The core problem I fixed was in CardView's (missing) destructor - on construction, a CardView will set itself as a member of its parent CardInstance, so it stands to reason that when it's about to be destroyed, it should do the inverse and remove itself in the same fashion from its parent. This explains why weird graphic glitches were seen when casting Animate Dead on cards in a graveyard - the position data it was trying to use was already deleted from memory (a cardview is deleted on cleanup at the end of a turn if it's gone to the graveyard), but no one nulled out the deleted card view reference from the instance, so we'd access invalid data.
Some peripheral changes in this checkin: two helper functions in CardGui (GetCenterX, GetCenterY) that are part of my navigation patch are included. They're unused in the current code base, so this has zero impact. (I'm only checking them in as it's more work than it's worth to refactor them into a separate changelist. The core of the nav patch requires my mods to Closest.cpp / CardSelector.cpp to have any effect.) I also included a helper function in the debug routines to spit out hex pointer addresses in trace outputs, which I used to chase down this bug.
1) Consolidated the Loggers so that we only have one in JGE. Added a helper constructor/destructor to the JLogger class so that you can instantiate one at the top of a function, it'll trace out a 'start' and 'end' message when it goes in & out of scope.
2) Fixed the crash part of a bug I've been chasing down where, on the psp, after saturating the cache, the game dies when trying to reload the background PNG image of the deck menu. We still need to fix the root cause of the failure (not enough memory to allocate a temporary buffer for the swizzle operation), but at least the psp doesn't lock up anymore. I've also left behind all the log traces I inserted into the LoadPNG code, since we'll probably need them again.