I didn't make any sense out of the code in "Ships_init.c". But I did take a guess that "RESOURCE\Textures\BATTLE_INTERFACE" might be a good place to poke around with ConvertorTX. Your suggestion about looking in "PROGRAM\BATTLE_INTERFACE" completed the puzzle; the relevant file is, of course, "BattleInterface.c", which includes lines such as:
Code:
BattleInterface.CommandTextures.list.t14.name = "battle_interface\ships_32.tga";
BattleInterface.CommandTextures.list.t14.xsize = 4;
BattleInterface.CommandTextures.list.t14.ysize = 4;
The "xsize" and "ysize" tell the system that "ships_32.tga" has 4 rows of 4 icons. Meanwhile, back in "Ships_init.c", there are lines such as
Code:
refShip.BI.Tex = 14;
refShip.BI.Pic = 14;
That came from the definition of the
Flying Dutchman. So that tells me that the
Dutchman's icon is number 14 in "ships_32.tga". That's not the icon for the
Black Pearl. (You're probably going to say that the cursed
Dutchman has its own definition. It does, and that includes reference to the same icon.
)