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Backport tiles from experimental to 0.H #76453
Backport tiles from experimental to 0.H #76453
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The useless files that got dropped from the repo in this backport should probably be removed in experimental too, if someone feels like doing it. |
Just dropping the files is not a good long term solution, the fallbacks should be moved to tileset repo imo and then change the update procedure so that gfx is always replaced completely. Otherwise useless files will just start accumulating again. But yeah job for a different PR. |
Summary
None
Purpose of change
Backport tileset changes from experimental to 0.H
Describe the solution
Pulled latest version of tileset repo, built the tilesets from it, updated the existing files. Unfortunately again this is a huge data backport that is extremely hard to comb over manually.
Describe alternatives you've considered
Testing
NOTE: I would super mega appreciate if you, the reader, helped testing this! If you care what your fave tileset looks like in 0.H, check this out.
NOTE 2: I'm looking for regressions from 0.H without this applied, not regressions compared to experimental. There's a fair bit of copy-from and id shuffling that's happened since 0.H came out and I don't want to track down all of those and port them. I already spent hours doing that actually and it was just way too much work.
Ran around with UltiCa, MSX+ and RetroDays enabled looking for obvious regressions, didn't find any. Checked the hairs since that's something we break regularly, at least the hairs that can spawn on NPCs look ok (screenshots included below).
Hair testing save (load the Scotty Guzman one, the other one is broken due to failed save editing and I CBA do the surgery to get it out): Hair-trimmed.tar.gz
Additional context