Okay, finally solved my palette dilemma thanks to your guys' help. I was completely unaware all this time that when you insert a graphic via TileMolester, you need to make sure you're viewing the graphic-to-be-inserted with its correct palette even before you do the insertion. Got it now, and it's a user-defined palette to boot, so I didn't have to extract it from a savestate at all:
So that's over and done with. I'm extremely worried about the memory management issue with the Size 1 sprites though, if only for CE's sake. The only thing I can think of to do is comb
this thread for clues, but I don't even know what I'm looking for exactly.
EDIT: For what it's worth, I want to point out that there doesn't seem to be any problem with the third character's sprite, only the second's:
The fact that it's Frog and not Lucca being copied here probably clinches the supposition that it's a memory management issue and not a simple "Slash's data is overriding Lucca's" possibility.
Also, if it's any assistance in the diagnosis --
Sometimes it's Slash's tiles that are copied over Lucca, and Lucca disappears. There seems to be a tradeoff between their tiles being displayed, and the problem seems to lie in the "extra tiles beyond four" that are loaded for Slash. Either all four of Lucca's tiles are displayed and copied, or none of Lucca's tiles appear and all four of Slash's "extra" tiles are displayed and copied.
Once again the problem seems to resolve itself in-battle, but Slash's tile assembly seems to fall to pieces in-battle -- probably due to the possibility that Slash does not have a frame for every frame of animation Crono does (Slash has fewer frames than any of the playables IIRC, though he's closer than any other enemy).