This uses nearest colour lookup to convert 32bpp-only sprites to indexed 8bpp on the fly. This provides a reasonable usable sprite instead of being incompatible.
Remap sprites start with a count byte followed by 256 entries, but
SetupColoursAndInitialWindow did not take account of this extra byte and
therefore started at palette index 0xC5 instead of 0xC6. This caused the
first colour of each gradient to be incorrect and all shades were actually
1 step lower in the gradient than indicated.