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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@@ -4,10 +4,12 @@ in the .upk packages (docs/formats/banks.md, upk.md). Catalog archive `BANK`, ta
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A media ID can be stored many times (the same bank copied into several packages, or several banks
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holding the same media). The location index (data/catalog/BANK_locations.csv.gz) lists every copy:
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media, file (relative to CookedPCConsole, '/'-separated), offset (in the *uncompressed* file), size, kind
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kind 'm' = an in-memory sound, 'p' = the in-memory head of a streamed WAD sound (prefetch); for 'p' rows
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`sound` is the WAD sound's key (e.g. ITA:2B14E472:3): speech lines have per-language media IDs and heads.
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Replacements are written in place into every copy (<= original size, zero-padded), so bank and package
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layouts never change.
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kind 'm' = an in-memory sound, 'p' = a bank copy of a streamed WAD recording (the in-memory head of a prefetched
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sound, or a whole copy with the same media ID); for 'p' rows `sound` is the WAD sound's key (e.g. ITA:2B14E472:3):
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speech lines have per-language media IDs and heads.
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Replacements are written in place into every copy, no larger than the smallest; a whole in-memory WEM fills its
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slot exactly (wem.fill: the game plays a zero-padded one as silence), a head gets the start of the new
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recording. So bank and package layouts never change.
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"""
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import csv
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import gzip
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@@ -157,7 +159,7 @@ class Scan:
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self.actions = {} # id -> target id
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self.sound_media = defaultdict(set) # sound object id -> media ids
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self.prefetch = set() # media ids whose bank copies belong to a WAD recording (prefetch
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# heads; whole recordings: catalog._whole_recordings)
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# heads; whole recordings: catalog.whole_recordings)
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self.lang_media = defaultdict(set) # language -> media ids named by Sound objects of that language's banks
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# BKPK tables: WAD entry id -> {language: {media id: (offset in entry, size)}}. A table belongs to the
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# language its localized AkBank export declares ('' = outside such an export). The same media ID can be
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