In-game text test, version 3.0.0, report

This commit is contained in:
2026-10-09 22:50:15 +02:00
parent a10593ec24
commit 98ec2fe9c4
10 changed files with 123 additions and 40 deletions

View File

@@ -15,8 +15,8 @@ That one command does everything, offline. If `app/assets/` (committed icon and
made from `bac_logo_full.png` and `wallpaper.jpg` in `Downloads\Arkham City` (or `--art FOLDER`); without those
images the build still works, with a plain icon and no wallpaper.
Output: `dist\UnheardCity\UnheardCity.exe` and `dist\UnheardCity-<ver>-windows-amd64.zip`
(~78 MB zip, ~190 MB unpacked). The build also writes `THIRD_PARTY_LICENSES.txt` (license texts come from the
wheels and from `tools/licenses/`).
(~86 MB zip, ~205 MB unpacked, catalogs included). The build also writes `THIRD_PARTY_LICENSES.txt` (license
texts come from the wheels and from `tools/licenses/`).
**Installer.** On Windows the folder (and zip) also contains `Install.cmd`, `install.ps1` and `uninstall.ps1`
(sources in `tools/installer/`, version filled in by the build). It is a plain PowerShell installer, so no

View File

@@ -85,6 +85,10 @@ Conclusion: approach A works end-to-end in-game. Use >= 30 s probes for the intr
used on purpose); a breakpoint on the setup parser entry: no extra events. Hypotheses: no in-memory sound
plays without input; the decode path is the same as for WAD sounds (same WEM rules, 300/300 in-memory WEMs
rebuild byte-identically), so playback is expected to work like E4/E10.
19. (2026-10-09) In-game text test (`ackit verify --ingame --texts`, ITA): 12 menu texts of FRONTEND/GFxUI
prefixed with markers and 12 subtitles patched in place (21 files). All 12 markers are found as UTF-16 in the
game's memory after ~45 s (the localization files are read at startup), no crash, revert byte-identical:
PASS. Subtitles are not loaded on the title screen (no dialogue object in Frontend*/Startup/BmGame).
## Old path -> new path
`scripts/harness.py` -> `ackit verify --ingame` (ackit/verify/ingame.py); `scripts/validate_builder.py` ->