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<title>Torch/src, branch main</title>
<subtitle>Generic asset processor for games (resource conversion helper)</subtitle>
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<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>Implemented zip streaming (#271)</title>
<updated>2026-10-26T18:49:39+00:00</updated>
<author>
<name>Lywx</name>
<email>kiritodev01@gmail.com</email>
</author>
<published>2026-10-26T18:49:39+00:00</published>
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* Implemented zip streaming

* Handled Jeod comments</content>
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* Implemented zip streaming

* Handled Jeod comments</pre>
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</entry>
<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>
</author>
<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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* 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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* 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>Keep memory usage low during extraction (#263)</title>
<updated>2026-10-18T23:11:08+00:00</updated>
<author>
<name>Jeod</name>
<email>47716344+JeodC@users.noreply.github.com</email>
</author>
<published>2026-10-18T23:11:08+00:00</published>
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<id>71c81f7449702f4f908240f987ec2cfc708d178f</id>
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<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>
<title>Fixed external files on windows</title>
<updated>2026-09-05T23:02:35+00:00</updated>
<author>
<name>KiritoDv</name>
<email>kiritodev01@gmail.com</email>
</author>
<published>2026-09-05T23:02:35+00:00</published>
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