Safety - Writes are serialized (Workspace.lock): two background jobs rebuilding one package (a sound and its subtitle applied side by side) lost an edit. - A store copies a bank file or package as "original" only if it matches the shipped catalog (Workspace.unoriginal_files: in-memory sounds, bank copies of voice lines, subtitles); the editor refuses to switch stores while changes are applied. A second store could otherwise resurrect a reverted sound. - Mod import in the editor asks before overwriting files changed outside the tool (it forced silently). - Revert all in the editor reverts texts too; the uninstaller counts text edits before offering to delete the store. - ackit restore-backup: the full-backup restore decisions.md described; it keeps the sounds of WADs without a full copy recorded. - build_catalog also stops when a subtitle differs from the catalog. Languages and texts - Game.language() returns languages without voices (JPN, RUS, ...) and Game.voice_archive() their INT voices; ackit text --lang JPN works. - Menu lookups parse one cached file (find & replace: minutes -> ms). - Subtitles decode cp1252 as Windows does: the UTF-8-in-cp1252 line Speech_TAPE_J_Answer_1_00 (KOR/POL/POR/RUS) is written back byte-for-byte; SUB_KOR/SUB_RUS rebuilt from the original game (only those rows changed). - Mods exported while another language is loaded keep name and line. Other fixes - Down-mix folds extra channels in at -3 dB (a 5.1 centre voice was dropped). - e2e_editor no longer overwrites the user's settings.json; kill_game waits for the game to exit before reverts. - Recorder handles Int32/UInt8 input and split frames; package block cache locked; conflict messages, CLI help examples, stale docstrings and doc references fixed; tests no longer read this PC's game language. Docs (decisions, user guide, README, subtitles.md, banks.md, catalog README, REPORT, NOTES, CLAUDE.md) updated; check_docs: 102 claims match. 148 tests; e2e_features 9/9, e2e_editor and verify PASS; game original afterwards.
Documentation
| document | content |
|---|---|
| user-guide.md | installing and using Unheard City (screenshots) |
| decisions.md | stack, dependencies/licenses, originals store, size rule, in-memory sounds, texts, language, verification |
| categories.md | group/category scheme and character fields |
| building.md | building the editor and its installer (Windows, Linux) |
| formats/wad.md | WWAD archives, grouped entries, BKPK stream packs |
| formats/banks.md | soundbanks and the in-memory sounds (footsteps, foley, effects, localized speech); how each voice line is linked across languages |
| formats/subtitles.md | subtitles: dialogue objects in the packages, link to the speech sounds |
| formats/text.md | menu and UI text: the localization files |
| formats/upk.md | UE3 packages: summary, LZO chunks, how ackit reads and patches them |
| formats/wem.md | WEM layout the game accepts, setup stripping, hash and decode-alloc formulas |
| reverse-engineering/decoder.md | BatmanAC.exe decoder functions and addresses |
| reverse-engineering/findings.md | root cause, findings, in-game experiment log (incl. failed hypotheses) |
| ../data/catalog/README.md | catalog CSV schema, adding languages |
| history/ | the mission briefs this project was built from |