By the way, I've hunt this naughty subcluster down. It was a subtle overflow issue. I'm using as few bits as possible everywhere and the budget was too low here. I've added a superfast bit trick clamp and it's solved now. #retrogamedev #gamedev #indiedev
So, the glitchy roughness was due to an RLE decoding bug. I've fixed it and added some nice dithering so I still get a grainy look but with more correct visuals.
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