Every conclusion that named EulerAngles::operator=(const LinearMatrix&) as the
fault site was wrong, including the disassembly built on top of it. Three
independent proofs:
1. ROTATION.CPP is ours, so the function was instrumented directly -- print
this, &matrix and a local's address on the first twelve calls plus any wild
pointer. The run faulted with ZERO [euler] lines: never called.
2. After the probe was added, 0x66D9 disassembles to a two-byte conditional
jump (jnl) that touches no memory. The dump reports ErrCode 0004, a data
READ.
3. EIP 0x66D9 and cr2 0x7000FA64 are identical to the byte across every build
this session, including builds where the code at that offset changed
completely. A fault in our CODE segment moves when the code moves. This
one does not -- it lives in the DPMI host, which loads low and never gets
relinked.
The map lookup was a coincidence: our _TEXT is section-relative from 0, so its
offsets overlap the host's low addresses, and the map will name a function for
any small number. Before resolving a fault address against the map, confirm it
belongs to our segment -- cheapest check is whether it moves on relink.
What is actually true, by same-binary A/B:
vRIO DOWN, serial1 still a namedpipe -> mission LAUNCHES
vRIO UP, same conf, same binary -> FAULT
The trigger is a LIVE RIO stream, not an unplugged cable. The emulator reports
continuous serial1 RX overruns, the fault lands wherever the app happened to be
(terrain one run, the mech's inside view another), and the shipped binary
survives the identical conditions. A fault at a fixed host address, at
arbitrary points in the app, requiring an interrupt-driven stream, is an
interrupt re-entrancy signature rather than a wild pointer.
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.