got sidetracked but has paid off!! no more macros!!
html border sized to make the 72x72 (what has to be adjusted for your images)
1.just put in the folder of your asu rips
2.re add pal
****3.paint the mass backgrnd a dif color than white black (not anything in the unit box)
****4.make a dot of a dif color somewhere keep asu from thinking its one big sprite (if needed)
****(ok here i just cutted my sprite sheet and put it on a new white backgrnd and left it all white finally worked..asu now sees them as indvidual sprites) the dot may be needed..my first sprite sheet worked with it, but now this one wants a new image to be pasted on
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3.resize the canvas... a little fixed asu thinking its 1 image.
5.re rip!!(using the select all this time)(unselect unused)(this may have to be click order)
6.use a .ral with the 0-64 etc names, make the grp in retrogrp
http://imageshack.com/i/posbbhUsjhttp://www.alferdspritesheetunpacker.forkandbeard.co.uk/forkandBeard/apps/AlferdSpritesheetUnpacker/Download.aspxmaking the rals names i use this place
http://textmechanic.com/text-tools/numeration-tools/generate-list-numbers/ well i got in a rush...everything matches my made sprites in my other grps, colors and all...it seems that war2 just likes game maker making sprites
maybe for some other 2d uses.
and its fixed!!! asu must write to png!+keep pal in options, im having to batch conversion back to bmp..so not the best way but a taddle bit better than the last