**************************************************************************
*                                                                        *
*      NEED FOR SPEED II - FSH File format description - Version 0.1     *
*      Copyright Mike 'Thommson' (editor@nd4spd.com), 1998.        	 *
*                                                                        *
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Disclaimer : The following information is not certified 100% accurate.
             Use at your own risks. I am not affiliated in any way to
             Electronic Arts, so the following is pure guesswork.
  

1. FSH file starts with header: 

offset  len         data
=========================
 0x00   0x04        'SHPI'
 0x04   0x04        file size in bytes
 0x08   0x04        number of records in file
 0x0C   0x04        'GIMX'


2. The header is followed by the directory of file records, which have this structure:

offset  len         data
=========================
 0x00   0x04        name of record
 0x04   0x04        offset of record from the beginning of file 

This block is repeated 'number of records in file' times.


3. Each directory entry points to a record with following structure:
 
offset  len         data
=========================
 0x00   0x01        record ID
 0x01   0x03        ? (usually 0x00)
 0x04   0x02        width of record in record units
 0x06   0x02        heigth of record in record units
 0x08   0x04        number of special units
 0x0C   0x02        x position to display
 0x0E   0x02        y position to display
 0x10   size        record data

Record ID could be:
  0x2A     Palette (unit size = 4 bytes)
  0x7D     SHLB (unit size = 4 bytes)
  0x7B     Texture Bitmap (unit size = 1 byte)
                                     
Size = 'width of record in record units' * 'heigth of record in record units' * 'unit size'

 
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