Myomers::MyomersSimulation (@004b8d18) reconstructed, five blocks in the binary's order, and it answers a question left open since 5.3.94: runSpeedMax (+0x7a0) IS WRITTEN BY THE MYOMERS. Each myomer's RegisterMaxOutput (@004b8ef0) raises the mech's run-cycle cap to its full-throttle AvailableOutput -- so the mech's true top speed is a property of its MUSCLE ASSEMBLY, and it degrades live as heat crosses the degradation band and as the myomer's own zone accumulates damage. The 1e9 ctor sentinel now stands only until the first myomer registers. The drive computation (@004b8ac0): base = the mech base speed (reverseStrideLength, mech+0x34C) scaled by the gear ratio -- input voltage over the RECOMMENDED gear -- with a quadratic thermal bleed across the degradation band, zero past failure, and the subsystem's wear taken off the top. speedEffect republishes per frame as a 0..1 fraction of full drive: input clamped to the SELECTED gear then the top gear, through AvailableOutput, normalised by the base speed. AND THE MUSCLES HEAL: while a myomer has NO VOLTAGE and its zone is not destroyed, it hands its own zone a NEGATIVE explosive tick (-0.011, 0xbc343958) -- unloaded muscle knits itself back together. The donor's history records this block as the fix for "torso twist dead after respawn" (the Torso mirrors this subsystem's electrical level; with the base machine never running, a myomer that lost power in the death window sat at NoVoltage forever) -- and our runs respawn now, so the fix is live where it matters. Registered on the master (the sibling gate); the base electrical machine runs FIRST and unconditionally, per the donor's hard-learned ordering note. Not carried over: the port's BT_FORCE_SEEK / repair-test bench scaffolding. Live run clean; the gait's speed sequence is unchanged (7.31972, 26.6726, ...) -- the muscle cap sits above the demanded 26.9 on a healthy Mad Cat, exactly as it should. Stub census: 18 across 12 files. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Scene Restorations
Modern re-renderings of the Division dVS scenes recovered from the Glaze developer drive (see HISTORY.md) and this repo's CONTENT tree. The originals ran on Division Ltd.'s pixel-pipeline hardware in 1994–1997; these tools parse the original data files and re-render them in WebGL, in the browser.
Viewers (open in any browser, fully self-contained)
vwe-archive.html— the Scene Archive: 26 curated scenes across all projects — Star Trek (Enterprise-D, Klingon flyby), Hull Pressure (sea demos, fish schools, sunken temple), BattleTech (polar map with mech lineup, Ravine and desert maps, stadium), Red Planet (Blade arena, the Mars canal milestone demo), and the Canyon/Maya-temple Division demos. Fly camera: drag to look, WASD to fly, R resets.trek-scn.html— the original standalone Star Trek restoration (TREK.SCN and KLNGVID.SCN).
Toolkit
divformats.py— parsers for every Division format found on the drive: textVGF/VMF(DIV-VIZ2 geometry/materials, both the 1995VERSION 2:07and 199602:05dialects, with header SCALE support), binaryBGF/BMF(DIV-BIZ2) — the binary block-stream layout was recovered from Division's own reader source (DPL3/BIZREAD.C, 1994), including all 14 vertex layouts, pmesh/tristrip/polygon connectivity, LOD blocks (newer writers nest patches inside LODs; the largest LOD is taken), and embedded materials/textures/ramps — plusTGAand rawSVTtextures,SPLsplines, andSCNscene scripts.audit.py— scans every.SCNon the drive and reports what fraction of its geometry survives, and in which format.extract_all.py— extracts every scene with ≥60 % of its geometry recoverable (108 of 241 on the drive; the rest reference lost models) intoallscenes.json, resolving models/materials/textures across the drive and this repo's CONTENT dirs.gallery_build.py— curates scenes fromallscenes.jsoninto the self-containedvwe-archive.html(viagallery_template.html).convert.py/viewer_template.html— the original single-scene Star Trek pipeline.
Rebuild
python extract_all.py # requires the sda4/ drive dump beside this repo
python gallery_build.py
Fidelity notes
Faithful: vertices, triangles, material colors and shading ramps, textures,
fog and light parameters, spline motion, camera start positions. Approximated:
Division's rasterizer behavior, point sizes, timing (originals ran at 30 Hz).
Not simulated: event-driven SPECIALFX particles. A few dev scenes had camera
start positions inside geometry; those get overridden or auto-framed cameras
(see START_OVERRIDE in gallery_build.py). Scenes missing one or more
models from the drive say so in their header.