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.
Decompiling the game binary shows a rather elaborate algorithm to load
DDS images from binary. Though comparing it to Microsoft's documentation
on DDS, most of it seems to be pretty standard handling.
However, we don't actually need all of it. The part about calculating
pitch and reading blocks only accesses a subset of the `ImageFormat`
struct, so we can strip our implementation to just that.