C'mawn now, peeps. Mipmaps? Piece of cake. (When compared to hexing + textures, anyway... especially +2 mipmap'd textures. @_@ )
When making your TCS file, after the "type" (RGB565, I8, CMPR, etc. etc.), you do the following:
"type"
, 0, #, 0 <-- That, after the "type"
If you KNOW your texture has mips, the # can range from anything -- from 1 on up (3 is the most frequent mipmap number).
What I do to check for mips is constant trial and error. Most stages follow a systematic way of mipmapping -- as in, Onett uses primarly 6-mipmap'd textures, whereas others like Spear Pillar could use 3-mipmap as their #. All varies.
Anywho. Constant trial and error!
Make the TCS. Convert to TPL.
Has mipmaps?
Edit the TCS, and make the mipmap # "3". Convert to TPL.
The TCS bigger or smaller than where it should be inserted in the PAC? Adjust the # accordingly. Convert to TPL.
Rinse, and repeat, until desired mipmap # is founded.
...Now imagine doing that with 50 other textures, each with different mipmap numbers.
...Thank you, ASHStage.