I'm afraid you are going to have to simplify that one for me, way over my head =/
And since you are so knowledgable about this, I have one more question. In a CI8+RGB5A3 palette file, the mipmaps are going to use that same palette aren't they? Or do they use a different type of compression?
Let me tell you what I did:
1) I compared the size of my texture (it had no mipmaps) to the normal texture.
2) I discovered the a mipmap at half the size of my original file, plus a mipmap at a quarter of the size of my original would end up making a perfect number of bytes. So I took my original, and in photoshop I shrunk it to 50% and 25% size.
3) Both mipmaps I made CI8+RGB5A3, and both mipmaps I told to determine their palette's from the original file. This totally failed. What steps do I need to take to make this actually succeed?
4) By comparing my files generated without mipmaps to the one in the original, I now have separated the hex into Palette -> Texture -> 1/2 Mipmap -> 1/4 Mipmap -> 1/8 Mipmap. Of course, since I have it open in my hex editor, none of them really make any real sense, and I'm not sure how to export them so as to modify them.