There’s an Argentinian game called La Mágica Aventura del Cine or (The Magical Movie Adventure in English language release) which has animations in ordinary and custom FLI format. The files are hidden inside large resource files along with .voc and other types with no obvious index (probably it is stored in accompanying .lod file which was not useful even after I uncompressed it). Anyway, custom FLIs have marker 0xAF66 with chunk types 110 (contiguous VGA palette) and 100 (LZ77-compressed frame). I’ve added support for it to na_game_tool but, like with Cross Racing Championship RoQ files, I won’t count it towards the total number of formats supported.
What’s curious is the compression scheme employed here. It is slightly more complex than classic LZSS since it has more modes of coding offset and length (8/13-bit offsets, 2/3/8/16-bit lengths). Nothing special but it looks almost the same as the compression employed in HNM except for one bit meaning inverted, LSB bitstream reading and large lengths handling. And like HNM there are two slightly different variants of the compression method used here as well: ordinary compressed files seem to use the version with 16-bit flags while frames (and some other, probably also image, formats) employ the version with 32-bit flags. I somewhat wonder if there was a widespread version of this particular compression format that got adapted by two different companies in the same way as LZSS.c from Haruhiko Okumura (which is so common that I often recognise the format even without looking at the binary specification).
In either case it’s time to move on, there are still two or three formats left to RE and implement for the na_game_tool release.