Original Blizzard encoder is slightly less optimal than our encoder.
While size in RAM in less of a concern for the non-`UNPACKED_MPQS`
build, smaller files are faster to render.
Savings for unpacked and minified MPQs:
* diabdat.mpq: 918,311 bytes.
* hellfire.mpq: 313,882 bytes.
Example player graphics (note that only a few are loaded at any given time for single player):
* diabdat/plrgfx/warrior/: 366,564 bytes.
Example monster graphics savings:
* diabdat/monsters/skelbow: 5,391 bytes.
Based on the implementation from https://github.com/diasurgical/devilutionx-graphics-tools/pull/6
For `MultiFileLoader` and `LoadMultipleCl2Sheet`, we now open one file
at a time.
This can help on platforms that limit the number of concurrently open
files, such as the PS2.
When using `UNPACKED_MPQS`, avoid all the SDL machinery for reading
files.
This is beneficial not only due to reduced indirection but also because
we can test for the file's existence and get the file size without
opening it, which is much faster.
https://github.com/diasurgical/devilutionx-mpq-tools produces an unpacked MPQ
with all the graphics converted to CLX and the unused files removed.
This is primarily useful on RAM-constrained platforms, such as PS2,
because it eliminates the MPQ overhead.
Adds a build option to load from such unpacked directories instead of the MPQ.
These directories are searched for in the same locations
where the MPQs would be searched for otherwise.
Example directory layout:
* /usr/local/share/diasurgical/devilutionx/diabdat/ -- unpacked and converted diabdat.mpq
* /usr/local/share/diasurgical/devilutionx/hellfire/ -- unpacked and converted hellfire MPQs (all of them merged into 1 directory)
* /usr/local/share/diasurgical/devilutionx/fonts/ -- unpacked fonts.mpq
* /usr/local/share/diasurgical/devilutionx/pl/ -- unpacked pl.mpq
These directory structure is produced by calling `unpack_and_minify_mpq`
The format is almost identical to CL2, except it uses the frame header
to store frame width and height instead of 5 32-line offsets.
This means we always have access to frame dimensions, so we can use it
as an on-disk format for our graphics as well.
Additionally, we may be able to optimize the rendering even more
in the future now that we have guaranteed knowledge of frame dimensions.