The operator's 'many seconds between display updates', run to ground: MECHANISM (verified in source AND the shipped exe bytes): main passes GetTicksPerSecond() as ApplicationManager's frame RATE, so frameDuration is microscopic and RunMissions runs flat-out -- exactly ONE background slot per loop frame, shipped and ours alike (ctor constant @0044f2d8 == 1.0f, read straight out of BTL4OPT.EXE). That slot feeds a 7-task ring; the gauge renderer gets 1/7th of slots, one ACTIVE gauge per slot, and the screen blits once per completed wheel pass. The wheel is 136 gauges -- and the BT_GAUGE_LOG roster dump shows all 136 are real cockpit instruments (26 armor colormappers, leak gauges, cooling loops, weapon clusters...): a Tesla pod shows everything at once, so the roster is AUTHENTIC and must not be trimmed. Per-instrument latency is therefore 7 x 146 / loop_fps -- the loop rate is the only lever. THE DEFECT: build410.sh compiled -O2 alone. The authentic release tier (CODE/BT/OPT.MAK) is -O2 -Ot -Oc -Og -O -Ol -Z -Ob -Oe -Oi -Om -Op -Ov. Adopting it (all 234 TUs clean, no BC4.52 optimizer ICEs) doubled the loop: 16.7 -> ~30 fps wall on the rig. Shipped fifo throughput is still ~2x ours (11.8KB/s vs 6.4KB/s, governor-conflated) -- residual gap is an open question pinned in GAUGE-CADENCE-NOTES.md with the operator A/B ask. Instrumentation kept, cheap and gated: slot/wheel counters on the [stack] line (BT_STACK_LOG), one-shot roster dump (BT_GAUGE_LOG), tick-delta timers compile-gated BT_TICK_PROBES (OFF -- guest tick sums proved to be trap-burst artifacts in the emulator, not costs; wall rates are the only trustworthy measure). New: MUNGA/APPTASK.CPP shadow, fifofps.py (true board fps from a fifodump), pod_render_bgprobe.conf. 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.