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- doom: each turn shrank the view vectors (cos = 1 - ROT/8, scale ~0.993, plus fixed-point truncation), so the level seemed to grow and after ~10 turns a zero wall height was divided by: usage fault, reboot. The view is renormalised to unit length after every turn; the ray step and wall height are clamped - doom: the L1 demon spawned inside a wall tile, so it could not be shot and the portal never opened; it now mirrors the imp at (11,4) - doom: the 60 s UI lock engaged mid-game, so the exit tap went to the lock screen; the Doom tick now keeps the lock and auto-off timers alive. The user button no longer also fires (joystick press does) - doom: sprites keep a brightness floor at distance (L2 boss is still hard to see; open) - get mem (MEM_STATS builds): walk threads with k_thread_foreach_unlocked; the stack scan under the thread-list spinlock held IRQs off long enough to trip the BLE controller's radio-ISR latency assert