docs/re: mark the paint-order item solved, and say what is left
The item that has been open through this whole run is answered: the paint order is the screen object's reordered child array at +0x30, not any table in the file. BACKLOG and INDEX now lead with that, and the investigation behind it is kept in full underneath — most of it refutations, which is what made the answer findable. What is left is stated in the same breath, because it is what the port needs: deriving that order from the bundle without running the game. Until then the viewer paints in declaration order and the title screen composites wrongly, which is now a documented defect rather than a mystery.
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@@ -6,6 +6,25 @@ unknown, what evidence exists, and what the first step would be. Move an item in
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## ✅ SOLVED (2026-08-19) — the paint order is a runtime child list, not a table in the file
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The screen object the game builds at load time holds **two** lists of its
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elements: the declaration-ordered array at `+0x08`, and a **reordered child array
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at `+0x30`** — and the second is the paint order. Read live off the title screen
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and checked against the draw capture: the seven nameable elements sit at child
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slots 0, 6, 7, 13, 16, 17, 22, strictly ascending, in exactly the captured order.
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See [`structures/ui-screen-runtime.md`](structures/ui-screen-runtime.md).
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**Still open, and it is what the port actually needs:** deriving that order from
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the bundle without running the game. The order is structured (elements sharing a
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sprite are adjacent; full-screen effects lead), so it looks derivable, but no
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rule has been found. Until then the viewer paints in declaration order and the
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title screen composites wrongly — a known, documented defect rather than a
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mystery.
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The investigation that got here follows, kept in full because most of it is
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refutations that were worth the cost.
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## The declaration table is not a paint order on every screen
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**Found 2026-08-17**, building the Explorer's UI Screens browser on
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