Dammit. Looks like this is a dead issue, except by using the
pixel_for_bmap and pixel_to_bmap functions, which are fairly slow.
BMAPs seem to jump back and forth with whether the ACTUAL data is stored
in the friendly *pixels data blocks and the evil *d3dtex data blocks,which are too complex.
I'll keep looking into it, but I dont have very high hopes, either on chance
of sucess OR time to resolve...
I'll give you a hand with pixel_for_bmap and pixel_to_bmap if you want, as a
savegame function doesnt really need speed.