GE_D217Z experiment (zero rdp.palette[count..255] after each partial
load) did NOT change the green grip -> bad texels index within [0..count),
so the wrong palette is *bound* to the grip tile, not tail overflow.
Best remaining theory: TextureCacheKey collision / missing CI-cache
invalidation on palette change (key has no palette-content hash). Facility
renders green-uniformed guards right before the viewmodel -> a stale
cache HIT / palette_addrs collision makes the grip decode against the
guard-fatigue palette. Next probes + the all-levels regression
requirement noted in the finding.
Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR