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The hook on the decode function fixed hit-testing, but the solid color picking frames could stay visible on screen, more so at high render resolutions. Reading back at sceGeDrawSync(0), right after the game waits for the pass, doesn't show them. Only the framebuffer the last list drew to is read back. Rularia found and tested this at 10x on ULJS00216. The new ColorPickingDrawSyncReadback compat flag replaces the ReplaceTables hook, and ULJS00247 (the third game's UMD) is added alongside the others. Co-Authored-By: Rularia <Rularia@outlook.com> Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>