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D217: did not reproduce headlessly on main @ 3fa1ba53. GE_DTEX/GE_TEXI/
GE_TEXDUMP on -level_09 across FovScale 100/120/150, TextureFilter 1&2,
FixMipTextures 1&0, Anisotropy 4&16 -> PP7 + hand + guard models all
render clean. gDPLoadTLUT DOES reach gfx_pc.cpp for model DLs (weapon CI
tiles import palfmt=0x8000 with non-stale palettes) -> the stale-rdp.palette
hypothesis is disproven for the BUNKER1 start pose. Row updated with the
remaining leads; blocked on a user screenshot of the actual defect.
D211: headless FovScale 100-vs-120 diff confirms HUD-static (ammo counter
screen position identical, no 4:3 stretch, viewmodel composes). aim-zoom
eyeball still owed.
Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR