Add mission 3 brief and plan
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17
NOTES.md
17
NOTES.md
@@ -14,10 +14,19 @@
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Packaging: `python tools/build_app.py` -> dist/UnheardCity (self-contained, licenses); packaged exe passes
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`--smoke-test` with PATH = C:\Windows only. Real e2e through the editor code path (tools/e2e_editor.py): PASS
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(music heard in game ncc 1.0, reverts byte-identical, speech line apply/revert byte-identical).
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- NEXT: editing of the ~15,800 in-memory sounds in soundbanks (loose `SFX\*.bnk` footsteps first, then banks
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embedded in `.upk` packages); not listed or editable yet, survey in `docs/formats/banks.md`.
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- NEXT (optional): verify >2-channel channel order in game; speech heard in-game (needs gameplay).
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- OPEN: channel order for >2 channels unverified.
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- Mission 3 (2026-10-09, brief: `docs/history/mission3_audio_text_prompt.md`): full-game audio, then subtitle
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and menu text editing. Plan (one commit per stage; a stage = code + tests + docs + this status):
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1. [ ] `ackit/lzo.py`, `ackit/upk.py` (UE3 package summary, compressed chunks, block-level read/patch),
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`ackit/bnk.py` (bank parsing: DIDX/DATA/HIRC sources, prefetch). Unit + real-game read-only tests.
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2. [ ] Catalog of in-memory sounds (archive `BANK`): build from loose banks + packages, location index,
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names/categories, prefetch handling; `ackit verify --catalog` cross-check (missing/extra/duplicate/
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character/category/language) + test.
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3. [ ] Writing in-memory sounds through `Workspace` (in place, <= original size; every copy in every
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package; byte-identical revert), CLI + editor; real-game e2e.
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4. [ ] Subtitles + menu text: find/document formats, `ackit` parse/write with backup/revert.
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5. [ ] Editor: Subtitles section linked to audio, separate Menu text section, revert, mod export/import.
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6. [ ] Final e2e (audio + text), packaged build, REPORT.md.
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- OPEN: channel order for >2 channels unverified; speech heard in-game (needs gameplay).
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## Environment facts
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- Game: Steam AppID 200260 "Batman: Arkham City GOTY", `C:\Program Files (x86)\Steam\steamapps\common\Batman Arkham
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