Files
TeslaRel410/restoration
CydandClaude Fable 5 1233a1d5f6 BT410 5.3.66: RIO-fault eliminations, and TM mode's own NULL-deref surfaced
Three clean eliminations on the live-RIO fault, all on the ack-fixed emulator:
not the ack heuristic (reproduces after the fix), not the debug logging
(pod_render_quiet faults identically with no BT_* env), and not the failed
test-mode handshake (the quiet run's init PASSED and it faulted anyway).

The Thrustmaster isolator -- L4CONTROLS=THRUSTMASTER so the game never opens
the RIO while vRIO keeps streaming into serial1 -- was blocked by its own
discovery: TM mode dies at boot in ControlsInstanceDirectOf<int>::Update+0x6,
mov eax,[eax+0x1c] with EAX=0, at guest 00485E1A.  That address resolves
cleanly in our map and the loader names BTL4REC.EXE CODE 0x75E1A directly: a
real defect in our controls wiring for the non-RIO path, and its own
reconstruction brick.

Standing facts for the hunt: our exe + live vRIO = fault in ~30-40s; shipped
exe + the same stream on the same emulator = fine (two baselines).  The ISR
and LBE4ControlsManager are archive code; ours in the per-event path are the
mapper (MECHMPPR) and the event/receiver plumbing.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 10:24:22 -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.