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Aquapazza: Aquaplus Dream Match (Steam) support thanks to Hikari.
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Bonnou no Kaihou (PS2) support thanks to RenGod and shishimai.
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Capcom Fighting Collection (Steam) support.
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Capcom Fighting Collection 2 (Steam) CvS1, CvS2, SFA3/SFZ3 Upper, SFA3/SFZ3 Max support.
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Capcom Fighting Evolution (PS2) support.
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CvS2 (DC/PS2) support.
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Daraku Tenshi (Psikyo) support thanks to shishimai and RenGod.
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Fight Fever (Neo-Geo) support.
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Fighter's History (Data East) support thanks to shishimai.
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Fighter's History - Mizoguchi Kikiippatsu!! (SNES) support thanks to shishimai.
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Karnov's Revenge Revolution (hack for Neo-Geo) support.
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King of Fighters EX2: Howling Blood (GBA) support.
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Kizuna Encounter Super Tag Battle (Steam) support.
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Marvel Cosmic Invasion (Steam) support thanks to chloe.
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Mortal Kombat (Arcade) support.
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MSHvSF (PSX) support.
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MvC1 (DC/PSX) support.
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Marvel vs Capcom Collection (Steam) support. Special thanks to Hikari and FluffyQuack here.
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Neo Turf Masters (NeoGeo) preliminary support. Special thanks to MountainManJed here.
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Real Bout Fatal Fury 2 (Steam) support.
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SFA3 MAX (PSP) support.
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Street Fighter 2 Super Turbo: New Legacy (Arcade hack) support.
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Street Fighter 30th Anniverary Collection (Steam) support.
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SvC Chaos (Steam) support.
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Tattoo Assassins (DECO32) support.
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Tekken Advance (GBA) support.
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Under Night In-Birth II Sys:Cele (Steam) support thanks to Hikari. (You must download their modification package for this to work, see link in the Read Me.)
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Virtua Fighter 2 (Genesis) support thanks to RenGod.
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XMvSF (PSX) support.
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World Heroes Perfect (NeoGeo) support thanks to RenGod and Termi566.
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New palettes and about 2000 new previews, plus lots of improved previews.
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Capcom CPS3 games (SF3, Jojos, RedEarth): Fixed color display. PalMod now matches the 29bit logic used by CPS3 on Steam and CPS3 on MAME.
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Import palettes from indexed BMP files.
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GIF import: we can now use them as sources for palettes and/or replacement previews.
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CFPL (Central Fiction Palette List) support for use with GGXXACR.
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GPL (GIMP palette file) import.
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IMPL (BBTAG palette file) import to BBCF for BBCF characters.
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TPL (TilePro Layer) palette file export. (Used by Tile Molester 0.21.)
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PRPL palette file support for GGXXACR.
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Support for additive blending of previews (useful for GGXXACR, BlazBlue, Persona, and CvS2).
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Support for PS1's color system that uses a Semi-Transparent Mode to handle the Semi-Transparent bit (not alpha) for PS1 colors.
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Support using PNG and non-animated GIF files as custom previews (as opposed to just .RAWs). Indexed PNG is significantly preferred, but if you have a non-indexed (true color) PNG we will use color math to filter to the used colors and show you those. Note that if you're using non-indexed PNG you really want to be using mapping palettes.
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If you turn off the Preview window's Settings : Drop Settings : "Drops here are palettes" option you can now drag and drop PNG/RAW/GIF images onto the Preview window and we'll try to use those as previews. Note that WinKawaks (all games) uses quirky math, so if you are using that specific emulator you will want to turn on the "Use WinKawaks correction first" option. You should not use that option unless you're working with WinKawaks screenshots.
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Capture color at cursor (CTRL+SHIFT+C, CTRL+SHIFT+V, CTRL+SHIFT+N, CTRL+SHIFT+A): better color capture. We now work harder to get the mouse out of the way so that the application draws the actual color.
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Moved (and improved) the old Dreamcast MvC2-only "Check My Edits" button to a Tools menu option. It's only really useful for old mixes made with PalMod 1.2x, but it can help correct some flashing on those old old mixes.
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MvC2: Improved supplemental palette generation.
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Drag and drop ROM support: You can now just directly drag and drop the game ROM that you want to load onto PalMod and we'll load it for you if we know about it. (If it matches multiple games, such as ROM filename "50", we'll prompt you to choose which game to load it as.)
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Mapping palettes: PalMod will now generate game-compatible mapping palettes when you use the Tools : Mapping Palettes menu. Note that these are optimized for the currently loaded game and will work much better than any generic mapping palettes.
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Extras files can now reference/use images already in PalMod. See the Read Me for details.
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Various other perf and design improvements.