By default, Pixel Vision 8 will load in direct color mode. In this mode, the sprite parser will attempt to match up every color in the
sprite.png file to a color in the colors.png file. If the color exists, it will get a unique ID and is displayed when drawing the sprite to the screen. If the color is not found, it will default to the mask color making it transparent when drawn to the screen.
If you are in direct color mode, the Color, Sprite, and Tilemap tools will display all of the system colors. You won’t be able to shift the colors in the tools since they will be fixed to their exact value based on the order they were parsed when loading up.
In direct color mode, you’ll be able to see all of the system colors but will not be able to change them. In order to do that, you’ll need to manually change the color in the Color Tool. Just keep in mind that after changing a system color, the sprites.png file will need to be regenerated. If you are using a tilemap.png file, it may not be able to match the tiles to sprites and you’ll run the risk of corrupting the tilemap. That why it’s important to not change colors in the middle of a game’s development unless you are ready to go back through all of the references and update them. In the case of a tilemap.json file, each tile will still map to the same sprites since it references the ID and not the pixel data.
You can always switch back to direct color mode from the Color Tool and return to having the full 256 system colors available.
Just keep in mind that switching back to direct color mode will delete the
color-map.png file in your project and update the
sprite.png file with the system colors so they can load correctly in your game.