Version 3.2.2: in-memory replacements fill their slots exactly (padded ones played as silence)

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2026-10-11 00:10:44 +02:00
parent cac52e7597
commit b6b96307ca
16 changed files with 223 additions and 52 deletions

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@@ -111,10 +111,16 @@ and the game ties the recordings together itself:
- Catalog archive `BANK` (one row per media ID) + `data/catalog/BANK_locations.csv.gz` (every copy, and the
heads and whole copies of WAD speech recordings); built by `tools/build_catalog.py`, checked by `ackit verify
--catalog`.
- A replacement is written **in place into every copy** (no larger than the smallest copy, zero-padded), so
DIDX/HIRC offsets and sizes and the package layout never change. Loose banks are patched directly; in
packages only the touched blocks are re-encoded (`upk.md`). A sound left in one package only would let the
game load the original from another one.
- Replacing a speech line that has prefetch heads or whole copies rewrites them (the first bytes of the new,
zero-padded line; for a whole copy, all of it).
- A replacement is written **in place into every copy** (no larger than the smallest copy), so DIDX/HIRC
offsets and sizes and the package layout never change. Loose banks are patched directly; in packages only
the touched blocks are re-encoded (`upk.md`). A sound left in one package only would let the game load the
original from another one.
- **Each copy is filled exactly**, never zero-padded: every in-memory WEM the game ships ends exactly at its
slot's end, and the game plays a replacement followed by zero padding there as **silence** (findings 24:
footsteps replaced that way were silent in game; filled, they play). A smaller replacement is grown to the
slot size with a label list chunk before `data` (`LIST{adtl, labl}`, the form the game's own WEMs use for
markers; `ackit/wem.py: fill`), so the encoder leaves at least 26 spare bytes, an even number.
- Replacing a speech line that has prefetch heads or whole copies rewrites them: a head gets the first bytes
of the new, zero-padded line (the start of the streamed WEM as the WAD stores it); a whole copy is filled
like an in-memory sound.
- Design and revert rules: `docs/decisions.md` (4b). The same WEM rules apply (`wem.md`).