Palettes shouldn't be too hard (in theory) to move to glsl (you jimmy-jack and flatten the zc palette map to be a 256xN 2D RGBA texture, send down vertex colors as some kind of offset data to the actual single-color texture which are indices into the the actual color map, etc), it's probably just the wonkyness of the entire cset system that zc uses that's sure to give some headaches to whomever has to rewrite the palette stuff.


[edit] I just realized how funny that sounds starting the sentence with "Palettes shouldn't be too hard to move to glsl."