Levels can now be converted to RLE encoded chunk accessors and be re-saved
continuously without any loss of information.
Off-by-one errors resolved:
* The rle.NewGrid() was adding a +1 everywhere making the 2D grids have 129
elements to a side for a 128 chunk size.
* In rle.Decompress() the cursor value and translation to X,Y coordinates is
fixed to avoid a pixel going missing at the end of the first row (128,0)
* The abs.X-- hack in UnmarshalBinary is no longer needed to prevent the
chunks from scooting a pixel to the right on every save.
Doodad tool updates:
* Remove unused CLI flags in `doodad resave` (actors, chunks, script,
attachment, verbose) and add a `--output` flag to save to a different file
name to the original.
* Update `doodad show` to allow debugging of RLE compressed chunks:
* CLI flag `--chunk=1,2` to specify a single chunk coordinate to debug
* CLI flag `--visualize-rle` will Visualize() RLE compressed chunks in
their 2D grid form in your terminal window (VERY noisy for large
levels! Use the --chunk option to narrow to one chunk).
Bug fixes and misc changes:
* Chunk.Usage() to return a better percentage of chunk utilization.
* Chunker.ChunkFromZipfile() was split out into two functions:
* RawChunkFromZipfile retrieves the raw bytes of the chunk as well as the
file extension discovered (.bin or .json) so the caller can interpret
the bytes correctly.
* ChunkFromZipfile calls the former function and then depending on file
extension, unmarshals from binary or json.
* The Raw function enables the `doodad show` command to debug and visualize
the raw contents of the RLE compressed chunks.
* Updated the Visualize() function for the RLE encoder: instead of converting
palette indexes to hex (0-F) which would begin causing problems for palette
indexes above 16 (as they would use two+ characters), indexes are mapped to
a wider range of symbols (0-9A-Z) and roll over if you have more than 36
colors on your level. This at least keeps the Visualize() grid an easy to
read 128x128 characters in your terminal.