That would mean including converted artwork from the original, wich I think will not be done.
why not? this convertion can be done "on the fly". and then - HD sprites and graphics without palette limitation.
there's nothing stopping OXC implementing a custom palette and use the lock() and unlock() methods to access a surface and manually replace colours.
Of course. No other way to apply lighting in software mode. But how will you shade pixel with 24bit value (248,248,248) which have index 80 and index 224 (yes, two EXACT colors have different shading gradients in terms of palette)
If you even manage to convert 24bit into 8bit palette (which will greatly cutoff colors), you will get ambiguous values, and that won't let you shade those sprites properly.
This will allow you to retain the palette shifting for lighting
so you're suggesting to keep limited palette graphics? geez...
how about bigger color index? not 255 but 64k colors
1. it's bad idea. 2. it's impossible.