This is a reply to a posting on my forum and thought it might be helpful here.---
I have quite a few gif animators ... but I like working with Animation Shop that comes with PSP. ... but note that during optimizations ... the colors will somewhat be replaced by nearest color for new output.
Usually the .gif comes out very close to the original ... the more important thing is during .dcc save and the Act1, Act2, Act3, ... etc pallettes. Use the Act pallette that you want the monster to appear on... The base color will also depend on the Act that the monster appear on... Ie ... if you save using with Act 1 pal during .dcc save and use the mons on Act 5 ... there might be some psychedelic spots.
There are a few things that controls the color shifting during gameplay ... the type(baseID) of monster and the clone line used which can be taken care of by using different palshifts. .. On uniques/superuniques, the extra shifting can be turned off with nouniqueshift = 1.
To make base color for all shift types ... use a straight 2K size palshift ... ie 01,02,03 ...FA,FB,FC,FD,FE,FF ... for all the shifts ... with a hex-editor(copy 00-FF and paste 6 times starting from 100 and remove the delete the rest after 7FF) ... this'll make all variants look like the base shift.
Another thing with using Animation shop is there could be some wierd duplicated last frame and 1st frame non transparent during .dcc save. ... this can be taken care off with duplicating 1st frame and also last frame .. and select frames 1(not 0) to Last frame -1(not last) during .dcc save.
----
Note there are easier ways to do what you want.
------------------
http://www.planetdiablo.com/teknokyo/