Two of the 22 stubs killed bottom-up, because the gyro chain needs them: GyroscopeSimulation -> PowerWatcher::Simulation -> UpdateWatch -> HeatWatcher::WatchSimulation. HeatWatcher::WatchSimulation (@004aeac4): resolve the watched subsystem, read its temperature, drive the 3-level heat alarm (Normal / Degradation / Failure). The binary dereferences the watch link unconditionally -- it always binds on a master node; the null guard covers replicants, holding Normal. PowerWatcher::UpdateWatch (@004b181c's body): the heat mirror first, then the watchdog MIRRORS the watched subsystem's electrical state -- which is what drives the Torso's twist-rate power gate and the searchlight/thermal voltage reads -- with one override: a subsystem reading Ready off a SAGGING source (measured <= minVoltage x rated) shows level 1, the BROWNOUT. Both Performances now REGISTER in their ctors on the master instance (the established sibling gate; the binary's form is the segment-copy/master flag pair). They had never been registered before -- which is why the old Fail() stubs never tripped in months of runs: the watchers existed but nothing ever asked them to watch. Plumbing: class-typed Performance shims on both watchers (the base takes the Subsystem-typed pointer -- same shim every sibling carries), HeatableSubsystem::CurrentTemperatureOf() accessor, UpdateWatch declared. Live run clean. Stub census: 20 across 14 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.