QUOTE(Moosh @ Feb 3 2013, 03:57 PM)
I can answer number 4. Palettes and palette flashing is something that's used by many of Zelda Classic's functions. With only one palette this becomes impossible. As a result enemies can't flash when they take damage (you can check the enemies flicker rule, but that looks bad IMO), you can't have multiple colors of trees without having to recolor your tiles, and if you have 8-bit Link tiles then good luck getting rings to work properly. In addition, when shifting new tiles to 8-bit mode their transparency gets screwed up, some colors in 8-bit palettes change (like CSet 6 for example), the bottom row of colors appears to be inaccessible altogether, and from my past experiences sometimes 8-bit tiles don't show up the same ingame as they do in the tile editor. 8-bit color is in my opinion a very buggy and poorly planned out feature that should only be used if there's no other option.
Edit: Actually I guess that overflowed into 3. Also for 2 you just press b while selecting the tiles. BEWARE, however, as I don't know of an easy way to undo 8-bit color. I know you can overlay (o) an 8-bit tile over a blank one to somewhat revert it, but that's about it save for scrapping the whole thing.
QUOTE(Saffith @ Feb 3 2013, 04:06 PM)
Ctrl+B
And I believe hitting "Shift+B" will convert the tiles to 8-bit color, but keep the transparent parts transparent by instead picking color 0, from c-set 1/0 whichever is first as opposed to just keeping it the first color in the c-set it was using.