Game line names across languages; RSubtitle; editor in three columns
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23
REPORT.md
23
REPORT.md
@@ -13,15 +13,21 @@ editor Unheard City (mission 2).
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- **Catalog check**: `ackit verify --catalog` compares the catalog with a fresh scan of the game (missing, extra,
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duplicate, size/checksum, category, character, language, bank copies, subtitle copies/texts): **catalog OK**
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on the full game. It found and fixed 2 duplicate names per language (variation shown as `NAME#i`).
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- **Subtitles**: found in `RDialogueEvent` objects inside the packages (9,016 speech lines x 11 languages,
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168,122 stored copies), parsed, cataloged (`SUB_<LANG>.csv`) and linked to their speech sound through the
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soundbanks (~99 % of the strings, e.g. INT 9,265 / 9,379; the rest are unused/placeholder lines). Edited in
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place in every copy.
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- **Subtitles**: found in `RDialogueEvent` objects inside the packages (9,016 speech lines x 11 languages) and
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in 41 scripted `RSubtitle` objects (radio, encryption cards, Riddler; linked through `RSubtitleLookup`),
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parsed, cataloged (`SUB_<LANG>.csv`) and linked to their speech sound through the soundbanks (~99 % of the
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strings). Edited in place in every copy.
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- **Names true to the game**: the position of a variation inside a WAD entry differs between languages (75 % of
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the lines), so speech sounds are named after the game's line (its speech event) - the same in every language
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and the same as the subtitle. The curated ITA speaker lists are mapped through these names; checked against
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the speaker field of the game's own dialogue objects: 955 / 955 agree. In-memory speech is per language too
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(one bank copy per language): the sound list shows only the selected language.
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- **Menu text**: the localization files (`BmGame\Localization\<LANG>\*.int`, ~7,000 strings per language),
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edited value by value; everything else in the files stays byte-identical.
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- **Editor**: one *Language* setting (default: the game's language) for voices, subtitles and menu text
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(languages without voices use the INT ones, like the game); tabs *Sounds* / *Subtitles* / *Menu text*. The sound editor shows and edits the selected speech
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line's subtitle side by side; the subtitle list links back to the sound. Search, filters (character,
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(languages without voices use the INT ones, like the game); tabs *Sounds* / *Subtitles* / *Menu text*. The sound
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editor shows Listen / Replace / Subtitle side by side (resizable columns, no scrolling at usual window sizes);
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the subtitle list links back to the sound. Search, filters (character,
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category, file, modified), room counter, apply/revert/revert all, find & replace on the filtered rows, mod
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export/import with texts, changed-outside banner for sounds and texts.
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- **Safety**: every changed file (WAD, bank, package, localization file) is rebuilt from a verified original copy
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@@ -50,6 +56,11 @@ editor Unheard City (mission 2).
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not be verified automatically in the game (decisions 4c).
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- **Unlinked subtitles**: ~1 % of the subtitle strings have no event path to a sound (unused or placeholder
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lines); they are listed and editable but not linked.
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- **Subtitle coverage is uneven in the game itself**: no subtitles exist for efforts/grunts, few for combat barks
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(11 %) and cutscene lines (10 %; most cutscene lines are not played through speech events and have no dialogue
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object). No other subtitle storage was found in the packages (all classes with subtitle data checked).
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- ~200 speech sounds per language are played by no event and keep a position name (`NAME_i`); their speaker
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labels apply to ITA only.
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- **Unnamed sounds**: ~9,000 BANK sounds have no event name and are named `<Bank>_<n>`.
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- Two copies of media `1C898731` differ; its checksum is left empty. Channel order for 4-6 channel sounds is
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unverified. M4A/AAC/WMA input needs an ffmpeg on the system.
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