Full correctness check against the docs: safer writes, reverts and texts
Safety - Writes are serialized (Workspace.lock): two background jobs rebuilding one package (a sound and its subtitle applied side by side) lost an edit. - A store copies a bank file or package as "original" only if it matches the shipped catalog (Workspace.unoriginal_files: in-memory sounds, bank copies of voice lines, subtitles); the editor refuses to switch stores while changes are applied. A second store could otherwise resurrect a reverted sound. - Mod import in the editor asks before overwriting files changed outside the tool (it forced silently). - Revert all in the editor reverts texts too; the uninstaller counts text edits before offering to delete the store. - ackit restore-backup: the full-backup restore decisions.md described; it keeps the sounds of WADs without a full copy recorded. - build_catalog also stops when a subtitle differs from the catalog. Languages and texts - Game.language() returns languages without voices (JPN, RUS, ...) and Game.voice_archive() their INT voices; ackit text --lang JPN works. - Menu lookups parse one cached file (find & replace: minutes -> ms). - Subtitles decode cp1252 as Windows does: the UTF-8-in-cp1252 line Speech_TAPE_J_Answer_1_00 (KOR/POL/POR/RUS) is written back byte-for-byte; SUB_KOR/SUB_RUS rebuilt from the original game (only those rows changed). - Mods exported while another language is loaded keep name and line. Other fixes - Down-mix folds extra channels in at -3 dB (a 5.1 centre voice was dropped). - e2e_editor no longer overwrites the user's settings.json; kill_game waits for the game to exit before reverts. - Recorder handles Int32/UInt8 input and split frames; package block cache locked; conflict messages, CLI help examples, stale docstrings and doc references fixed; tests no longer read this PC's game language. Docs (decisions, user guide, README, subtitles.md, banks.md, catalog README, REPORT, NOTES, CLAUDE.md) updated; check_docs: 102 claims match. 148 tests; e2e_features 9/9, e2e_editor and verify PASS; game original afterwards.
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@@ -38,13 +38,14 @@ localization files. Details in `docs/`.
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ackit find joker tape # search by name, category or character
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ackit extract Speech_TAPE_JOKER_1_04 orig.wav # listen to the original (a line has one name in every language)
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ackit replace Speech_TAPE_JOKER_1_04 my_line.wav --match-loudness
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ackit revert Speech_TAPE_JOKER_1_04 # or: ackit revert --all
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ackit text find --lang INT protocol # subtitles and menu texts (keys SUB:... / MENU:...)
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ackit revert Speech_TAPE_JOKER_1_04 # or: ackit revert --all (every sound and text)
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ackit text find --lang INT protocol # subtitles and menu texts (keys SUB:... / MENU:...; any of the
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# 11 languages, e.g. --lang JPN)
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ackit text set "MENU:INT:FRONTEND.int:Buttonpress:DoubleTap" "Tap twice"
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```
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More: `ackit status`, `ackit list --character Joker`, `ackit export-mod my.acmod` / `ackit import-mod`,
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`ackit verify` (offline self-check), `ackit verify --catalog` (catalog vs game files), `ackit game` (detected
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install, language, store). `ackit -h` lists all commands. The game folder is found through Steam (Windows, Linux, Flatpak, Proton); otherwise pass `--game DIR`.
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install, language, store), `ackit restore-backup` (last resort if the originals store is damaged). `ackit -h` lists all commands. The game folder is found through Steam (Windows, Linux, Flatpak, Proton); otherwise pass `--game DIR`.
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Rules worth knowing: speech/effects replacements must fit in the original's size (the tool squeezes or refuses
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with the maximum length); music can be any length. Subtitles must fit the original text's length (menu text:
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