re: which GP_TITLE build is which screen, measured against the game
Q2. The archive is eight screens shipped twice, English and Japanese -- not the "build 4 title, 5 main menu, 6/8/9 submenus" the handoff claimed. Build 8 is the JAPANESE main menu; 6 and 9 are the EN and JP EXTRAS, and EXTRAS is the only submenu GP_TITLE holds. The PRESS (A) BUTTON plate is its own build (2/3), composited over the title art and faded in a beat later, not a state of build 4. Confirmed by booting to the main menu and walking it: title, PRESS (A), main menu and EXTRAS each match their render element for element. Builds 0/1 and 10/11 -- a DELTASABER / SYLPHEED A.I. plate -- were looked for in the whole boot filmstrip, every title-side screen and the attract loop, and appear in none of them; the reach of that negative is written down rather than filled in with a guess. Two rig traps went into METHOD: the menus drop d-pad presses shorter than ~0.3 s, and a grab 2.5 s after a transition can catch a screen mid-fade -- which nearly wrote "the returned title has no plate" into the corpus.
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@@ -35,6 +35,12 @@ neighbourhood, not just the line.
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## Screens, classes and RTTI
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* "`GP_TITLE` builds 6/8/9 are three submenus" → **8 is the JAPANESE main
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menu**, and 6/9 are the English and Japanese `EXTRAS` submenu. `GP_TITLE`
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holds eight screens shipped twice (EN/JP), and exactly one submenu. See
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[`ui-title-build-map.md`](ui-title-build-map.md).
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* "the `PRESS Ⓐ BUTTON` plate is a state of the title build" → it is **its own
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build** (2/3), composited over build 4 and faded in a beat later.
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* "the RTTI route can name the anonymous classes" → 1 150 vtables: 1 150
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`ANON_`, 0 `rtti_present`, 0 base classes.
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* "the sibling vtable methods name the class" → they cannot.
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