Original pixels · no smoothing or invented frames
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What was recovered, and how to use it
- Ships: 11 ship types in red, blue, green, and orange. Each set contains 16 views. The GIF is a turntable preview of these views, not a recording of a ship flying. The preview uses 120 milliseconds per view; actual game turn speed depends on gameplay.
- Other animations: engine thrust, smoke, explosions, portal effects, cursors, doors, and race portraits. Preview timing is illustrative unless the source is a cinematic.
- Planets: all six planet texture strips and surface landscapes, small planet icons, rings, and nebulae. Texture strips are the source artwork used by the planet renderer; they are not screenshots of rendered rotating globes.
- Sheets: frames run left to right, then top to bottom, in source order. Variable-size sprites are centred within equally sized cells. PNGs retain the source pixels. The original animation files do not contain movement paths or a camera.
- Transparency: ship sprites and large font glyphs preserve the original skip regions. Opaque artwork keeps its background. Colours come from the original image palette, the game HUD palette, or the font palette as appropriate.
- Cinematics: both FLI files are decoded, including their extra loop-transition frames in the sheets. GIF playback excludes that extra transition frame. GIF timing rounds to hundredths of a second. TON has a one-byte chunk-padding discrepancy; its image commands decode completely.
- Missing in the original files: SHOT1.DIG, SHOT2.DIG, and TEMP.DIG contain only a frame-count header and no image data. They cannot produce an image. The usable SHOT.DIG is included.
- The fresh decoder follows the original game's sprite and font routines. It does not use the earlier extraction's pixel repairs. All 704 ship GIF frames were checked against the newly decoded PNGs for exact visible pixels and transparency.