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User playtest report: bullet-impact sparks and lingering smoke/explosion residue drift through the full hue wheel over time instead of holding their intended grey/orange palette. Logged in findings §F (D252) with this session's mechanism work: particle colour comes entirely from the 15 distinct IMAGE_SMOKE_N x IMAGE_FIRE_N (RGBA16) pairs the particles age through (assets/oddtextures.c records, white default vertex); the M-82/D172 tile-offset fix and the 5551 decode are both verified correct for this path; prime suspect is import_texture_rgba16 deriving width/height from the tile line size (32x7 instead of 16x14 for the 16px-wide fire tiles), which would scramble each aging stage into a different wrong hue -- exactly the observed slow rainbow sweep. Per user instruction: documented only, ships as a known issue (README + release notes + GRAPHICS-BACKLOG); index csv regenerated.