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gimgSyncCompiledGlobalDLs (D68 shim) only copied texLoad's resolved texture pointers into the compiled globalDL shadows while a slot still held the 0xABCD IMAGESEG marker, i.e. only for the first stage (title). Every later stage kept pointers into the title's freed texture pool, so explosion smoke/fire/debris rendered as rainbow garbage once the stage overwrote that memory (Facility: past the lockers). Learn the slots once, re-sync them every stage. User-verified; golden gate 3/3. Also: TEMP GE_D252POOL texpool/sync probe; GE_D157 F12 burst and caps (uncapped colour match made live play 4-6 fps). D314 F10 flicker user-confirmed fixed. Findings M-201, porting-notes C2.