- BORLAND/: Borland C++ 4.52 (chosen over 4.5 by byte-match: CODE/RP/CW32.LIB
is identical to 4.52's install lib). BCC32/TLINK32/TLIB/MAKE run natively on
Win11; CODE/BT/OPT.MAK is the shipped BTL4OPT.EXE's exact flag recipe
(extender = Borland PowerPack DPMI32, not Phar Lap TNT).
- restoration/source410/: the literal 1995-form reconstruction of the missing
BT game source (never mixed into CODE/). Round 1-3 state:
* 6 of 10 surviving original TUs COMPILE CLEAN under the period toolchain
(BTMSSN, BTCNSL, BTSCNRL, BTTEAM, BTL4MODE, BTL4ARND) - first builds
since 1996.
* BT_L4/BTL4APP.CPP pilot reconstruction: 12/12 functions, Fail() lands on
its binary-recorded line 400 exactly.
* BT/BTCNSL.HPP: console wire IDs recovered from the binary's ctors
(Killed=9, Damaged=10, ScoreUpdate=13, DeathWithoutHonor=15 [T1];
TeamScore=12 flagged [T4]).
* MUNGA/: 8 engine-header backfills back-dated from the BT412 WinTesla tree
(VDATA numbering decomp-verified; AUDREND's OpenAL-era virtual removed -
the period compiler is the drift detector).
* Tooling: backdate.py (WinTesla->1995 header transform), compile410.sh
(per-TU verification sweep under authentic OPT.MAK flags).
* README: corrected roadmap - MECH.HPP is the capstone grown with the mech
TU reconstructions; BTREG.CPP green = the header-family milestone.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Cracks the DIV-BIZ2 binary format (BGF/BMF) using Division's own
reader source (DPL3/BIZREAD.C) as reference: block stream, 14 vertex
layouts, pmesh/strip connectivity, LOD nesting, embedded materials.
Adds SVT raw-texture decoding, 1995-dialect VGF support (implicit
CONNECTION_LIST, header SCALE), and a whole-drive scene audit.
108 of 241 scenes on the Glaze drive are recoverable; 26 are curated
into restoration/vwe-archive.html, a self-contained WebGL gallery:
Star Trek, Hull Pressure, BattleTech (incl. the polar-map mech
lineup), Red Planet's Mars-canal raceway, and the Canyon demos.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Parses the DIV-VIZ2 formats (VGF geometry, VMF materials, TGA
textures, SPL splines, SCN scenes) from the STDAVE directory of the
Glaze drive and re-renders VWE's unreleased 1996 Star Trek pod
scenes in a self-contained WebGL page: the Enterprise-D among
drifting starfields (TREK.SCN) and the Klingon flyby (KLNGVID.SCN).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>