Mostly a proof of concept to extract resources from `BIN/F_GAME.BIN`.
There are tons of hacks to make this work:
* Tweaked png2s to decode binaries into PNGs
* Add a `config/gfx.game.json` that describes how to extract different
sprites out of a binary file
* Coded the palette location by reading the `clut` parameter in the
source code. A clut value of `0x196` corresponds to `"palette": "0x96"`
or `"palette": 150`.
* Coded the bits per pixel for a couple of 8-bit images
* Coded the palette location of those graphics that expects the palette
from DRA.BIN instead of F_GAME.BIN
* For all the undiscovered palette, I called the files `unk` and
defaulted their palette to grey
The expectation is that sprites will slowly be documented and added into
`config/gfx.game.json` by modders and enthusiasts. This does not yet
pack back these PNGs into the binary file. The way these assets are
extracted is probably not final or perfect, but we have to start from
somewhere.
![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/ce12ad2d-d95d-41e8-ac31-186cd36ac965)