Most of the images in Glider PRO's resources are in PICT format.
The PICT format is basically a bunch of serialized QuickDraw opcodes and can contain a combination of both image and vector data.
The first goal is to get all of the known resources to parse. The good news is that none of the resources in the Glider PRO application resources or any of the houses contain vector data, so it's 100% bitmaps. The bad news is that the bitmaps have quite a bit of variation in their internal structure, and sometimes they don't match the display format.
Several images contain multiple images spliced together within the image data, and at least one image is 16-bit color even though the rest of the images are indexed color. One is 4-bit indexed color instead of 8-bit. Many of them are 1-bit, and the bit scheme for 1-bit images is also inverted compared to the usual expectations (i.e. 1 is black, 0 is white).
Adding to these complications, while it looks like all of the images are using the standard system palette, there's no guarantee that they will - It's actually even possible to make a PICT image that combines multiple images with different color palettes, because the palette is defined per picture op, not per image file.
There's also a fun quirk where the PICT image frame doesn't necessarily have 0,0 as the top-left corner.
I think the best solution to this will simply be to change the display type to 32-bit and unpack PICT images to a single raster bitmap on load. The game appears to use QuickDraw abstractions for all of its draw operations, so while it presumes that the color depth should be 8-bit, I don't think there's anything that will prevent GlidePort from using 32-bit instead.
In the meantime, I've been able to convert all of the resources in the open source release to PNG format as a test, so it should be possible to now adapt that to a runtime PICT loader.
Saturday, November 23, 2019
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