I hope my consecutive posting isn't an issue, there's too much to add to a single post and breaking these up hopefully makes things more digestible.
I went back to the hex editor and found the reason some items don't flash when have I hue set to the far left (red), saturation 17 ticks to the right, and value 18 ticks to the right. Some items don't end up with the correct pair of values to trigger the glitch. Injecting 0x65 for sat and 0x56 for val lets you flash literally anything. Just re-calculate the CRC32 checksum and inject the new checksum into the first 4 bytes of the CAS file.


The CAS parameters are almost halfway into the file at the top of the next block of data after a block of zeroes. I call this the LUSA zone (Sonic Reducer certainly ain't one).

A link for that checksum tool if anyone wants it (I think I got this from thmods.com before it died a few years ago):
https://archive.org/details/thug2-save-file-checksum-utilityA shirt (tanktop) that normally doesn't flash using the in-game adjustments:



For the hue, it's a bit weird. Here's how I found it. 2 bytes back from 0x65 0x90 0x21 0x56, there should be 0x1F before 0x90 0x20. Before that should be a 0x92. So the sequence should appear as follows to edit the hue/sat/val and flash an object on your CAS:

What I've marked up in red is what I noticed after moving the hue 1 tick to the right from the far left (red) position (hue in the far left position is needed for the glitch to work). The 0x92 at the beginning changed to 0x90 and 0x05 was inserted after the following 0x1F. Can't explain why, maybe it's a least significant byte that otherwise isn't needed. I deleted that 0x05 and changed the 0x90 to 0x92. Then the object was flashed since that set the hue to the correct far left (red) position.
Confused yet?