Add mission 3 brief and plan
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# CONTINUE: Finish full-game audio editing, then add subtitle and menu-text editing
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Same autonomous rules as before: I won't answer questions, so decide, log assumptions in `NOTES.md`, and continue. Start by reading `NOTES.md`, `CLAUDE.md`, `docs/` and `docs/decisions.md` to restore context, and apply the new findings from the last session. Keep the Steam, backup and byte-identical-originals rules.
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## 1. Complete audio editing for every sound in the game
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- Make editing work for every audio file in the game (all WADs and languages), using the new findings. Handle edge cases explicitly (different codecs/variants, streamed vs. in-memory, sizes, alignment) in `ackit`, not in app-side workarounds.
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- Make sure every single audio file is cataloged and the catalog is correct: add a verification command and test that cross-checks the catalog CSVs against the real WADs (missing, extra, duplicate, wrong character, wrong category, wrong language). Fix the data, and report remaining unknowns in `docs/`.
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## 2. Subtitles and menu text editing
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- Reverse engineer where and how the game stores subtitles and menu/UI text (they are text files in the game folders). Document the formats and encodings in `docs/`, and implement parsing and writing in `ackit` (with safe backup/revert, as for audio).
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- In the editor:
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- **Subtitles section**, linked to audio. Each sound shows its subtitle, and each subtitle links back to its sound. Editing both together should be convenient: search by text, character and category, show both side by side in the single-file editor, and bulk edit/find-and-replace.
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- **Separate "Menu text" section**, kept apart from audio and subtitles, with its own search, filters and per-string editing.
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- Support revert (per entry and all), mod export/import for text, and detect when game files changed underneath.
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## Quality rules
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- Do it properly: no hacks. If the editor UI or `ackit` need major restructuring to fit this cleanly, do it, and keep the repository organised as it is now (clear modules, no duplicated code, no leftover scripts).
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- Add the necessary tests: unit, headless app-logic, GUI smoke tests, and a real end-to-end test against the game for audio and for text (apply, check the game starts and shows the change, revert, byte-identical).
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- Document everything and update the existing documents (`README`, `docs/`, `decisions.md`, user guide, `NOTES.md`, `CLAUDE.md`), including the new catalog schema and the text file formats.
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- Update the relevant docs and README in the same commit as each change, not at the end. A stage is not finished until its docs, tests and `NOTES.md` status are updated.
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- Rebuild the packaged distribution (with bundled tools and licenses) and re-verify it.
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## Saving quota (I'm on a limited Claude Pro quota; this is a hard requirement)
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- Plan before acting: write a short ordered plan in `NOTES.md`, work in small stages, and commit after each. Finish and verify one stage before starting the next, so a usage pause never leaves broken work.
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- Keep context small: never print whole files, big logs, WAD listings or catalogs. Use grep, head/tail, counts and summaries, and read only the line ranges you need. Write long outputs to files and inspect them selectively.
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- Don't re-read what you already know: rely on `NOTES.md` and `docs/` instead of re-deriving or re-reading large sources. Update them as you go so a context reset is cheap.
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- Use cheaper subagents (Sonnet or Haiku) for mechanical and bulk work: catalog cross-checks, CSV fixes, log triage, repetitive edits, test runs, and doc updates. Keep the main Opus context for reverse engineering, design decisions and tricky debugging.
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- Run the cheapest check that proves the point: run the specific failing test first, not the whole suite after every edit. Run the full suite only at stage boundaries.
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- Run the expensive real-game end-to-end tests (launching the game) sparingly: once per stage after the headless tests pass, plus the full pass at the end. Batch many changes into one game run where possible.
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- Avoid GUI screenshots and image reads unless a layout problem needs them. Prefer headless assertions.
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- Don't rebuild the distribution until the end, except for a single early build to check the pipeline.
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- Avoid repeated failed attempts: after two failures on the same problem, write down the hypotheses tried, then change approach instead of retrying.
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- Order of priority if the quota runs short: (1) correct, complete audio editing and catalog, (2) subtitle editing linked to audio, (3) menu text section, (4) tests and docs for each as you go, (5) packaging. Always leave `NOTES.md` with a clear "Current status / Next steps" so work can resume cleanly after a pause.
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Finish with a short summary and a `REPORT.md` of anything unresolved.
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