Capcom vs. SNK: Millenium Fight 2000 Color Edit Guide
Version 0.2 (6 September 2001)
By ProTect (e-mail: protectiam@yahoo.com)

Copyright (c) 2001 ProTect

The game Capcom vs. SNK (hereafter referred to as CvS)
and all Capcom characters
are copyrights of Capcom.

SNK and all SNK characters are copyrights of SNK.

I do not claim any of the Capcom characters, any of
the SNK characters, or CvS
as my intellectual property in any way. My
contribution is solely the techniques
for editing the colors of CvS character sprites.

This FAQ is mine, ProTect's. Do not post it to public
forums without my
permission. Do not in any way claim it as your own.

DO NOT rewrite it and pass it off as your Color Edit
FAQ for another game!

Plagiarism is a very serious crime. It is intellectual
theft.

----------CONTENTS----------

FAQ Disclaimers
Contents
Purpose of This FAQ
Controls
Vocabulary
Basic Blocks
Techniques and Examples
Inspiration
Links
Version History
Credits

----------PURPOSE OF THIS FAQ----------

This is NOT a list of Color Edits. It is advice on how
to make your own Color
Edits. I hope that it will revive interest in CvS and
that its tips will also
prove useful for CvS2 as well.

If you are looking for a list of Color Edits, you will
find links to some in the
Links section of this FAQ.

----------CONTROLS----------

Outside the Hue Bars:

X - copy block*
Y - paste copied block*
A - confirm
B - cancel

On the Hue Bars:

X - increase all values*
Y - decrease all values*
A - confirm
B - cancel

* - Frankly, I never found much use for these
controls.

----------SAVING AND USING COLORS----------

To save a color, simply choose the memory card to
which you want to save and
then the Color Edit file you want to use. Two files
are available to each
character per memory card.

SOME ADVICE:
I use a Massive Memory Card Plus from InterAct
Accessories which has the storage
space of eight VMUs and which allows me to switch
rapidly between memory cards
without having to remove anything from my controller.
I have found it to be
very reliable and would highly recommend it or a
similar item if you plan to
save lots of colors, as VMUs are expensive, not to
mention clumsy if you're
always switching between them.

In all play modes, you will be able to tell if you
have saved an edit color for
a character. "COLOR1" and/or "COLOR2" will appear near
the character's select
screen picture. Select your color with X and B (for
Color Edit 1) or Y and A
(for Color Edit 2). If you are playing Arcade Mode or
Pair Match Mode, you
should see "COLOR1" or "COLOR2" fly toward the top of
the screen when you select
your character. If you don't, you might want to soft
reset (press X, Y, A, B,
and Start) and try again.

MORE ADVICE:
For some reason, the double button combinations
required to pick edit colors
seem to work much more infrequently than the similar
(but more complicated)
combinations used for the secret colors in Street
Fighter III: Second Impact
and SF3: Third Strike. If you are having trouble
getting the timing right, I
recommend positioning your fingers above the buttons
and counting "one, two,
three" before going for the final press. That's the
best advice I can give;
even I often slip up here.

----------VOCABULARY----------

B - the hue blue, as distinguished from the block or
tone blue

Block (referred to as a "palette" in the American CvS
manual) - three values
listed in the order red, green, blue

Color - the 15 blocks that make up a given character's
sprite considered
collectively

Color Bar - the horizontal bar which contains the 15
blocks that make up a color

Default Color (abbreviated DC) - one of the 8 colors
pre-programmed for a given
character

G - the hue green, as distinguished from the block or
tone green

Hue (referred to as "bar" in the US CvS manual) - red,
blue, or green

Hue Bar - the vertical bar representing a hue's
intensity; determines the value

R - the hue red, as distinguished from the block or
tone red

Spectrum - all the blocks that make up a certain part
of a character sprite
(examples: hair spectrum, headband spectrum)

Tone - the shade seen in the oval beneath the hue
bars; a non-quantitative block

Value (referred to as "tone" in the US CvS manual) - a
number at the top of the
hue bar indicating the intensity of a hue; it can be
adjusted to any number
between and including 0 and 31 by sliding the hue bar

----------BASIC BLOCKS----------

Black: 0-0-0
Red: 31-0-0
Green: 0-31-0
Blue: 0-0-31
Orange: 30-15-0
Yellow: 30-30-0
Cyan (bright blue): 0-30-30
Purple: 15-0-30
Magenta: 30-0-30
Pink: 30-15-30
White: 31-31-31
Gray: 15-15-15

These are only guidelines. They don't have to be
exact, that is, you don't have
to input 0-31-0 every time you want green. Note which
values are DOMINANT in
each block.

----------TECHNIQUES AND EXAMPLES----------

HALVING:
Divide a value or some values for a given spectrum by
two, usually rounding
down.

This is useful when you are making a spectrum and you
have a general idea of the
tone you want it to be and what values are most
prominent in that tone.

It comes in particularly handy for creating suntanned,
(human) black, and zombie
skin tones. 

Suntanned skin: Halve G and B values for all skin
spectrum blocks
Black skin: Halve all values for all skin spectrum
blocks
Zombie skin: Halve R and B values for all skin
spectrum blocks

You may want to do some further tweaking after
halving, as the following
examples show.

EXAMPLES

Suntanned Ken
1. Pick Ken's B color. His skin spectrum is the first
five blocks after
28-28-28.
Halve the G and B values (you should get 31-12-8,
etc.).
2. Whoa, that's bright! Tone it down by decreasing the
R values by 4 (27-12-8,
etc.).

Black Terry
1. Pick Terry's X color. The first four blocks are his
skin spectrum. Halve all
the values (15-13-9, etc.).
2. Hmmm... too gray. Try decreasing the G values by 2
(15-11-9, etc.).
3. Now increase the R values by 3 (18-11-9, etc.).

Zombie Vice
1. Pick Vice's X color. Her skin spectrum is the six
blocks after 13-0-0. Halve the
R and B values (15-26-10, etc.).
2. Add 5 to each G value (15-31-10, etc.).

Here's one non-skin example for this simple technique.

EXAMPLE

Rugal in a Hot Pink Suit
1. Pick Rugal's B color. Start editing the 8th block
from the end of the color
bar (16-14-18) and continue until you reach the right
end of the color bar.
Halve the G values (16-7-18, etc.).

MIXING AND MATCHING:
Take a spectrum from one color or character and use
its blocks for a spectrum on
another color or character.

This is very useful for swapping karate gis among
characters who wear them.

EXAMPLE

Ryo in a Bright Blue Karate Gi
1. Pick Ryu's A color. Write down his karate gi
spectrum (28-30-25...22-28-22
...17-24-27...14-19-21...10-14-16).
2. Character Change to Ryo. Replace his karate gi
spectrum with the one from
Ryu.

It is also good for swapping elements from one DC to
another (slightly
trickier).

EXAMPLE

M.Bison (hat guy) in a Red Uniform with Yellow Armor
1. Pick Bison's X color. Select "Color Change" and
highlight the first block in
Bison's armor spectrum (26-28-30).
2. Press B to Cancel and choose "Default Color." Press
right. You should see
Bison in a blue uniform with yellow armor. Memorize
the block (29-28-0).
3. Press B to Cancel back to the X color. Select
"Color Change" and change the
highlighted color back to the block you memorized
(29-28-0).
4. Highlight the next block to the right. Cancel and
choose "Default Color." Be
sure not to hit A again while viewing the DC or you
may lose your color edit.
Memorize the block (28-20-0).
5. Repeat steps 3 and 4, replacing the blocks on the
DC with the blocks you
memorize for the rest of Bison's armor spectrum.

VALUE SWAPPING:
Switch one value with another value.

This is a very simple technique, but it offers more
complex color possibilities
than the preceding techniques.

EXAMPLE

Mai in a Bright Green Dress
1. Pick Mai's X color. Start editing her dress
spectrum with the 4th block from
the right end of her color bar (30-2-2) and continue
until you reach the
right end of the color bar. Switch the R and G values
(2-30-2, etc.).

VALUE EVENING:
Set one value equal to another value.

This is most commonly useful for creating tones such
as yellow and bright blue
that are essentially a combination of two hues.

EXAMPLES

Zangief in Magenta Trunks
1. Pick Zangief's X color. Start editing his trunks
spectrum with the eighth
block (30-0-0) and end at the third block down
(12-0-0). Set the B values equal
to the R values (30-0-30, etc.).
2. To make it brighter, start with the second block in
the spectrum and increase
all R and B values by 6 (28-0-28, etc.).

Kyo in a Pink School Uniform
1. Pick Kyo's B color. Start editing his school
uniform spectrum with the
seventh block from the right end of his color bar
(28-26-0) and end at the
next-to-last block (6-2-0). Set the B values equal to
the R values (28-26-28,
etc.).

----------INSPIRATION----------

You'll see a lot of interesting colors if you try
playing a bunch of different
fighting games and pick your character with a
different button each time.

I have developed a set of Playstation Gameshark codes
for various games that
will make the computer characters select their outfits
with the same button
with which you select your outfit.

For example, if you are playing Street Fighter Alpha 2
Gold and choose Rose's
Triangle color (pink), all computer opponents will be
wearing their Triangle
colors as well.

It is called the Tekken Outfit Effect, after the game
series which originally
implemented this feature.

Here is the complete list of all the games I have made
this code for (all are
American versions).

STREET FIGHTER COLLECTION 2
D016C12E 0000 
8016C436 0000 
D016C12E 0101 
8016C436 0101 

STREET FIGHTER COLLECTION (Disc 1) 

D01753EE 0000 
8017575A 0000 
D01753EE 0100 
8017575A 0100 
D01753EE 0200 
8017575A 0200 
D01753EE 0300 
8017575A 0300 
D01753EE 0400 
8017575A 0400 
D01753EE 0500 
8017575A 0500 
D01753EE 0600 
8017575A 0600 
D01753EE 0700 
8017575A 0700 
D01753EE 0800 
8017575A 0800 
D01753EE 0900 
8017575A 0900 

STREET FIGHTER ALPHA 

D0187188 0001 
80187450 0001 

STREET FIGHTER ALPHA 2 GOLD (Disc 2 of SF Collection) 

D019768C 0001 
80197A88 0001 
D019768C 0002 
80197A88 0002 
D019768C 0003 
80197A88 0003 
D019768C 0004 
80197A88 0004 
D019768C 0005 
80197A88 0005 

STREET FIGHTER ALPHA 3 

D019440C 0000 
80194854 0000 
D019440C 0001 
80194854 0001 
D019440C 0002 
80194854 0002 
D019440C 0003 
80194854 0003 
D019440C 0004 
80194854 0004 
D019440C 0005 
80194854 0005 

STREET FIGHTER EX+ ALPHA 

E01D4EA3 0001 
301D63CB 0001 
E01D4EA3 0002 
301D63CB 0002 

STREET FIGHTER EX2+ 

E01E7FD3 0001 
301E984F 0001 
E01E7FD3 0002 
301E984F 0002 

RIVAL SCHOOLS 

E01F6498 0001 
301F6499 0001 
E01F6498 0001 
801F649A 0101 
E01F6498 0002 
301F6499 0002 
E01F6498 0002 
801F649A 0202 
E01F6498 0003 
301F6499 0003 
E01F6498 0003 
801F649A 0303 
E01F6498 0004 
301F6499 0004 
E01F6498 0004 
801F649A 0404 
E01F6498 0005 
301F6499 0005 
E01F6498 0005 
801F649A 0505 
E01F6498 0006 
301F6499 0006 
E01F6498 0006 
801F649A 0606 
E01F6498 0007 
301F6499 0007 
E01F6498 0007 
801F649A 0707 

POCKET FIGHTER 

D01E205A 0100 
801E2342 0102 
D01E205A 0200 
801E2342 0202 
D01E205A 0300 
801E2342 0302 

DARKSTALKERS 3 

D01C112A 0100 
801C14FE 0100 
D01C112A 0200 
801C14FE 0200 
D01C112A 0300 
801C14FE 0300 
D01C112A 0400 
801C14FE 0400 
D01C112A 0500 
801C14FE 0500 
D01C112A 0600 
801C14FE 0600 
D01C112A 0700 
801C14FE 0700 

MARVEL SUPER HEROES 

D00921EC 0001 
8009241C 0001 

X-MEN VS. STREET FIGHTER* 

800433A2 0001 
80042F82 0001 
800436E2 0001 

MARVEL SUPER HEROES VS. STREET FIGHTER 

D0070DAA 0001 
8007156A 0001 
D0070DAA 0001 
8007116A 0001 
D0070DAA 0001 
80071922 0001 
D0070DAA 0002 
8007156A 0002 
D0070DAA 0002 
8007116A 0002 
D0070DAA 0002 
80071922 0002 
D0070DAA 0003 
8007156A 0003 
D0070DAA 0003 
8007116A 0003 
D0070DAA 0003 
80071922 0003 

MARVEL VS. CAPCOM 

D007C12A 0001 
8007C98A 0001 
D007C12A 0001 
8007C53A 0001 
D007C12A 0001 
8007CD92 0001 
D007C12A 0001 
8007B8DC 0101 
D007C12A 0002 
8007C98A 0002 
D007C12A 0002 
8007C53A 0002 
D007C12A 0002 
8007CD92 0002 
D007C12A 0002 
8007B8DC 0000 
D007C12A 0003 
8007C98A 0003 
D007C12A 0003 
8007C53A 0003 
D007C12A 0003 
8007CD92 0003 
D007C12A 0003 
8007B8DC 0101

FATAL FURY: WILD AMBITION 

D00AC098 0001 
800AC09A 0001  

SOUL BLADE 

D00BFCD0 0000 
800C2C08 0000 
D00BFCD0 0001 
800C2C08 0001 
D00BFCCC 0000 
800C2C04 0000 
D00BFCCC 0001 
800C2C04 0001 
D00BFCCC 0002 
800C2C04 0002

MORTAL KOMBAT 4** 

D00A81FC 0001 
800A8200 0001 
D00A81FC 0002 
800A8200 0002 
D00A81FC 0003 
800A8200 0003
  
* - XvSF's codes are not a true TOE in the sense that
they the player's choice
of colors determines the computer's choice of colors,
as this seems to be
impossible past the first match. Instead, they put the
computer permanently
in the alternate colors.

** - As I recall, this one was slightly glitchy, but I
cannot improve it as I
sold my copy of MK4 when I bought MK Gold.

----------LINKS----------

http://www.gamefaqs.com/console/dreamcast/game/26588.html

This is where you can find Dazz Hardy's excellent
Custom Color Guide, as well as
Sailor Bacon's FAQ which contains many great colors.
Sorry there's no direct
link to them, but that's not allowed. You should also
be able to find colors
on the message boards.

www.geocities.com/smartiniam/colors.html

This is my personal page of colors, updated quite
frequently.

----------VERSION HISTORY----------

v. 0.2 (6 September 2001) - After some thought, I
decided to do away with my
planned distinction between basic and advanced
techniques. I also added the
section on saving and using colors and the value
evening technique, not to
mention the version history. ;)

v. 0.1 (5 September 2001) - The first preliminary
version, this contained all
content not mentioned above.

----------CREDITS----------

I, ProTect, wrote this.
Capcom made the game.
All the techniques and examples and the Tekken Outfit
Effect are mine.
The Capcom characters belong to Capcom.
The SNK characters belong to SNK.

