Oh, and 1 question about ImageMagick resizing: can we make it so that it uses nearest neighbour/point filtering for resizing the sprites? Can I take a look at the results if possible? Maybe bilinear/bicubic just doesn't cut it for sprites.
ImageMagick has more resizing options than you can possibly imagine...
Arceus typeswitcher a gif and a png - because that's a necessary animation to show them all in order. The rest of the stuff, not so much. Especially move images - have you noticed how colorful the games are now? Change those to gifs to show motion, and you get not only a crappy resize look, but random color artifacting as the ancient-ass gif architecture tries to interpret the colors used in the game.
Not when the screenshots are not resized at all. Also, can we implement something like APNG detection? If not, oh well. But at least, maybe APNG should be made default, with a link leading to GIFs for those who cannot view the animations.
Yes, I know about colour depth reduction, but I thought, "So what?" Use per-frame CLUT whenever possible, and don't use any dithering. At least it doesn't look as nasty. (Do you want me to post an example?)
...Pick your poison. None of them are APNGs, by the way - APNGs should have perfect image quality.
I didn't use ImageMagick - I hate commandline tools. I used Photo-Paint that was installed for school use. (Both support AVI-to-GIF, but Photo-Paint doesn't do per-frame palettes well.)
Adaptive, no dither
Adaptive, Floyd-Steinberg dither (over 2MB limit)
Optimized, no dither
Optimized, Floyd-Steinberg dither (over 2MB limit)