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Color cycling and some way to limit the color picker to emulate certain graphics chips and console limitations could be cool, like the CPS1's 16 bits with RGB and a "brightness" channel, the amstrad CPC's 3 level-per-channel, or Amiga and Megadrive's capability for Extra-Half Brite mode, along with the more straightforward "X bits per channel" setting

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Interesting idea, we will keep it in mind, thanks for the suggestion! For now, your best bet would be working with palettes. The next stable version will also feature indexed mode, so the colors of projects that use that mode will be limited to the colors of the currently selected palette.

I was thinking less of the color palette in the modern sense and more as in the actual whole available array of colors available to a console or PCB. Like, there'd still be a way to make palettes, but the colors you can pick to make said palette would be limited, if one chooses to do so. "Color Gamut" could work as a term. And for consoles that have features like EHB or NES' "color filters", there should IMO be a way to toggle them so as to make accurate color picking easy (easier?), maybe some sort of "brush" to change colors to their equivalent in the EHB or color-filtered gamut? Glad to hear indexed mode is being worked on, though!

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Yeah I see. This feature is not planned at the moment, but it's definitely interesting and we're noting it for a future version.

alright, can't wait for it to be implemented eventually then!

BTW I realized the technical term I was looking for was "Color Depth" or "Bit Depth", if it may be of any help. Very few pixel art programs offer what should be a basic feature, considering IMO Pixel Art lives and dies on the technical limitations of the time.