Files
TeslaRel410/restoration
CydandClaude Fable 5 0d97d8c38b BT410 5.3.45: six more watcher names published; the Reservoir one CRASHES (bisected)
Published and verified green on the pod rig: Condenser/CondenserState,
Generator/GeneratorState, Emitter/LaserOn, ControlsMapper/TargetRangeExponent,
plus the Torso and Myomers tables from the previous pass.

Reservoir/ReservoirState CRASHES the pod on the DOS extender, and a bisect
pins it to exactly that change: revert it and the run returns to a clean
Fail, re-apply it alone and the crash returns.  It is reverted; the tree is
green and the ladder is blocked there.

The important lesson is general: AttributeWatcherOf<T> does
currentValue = *(T*)attributePointer AT CONSTRUCTION, so a published name is
read the moment its watcher is built.  My earlier staging note claimed the
provisional types could not matter because nothing drives the values yet --
that is wrong, and this is the counterexample.

Ruled out by measurement and recorded so they are not retried: the
AlarmIndicator-vs-int type (a plain int got further, 232 -> 749 bytes of log,
but still crashed), static-init order (reservr.obj sorts last, after heat),
an id gap (contiguous at HeatSink::NextAttributeID), and the gauge rig (same
binary runs clean there -- only the pod/arena context faults).

Crash signature for whoever picks it up: 0044B4AD, mov eax,[edx+0x18] then
call [eax+4], EAX=0x15, fault at 0x19 -- a small integer called through as an
object, i.e. the AttributeIndexSet::Build uninitialised-slot pattern.
Condenser is the control: same base class, plain int, no crash.

Also fixed on the way: staged members must be appended at the END of a class
(offset-sensitive readers exist -- condenserNumber is reached as
master+0x1d4) and never added to a resource struct, which is a wire format.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 02:42:43 -05:00
..

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 19941997; 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: text VGF/VMF (DIV-VIZ2 geometry/materials, both the 1995 VERSION 2:07 and 1996 02:05 dialects, with header SCALE support), binary BGF/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 — plus TGA and raw SVT textures, SPL splines, and SCN scene scripts.
  • audit.py — scans every .SCN on 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) into allscenes.json, resolving models/materials/textures across the drive and this repo's CONTENT dirs.
  • gallery_build.py — curates scenes from allscenes.json into the self-contained vwe-archive.html (via gallery_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.