readme: notes are english now
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@@ -20,8 +20,8 @@ This kit came out of an AI-assisted reverse-engineering project. It contains:
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Nothing from the game itself is included: no game files, no executable, no decompiled
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code, no built WADs. Every tool works on **your own copy** of the game.
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> Most notes in `notes/` are written in **German**. Any AI assistant can read and translate
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> them, and that is the recommended way to use this kit (see the last section).
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> The notes in `notes/` are detailed and technical. Handing them to an AI assistant is the
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> recommended way to use this kit (see the last section).
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---
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@@ -59,7 +59,7 @@ drive or `CDPath` at that copy, and put modified WADs into its `wads` folder.
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```
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README.md this file
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notes/ format documentation and findings (German)
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notes/ format documentation and findings
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geometry.md TRAK/MAP geometry, collision polygons, coordinate spaces, zones, limits
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objects.md MAP chunk layout, strat (object) entries, waypoints, player start, exit
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strat_types_table.md every object type in every original level, with counts
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@@ -240,8 +240,7 @@ specs.
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This whole kit was made by an AI coding agent (Claude Code) working through the steps
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below. Any capable assistant that can run code should be able to continue.
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1. **Give it the notes first.** Ask it to read `notes/*.md` (they are German; it can
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translate). They contain offsets, field meanings, confidence levels and pitfalls.
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1. **Give it the notes first.** Ask it to read `notes/*.md`. They contain offsets, field meanings, confidence levels and pitfalls.
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2. **Regenerate the decompile** for questions about game logic. Install Ghidra and a full
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JDK (version 25 for Ghidra 12.x), then run
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`analyzeHeadless <projdir> groove -import groove.exe -scriptPath re/ghidra_scripts -postScript DumpAll.java groove_decomp.c`.
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