Textures

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Format

The textures used in SBOL use a .MIA extension. I'm unable to find any details on this format or if it is used in any other games. The format is unprotected and stored using a basic run length compression for the pixel data.

Structure

0x0000: Short - Texture Count
0x0002: Short - ???? always appears to be 1
0x0004: Pointer Table for Textures. One for every texture

Texture Structure:
0x0000: Int - ???? maybe id or MIPMAP detail
0x0004: String (32bytes) Texture name
0x0028: Int - Format
0x002C: Short - Texture Width
0x002E: Short - Texture Height
Pixel Entries:
Structure is 5 Bytes for each entry (number of entries calculated from Pointer table values / 5
	Pixel Structure:
	0x00: Number of Pixels + 1
	0x01: Blue
	0x02: Green
	0x03: Red
	0x04: Alpha