Version 3.1.0: voice lines linked across all languages from the game data

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2026-10-10 14:10:03 +02:00
parent ea3e44000a
commit fbde809370
56 changed files with 74728 additions and 73360 deletions

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@@ -14,7 +14,12 @@ Batman: Arkham City (PC) audio toolkit + editor. Read `NOTES.md` first (status,
- Real-game checks: `ackit verify` (offline), `ackit verify --catalog [--quick]` (catalog vs game files),
`ackit verify --ingame [--banks | --texts]` (Windows; needs Steam running and logged in, WinDbg; ~1.5 min; reverts and
checks byte-identity itself).
- Rebuild catalogs only from original game files: `python tools/build_catalog.py` (~5 min, scans all packages).
- Rebuild catalogs only from original game files: `python tools/build_catalog.py` (~5 min, scans all packages;
stops if a sound differs from the current catalog). Voice lines are identified by the game's Wwise Sound
objects (`ackit/lines.py`, column `line`; one recording per language), never by WAD position or name:
positions differ per language (`docs/decisions.md` 5, `docs/formats/banks.md` *Lines*).
- Real-game write round trips: `python tools/e2e_features.py`, `python tools/e2e_editor.py` (they revert in a
`finally` block; still check `ackit status` after any interrupted run).
- Shell: git at `C:\Program Files\Git\cmd` (prepend to PATH). Write Python with the Write/Edit tools; avoid
PowerShell here-strings and heredoc string surgery with backslash escapes (they produced NUL bytes before).
- The speaker loopback can contain other apps' audio (voice chat): never save raw captures.