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.
The backgrounds can be quite large, for example
the Hellfire title background is a 2.4 MiB PCX file.
Previously, we converted all background to SDL surfaces.
This required extra memory, e.g. the 2.4 MiB Hellfire
title background uses 4.6 MiB as an SDL surface.
Changes the background to render directly from PCX instead
to reduce the allocator pressure.
Double clicking a menu list was not intuitive and could leave some
people confused about how to progress from the very first screen.
This is unfortunatly more important then having a nice preview when
using arrow keys to high light the other option :(