BT_FORCE_TORSO sweeps the twist BUTTONS -- the members the streamed direct mappings write -- so the chain runs without a hand on the RIO. Live on the pod: twist sweeps -0.015 to -0.891 rad and back as cmdL/cmdR alternate, at the resource rate 0.873 rad/s, inside the authored +/-2.443 limits, with jointtorso resolved. End to end: attribute id -> direct-mapping destination -> TorsoSimulation integrator -> skeleton joint -> the canopy eye hanging off that chain. 5.3.68's table and 5.3.71's integrator both confirmed against real button semantics. Two buffer overruns, one of them mine. Reading TORSO.CPP back caught the ctor still zeroing dynamicsState[22] after I shrank the array to [16] by carving the command members out of its front: 24 bytes past the end of every Torso, on the heap, every mission, since 5.3.68. A sweep for the same shape across BT/BT_L4/MUNGA found a pre-existing one -- MECHMPPR.CPP zeroing reserved[22] against reserved[21]. Both now bound by ELEMENTS(). The rule for this tree: any array carved out of a reserve block must have its initialiser bound by ELEMENTS, because the carve is exactly the edit that silently invalidates a literal. Neither explains the residual host fault (it predates 5.3.68 at 3/3), but both were real corruption running in every mission -- and the Torso one was introduced by the very fix that cut the fault rate, which is worth remembering whenever a rate MOVES instead of going to zero. 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.