diff --git a/PROJECT.md b/PROJECT.md
index 91df6db..d1f49cb 100644
--- a/PROJECT.md
+++ b/PROJECT.md
@@ -2577,6 +2577,19 @@ of the `o_*` originals they were composed from.
The one thing the first roll got wrong: it drew a TENNIS BALL into both bouncing frames. The game
draws the ball; a drawn one is a blob stuck to his hand. The prompt says so now.
+**THE TOUR RIDES THE WIRE TOO** (Oliver, same session: *"ja, das geschlecht sollte auch über die
+leitung gehen"*). A tour is which BODY you play in, so it is part of the look and it goes in the same
+message (`u`, alongside `k`/`s`/`n`). Before that, both phones drew the friend in whatever tour THIS
+phone picked, so a men's/women's pairing showed each player a body their friend was not using.
+`oTour()` in render.js is the one accessor — yours everywhere, theirs in netplay — and it feeds the
+three places that must agree: the sprite suffix (`SK`), how the art takes a colour (`PS`: her whites
+wash, his blue dyes) and the palm the idle ball bounces under (`BOUNCE_IDLE.oDx/oApex`, measured per
+body). An older build sends no tour and falls back to ours, which is exactly what it used to do.
+
+Those palm knobs were re-checked against the new art rather than assumed: the ball marker still
+lands under the drawn palm on `n_bounce` and `n_bounce_f` at the values measured off `o_bounce`,
+because the poses were copied. No retune.
+
**And the SETUP SCREEN uses the front too** (Oliver, same session: *"das heisst aber auch, dass wir
in der farb- und charakterauswahl den frontfacing nehmen können"*). Picking a face off the back of a
head was the best the art allowed; `drawLook` draws `n_idle1` now — same kit, same palette, same
diff --git a/index.html b/index.html
index 06fbb60..021e9a1 100644
--- a/index.html
+++ b/index.html
@@ -659,6 +659,6 @@ if (location.hostname !== 'splatter-tennis.wuwi.one') {
-
+