I'm not a programmer. I'm not keen on putzing with the creation of a X11 executable. The linker requires at least 8 libs besides the GL stuff (x11, shim, etc) and I'm not keen on creating a makefile at this very moment.
However your format discription is going to make it's way into Gears. I'm going to hold off proper placement for now, as I seem to have incorrectly placed file formats at the end of my doc when they belong at the beginning under "kernel"
I'm discovering the kernel hooks, which are the hardest to detect. The system is like layers. When the kernel loads a module it's actully on top of the kernel, the user sits on top of of module. The data is "under" the kernel so it's hard to see the kernel as it sandwiched between the user and the data.
User -> Module <-> kernel <- data
I learning how to scub away the module and see the kernel proper. It's like I can see wires going into blackness, but I can at least follow the wires.
Your back end stuff shines a light behind the kernel so I can see it.
What I find so striking is that the basic architecture of Final Fantasy hasn't changed since Final Fantasy 1 (O_o)
That too had a 16k kernel that sat on the bottom of NES memory. It purpose was to manage intrrupts, bank in modules, and keep the overall system running. Of course the original FF1 only had 16 parts that were 16k each, Only six of them were executable (Kernel, menu, battle, world map, field, and minigame.... wow, sounds familliar, huh ^_^) The rest were data resourses.
Pretty neato huh?