Repository navigation
Conversation
Simplify comments and fork documentation, limit resource recovery to PS5, and use the updated AssetsTools.NET PS4 mip layout support.
mandel99
marked this pull request as draft
October 1, 2026 20:16
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Adds experimental PS4 Morton and PS5 standard texture swizzle/deswizzle to the existing preview, export, import and edit workflows, including mip chains, RGB24 storage handling, padding preservation, an IsPreProcessed toggle and an original-swizzled preview checkbox. Also adds a conservative duplicate-resource-block heuristic; its origin and broader applicability need further investigation.
The AssetsTools.NET submodule currently points to mandel99/AssetsTools.NET, synced with upstream main. Its layout implementation is proposed separately in nesrak1/AssetsTools.NET#169. Supported formats and limitations are documented under
docs/.Validation: Windows Release build, 191 additional format checks, 115 regression checks and real-asset roundtrips. No in-game validation; game data and local test harnesses are not included.