Hello guys ,

It seems to me that they have been confused with the palettes I was saying and the story, I explain it in parts, so that it is understood what I am trying to say.
Here you can see duke in his original colors, the sprites have been extracted from the original mugen, using fighter factory, I have loaded the generic palette of my mod. . .
you can see, it has lost a lot of color and it looks horrible.
Now from the existing palette I add the colors of the character . . .
Colors have been increased to 144 and I already have their color palette ...
Now I carry the same palette as before to, take the other pallets
Now its main palette looks good but the others do not, now I will take the colors that the other palettes have.
The character's color palette has now been increased to 159 and I save it.
I have loaded the palette from before, because I have too many color boxes empty, so I take advantage of this palette to extract the colors from clark.
The colors also looked bad with the palette I made from duke, so I have extracted the colors from clark, to join them to the duke palette, so I can use a palette for two or three characters depending on the color remaps that the character has in mugen.
This I can do with the new version of openbor, the one that my game used, could not, and I had to use the generic for everything or create a specific palette for which it is a character, it only came out at that level, since in other levels It looked horrible, with the new version there is no problem, because this is what I am doing in the character edition for openbor.
I can use any character with a unique palette, without having to rely on the generic original, In this way, the characters come out perfectly colored, I am not creating new color changes, with the reassignments that the character already has, it works for me, I do the same with the levels, objects, flash, items, when I'm editing something new, that's why it looks graphically perfect, I didn't know it for the characters with the new version, damon kaskey, he told me, that's why now I don't suffer losses of color in the characters, it is a pity that I can not use it with the other existing ones.
My game is a game of fans, with an original story, alternative to the story of kof, I use characters that have to do with the story of kyo, I mention because it is not in the kof tournament, I mention the kof, but this story It is a universe parallel to the original timeline of kof, in my timeline, kyo has formed a team with alba meira and lien neville, when we all know that his original japan team is formed with benimaru, goro daimon, in this story mai shiranui fell in love with kyo, they got married and had children, everyone knows that mai is the partner of andy bogard, in my timeline, it's not like that, mai shiranui is my favorite female character of kof and that's why I put her together with My favorite character Kyo Kusanagi, generally speaking, my game has nothing to do with the story of Kyo in the original Kof. ;D
The first versions of my game used original characters from me, but they were very basic, boring, so I decided to use mugen editions, I learned to make new combos and animations and I made them very complete, now each character, which has been edited, fights different, some character is more difficult than another. They can be used in any game, the authors do not want you to pose as their creator, and to put yourself, as their creator, as if you had made it yourself, so if you do not know who created them, do not put credits, in my case it will be like this, if I put credits, the story is for me, the levels are also created by me, that's all, I hope I have clarified, everything you have said, hehe regards.