One language setting; localized in-memory speech per language
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@@ -92,6 +92,13 @@ tables): high risk for little gain, not done.
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file is rebuilt from its original copy + the applied edits (sound and text edits combine in one package).
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- Keys (`SUB:<LANG>:<speech>:<line>`, `MENU:<LANG>:<File>:<Section>:<Key>`) are stable and used in mod packages.
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## 4d. One language setting
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The editor has a single *Language* list (top bar) for voices, subtitles and menu text, starting at the language
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the game is set to on every launch (not remembered: the game's setting is what the player hears). The game
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has voices in 5 languages and texts in 11; for the other 6 it plays the INT voices, so the editor loads the INT
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voice lines with that language's texts and says so next to the list. Localized in-memory speech (one bank
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copy per voice language) is filtered the same way, so the sound list never mixes languages.
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## 5. Catalog
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- Shipped CSVs per archive (names, categories, characters, original size + checksum) make loading instant and
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enable change detection; any other build is scanned at runtime (header reads only, cached).
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