Create a copy of the data to prevent splice corruption
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@ -621,7 +621,8 @@ namespace Switch_Toolbox.Library
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blkHeight = 1;
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}
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byte[] data = tex.data;
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byte[] data = new byte[tex.data.Length];
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Array.Copy(tex.data, 0, data, 0, tex.data.Length);
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var surfInfo = getSurfaceInfo((GX2SurfaceFormat)tex.format, tex.width, tex.height, tex.depth, (uint)tex.dim, (uint)tex.tileMode, (uint)tex.aa, 0);
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uint bpp = DIV_ROUND_UP(surfInfo.bpp, 8);
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@ -638,7 +639,6 @@ namespace Switch_Toolbox.Library
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for (int arrayLevel = 0; arrayLevel < tex.depth; arrayLevel++)
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{
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List<byte[]> mips = new List<byte[]>();
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for (int mipLevel = 0; mipLevel < mipCount; mipLevel++)
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{
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bool GetLevel = (arrayLevel == ArrayIndex && mipLevel == MipIndex);
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