feat(formats,viewer): movie subtitles, voice decode, and the movie manifest
The movie cutscene subtitle + voice pipeline, driven by the ADVERTISE_MOVIE manifest (the authoritative movie -> subtitle -> voice index). Also flushes several sessions of local WIP (async viewer loading, grouped-pool XBG7/hero-ship decode, drawlog tooling). See docs/HANDOFF-movie-voice-subtitles-2026-07-19.md. Subtitles (movie_subtitle.rs): - Full movie->track->text chain; join multi-line captions sharing one timing (fixes S13A dropped "Look at it father" line); overlap-safe active_cues(); Latin-1 accents preserved. Voice (slb.rs): XACT .slb -> XMA1 RIFF; take the FIRST sub-wave bounded by its declared data size (fixes S10-S16 alternate-take garble); list_voice_clips. Manifest (movie_manifest.rs): parse ADVERTISE_MOVIE (0x5B983A08) for the real movie->voice binding (not always VOICE_<movie>; e.g. hokyu -> VOICE_D_* in etc\). Resolve the token's sound.pak path via sounds.tbl. DIRECT bindings only — the demo-id shared-clip fallback for unbound hokyu movies was verified WRONG in-game and reverted (unbound hokyu stay unvoiced; correct join key is an OPEN problem). Viewer: manifest-driven voice (movie player toggle + solo button), standalone "Voice Lines" browser, stacked caption overlay. Tests: 46 formats-lib + 11 viewer-lib + movie_manifest/movie_subtitle/slb disc tests; full workspace green. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -72,9 +72,28 @@ pub fn run() {
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}
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fn setup_scene(mut commands: Commands) {
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commands.spawn(DirectionalLight {
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illuminance: 10_000.0,
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shadows_enabled: true,
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..default()
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// Bright ambient so surfaces facing away from every light aren't pure black.
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commands.insert_resource(AmbientLight {
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color: Color::srgb(0.9, 0.93, 1.0),
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brightness: 900.0,
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});
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// A multi-directional rig (key + fills + rim + underside) so an orbiting
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// camera always has some light on the visible side — the single front light
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// left the backside unreadable.
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let lights = [
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(Vec3::new(1.0, 2.0, 1.5), 10_000.0, true), // key: front-top-right
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(Vec3::new(-2.0, 1.0, 0.5), 4_500.0, false), // fill: left
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(Vec3::new(0.5, 0.8, -2.0), 6_000.0, false), // rim: behind
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(Vec3::new(0.0, -1.5, 0.5), 2_500.0, false), // underside fill
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];
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for (from, lux, shadows) in lights {
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commands.spawn((
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DirectionalLight {
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illuminance: lux,
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shadows_enabled: shadows,
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..default()
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},
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Transform::from_translation(from).looking_at(Vec3::ZERO, Vec3::Y),
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));
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}
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}
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