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Extract complete owned game content and prepare HUDs and customisation during setup
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# Setup content ownership
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Setup owns extraction and preparation. Features must read installed asset paths;
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private development launchers and environment overrides are not installation steps.
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The selected owned game tree is extracted into `assets/private/original` before
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runtime conversion. All EB BIG v3 and BIG4/BIGF banks are decoded, including nested
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audio banks, and loose files are copied. Each bank has its own namespace so two
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archives with the same member name cannot overwrite each other. The private
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`original/manifest.json` records source archive hashes, member names, output sizes
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and decoded hashes. Repeating this extraction verifies and reuses matching files.
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Unsafe paths, ambiguous names and unsupported archive formats fail explicitly.
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The installation retains this source cache; temporary map conversion files are
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still removed after successful preparation.
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| Runtime content | Setup owner |
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| --- | --- |
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| Stock animation banks, action/motion/camera graphs, gestures, input and recipes | Stock BIG and loose animation extraction |
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| Physics, difficulty, scoring and other VLT tuning; skeleton metadata | VLT and physics-skeleton converters |
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| Skater mesh, textures and authored character lighting | Character and lighting converters |
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| Resident character choices, original textures, tattoos and native presets | `prepare_customisation.py` using existing CAC converters |
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| Original trickdisplay actions, shapes and bitmap fonts | `prepare_hud.py` |
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| Original session-marker geometry, labels and Xbox button images | `extract_session_marker.py` using the vendored toolkit |
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| Retail skies, render/exposure settings, travel destinations and foliage | Existing environment converters |
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| Authored movable-object models and placement | DMO catalog and per-map conversion |
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| Every disc district map, textures, collision and retained extensions | Existing map jobs |
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The final `runtime_content` check verifies manifests and referenced files,
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including HUD RGBA lengths, character scene/texture dependencies, lighting,
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per-map skies and movable objects. It writes `private/content-manifest.json`.
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Only after this check and the existing runtime asset checks pass does setup
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publish `installation.json` and report success. CAC conversion errors now stop
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setup rather than publishing an incomplete library.
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Extraction is not a claim of full engine support for every original format.
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Unported audio/frontend data remains in the indexed source cache. The ocean PCA
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table is executable-resident: its existing converter accepts a hash-verified
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mapped TU3 image, which ordinary disc setup does not produce. The owned XEX is
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preserved, but that optional table still needs the mapped-image converter; the
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renderer retains its documented fallback when absent. User-authored animations
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and third-party mods are not disc assets and are not generated by extraction.
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Existing installations can add the original HUDs using the targeted
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[cache repair](hud-installation.md), or prepare only missing feature caches with
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the respective tools. Updating source code does not automatically rerun setup
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or replace an already installed package.
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## Offline validation
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The 2026-09-09 setup integration was checked without running the game, recomp,
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Steam or gameplay tests. Archive tests cover BIG4 RefPack payloads, nested banks,
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duplicate names, unsafe paths, reuse and repair. The owned source inventory reads
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51 top-level banks and identifies 28 nested EB banks. HUD installation tests cover
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missing/corrupt files and byte preservation; the vendored marker compiler produces
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the same 15 meshes and seven texture payloads as the prepared native overlay.
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The data-only original movie audit passes 1,800 frames. The existing owned CAC
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audit validates 480 models, 2,427 materials and 170 tattoos.
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The dependency validator also passes against 3,435 prepared runtime files assembled
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from the existing caches with a University map. The packaged setup worker passes
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data-only archive extraction and HUD installation checks; no setup GUI is launched.
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Full installation and GPU/gameplay behavior still require manual validation;
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prepared maps and dependencies were reused rather than rebuilding the installation.
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