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
Done with the following script:
```ruby
Dir["Source/**/*.{h,c,cc,cpp,hpp}"].each do |path|
v = File.read(path)
next if !v.include?("uint32_t") || v.include?("cstdint")
lines = v.lines
line_num = if lines[2].start_with?(" *")
lines.index { |l| l.start_with?(" */") } + 3
else
3
end
lines.insert(line_num, "#include <cstdint>\n")
File.write(path, lines.join(""))
end
```
then fixed-up manually
We want to be able to use unpacked MPQs on low-end platforms
(PS2/rg99/etc).
This is tricky on case-sensitive filesystems. Avoids case issues by
lowercasing all paths in the code (then we'll just need lowercased
listfiles).
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.
Convert CEL files to CL2 at load time. CL2 format is more efficient and is about as fast to render.
CEL vs CL2 sizes, on dLvl 5: https://gist.github.com/glebm/9bbdd76962abcd4fd2405ecd3379af97
Memory:
* Peak memory (while loading): -300 KiB
* Memory in-game (dLvl5): -700 KiB
* RG99 binary size: -15 KiB (1333096 -> 1317192)
Performance on rg99:
* On average, -1 FPS in town.
* Same FPS in dungeon (20 FPS on dLvl 1).