####### INFORMATION

- All PSX tiles use 16 colour palettes, which is 4 bits.

- All PSX tiles are 32x32 pixels. If I understood correctly 1 byte = 2 pixels, so
the hex data 0x3F means the first pixel use the colour 0x3 of some palette,
and the next pixel use the colour 0xF of the (same) palette.

- the first 128 bytes of PSXT are the first pixel row of the first 8 tiles
(including the tile 0, which is a clean tile).

- loading the first 4096 = 0x1000 bytes of PSXT we get all the first 8 tiles
pixels.

- one 256x256 page are 0x8000 bytes, which is 8x8 = 64 tiles.


OBS: You may choose if you want to work with "whole PSXT chunk" or
"256x256 individual pages". Both are equivalents, but the latter is
fragmented in tile data and their respectives palettes.


####### Files in "whole PSXT chunk"

- The file "..._all.data" includes all the PSXT chunk

- It has 6 256x256 pages of 64 tiles each, totaling 384 tiles.

- After each 256x256 page there is 0x800 = 2048 bytes of palette data. Next
a new 256x256 page starts and so on.


####### Files in "256x256 individual pages" folder

- The files "..._1.data", "..._2.data", etc are 256x256 pages of
64 tiles each.

- The files "..._1_palettes.data", "..._2_palettes.data", etc are palettes
data of the respective 256x256 page. I don't know if they are 16 palettes of
256 colours or 256 palettes of 16 colours.

####### What "GTA2 Style Format.doc" says:

The PSX tile format is as follows :

256x256 page of 256 colour 32x32 tiles                     (65536 bytes)
256x256 page of 256 colour 32x32 tiles                     (65536 bytes)
256x256 page of 16 colour 32x32 tiles                      (32768 bytes)
256x256 page of 16 colour 32x32 tiles                      (32768 bytes)

256 byte table containing palette number for each tile       (256 bytes)

Number of 256 colour palettes                                  (1 byte)
Number of 16 colour palettes                                   (1 byte)

256 colour palettes (15 bits BGR, 1 bit Alpha)               (512 bytes)
16 colour palettes (15 bits BGR, 1 bit Alpha)                 (32 bytes)

The 256 byte palette table may be scrapped if we have yet another 1024 byte
look-up table - for the tile palettes - as well as a pc to psx tile
reduction table.

Valps