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Closes the open question M-143 ended on: this is a genuine PC-only divergence, not an original-game quirk. Since bondviewUpdatePlayerCollisionPositionFields's smoothing-filter math is decomp-exact and already g_ClockTimer-scaled, the bug must be upstream of the filter -- either the position warp itself is wrong/larger on PC, or a call-ordering desync around the CAMERAMODE_INTRO transition. Narrows the next step to a single probe: log raw field_488.pos and field_3B8 (pre-filter) around the warp tick, instead of the open-ended "needs N64 hardware" framing M-143 left off on. Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi