Decided this is probably worth having a topic in the Tips and Tutorials forum, so I copy/pasted this from a post I made a while ago in the Help forum:
Here's how to make character SFFs optimized and compatible with both DOS and Linux Mugen:
If sprite 0,0 exists anywhere in the SFF, then it's best to put:
other sprites third
(In this case, it doesn't seem to matter whether 9000,0 or 9000,1 comes first, if both have individual palette.
But 9000,0 requires an individual palette, while 9000,1 does not. So you may as well always put 9000,0 first.)
If sprite 0,0 does not exist in the SFF, then it's best to put:
(9000,1 can come second only if its palette is shared)
normal sprites with shared palettes second
9000,1 (if it's got an individual palette) and any other individual palette sprites last
And in both cases, remember that all normal sprites other than the portraits should be set to use shared palettes (well, unless you want to take advantage of the way Linux handles the palettes to overcome the 255 color limit, at the expense of DOS Mugen compatibility...).
And of course, Sprmaker's -c and -f switches are also still your friends. (Well, unless you've got more than 32767 sprites in your SFF, in which case -f may not be your friend.)
Anyway, it seems that the presence of sprite 0,0 makes Linux Mugen give all shared-palette sprites the same palette (normally the one specified by the current ACT file--haven't yet tested what happens when there is no ACT file), while its absence makes Linux Mugen give shared-palette sprites the same palette as the previous sprite. So, if sprite 0,0 is present, I assume it's best to put both portraits at the beginning of the SFF in order to speed up Mugen's loading time, so it doesn't have to search all the way to the end of each SFF to find what it needs for the select screen.
It's also important to note that M.C.M. does not reveal what order the sprites in the SFF are in, nor does it let you specify what order to put them in, so I think it cannot be used to implement the guidelines I've provided here. MEE does, on the other hand, but with it you have to worry about some major bugs in SFF2PCX (such as being likely to screw up the small portrait's palette), since MEE works as a front-end to that program. You can make your SFF with programs other than Sprmaker if you want, but when you're done, I think you'll need to use Sffextract and Sprmaker and a text editor to then put the sprites in the proper order (unless you know how to circumvent MEE/SFF2PCX's bugs, which I don't really feel like explaining in this post ).
Let me know if this needs any clarification, correction, or additional information.
Edit: This post isn't entirely accurate and complete. Please read Reply #4, Reply #8, Reply #13, and Reply #17 below. I'll tidy things up here later.
Still quite busy.
(Yes, I intend to deal with that stuff eventually, but kinda can't just yet, sorry. :/ )
Last Edit: August 28, 2004, 03:27:50 am