# The UI screen object at runtime — found in live guest memory **Status:** ✅ `CONFIRMED` for the object's identity and its element array (five independent field matches against the file, on a running game). 🟡 the remaining arrays are unidentified. ❔ nothing here settles the paint order — see the "what this does not answer" section, which is the reason the search happened. ## How it was found, in one step The item class from the emulator-era splash work has vtable **`0x820b30b4`**, and `sub_823C2990` allocates its objects at **244 bytes** each ([`ui-quad-class-foothold.md`](../ui-quad-class-foothold.md)). A vtable pointer is a fixed 4-byte value at offset 0 of every instance, so the objects are findable in the live guest image without a debugger: ```bash tools/re-capture/gmem.py find hex:820b30b4 # while the title screen is up ``` Seven live objects, at `0xBCD24D88`, `0xBCD25188`, `0xBCD25388`, `0xBCD25488`, `0xBCD25588`, `0xBCD25688`, `0xBCD26488` — spaced 0x100 apart, consistent with a 244-byte object plus allocator overhead. ## What they are Each object begins with **two** vtable pointers (`0x820b30b4`, `0x820b31a4` — multiple inheritance) and then a run of `{pointer, count, capacity}` triplets. The counts identify the objects immediately: | object | first triplet's count | which `GP_TITLE` build | |---|---|---| | `0xBCD25188` | **7** | builds 0/1 — the loading overlay (7 elements) | | `0xBCD25388` | **24** | **build 4 — the title (24 elements)** | | `0xBCD24D88` | **1** | builds 2/3 — the `PRESS Ⓐ BUTTON` bundle (1 element) | So the three bundles this project decoded statically are all resident, with the element counts the files declare — including the two-bundle composition of the title screen that the draw capture inferred. ## The element array `+0x08` of the screen object is `{ptr, count, capacity}` pointing at an array of **48-byte entries, one per element, in declaration order**. Verified field-by-file at five positions on the title build, with no misses: | index | file says (build 4) | live memory at `+0x10`/`+0x14` | |---|---|---| | 0 | `ptlogo1.t32` pivot (451,50) | 451.0, 50.0 | | 1 | `ptlogo2.t32` pivot (449,46) | 449.0, 46.0 | | 6 | `pteff01.t32` pivot (320,160) | 320.0, 160.0 | | 9 | `ptbase2.t32` pivot (320,180) | 320.0, 180.0 | | 21 | `ptcopyright.t32` pivot (309,10) | 309.0, 10.0 | Entry layout as far as it is read: ``` +0x00 u32 pointer (per-element data) +0x04 u32 0 +0x08 u32 flags (0x10081021 on element 0) +0x0C u32 ? +0x10 f32 pivot X ← the declaration entry's pivot, as a FLOAT +0x14 f32 pivot Y +0x18 u32 0 +0x1C u32 ? +0x20 u32 pointer } +0x24 u32 count } the element's KEYFRAMES — 8/8 on elements 0 and 1, +0x28 u32 capacity } which is exactly their keyframe count in the file +0x2C u32 ? ``` So the pivot and the keyframe group, which this project reads out of the bundle, are present at runtime in the same order and with the same values. ## What this does not answer **The paint order.** The array is in *declaration* order, and the capture proves the screen is not painted in that order, so the renderer either walks something else or sorts. Three more `{ptr,count,capacity}` triplets are present in the screen object and unidentified — `+0x14` (24 entries of 12 bytes, each `{ptr,1,1}`, pointing into a densely packed region), `+0x24` (2 entries) and `+0x30` (24). The `+0x14` one is *not* an index list (its entries are pointers, not small integers), so the obvious "draw order table" reading is already out. **What is better than before:** the question is now a *data* question on a live structure that can be dumped in seconds, rather than a code-reading exercise. The next probe is to dump `+0x24` and `+0x30` on the title build and see whether either is 24 entries in a non-declaration order. ## ✅ The paint order is the screen object's CHILD array at `+0x30` **Status: `CONFIRMED`.** The question this project has carried since the first capture — *what orders the elements, given that the declaration table does not* — is answered: the screen object holds a **second list**, a reordering of the elements built at load time, and that list is the paint order. `+0x30` is `{ptr, count, capacity}` → an array of **24 pointers** (not 12-byte records like `+0x14`). Each pointer is the `+0x00` field of one of the 48-byte element records, so the two arrays hold the same objects in different orders. The permutation, read live off the title screen: | child slot | element | | child slot | element | |---|---|---|---|---| | 0 | 9 `ptbase2` | | 12 | 17 `back2eff4` | | 1 | 11 `ptloop01` | | 13 | **0 `ptlogo1`** | | 2 | 12 `ptloop02` | | 14 | 2 `ptlogo1` (copy) | | 3 | 10 `pteff04` | | 15 | 4 `ptlogo1` (copy) | | 4 | 13 `pteff02.prm` | | 16 | **7 `ptlogo_tm`** | | 5 | 6 `pteff01` | | 17 | **1 `ptlogo2`** | | 6 | **20 `ptlogo_back2eff`** | | 18 | 3 `ptlogo2` (copy) | | 7 | **19 `ptlogo_back2`** | | 19 | 5 `ptlogo2` (copy) | | 8 | 14 `back2eff1` | | 20 | 22 `ptlogoall_eff` | | 9 | 15 `back2eff2` | | 21 | 23 `ptlogoall_eff2` | | 10 | 18 `back2eff5` | | 22 | **21 `ptcopyright`** | | 11 | 16 `back2eff3` | | 23 | 8 `pteff00.prm` | ### Checked against the capture, not merely plausible The seven elements the draw capture can name occupy child slots ``` ptbase2 0 back2eff 6 back2 7 ptlogo1 13 tm 16 ptlogo2 17 copyright 22 ``` — **strictly ascending, in exactly the captured submission order**. Two details make this more than a coincidence of a short list: * it **resolves the ambiguity** that no static field could: slot 6 is element **20** (`ptlogo_back2eff`), slot 7 is element 19, so the pair paints 20-then-19 — *descending* in declaration terms. Nothing in the file predicts that, and the runtime list states it; * the three `kind = 0x4` repeat instances of each logo sit **immediately after their template** (slots 13,14,15 and 17,18,19), which the declaration table interleaves (0,1,2,3,4,5). They draw at α=0 and so never appeared in the capture, but their placement in the list is consistent with the grouping. ### What this means for the port, stated carefully The reimplementation cannot read a runtime array — it has to *derive* this order from the bundle. **That derivation is not solved.** What the order shows is structure worth attacking: elements sharing a sprite are adjacent (`ptlogo1`×3 together, `ptlogo2`×3 together, the `back2eff*` family together), and the full-screen/effect elements lead. So the load-time build is doing some grouping, not an arbitrary shuffle. Until it is derived, a reimplementation has two honest options: hard-code the captured order for the screens that have been captured, or paint in declaration order and accept that the title screen composites wrongly. The first is what the evidence supports; the second is what the viewer does today.