need to use ArcTool to unwrap the files. Get the tool from here which has a handy guide there as well. Copy the ArcTool folder to "C:\Program Files (x86)\Steam\steamapps\common\MARVEL vs. CAPCOM Fighting Collection\nativeDX11x64\arc\pc\ArcTool". Run "Marvel 2 Unpack.bat". Then point PalMod to the "mvsc2.21D3D8A7" file that will now be in the "game_50\bin" subfolder there. Once you are done making changes and have patched that ROM, run "Marvel 2 Repack.bat" to pack it all back. At that point you are done and can run Steam to see your changes. For all other games, use the CollectionTool.bat .
Special Steps for the Marvel Cosmic Invasion
MARVEL Cosmic Invasion uses sprites (yay!) but has odd references. You can get the game to use standardized references by following this guide. Once you are done running that script point PalMod to the MARVEL Cosmic Invasion folder and you should be good to go.
Special Steps for Persona 4 Arena Ultimax (P4AU)
Follow the guide to install the palette file overrides.
Special Steps for "Dragon Ball Z: Extreme Butoden (Nintendo 3DS)"
For "Dragon Ball Z: Extreme Butoden (Nintendo 3DS)" we expect the base USA ROM, which is labeled 3DS1366. You would want to decrypt it with the Batch CIA-3DS Decryptor before you can use it with Citra or PalMod.