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README.md: Mention Godot 3.x .stx and ASTC.
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README.md
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README.md
@ -142,8 +142,10 @@ button.
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### Texture Formats
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| System | Properties Tab | Metadata | Internal Images | External Scans |
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| Texture Format | Properties Tab | Metadata | Internal Images | External Scans |
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|:------------------------:|:--------------:|:--------:|:---------------:|:--------------:|
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| ASTC container | Yes | Yes | Image | N/A |
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| Godot 3.x .stex | Yes | Yes | Image | N/A |
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| Leapster Didj .tex | Yes | Yes | Image | N/A |
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| Khronos KTX | Yes | Yes | Image | N/A |
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| Khronos KTX2 | Yes | Yes | Image | N/A |
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@ -166,13 +168,13 @@ button.
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* Nintendo 3DS: Tiled and twiddled RGB565
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* GameCube: Tiled RGB5A3 and CI8 with RGB5A3 palette
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* S3TC: DXT1, DXT2, DXT3, DXT4, DXT5, BC4, and BC5 codecs.
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* Supported file formats: DDS, KTX, KTX2, VTF, VTF3, XPR
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* GameCube 2x2-tiled DXT1 is supported in GVR texture files.
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* BC7: Supported in DDS, KTX, KTX2, and PowerVR 3.0.0 texture files.
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* BC7: Supported in multiple texture file formats.
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* The implementation is somewhat slow. (Contributions welcome.)
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* PVRTC: Supported in DDS, KTX, KTX2, and PowerVR 3.0.0 texture files.
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* PVRTC: Supported in multiple texture file formats.
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* PVRTC-II: Partially supported. The hard transition flag and images
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that aren't a multiple of the tile size are not supported.
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* ASTC: Supported in multiple texture file formats.
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### Audio Formats
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@ -365,3 +367,7 @@ https://github.com/GerbilSoft/rom-properties/issues
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* [maxcso](https://github.com/unknownbrackets/maxcso) for documentation on the
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compressed formats used by unofficial Sony PlayStation Portable disc image
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loaders.
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* [Godot Engine](https://github.com/godotengine/godot) for documentation on
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Godot's own .stex format.
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* [Vulkan SDK for Android](https://arm-software.github.io/vulkan-sdk/_a_s_t_c.html)
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for the ASTC file format header.
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