On this topic, I will be explaining (as much as I can) explain the difference between the two engines, showing how to get the same results as we have in the Mugen OpenBOR when possible. For this, I need everyone's help.
I think it important to be able to invite more people from the community to the Mugen OpenBOR, since we have a lot of good people there, and OpenBOR is a fantastic engine. Both engines works different, and both have its good and bad points.
This post will be a constant work in progress. Since english is not my native language, please inform any english error.
TABLE OF CONTENTS
OpenBOR manuals:
http://dcemulation.org/index.php5?title=OpenBORManual
http://www.caskeys.com/arc/games/openbor/wiki/index.php?title=Main_Page
1. BASICS
1a - SFF file and Images
Unlike Mugen, The OpenBOR not use all images in a single file (SFF). All images are organized into folders, usually the same folder as the character but can be in any folder inside the root folder DATA.
One advantage of this is the ease of editing of the images and share images among characters, since respecting the same color palette or palette is changed programmatically. And since there is not a single file, there isn't the same problem we have in SFF file, where images with shared palettes must come before images with no shared palette.
1b - Image Formats & Transparency
OpenBoR supports 256-color (or lower) .bmp, .gif, .pcx or .png files. However, .bmp is too big so choose between the latter. .png is recommended. Image's extension can be omitted (e.g idle instead of idle.gif). If they were more than one images with same name but different extension and there's no specified extension, OpenBoR will search in this order: .gif, .bmp, .pcx then .png
24bit .png is also supported, but naturally you lose the ability to use palette swaps on that entity. Mugen suports it on version 1.1, using alpha mask on the palette (RGBA values). OpenBOR can use Alpha masking (see below).
Transparency
For PCX files, the transparent color index is the same for mugen: the last entry on the palette. For all other formats, is the first one.
Alpha Masking is avaliable (since version 3.2852+), which allows complete freedom in determining the transparency for sprites.
With alpha masking, each pixel of each frame of an animation can have its own alpha value from 0 (fully transparent) to 255 (fully opaque).
OpenBor support sprite clipping, I will talk about it later.
I think it important to be able to invite more people from the community to the Mugen OpenBOR, since we have a lot of good people there, and OpenBOR is a fantastic engine. Both engines works different, and both have its good and bad points.
This post will be a constant work in progress. Since english is not my native language, please inform any english error.
TABLE OF CONTENTS
OpenBOR manuals:
http://dcemulation.org/index.php5?title=OpenBORManual
http://www.caskeys.com/arc/games/openbor/wiki/index.php?title=Main_Page
1. BASICS
1a - SFF file and Images
Unlike Mugen, The OpenBOR not use all images in a single file (SFF). All images are organized into folders, usually the same folder as the character but can be in any folder inside the root folder DATA.
One advantage of this is the ease of editing of the images and share images among characters, since respecting the same color palette or palette is changed programmatically. And since there is not a single file, there isn't the same problem we have in SFF file, where images with shared palettes must come before images with no shared palette.
1b - Image Formats & Transparency
OpenBoR supports 256-color (or lower) .bmp, .gif, .pcx or .png files. However, .bmp is too big so choose between the latter. .png is recommended. Image's extension can be omitted (e.g idle instead of idle.gif). If they were more than one images with same name but different extension and there's no specified extension, OpenBoR will search in this order: .gif, .bmp, .pcx then .png
24bit .png is also supported, but naturally you lose the ability to use palette swaps on that entity. Mugen suports it on version 1.1, using alpha mask on the palette (RGBA values). OpenBOR can use Alpha masking (see below).
Transparency
For PCX files, the transparent color index is the same for mugen: the last entry on the palette. For all other formats, is the first one.
Alpha Masking is avaliable (since version 3.2852+), which allows complete freedom in determining the transparency for sprites.

With alpha masking, each pixel of each frame of an animation can have its own alpha value from 0 (fully transparent) to 255 (fully opaque).
OpenBor support sprite clipping, I will talk about it later.