ok so how has it been doing dialog edits for you? I only attempted to change her lines here as my first dialog change and learned that this game uses a lot of double letter combinations to save event space... pain in the butt...
but i changed this npc's lines to:
"Harley: We helped a wounded young lady get to the pot of life just in time..."
Indirectly hinting that it was Anna after Cecil and Edward leave Damcyan after the event, however to make it so that Edward doesn't assume shes still alive, I make Harley very vague about it as if to say she is not familiar with Anna.
Btw i should show you my version of Golbez, he looks a little more detailed with the gold and the blue as you see on harleys palette is the same.
Have you figured out how to eliminate the npc palette issue? I know what to do but I don't know the locations for changing them. I know they are listed but i havent looked into it. it should be as easy as assigning the common "town" npc palette set to all the dungeon areas that dont have anything there.
now then, you had mentioned how npc palettes appear to loop over a few palettes when you tested out different values. Here's what appears to be the case:
each map is assigned a set of npc palettes consisting of 3 palettes. but from what i see, they almost always include the red/gold/white and the blue/gold/brown npc palettes, and then the third is whichever else is needed (for towns it is usually the purple/gold/bown palette but things like chocobo forest use the white one (for the white chocobo) and then places
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Ugh, finding that some of the specific npc's is a pain in the butt. I can't seem to find the Cid npc used at toria around Edwards bed. the only thing i need to do is make his npc use the blue npc palette but i could have sworn i changed all of Cid's to the blue one.
(the reason why need this is because i swapped Cid's sprite with Golbez (who replaces the mini sprite overworld. the pig, frog and mini do not hold player palettes when used as npc's)