Files
TeslaRel410/restoration
CydandClaude Fable 5 41fca98f85 BT410 5.3.110: the gyroscope lives -- the cockpit's springs, the hit bounce, and the crunch, all wired
The feel wave's cornerstone, transcribed from the task-#56 byte-exact donor
per the GYRO.NOTES.md plan:

  THE SPRINGS.  IntegrateEyeJoint (@004b2ec0): the eye TRANSLATION spring
  whose equilibrium (posSpring+negSpring)/2 IS the authentic steady eye
  offset, with the byte-verified quirks intact -- the damping step
  OVERWRITES the force accumulator (it carries last frame's damping and
  the damage impulses by design) and the position step has NO dt.
  IntegrateBody (@004b30ec): the body ROTATION spring, X/Z-crossed on the
  spring force and crossed AGAIN on the orientation step.

  THE SIM (@004b275c): chain the power watch (5.3.109's mirrors), slew the
  sway angle between the powered and impaired percentages -- impaired reads
  the gyro's OWN mirrored alarms: watchdog != Ready or heat == Failure --
  band-clamp, run both integrators.  The Performance ends there.

  THE JOINT WRITES (@004b33e0/@004b34ec) live where the binary calls them:
  the MECH master-perf tail after the gait pass, death-gated -- the idle
  sway onto the EyeJoint, and TRANSLATION <- eyePosition + ROTATION <-
  bodyOrientation onto 'jointeye', the BallTranslation joint the cockpit
  eyepoint rides.  Every write QuantiseEps-gated.

  THE HIT BOUNCE (@004b2980): every non-collision hit shakes the cockpit.
  Direction from the damage force (random horizontal when ~zero), rotated
  into the yaw-only torso frame, per-type priced amount/multiplier*response
  (Explosive alone reads burstCount), clamped 1.3 UPPER only, then the four
  kicks -- impulse, torque (which zeroes .y and negates itself), the fixed
  up-axis vibration, and the vertical mirror.  Fed from the damage hub's
  step 1, BEFORE zone resolution -- an invalid-zone hit still shakes you.

  THE CRUNCH: driving through a crushable prop now kicks the gyro (torque
  0.4 along the contact normal, upward impulse 0.2) -- the 5.3.102 staged
  site, closed.

Resource: the five DamageResponse quads {trans,pitchRoll,yaw,vibration}
appended after the multipliers (record 0x21C, binary-verified layout) --
they were always in the stream; we simply never read them.  The ctor now
zeroes every accumulator (the donor's history records a NaN poison from
exactly that omission), copies the clamp pairs (body doubled), self-points
externalPitchPtr at spare0 until a torso binds it, and REGISTERS the
Performance on the master -- it ticks live, no fault.

Stub census: 19 across 13 files.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 16:42:56 -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.