This menu lets you import master palettes. Each master palette also has its own set of UI colors. Only one master palette can be used at a time. The ability to import multiple palettes into your game exists so that you can switch to a different palette using the loadpalette script command, such as for some self-contained section of the game like a sequence of backdrops. The active editing palette is the master palette being used for the current editing session; this setting is not saved. You can replace the selected palette, or add a new one by pressing Right at the last palette. Master palettes can be imported from: -a paletted .BMP or .PNG image of any size (normally 256-color, but even a 16-color .BMP can be used), in which case the palette of the image is used and the pixels are ignored. (So you can use a screenshot of a game to import its master palette!) -a 16x16 .BMP or .PNG image where each pixel is a color (the alpha channel is ignored), 256 in total. It doesn't matter what bitdepth the image is. -or the old uneditable .MAS format. The Export option on this menu saves a palette as a 16x16 24-bit .BMP. Each color used as a UI color or as part of a Box Style is outlined when selecting a relevant menu option. When a master palette is imported, its UI colors and Box Styles are automatically selected to be as similar as possible to the UI colors/styles of the active editing palette. "Nearest-match active palette's UI data" lets you repeat this process, to copy changes from one palette to another. "Copy active palette's UI data" basically copy-pastes UI color indices (and Box Styles) between palettes without remapping, for when you want to do something like create a darkened version of a palette and affect the user interface as well. "Reset UI Colors to defaults" (hotkey: Ctrl-D) resets all UI Colors to the nearest matches to the default colors. Use this (or press Ctrl-D) if the menu text becomes unreadable. "Reset Box Styles to defaults" resets the Box Style colors to defaults, but leaves box borders alone.