Changes
From Final Fantasy Inside
→Textures
6. There's no sizes, so if there's another texture after the one you're getting, then subdivide next texture position from current position to get size and determine texture resolution. If it's the last texture, then it gets a bit tricky, as in many ways the file is not ending with texture but SCOT for example..
Texture is 8BPP (does not contain palette)
'''Texture resolution is based on size:'''
{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
! style="background:rgb(204,204,204)" | Texture byte size
! style="background:rgb(204,204,204)" | Texture final resolution
|-
| 0x2000
| 64x64 (or 32x32)*
|-
| 0x4000
| 128x128 (or 64x64)*
|-
| 0x8000
| 256x256 (or 128x128)*
|-
| 0x10000
| 256x256
|}
GFs uses higher texture resolution, for example 0x2000 is 64x64 instead of 32x32, but many magic texture like fire effect animation atlas texture is using the lower resolution (the one with asterisk *, for example 0x2000 for fire atlas animation texture it's 32x32 instead of 64x64)
==SCOT==
Related to sound transition effect. Structure is completely unknown.