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Tomba 16:9: rooms, sky falls, and task-card sequences presented stretched because native-wide's 2D-backdrop stretch fires wholesale in scenes whose background phase never ends. Such scenes now present native 4:3 from the faithful canonical buffer, keyed on DEEP UNTAGGED POLYGON OVERHANG (>=24px past the canonical window, >=4 polys, sustained 2 frames) — the only world signal that survived adversarial scenes (shaded prims, GTE volume, any-poly and shallow overhang all falsified by census evidence; lineage in gpu.c). Scoped to sprite-tag titles; full_2d (MMX6) and gte_game_mode (Ape) paths unchanged. Plus: native-wide never stretches a canonical-width game frame (fallback pillarboxes); always-on present-classification ring (TCP present_ring) across all backends; debug input injection drives the full pad model (hybrid d-pad drop + stick axes); savestate TCP honesty; census tagged column + ws_hud_mode A/B (HUD-corners deferred: ENHANCEMENTS.md W2). USER-VALIDATED on Tomba (SCUS-94236). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>