First question, why didn't Blizzard put the player color palettes somewhere else instead of duplicating them in each tileset?
Secondly, I'm looking at the forest.ppl file and all the colors seem to be 1/4 the color they should be. If you look at LambChops' 256x256 example palette that he posted here, let's look at the second color (since the first is black) which is rgb(0,37,63) in the forest.ppl file but rgb(0,148,252) in LambChops' example file. Clearly those are the colors that were used so why did Blizzard store the values as 1/4 what they should be (and were, in game)?
Thirdly, I've noticed some errors in the grunt.grp file where the artist or the encoder seems to have made a mistake and left out some pixels in several of the frames. Using a shift instead of a pixel instruction. I looked at the human footman grp file and there are some similar issues and at least one frame with a stray pixel. I'm sure most grp files have such errors. Does anyone know how these errors happened? I haven't seen anyone mention them before but I was thinking of creating patched grp files with fixes. I'm no artist so I might need palette color suggestions.
For grunt frame 3 these are the memory locations you would need to edit assuming you want to use palette location 86 (0x56).
I'll throw a final question in and ask if anyone knows what the forest.cv4, forest.vr4, forest.vx4, nf_rock.bin, nf_tree.bin, and nf_wall.bin files are for.
Below forest_palette.png is LambChomps sample palette, palette_example.png is what the forest.ppl data looks like, and grunt_error.png is one example of missing pixels in the grp files