Well some messages above was mentioned Universe; i dont know exactly how the palette was splitted but from a technical point, the way i would have done (skills allowing) it is using together blitter and copper and have several 16x16 32 (or 64) color tiles with 16 fixed colors and 16 changing colors from tile to tile; that could have granted a good fidelity of the final image and also made the dynamic elements (bobs, dialogs,etc) look uniform and also reduced the memory footprint of all copperlists (just 320 instead of 16x num of lines); if i remember correctly, from the final credits the method was scalled SPAC (super pre-adjusted color) and is a pity it was not user in other games.... maybe they used 8x8 tiles (since is the limit of the OCS/ECS copper to have 8px scanlines) i dont know...
Saimon69