Boy these modding discussions sure keep coming and going.
Let me clarify the technical hurdles we have to overcome to implement this stuff:
- Support new image formats: Technically this isn't too hard. We just need to add image loaders for different formats and have them properly converted to 8bpp, which SDL can mostly handle on its own. It's just there is currently no easy way to specify those different files to load, the resource manager is pretty hardcoded (just loads some set files at the start) and would need some rewriting.
- Support 24bit: Ok now you have to get rid of palettes too. This sounds simple, just convert old graphics to 24bit right? Except... there's a lot of stuff set up around palettes. Screen background colorization, geoscape/battlescape shading, lots of drawing tricks based around 8bpp and lots of stuff drawn on-the-fly like windows, buttons, etc. Lots of stuff that would need to be either pre-generated or need new drawing solutions in 24bpp while preserving the original look.
- Support higher resolutions: This is probably the hardest. First of all, the engine gets away with a lot because it's all actually drawn at 320x200 and scaled up to whatever resolution, but once you actually need native high resolution, it all starts to chug with the increased workload, due to a messy mix of SDL software rendering, dirty rendering tricks, unoptimized resource management, etc. Second, you then have to figure out how everything is gonna fit on the new resolution, given it's all designed for 320x200. Does the UI just stay at its size centered on the screen? Make it flexible with the resolution and increase the viewport? What about elements that aren't flexible like original sprites (background images), do they just get resized? How does this all mix with new graphics? What about preserving the original look? Etc etc etc. This would pretty much require an overhaul everywhere and is very v1.0+.
So none of this stuff is impossible, it'll just take a long while, but it is planned. Be patient.
P.S.
Also... Someone already mentioned it - there's no reason for converting the original data. I think that it would be best to have folder "original" in the data directory where would be all the original resources. Idea is that any other folders would be displayed in a menu ingame and you could chose if you want to have them active (and presumably the order of loading) so that you could have like more "texture packs" or "sound packs". And if some file isn't in these custom-made folders, it would fall back to the original. What do you think? It might be pesky to implement it, but it would add great and simple extensibility to the game.
"Data packs" are the plan for moddability in the future.