To prevent running into all kinds of palette problems, you may want to work with David's
port.
#1 The first problem with the original game is that various '
indexed' palettes are used across scenes and objects.
Some examples: the
"princess" palette limits the prince(!)'s colors during the final hug cutscene; the
"prince" palette limits the flame colors; the
"kid" palette limits the mouse colors.
#2 The second problem is that the number of usable colors that the palettes of the original game can contain is limited.
Only colors from the palette can be used, not the full RGB range.
#3 The third problem is that some colors of those palettes can not be customized without breaking in-game transparency.
This is tricky to explain, but some - black(-ish) I think - colors cannot be changed/touched, and they need to stay in their specific locations within the palette.
#4 The fourth problem is that making a single change to a palette to use a separate color in only a single image sometimes means having to change/re-save all images that use that palette.
When working with the full RGB range, making a color change to only a single image never impacts other images.
#5 The fifth problem is that the colormap of an image may not match the actual palette for that image, which can be a pain.
The palette of an image may be different from the palette that the game actually uses, because the game ignores the palettes of images inside DAT files.
#6 The sixth problem is that, even though a PR script can be used to bypass the problem that one cannot simply change an image and look at the results, sometimes the PR output will unexpectedly be 'borked'.
This will be because of the modder's palette mistake - see, for example, #3 - but reverting it can be difficult.
The above is just from the top of my head, there may be additional problems.