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Colour Depth should not be an issue. Note: Ship and Space Station images use specific colour pixels for placement of red,green and white lights. (eg 255,0,0). Sometimes transparencies can confuse the pixel reader into making a group of false lights, but it can be remedied in the image by adjusting the hue of the transparent area.
Resolution (I mean image height/width in pixels), in general will be no issue but the display size of the image will be proportional to the asset image Resolution. I can't think of cases where we scale the image proportional to it's image res to force it to retain a set display size. Perhaps backgrounds do this to match the computer screen resolution. The caveat for Resolution is that there are several cases where it will cause visual glitches, and possibly out-of-bounds crash. We'd have to review the game to get a full list, but to give an idea:
-The standing at the bar station character set, if they are more than 4 frames and different resolution that might display weird/crash when trying to load, as I think they use a generic image loader code line expecting the current Res.
-The Ship images will be read in assuming they have 5 frames, if resolution width is not divisible by 5, it might cause a crash or out of phase turning animation. But it think other than that it could handle any size image.