Yeah, I read those posts with great interest back then, and before this thread. But he doesn't say anything explicitly about whether the CLUT is stored in the texture buffer though.
For 64x64x4 textures plus MIPmaps it would still fit, but it would rule out anything larger, while using the build in MIPmapping (you'd have to vertex alphablend between near and far geometry or ignore the artifacts).
As said, it doesn't appear that most games are in fact using 64x64 textures. It's actually a healthy size of texture for the target resolution and the time.
If all textures where that size N64 games would have looked a lot different.
Edit:
A breakthrough here I think:
http://fgfc.ddns.net/PerfectGold/Textures.htm
Color-Indexed Textures
These are some restrictions on the size and placement of CI texture maps within the TMEM. The TMEM is actually partitioned into two halves. Four texels are sampled from the first bank and fed into the second bank for texture/color/index table lookup (TLUT).
8-bit CI textures all require 2 KB (256 x 64 bits per entry) second half banks to hold the TLUT, while 4-bit CI texture can have up to 16 separate TLUTs.
Since the Upper half is reserved for TLUTS all tiles must reside below 2Kb.
This means that a 64x64x4 CI texture does not have room for Mip-Map Tiles unless they are loaded seperatly.
The Largest single Automatically Mip-Mapping (3Level) Texture that can be loaded is:
64x48 (32x24 + 16x12) 4Bit = 1536+(384+96)=2016byte
An example taken from PD is the washing Mashine at 64x56x4. This can have 1 more Mip-Map Tile at 32x16 to take it up to exactly 2048.
However refer to wrapping requirements on both these examples.
Below is a list of types and the total number of Texels that will fit in TMEM
4-bit(I,IA) 8,192
4-bit Color Index 4,096 (plus 16 palettes)
8-bit(I,IA) 4,096
8-bit Color Index 2,048 (plus 256-entry LUT)
16-bit RGBA 2,048
16-bit IA 2,048
16-bit YUV 2,048 Y's, 1,024 UV pairs
32-bit RGBA 1,024
The problem I see is that Nintendo Waisted TMEM in CI Opperation. There is NO benifit in 8bit over 16bit in TMEM. In fact 16bit has a slight advantage since 2 texures can co-exist while 8bit can only have 1 TLUT.
4bit CI should have loaded TLUTS back from end of TMEM and dispenced with mirroring 4 times the colours.
Now, what Id love to know is how GoldenEye's manual Mip-maps work.
I can see a 128x47 and 64x16 fitting together but not a 128x47 and 64x24...
Also, Rare used resolutions lower than 16 wide which is pretty pointless.
eg
Oops, My Mistake, I miscalculated... They do fit
((128*47)+(64*24)+(16*13)+(16*7)+(16*4)+(16*3))/2=3992 (<4096=True)
Trev