// Lumps to leave at their original resolution when building an upscaled asset
// pack. Used by default; pass --keep-file /dev/null to build without it.
//
// These are the images where a generative upscaler does more harm than good.
// The common factor is small bitmap text: a glyph five pixels tall carries no
// information a model trained on photographs can work with, so it invents a
// plausible-looking letter instead of the one that was there. ACCESS GRANTED
// comes back as ACCE55 GRVNITED and the status bar reads MIDICS where it should
// read MINES. Keypad grids and dot-matrix panels go the same way, into scribble.
//
// Every entry below was checked by eye against realesrgan-x4plus at 4x, on the
// side-by-side strips --compare writes. Two automatic ways of finding them were
// tried first and both failed: they rank tiles by how much the model changed,
// which puts a detailed tile it handled well above a sign it destroyed. If you
// use a different model, re-check with --compare -- the list will differ, and
// realesr-animevideov3 in particular keeps some of these readable.
//
// A kept lump is left out of the pack AND out of its manifest, so the game
// draws its own art for it and still sees a complete pack.

// Wall signage and control panels
c7w0006     // keypad grid -> scribble
c7w0009     // ACCESS GRANTED (red)
c7w0011     // ACCESS GRANTED (blue)
c7w0014     // keypad grid -> scribble
c7w0018     // yellow dot-matrix display
c7w0030     // INTRUDER ALERT
c7w0069     // green terminal text
c7w0089     // equipment panel with dot grids
c7w0110     // AMMO / EJECT labels
c7w0111     // EJECT label

// HUD and menu text
stbar       // the status bar: LEVEL, SCORE, ARMOR, MINES, VISOR
fontn048    // the large HUD digits: 8 in particular comes back as U,
fontn049    // and the set has to stay consistent with itself
fontn050
fontn051
fontn052
fontn053
fontn054
fontn055
fontn056
fontn057
m_savegm    // SAVE GAME
m_loadgm    // LOAD GAME
m_lding1    // LOADING
m_lding2
