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Add GE_D193=1 per-wall-second probe in waitForNextFrame (#ifdef PORT, env-gated, default path byte-identical): render frames, sim ticks delivered (Σ deltaFrames == Σ g_ClockTimer), catch-up clamp hits, max raw pre-clamp delta. Measured -level_09/_20/_27/_34 idle: rock-steady render=30 fps / sim=60 ticks/s / clamped=0 / maxraw=2 on every level, VSync on or off. The per-second sim sum is exactly the N64's ~60 and FRAMETIMING_PORT_ MAX_CATCHUP never bites in normal play, so B1's premise (g_GlobalTimerDelta / g_ClockTimer sum low over a real second) is wrong for the steady-state case. Findings D193 updated with the measurement, the residual quantization risk (no remainder carry in the per-frame round; only matters if a real AI scene drops into the 20-30 fps band), and the revised next step (instrument under real AI load, then pivot to the locomotion/anim path). GE_D193 catalogued in GE-ENV-PROBES.md. No game-logic change; no golden regression (level_09 f203 91.52% vs ~91.6% ref). Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR