magggas said:
This is not a good suggestion/advice since "palette none" is not really meant for such a general use in a game. And "not care about remaps" is not the reason "palette none" exists. So i would say it is not good to recommend to other people for such "general" use

Instead, "palette none" should be used with caution and
only when is needed, like for some "effect entities" for example.
I can't agree more. Palette none
it is not something that should be used without any criterion or everywhere. It was made for specific and punctual uses - and characters are not the case. In addition to wasted memory (since each frame will have a palette), all other functions linked to palettes (such as freeze, dying, and all other palette changes) will not be available.
Even if you have one palette for your character, you SHOULD use that palette on its header.
if this is not defined by default the engine will use the palette of the first image
This is not correct - it's quite the opposite. The engine will use the palette of EVERY frame, not just the first image. Because if its an indexed color image, it needs to have a palette and the engine will try to load from the image.
superkingkong65 said:
NVM, the palette got messed up again after I relaunched it.
That .act you have deleted comes from the era when OpenBOR worked in 8bit only, so everything on the game would need to use the same palette. Thanks Odin, this is not the case anymore.
For each character, you should have a proper palette. You can either use from images or from an .act file (like in Mugen). I do prefer to use images because it's easier to visualize this way.
Just watch which type of image you will use - GIF and PNG will use the first slot as the transparent color, but PCX will use the last one. Plus, some times you can have a inverted color order in PS if you don't do it right.
The easiest way to set it is to use the FORCED function when making the palette in PS:
It's better to use a sheet with all images so you can get all the colors, like this:
But since you are familiar with Mugen, I strongly suggest you to use Fighter Factory to build (and edit) your palettes. I've made a tutorial long time ago, take a look http://www.chronocrash.com/forum/index.php?topic=60.0