Wiki was updated yesterday, only 3 "unknowns" left
http://www.psdevwiki.com/ps3/XMB_Fonts#imagefont.bin
I added examples of animated icons with 2 and 3 frames, also i wanted to have an example of the last icon in the index, later i realized the last one belongs to the group of "zodiac" signs... the last one is "pisces" (unicode uF6DF)
Because is the last one, everytime there are offsets related with it... that offsets are going to have the biggest values, this is what made me identify another "unknown" area because initially i thought the lenght of image_data_offset was only 2 bytes, but "zodiac pisces" used a longer offset, so image_data_offset is 4 bytes
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Also, "zodiac pisces" could help to understand the values littlebalup mentioned, for transparency, and maybe other control colors
Not much luck with this, as you can see in the example in wiki all them uses the same values, and 0x00 for color_transparent, this seems to be the standard
The non-standard is what we was looking at the begining, the circle, square, triangle, cross buttons, this ones uses a different color_transparent for every one, and none of them are 0x00
But let's return to how is used the color_transparent 0x00 in the "zodiac pisces"
Actually... is used in the same way in "smiley laughing" (uF405, animated, 2 frames), and in weather raindrops" (uF46F, animated 3 frames)
Is long to explain, but as an intro... i think are used like a "mask" in photoshop
The first thing needed to talk about is how imprecise are the drawing of all the icons (there are weird pixels in most of them), and how much un-efficient is the use of the color palettes. It looks like have been painted at hand, are very dirty
BUT... look at how is used the 0x00 byte in pisces, smiley laughing, and weather raindrops i posted in my previous message, here the 0x00 bytes are located with A LOT of precision, are 2 perfect vertical lines at each side fully transparent
Also, note in "weather raindrops" there are a lot of transparent pixels but instead of being marked as 0x00 are marked as 0x58, that 0x58 is another transparent pixel but in the color palette is a different transparency
So basically, it seems you can have one special color code for transparency (specific for that frame at color_transparent), and a lot more if you want by adding them in the color palette (this ones are common for all the frames)
In "battery charging" (uF8AB, animated 4 frames) are also used 0x00 bytes for transprency (and 0x00 is also set in the frames info for color_transparent), but here are used at the center (inside the empty battery, in frame 1)
In this icon all pixels at the border are transparent, but only is used 0x00 at the border at bottom-left corner
I said before i liked this icon because was supposed to be made with a lot of precission because are mostlly straight lines, but by looking at that color id's in the image is a disaster
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About the timers, the new examples added to wiki seems to confirm the value at the palette header (what i named animation_time) is the sum of the times of all frames (what i named frame_time)
Aditionally, it seems all them are multiples of 0x3C, i guess this 0x3C represents a fragment of time used as a standard (maybe is the smaller valid value posible), it could be half a second, or a quarter of a second, dunno i have not meassured it with a chronometer XD
In decimal is 60, but i dont get how matches that with real world scale, in PS3 firmware usually the times are specifyed in miliseconds... and for sure that 60 are not miliseconds (60 miliseconds would be very fast)
So well... i dont know the scale and i could not verify if, but i still think that values are timers