The details page may take significantly long to load for some
users, but it's necessary to represent the higher resolution
of the texturepack, which is blurred out much worse at lower
quality.
Some textures were forcibly downscaled to build overlaid animation
textures in the base game, locking them to 16px. Computing
overrides based on these by scaling up all sizes and coordinates
allows us to get high resolution animations for them too.
Maintainability is ensured by recomputing these from raw overrides
dumped by the game's debug features, so we can re-dump them in the
event of any changes and recompute the new overrides.
We've settled on "EP3x twice" as the algorithm choice that gives
the best overall results across the variety of artwork present.
Name the package after this and explicitly document the algorithm
choice.
We could still conceivably explore other options, like the HQX or
xBR families, in other branches, using the same infrastructure, but
to be published to CDB, they'd require different naming/branding.