Version 3.2.2: in-memory replacements fill their slots exactly (padded ones played as silence)
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18
REPORT.md
18
REPORT.md
@@ -42,7 +42,7 @@ editor Unheard City (mission 2).
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- **Safety**: every changed file (WAD, bank, package, localization file) is rebuilt from a verified original copy
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in the store + the edits applied now; reverting the last edit restores it byte-for-byte; files changed by
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another tool or Steam are detected (whole-file SHA-1) and not overwritten without confirmation.
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- **Tests**: 133 automated tests (unit, synthetic game with packages/banks/dialogues/localization, a
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- **Tests**: 135 automated tests (unit, synthetic game with packages/banks/dialogues/localization, a
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two-language game for the lines (incl. a recording also stored whole in a bank), the shipped catalog's cross-references, real-game read-only (every
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name of every language's catalog resolves to its own sound), offscreen GUI incl. list order, selection and
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loading overlays) pass. `ackit verify` PASS (incl.
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@@ -52,21 +52,21 @@ editor Unheard City (mission 2).
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language's localized line, prefetch heads, a line also stored whole in banks, a multi-copy subtitle, a scripted subtitle, a menu text, sound +
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subtitle in one package, a mod moved to another voice language and matched to the same line at another
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position); `ackit verify --ingame` PASS (music heard, ncc 1.0);
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`--banks` PASS (77 in-memory sounds of the front-end packages replaced in 54 files: the game loads them, 68
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`--banks` PASS (77 in-memory sounds of the front-end packages replaced in 54 files: the game loads them, 71
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probes found in its memory, no crash); `--texts` PASS (12/12 menu texts and 23/23 subtitles of Startup.upk
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found in the game's memory, no crash); `tools/e2e_editor.py` PASS. Game files original at the end
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(`ackit status`). The catalog builder refuses to run on a modified game, so the catalog always describes the
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original files.
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- **Package**: `dist/UnheardCity-3.2.1-windows-amd64.zip` (86 MB, catalogs included). With `PATH` reduced to
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- **Package**: `dist/UnheardCity-3.2.2-windows-amd64.zip` (86 MB, catalogs included). With `PATH` reduced to
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the Windows folders the packaged exe passes its smoke test (in the game's language - Italian on the test PC:
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21,015 sounds loaded, encode + inject, 9,377 subtitles and 7,020 menu texts loaded, an in-memory sound decoded from a package) and the GUI starts and
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quits cleanly. The installer is unchanged since mission 2 (install/upgrade/uninstall verified then).
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## Unresolved / limitations
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- **Heard in game, not proven automatically**: in-memory sounds and subtitles. The game loads the patched
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packages (probe data and texts found in its memory, no crash), but nothing of this plays/shows on the title
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screen without input, and keys posted to the game window do not reach the menu (findings 18). Speech lines
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were already in this situation; the decoder path is the same one proven for music.
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- **Checked by a person in game** (2026-10-10), not automatically (nothing of this plays or shows on the title
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screen without input, findings 18): replaced voice lines and edited subtitles are heard and shown; replaced
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footsteps play on every step. That test found the one defect the automatic checks could not: in-memory
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replacements followed by zero padding in their slot played as silence (fixed in 3.2.2, findings 24).
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- **Size limits**: in-memory sounds and speech must fit their original size; subtitles must fit the original
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text's length ("room"); cp1252 subtitles accept cp1252 characters only. Lifting these limits means moving
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objects inside the packages (new export offsets/sizes, added chunks): designed but not done, because it could
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@@ -92,8 +92,8 @@ editor Unheard City (mission 2).
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cached); it gets the same line identities, but no original checksums.
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## Next steps
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1. Gameplay check (a person): a replaced footstep/foley sound and an edited subtitle in a mission.
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2. Optional: lift the subtitle length limit by relocating dialogue objects (needs that gameplay check).
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1. Optional: lift the subtitle length limit by relocating dialogue objects (checked in game by a person).
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2. Build and smoke-test the Linux package once on a Linux machine.
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3. Listen to the 19 lines whose speaker label differs from the game's dialogue speaker field
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(`docs/categories.md`) and fix the curated lists if needed; extend them (`data/catalog/source/<lang>/*.txt`)
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and rebuild the catalog.
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