blit cannot Ran the route I corrected last iteration, and it answered the question I had classified as undecodable. First the ninth candidate died: every vertex colour in the whole capture is <alpha>FFFFFF, white RGB with only alpha varying. The game passes no colour, so that hypothesis is refuted from the running game rather than from the file. Then the geometry gave it away. Draw 2 submits TWO PARALLELOGRAMS, neither axis-aligned -- edges (0.54,-0.56) and (0.44,0.79), roughly 45 and 61 degrees, both extending to y=+/-1.81 in NDC, well off screen. That is the diagonal Z stroke. And ui_layout::blit walks rows and columns of an axis-aligned rectangle; it has no rotation at all. So we blit the sprite upright where the game draws it skewed, which is exactly the signature I measured: right on average at +1.83, right in position with the correlation peaking at zero shift, wrong in structure at 0.70. Nine candidates, and the answer was never going to be a field, because the difference is not in the sprite -- it is in how the quad is built. Two things left open and written as such. The decoded keyframe carries fade, scale, tint, x, y and time and NO rotation, so where the rotation comes from is not decoded. And the pink-versus-white reading I have been carrying was a visual comparison of two differently-shaped renderings; it should be re-checked after geometry rather than treated as a separate defect.