Why? Because I want to see if there are better ways to optimize them for my mod, of course

Sooo... I have done some basic experiments, and learned several things:
1. These are Indexed BMP files.
2. The indexes used seem to actually matter. Substituting new ones does not work correctly.
3. The colored ones, very unfortunately, do not take switching to grayscale correctly.
4. They are not sized to a pane, and stretched to fit. Instead, they are projected onto the pane and appear to take up as much "room" as their bitmap vs. a field of some kind. IOW, making them bigger/smaller doesn't work, as it does with most particle effects I am familiar with.
Um... any explanation (or, better yet, whatever PAL files were used, since it appears that the indexes aren't arbitrary) about how these work would be helpful. Even better... if these could be recoded so that:
1. They no longer are indexed BMP (I'd prefer TGA, even 8-bit TGA, because it has an alpha built in, but ideally, it'd use the same DeVil stuff everything else is going towards).
2. They stretch to the panes, instead of being larger/smaller based on raw bitmap size. If we want larger, we should (yes, eventually, maybe, if developers feel like giving us modders control over this area of content) be able to alter that through parameters passed to something in a (admittedly vaguely-defined and highly idealized) particle system... so, for example, if I'm making a big, slow-rising smoke particle system, I'd specify the "panesize" in whatever scripting system we (theoretically, hopefully) develop to make, configure and control particle systems.
3. Should be configurable to call any given texture file that contains an RGB and Alpha channel. Using two seperate bitmaps seems like a kludge to me, although I am open to arguments otherwise. Every other game engine I've worked with has used this arrangement for particle FX, though.
At any rate, feel free to ignore this one, devs, if you're already working on a newer, better particle system, but if we're going to keep the current one for awhile, I'd like to know how the current smoke is defined, so that I can at least take a stab at optimizing it for my mod.