About the shitty graphics, the best part is that with how I handle data means all assets can be replaced with nicer ones. Basically adfs are all read at once and all assets are decoded and "cooked" to SDL digestible forms like in memory file store, so all tiles, sprites are at game init built to modern textures, all quirks like sprites originally made from few separate parts are on the fly cooked to full modern, assembled sprite atlas etc. And there is pak file that is layout wise like a pre-cooked version of adf-based in memory storefile where all decoding happened offline, currently i cook this pak file with no original assets because of copyright reasons but if I put all assets there, game would work with no ADF bacause it seeks assets in pak and if missing, fallback to adf so if i created like remastered hero.png file with all the frog anim frames and put it in pak file, game would use it and just ignore ADF. Basically game seeks all assets from pak and reads from adf only when pak doesnt have equivalent. The same with music where game can use original player or play OGG files with metadata for where to loop.