Game line names across languages; RSubtitle; editor in three columns
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@@ -89,6 +89,17 @@ Conclusion: approach A works end-to-end in-game. Use >= 30 s probes for the intr
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prefixed with markers and 12 subtitles patched in place (21 files). All 12 markers are found as UTF-16 in the
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game's memory after ~45 s (the localization files are read at startup), no crash, revert byte-identical:
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PASS. Subtitles are not loaded on the title screen (no dialogue object in Frontend*/Startup/BmGame).
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20. (2026-10-10) **Variation positions differ between languages.** A WAD entry stores its WEMs in media-ID order
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and each language has its own media IDs, so for 7,010 of 9,366 lines (75 %) the same game line is at a
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different position in the ITA and INT entries (e.g. Speech_CH_ZERO_CH0_fight_intro_01 = ITA :0, INT :2).
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Position names (NAME_i, wemscan) therefore mean different lines per language. Speech sounds are now named
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after their speech event (same in every language); the curated ITA lists are mapped through it. Independent
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check: the speaker field of the dialogue objects agrees with the mapped labels for 955 / 955 lines.
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21. (2026-10-10) In-memory speech banks are localized (language list + one bank per language in one AkBank
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export, checked on 215 banks against the WAD languages of their streamed lines); 41 more subtitles are
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RSubtitle objects linked through RSubtitleLookup (key = FNV-1 of the line name without `Speech_`). Subtitle
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coverage by category is uneven in the game itself: efforts 0 %, combat barks 11 %, cinematics 10 % (cutscene
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lines are mostly not reached by speech events and have no dialogue object), story/predator/open world ~90 %+.
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## Old path -> new path
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`scripts/harness.py` -> `ackit verify --ingame` (ackit/verify/ingame.py); `scripts/validate_builder.py` ->
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