A application icon would be sweet :D
...
Right now making it *fast* is issue #1. It creates tiles, checks for matches, it's all good. Except with C# I am not directly accessing raw Bitmap bytes. (Which I'm starting to think would be better.)

Right now it's pretty damn slow moving all that information around. Most especially "extracting" a 32x32 chunk out of the main bmp.
Issue #2 is creating the 1024x1024 temp bmp's in the save-and-compress phase. There again I have to set some data somehow (without a bmp header).
I'm thinking very seriously about the program splitting the texture map into 32 pixel high "strips" and saving them all out as temp bmp's and loading each one as I need them. That'd be several hundred strips though
Maybe 512 pixel strips... :-\ That'd mean there'd be a "strip" for every "TA Tile" of your map. No worries, you wouldn't notice the difference, the difference is in the memory requirements during the tiling phase.
And can someone explain to me what "FastStat" does!? Whoever originally wrote the map converter really used RAM like it was unlimited. Here is struct with 9 ints (36 bytes) and an array of over 400,000 of them is used. @.@!! 409,600 to be exact, 14 megs of memory. This is in addition to the 409,600 array of ints and the 409,600 allocation of Bitmaps to hold the tiles.
I'm starting to think an ArrayList should be used with a foreach() statement

That would dramatically reduce the memory stamp.
Oy.
Not bad for 1 days work though eh? :D
-Buggi