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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@@ -57,7 +57,7 @@ WAD sounds have such heads (2,101 copies); replacing one of them must rewrite th
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story lines) are
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also stored **whole** in banks: an in-memory source with the WAD recording's own media ID, byte-identical to
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the WAD WEM (84 copies). They are handled like heads: part of the WAD line, written and reverted with it, not
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sounds of their own (`catalog._whole_recordings`). Heads and whole copies together: 445 recordings, 2,185
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sounds of their own (`catalog.whole_recordings`). Heads and whole copies together: 445 recordings, 2,185
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copies (`BANK_locations.csv.gz` kind `p`).
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## Localized banks
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@@ -14,6 +14,10 @@ the UE3 packages (`upk.md`), holding the subtitle text of all 11 languages. acki
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to 5 lines.
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- Strings are stored as cp1252 (positive FString length) or UTF-16 (negative length): almost all RUS, JPN and
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KOR strings and 85 % of POL are UTF-16; the other languages have 17-56 UTF-16 strings each.
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4 cp1252 strings hold UTF-8 bytes instead (the same line in KOR, POL, POR, RUS: `Speech_TAPE_J_Answer_1_00`;
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the KOR one with a damaged byte; the game's own data). ackit reads cp1252 as Windows maps it (every byte, also
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the 5 that Python's cp1252 leaves undefined, which the RUS and KOR ones contain), so they are shown as stored
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and every string is written back byte-for-byte.
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## Scripted subtitles (`RSubtitle`)
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41 more subtitles (radio and encryption-card lines) are `RSubtitle` objects in `Startup.upk`: the same layout,
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