Version 3.2.0: fast lists with loading spinners, names from the game files, INT docs and screenshots, cleanup
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@@ -80,7 +80,7 @@ Conclusion: approach A works end-to-end in-game. Use >= 30 s probes for the intr
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starts and runs, all 68 probe byte patterns are found in its memory (it loaded the patched packages), revert
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byte-identical: PASS. Not shown: a probe being *heard*. Only 7 Vorbis streams start on the title screen
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(setups 4f708975, 6ded1c65, 92f94a3f, d93b5944, d4b2e824: shared by hundreds of sounds, music included) and
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none is a probe. Tried: Enter/arrow keys posted to the game window (`debugger.post_key`, WM_KEYDOWN) to reach
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none is a probe. Tried: Enter/arrow keys posted to the game window (WM_KEYDOWN/WM_KEYUP; that helper was removed later) to reach
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the main menu: no UI sound followed (the game probably reads input another way; global SendInput is not
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used on purpose); a breakpoint on the setup parser entry: no extra events. Hypotheses: no in-memory sound
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plays without input; the decode path is the same as for WAD sounds (same WEM rules, 300/300 in-memory WEMs
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