Version 3.4.0: Edit tab (edit list, large subtitle, replacements with effects and presets), Sounds tab only browses, ackit fx (pedalboard + own reverb) and replace --fx, first Linux build, catalog without a mod package
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@@ -10,11 +10,11 @@ Survey of the installed game (buildid 3718300), 2026-10-09.
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| where | banks | unique in-memory WEMs |
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|-------|-------|-----------------------|
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| loose `SFX\*.bnk` (Batman/Catwoman footsteps, 32 surfaces each, + `TST_Prep_Media`) | 65 | 1,117 |
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| banks embedded in `.upk` packages (in 1,432 of the 2,650 packages) | 3,340 | 14,802 |
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| banks embedded in `.upk` packages (in 1,431 of the 2,648 packages) | 3,340 | 14,802 |
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All of them are in the catalog (archive `BANK`).
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The two sets share 119 media IDs: 15,800 unique media IDs in 96,011 places (bank copies). 396 of them are
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The two sets share 119 media IDs: 15,800 unique media IDs in 95,887 places (bank copies). 396 of them are
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**prefetch heads** of streamed WAD sounds and 49 are **whole copies** of WAD recordings (below), so there are
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**15,355 in-memory sounds**. All copies of a
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media ID are byte-identical except `1C898731` (two variants). The WADs, by comparison, are fully covered: the
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@@ -47,7 +47,7 @@ HIRC Sound object (type 2) payload: u32 object id, u32 plugin id (`0x00040001` =
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(0 = in memory, 1 = streamed, 2 = prefetch), u32 media id, u32 bank id of the media; for in-memory sources
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then u32 offset, u32 size, where offset = `DATA` payload position (from the start of the bank) + DIDX offset
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and size = DIDX size (checked on every in-memory source of the footstep banks and of `BmGame.upk`).
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Source kinds over all bank copies: 115,861 in-memory sources of the bank's own media; 2,233 in-memory sources
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Source kinds over all bank copies: 115,737 in-memory sources of the bank's own media; 2,233 in-memory sources
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with bank id 0 whose media is not in the same bank (loaded by another bank); 133,075 streamed sources;
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2,101 **prefetch** sources. Every streamed or prefetched media ID is in a BKPK table, i.e. a WAD sound
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(`wad.md`). A prefetch source's media is also in the bank's DIDX: that in-memory copy is the **head** of the
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@@ -106,8 +106,8 @@ and the game ties the recordings together itself:
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- The packages are LZO-compressed UE3 packages (`upk.md`); ackit decompresses them itself and searches the
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uncompressed data for `BKHD` (banks) and `BKPK` (WAD indexes). (The first survey used Gildor's
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decompress.exe; `ackit/upk.py` gives identical data.)
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- Bank blobs in packages: 41,798 for 3,340 bank IDs. Many banks are copied into several packages (e.g.
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`CHR_CatwomanFoleySuit` 31 times, `CHR_BatmanFoleyBelt` 26). 302 bank IDs occur as several blobs with
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- Bank blobs in packages: 41,797 for 3,340 bank IDs. Many banks are copied into several packages (e.g.
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`CHR_CatwomanFoleySuit` 31 times, `CHR_BatmanFoleyBelt` 25). 302 bank IDs occur as several blobs with
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*different* media subsets (often one WEM each, several per package), so a bank's media set is the union
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of all its blobs.
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- Largest: `CHR_RobinFoleyCape` 300 WEMs, `CHR_BatmanFoleyCape` 282, `CHR_Clayface` 263,
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