Just a brief update: I have successfully modified the game to load the prototype image, and even gotten the game to render it right side up. It's only accounting for about 180 degrees though, so I may have to extend the image to 2,048 pixels. That's probably close to half the pixels present in the rest of the game's internal art combined, but...
Other than that I'm still working on what to do about the game's 600 pixel tall screen, since the only options I have are 512 and 1024. 512 isn't too much of a stretch, and I can alter the art to compensate for the distortion on spheres (aka everything in the image).
Quoting: SharkD
Could you give an example of an input sprite as well as output? From what I am able to gather from what you said, The GIMP's method seems a lot more powerful. I.e you can define up to six swap channels instead of just one (Wesnoth) or three (GH).
You should be able to expand even Gearhead's existing method to use six channels. Basically what should work are the three primaries and anything made from perfect 50/50 blends of them, so:
Red 255,0,0
Green 0,255,0
Blue 0,0,255
Yellow 255,255,0
Purple 255,0,255
& Cyan 0,255,255
Should all work. If you have alpha support, you use that for transparency, otherwise you give up one color for that, which still leaves five.