.hea, .fnt, .net10, other stuff#12
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- better dye support - other misc crap
- .hea and .fnt file formats - graphics api for light overlay rendering - graphics api for text and glyph rendering
- since additive alpha cannot be approximated correctly, we should leave it alone - the user of the SKImage needs to draw using SKBlendMode.Plus
baughj
approved these changes
Mar 29, 2026
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to anyone who cares about .hea files, they control lantern placement when you apply light levels/light metadata to maps.
basically, take the size of a full map render and add a screens-worth(640x480) of empty padding to all sides. Each pixel can have a value of 0-32 to determine it's transparency(higher is more transparent). now cut this image into 1000pixel wide slices and RLE encode those slices of 0-32 values. that's the .hea format.
to anyone who cares about palette cycling... this is what causes the water shimmer effect on canals water. The files that are named somepal###.pal don't actually belong with the rest of the palette table. The identifier ### of these files specifies the palette they apply to. The contents are in {startIndex} {endIndex} {period} format and can have multiple entries. This mean multiple independent palette index cycles happening at the same time. The period is interval/100, much like tile animation entries, so it specifies the number of 100ms intervals between cycles. Each cycle, the colors at the specified index range are shifted to the right (the end loops around to the beginning of the cycle range).