What I wanted from the new state: `ui_layout::sprite_blend_additive` and its three siblings, which expose `T8aD +0x04` bit 0x02 -- the decoded blend mode. Until this tag, `Element` surfaced `kind` (+40), `parent`, pivot, keyframes and `focus_link`, all from the RATC record, and nothing reached the sprite's own header. That is why the port has been carrying an authored additive map keyed by SCREEN NAME, transcribed from the Decoder's per-draw RB_BLENDCONTROL0 log, which cannot answer for a screen nobody drove the game to -- the Japanese menus being the case that raised it. Both spellings are needed, not one: `sprite_blend_additive` takes an &Element, and `blend_additive_by_name` takes a sprite name, because a button's focused variant is reached through focus_link and `ptbtn00f.t32` is in build.sprites while no element carries it as `sprite`. That is exactly the sharp case in my own map -- press_start's only additive entry IS ptbtn00f. Pin bumped as its own commit, per PORT-MISSION §2. Nothing else in this commit; the exporter does not read the new accessors yet. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_018AHUQvXGyNcKonSEWsgWcX
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