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The SLPS-25088 entry carried eeRoundMode 1 (NegativeInfinity) and vu0ClampMode 3, where upstream carries 2 (PositiveInfinity) and 2. Both are applied to the game every boot, so the EE FPU has been rounding the wrong way for this title. The game derives its on-disc file table at startup by accumulating sector positions, and that accumulation runs through the EE FPU. Rounding the wrong way drops a sector here and there, and because the positions are a running sum the error accumulates: entries for files early on the disc still resolve correctly, while later ones drift progressively further from where the data actually sits. On a disc whose layout differs from the original master the drift is large enough to matter -- the event archive lookup lands on unrelated sectors, the archive's header magic fails the game's own integrity test, and it prints NO EVENT and parks in its deliberate infinite loop. That is the freeze reported when walking the Zanarkand bridge into the next area. Take upstream's values, and its comments describing what each one fixes. The built-in database is generated from this file at build time, so the embedded copy follows automatically.