Files
TeslaRel410/restoration
CydandClaude Fable 5 3141e9fda4 BT410 5.3.129: shot-up muscles slow the mech -- the mobility scan lands and the mobilityScale [T1] retires
The master perf's opening scan maxes the myomer chain's speedEffect into
the mobility scale and applies it straight to the pilot's command cells:
the throttle is multiplied by it, and a scale inside the 1e-4 deadzone
zeroes the turn outright -- a mech with dead muscles cannot even pivot.
It is the same cell the duck driver already read as "the legs still work",
so that gate stops being a constant.

THE CHAIN IDENTITY IS NOW PROVEN RATHER THAN INFERRED.  My 5.3.122 note
pinned mech+0x7ac to Myomers "by adjacency to the string pool", which
nearly went wrong: the very cell the scan reads, +0x31c, is a MechWeapon
trigger over in the weapon TU.  The decisive evidence is arithmetic --
the Myomers cap-raise reads seekVoltage at +0x330 indexed by
maxSeekVoltageIndex at +0x32c, and walking our own member order backwards
from there lands speedEffect exactly on +0x31c.

The ctor's myomer sweep also carries the other half: walking the chain is
what sets the "I computed my own top speed" flag, so a mech WITH myomers
broadcasts its cap and one without adopts the streamed value.

Safe by construction against the obvious hazard: the mapper reassigns its
demands from scratch in InterpretControls, which ticks before the mech's
performance, so multiplying its cell in place cannot compound frame to
frame.

Soak: [mobility] scale 1 over 1 myomers on an undamaged bhk1 -- throttle
unscaled, drive unchanged, zero faults.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-10 00:56:55 -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.