The second compression method found in the game's code seems to be Zlib,
but it doesn't seem to be used in the game files. What does get used is
a compression type of `0`, which appears to be uncompressed data.
For DDS formats, all the ones that are currently used by in the game
files can be emitted as is. Though for some of them, other tools might
not be able to display them.
Fatshark has a few weird string fields, where they provide a length
field, but then sometimes write a shorter, NUL-terminated string into
that same field and adding padding up to the "advertised" length.
To properly read those strings, we can't rely on just the length field
anymore, but need to check for a NUL, too.
There is no benefit from making all operations on binary data read
in small, async steps directly from the file.
Since we know file sizes beforehand, it's less complex to read
the entire data blob into memory once, then operate on that
synchronously.