Au contraire, I used BMPs, I just used the non-compressed variant.
Plain, 16bit BMPs? What made you think if that?
*sigh* please forgive me, but my patience is being pushed here.
Aside from the audio and a couple of TGA files, LEGO Racers 1 uses COMPLETELY CUSTOM FORMATS. Stop thinking that it uses standard formats because I guarantee you it does not. BMP is just a file extension, it doesn't mean anything. I could create a file with the .exe extension, doesn't mean it's actually executable code. File extension and internal data format, while usually linked, are not technically dependent on each other.
The BMP format LR1 uses has 2 different variants; Paletted and RGB.
The first byte of a paletted bitmap will always be 0x04 or 0x08 (denoting the number of bits per index). The first byte of a RGB bitmap will always be 0x98.
The paletted bitmaps contain a color palette and an index map. The palette is always uncompressed. The index map is divided into blocks (of no more than 1000 bytes each). Each block may be compressed but not all of them are. The compression algorithm used is still a mystery, but uncompressed blocks can be read/written. A BMP where all the blocks are uncompressed can be completely extracted. As such, it's also possible to create a BMP where the data is all uncompressed and insert it into the game. This is what I did for the awesomeface experiments.
The RGB bitmaps do not contain a palette; the data seems to be RGB pixel data. However, said data is compressed, and without the algorithm there's nothing we can do with these.
Also, please stop posting my videos. I'm perfectly capable of doing that myself.
As explained above, yes.