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> |
||
|---|---|---|
| .. | ||
| architecture | ||
| audit | ||
| plans | ||
| research | ||
| superpowers | ||
| bugs.md | ||
| ISSUES.md | ||