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Feat/texture overrides - #187
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Pictures are looked up by texture name in <root>/<area>/textures, then <root>/textures, save folder before executable. A picture with at least the texture's pixels is kept whole and the game still addresses it at the original size (needs TextureDesc logical size from Kazarov). Smaller ones are scaled up. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MhSRTaL6bDA8LTPfrSTYWL
Decodes the named TIM2 pictures (4/8-bit palettes, swizzled 8-bit, 16/24/32-bit), writes textures/ for pictures every area shares and <area>/textures/ for ones that differ, with a small deflate encoder so no library is needed. Keeps existing pictures. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MhSRTaL6bDA8LTPfrSTYWL
… list name clashes The converter now walks IMG/IM2 banks the way EnterIMGFile does (10552 named pictures on the USA disc, 582 of the 583 the running game dumps), keeps each language's pictures in a_xxx/textures, and lists names that two files give different pictures in _conflicts.txt. The port looks up area, then language, then shared. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MhSRTaL6bDA8LTPfrSTYWL
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MhSRTaL6bDA8LTPfrSTYWL
…/box fit sized to the retail icons
The dungeon map shows the floor rendered from above instead of the flat tile map. F1/F2 map size, F5/F6 model size, F7/Shift+F7 zoom, Shift+F5/F6 ceiling cut; each press is saved to config.json.
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Oct 20, 2026
This reverts commit 1439377, adapted to preserve subsequent port modernization and the dungeon loading fix.
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Using 3d models rendered by game as icons