﻿Texture format:
[prefix,] 64 bytes of header, then 2 bytes per pixel, 8 bytes of footer?

prefix:
May or may not exist. Keep reading {int 0, int 8} until you reach the header.

header:
0: int 3
30: byte numFrames?
36: short width
38: short height
If width or height isn't power of two, round it up (and perhaps compensate in UV maps?)
40: byte pixelFormat (0 - opaque, 1 - masked, 2 - alpha)
48: short numFrames * {
	int frameOffset (relative to position of "numFrames")
}

pixel formats:
0: 5 bits per channel BGR, then unused bit (0)
1: 5 bits per channel BGR, then alpha bit
2: 4 bits per channel BGRA

Most (not all) textures are upside down. Some have padding(?).
Some are preceeded with some crap. Some have subtextures for anmation.