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4806096cde
Records the LOAD-GAME attempt outcome and why the HUD can't be finished headless: both memcards are empty (0 used blocks) so LOAD GAME reaches no stage; NEW GAME still hits the intractable name grid; and the attract demo's HUD is composed once at stage-load and only displayed (never per-frame-drawn as glyph quads in the full 554-3754 GP0 capture; its values are static so there is no dynamic draw to intercept). The drawer (0x8005443C) + font-tile scheme are cracked; capturing the HUD label's own glyph quads needs real gameplay (dynamic HUD) reachable only via a real save or driving past the name grid on an interactive build. No hook shipped (no discriminator captured -> would risk non-HUD quads; Rule 5). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>