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<title>Torch/src/factories, branch main</title>
<subtitle>Generic asset processor for games (resource conversion helper)</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/Torch/'/>
<entry>
<title>bk64: stop decoding music at a loop that runs forever (#275)</title>
<updated>2026-10-27T22:30:25+00:00</updated>
<author>
<name>Jeod</name>
<email>47716344+JeodC@users.noreply.github.com</email>
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<published>2026-10-27T22:30:25+00:00</published>
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<entry>
<title>bk64: extract mipmap assets properly (#273)</title>
<updated>2026-10-26T18:14:56+00:00</updated>
<author>
<name>Jeod</name>
<email>47716344+JeodC@users.noreply.github.com</email>
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<published>2026-10-26T18:14:56+00:00</published>
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<entry>
<title>PM64: add support for StarRod modding tool (#272)</title>
<updated>2026-10-25T19:32:17+00:00</updated>
<author>
<name>Bassel Shmali</name>
<email>bass3l@live.com</email>
</author>
<published>2026-10-25T19:32:17+00:00</published>
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<entry>
<title>BK64: Number every region's assets after US 1.0, and mod PAL's French and German (#268)</title>
<updated>2026-10-19T23:39:15+00:00</updated>
<author>
<name>Jeod</name>
<email>47716344+JeodC@users.noreply.github.com</email>
</author>
<published>2026-10-19T23:39:15+00:00</published>
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<entry>
<title>BK64: Make setups, game config, geo layouts, sprites and animations moddable, plus fixes (#264)</title>
<updated>2026-10-18T23:11:33+00:00</updated>
<author>
<name>Jeod</name>
<email>47716344+JeodC@users.noreply.github.com</email>
</author>
<published>2026-10-18T23:11:33+00:00</published>
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<id>ed2ca960b73b1a8fd6afa1e74419f800bd2988b5</id>
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* BK64: keep zero-length notes zero-length in music modding exports

* BK64: keep instrument vibrato, tremolo and flags in soundfont modding

* BK64: read all of a geo camera command's area ids instead of a fixed 12 bytes

* BK64: size a sprite's added chunks from their PNGs, not their positions

* BK64: read and write big-endian numbers through BKByteUtils, with MusicFactory's PushBE moved there

* BK64: fail a modded asset that won't import instead of shipping the ROM's, through one yaml entry loader

* BK64: export a romhack's game config to modding yaml and import it back

* BK64: correct the setup docs for node categories, camera types and their fields

* BK64: read and write setups as the ROM stores them, and export every field to modding yaml

* BK64: import setups from modding yaml

* BK64: import geo layouts from modding yaml, written as a command tree with no offsets

* BK64: log each setup cube, camera and light at debug level

* BK64: export sprites as whole frames with every header field, and import them from PNG or GIF without a ROM

* BK64: read and write animations as ROM bytes, resources and yaml from code

* BK64: read model textures through BKTexture's texel formats

* BK64: pick the falling jiggies transition by its asset slot rather than its name

* Clang format</content>
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<pre>
* BK64: keep zero-length notes zero-length in music modding exports

* BK64: keep instrument vibrato, tremolo and flags in soundfont modding

* BK64: read all of a geo camera command's area ids instead of a fixed 12 bytes

* BK64: size a sprite's added chunks from their PNGs, not their positions

* BK64: read and write big-endian numbers through BKByteUtils, with MusicFactory's PushBE moved there

* BK64: fail a modded asset that won't import instead of shipping the ROM's, through one yaml entry loader

* BK64: export a romhack's game config to modding yaml and import it back

* BK64: correct the setup docs for node categories, camera types and their fields

* BK64: read and write setups as the ROM stores them, and export every field to modding yaml

* BK64: import setups from modding yaml

* BK64: import geo layouts from modding yaml, written as a command tree with no offsets

* BK64: log each setup cube, camera and light at debug level

* BK64: export sprites as whole frames with every header field, and import them from PNG or GIF without a ROM

* BK64: read and write animations as ROM bytes, resources and yaml from code

* BK64: read model textures through BKTexture's texel formats

* BK64: pick the falling jiggies transition by its asset slot rather than its name

* Clang format</pre>
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</entry>
<entry>
<title>PM64: Add Charset factory, de-blob bits of sprites, images and tiles for HD texpack use (#261)</title>
<updated>2026-09-16T20:32:11+00:00</updated>
<author>
<name>Jeod</name>
<email>47716344+JeodC@users.noreply.github.com</email>
</author>
<published>2026-09-16T20:32:11+00:00</published>
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<entry>
<title>BK64: refine warp signature locating in romhacks (#260)</title>
<updated>2026-09-10T16:41:36+00:00</updated>
<author>
<name>Jeod</name>
<email>47716344+JeodC@users.noreply.github.com</email>
</author>
<published>2026-09-10T16:41:36+00:00</published>
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</entry>
<entry>
<title>BK64: Trust the texture type field</title>
<updated>2026-09-01T07:52:15+00:00</updated>
<author>
<name>Jeod</name>
<email>47716344+JeodC@users.noreply.github.com</email>
</author>
<published>2026-08-26T16:19:10+00:00</published>
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</entry>
<entry>
<title>Made drlibs static on Vadpcm encode</title>
<updated>2026-09-01T05:57:38+00:00</updated>
<author>
<name>KiritoDv</name>
<email>kiritodev01@gmail.com</email>
</author>
<published>2026-09-01T05:57:38+00:00</published>
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<entry>
<title>pm64: support backgrounds with two palettes</title>
<updated>2026-09-01T03:42:59+00:00</updated>
<author>
<name>Bassel Shmali</name>
<email>bass3l@live.com</email>
</author>
<published>2026-08-31T20:28:19+00:00</published>
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