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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@@ -1,10 +1,10 @@
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"""Index of every sound in the game's WAD archives, with names, categories and characters
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(sounds stored inside soundbanks are not indexed yet: docs/formats/banks.md).
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"""Index of every sound of the game, with names, categories and characters: the WAD archives (one per voice
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language, SFX) and the in-memory sounds stored inside soundbanks (archive BANK, docs/formats/banks.md).
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Sources, in order:
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1. data/catalog/<ARCHIVE>.csv -- shipped catalog (instant) when the WAD fingerprint matches;
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2. otherwise a header scan of the WAD (a few seconds, cached in the user cache), classified with
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`classify` and labelled with data/catalog/characters.csv (speaker per sound name).
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1. data/catalog/<ARCHIVE>.csv -- shipped catalog (instant) when the game's fingerprint matches;
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2. otherwise a scan of the game (WAD headers: seconds; banks: minutes; cached in the user cache), classified
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with `classify` and labelled with data/catalog/characters.csv (speaker per sound name).
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Names come from the game: a WAD entry ID is the Wwise ID (FNV-1) of a soundbank listed in the game's
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CookedPCConsole/CookedBanks.txt (`bank_names`); an entry with one WEM is NAME
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(alias NAME_1), entries with n variations are NAME_1..NAME_n (alias NAME#i); stream-pack media are
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@@ -517,14 +517,16 @@ class Catalog:
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def __init__(self, game, archives=None, progress=None):
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self.game = game
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avail = available_archives(game)
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self.archives = archives or [a for a in (game.language(), "SFX", banks.ARCHIVE) if a in avail]
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self.archives = archives or [a for a in (game.voice_archive(game.language()), "SFX", banks.ARCHIVE) if a in avail]
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self.sounds = []
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self.locations = {} # BANK media id -> [Location]
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self.heads = {} # WAD sound key -> [Location] of its prefetch heads
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self.bank_sha1 = {} # BANK media id -> original checksum ('' if unknown), every language
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bank_sounds_ = []
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if banks.ARCHIVE in avail:
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# always loaded: speech lines may have prefetch heads that must be written with them
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bank_sounds_, self.locations = load_banks(game, progress)
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self.bank_sha1 = {int(s.target, 16): s.sha1 for s in bank_sounds_}
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for ls in self.locations.values():
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for l in ls:
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if l.kind == banks.PREFETCH_HEAD and l.sound:
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