The programmer of the field graphics format wins the price for most complicated format! Definitely management material!
- when decoding the MIM files it is worth copying them into the positions in VRAM that are set in the MIM file, because the texture pages sometime start at different positions.
- the second section of the dat file contains the tiles. It starts with 4 32-bit offsets, then follows some kind of display list. The first offset points to tile descriptions with 8 byte per entry (X/Y/U/V/attributes), the third offset points to tile descriptions with 12 byte per entry. The second entry seems to start with the texture page and hicolour entries required (like the PS texture page register)
- Now it gets complicated, and I haven't decoded everything, yet: there seem to be three kinds of codes:
[16-bit depth?, 16-bit start tile, 16-bit tile count]
[0x7FFE, 16-bit index (into the table of texture page/hicolour entries), 16-bit 0]
[0x7FFF]
The texture page info covers the MIM file correctly, but I'm not sure how the entries are selected correctly. Very strange.
I'll post the code once I've got it working, but I just thought others are interested as well. Is anyone updating Gears, now that Halkun is busy?