Brainstorm + decomp investigation for the OPEN issue "Inventory + equipment
slots show the wrong empty-slot background art". Verified against the named
decomp that retail's UIElement_ItemList::InternalCreateItem (004e3570) sources
each list's empty-cell sprite from attribute 0x1000000e on the list's own
ElementDesc -> catalog LayoutDesc 0x21000037 -> the prototype's ItemSlot_Empty
(0x1000001c) media. acdream hardcodes 0x060074CF (the generic toolbar square),
bypassing the per-list cell-template inheritance entirely.
Design ports the resolver: a new ItemListCellTemplate.ResolveEmptySprite helper
(mirrors the existing GameWindow 0x21000037 digit-array read), a
UiItemList.CellEmptySprite property, and InventoryController wiring for the
contents grid / side-bag / main-pack lists. Toolbar untouched (its 0x060074CF
is correct); paperdoll silhouettes stay Sub-phase C.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>