BOB/ICO/MAP-Formate geloest, PCKELL.DAT als echten Asset-Container entdeckt
- PCKELL.DAT ist der eigentliche Asset-Container (Index am Dateiende), nicht PCKELL.PRE -- alle 178 Assets fehlerfrei extrahierbar (tools/dat_extract.py, tools/kellogg_formats.DATContainer) - BOB (Sprites): self-modifying x86 draw-code decodiert, alle 32 Dateien / 462 Frames korrekt (Tony, Gegner, Items) -- tools/kellogg_formats.parse_bob - ICO (16x16 EGA-Tilesets) und MAP (Level-Grids, big-endian) decodiert und gerendert -- alle 19 ICO- und 22 MAP-Dateien fehlerfrei, Level W1L0 sieht korrekt aus (Haeuser, Baeume, Berge an den erwarteten Stellen) - Palette-Regeln (BOB/ICO/MAP -> passende PCC) aus der C#-Referenz uebernommen und in Python neu implementiert - Aufraeumen: PRE-basierte Extraktion (split_pre.py, extracted_pre) und alle Blindflug-Explorationsskripte aus der ersten BOB-Sackgasse entfernt, VM-Arbeitsverzeichnis von Debug-Screenshots befreit - pcc_to_png.py aktualisiert (Xmax/Ymin-Dimensionsfix, jetzt visuell gegen DOSBox-Referenz verifiziert statt nur behauptet) Offen: ARE (Kollisionszonen, auch Referenz-Projekt unvollstaendig) und SAM/TFX (TFMX-Sound) noch nicht angefasst. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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