PlayerStatus (dirty-gated, blits an 8-bit pixmap -- but the widget map for a DIRTY run contains no playerStatus at all; it belongs to cameraInit and never exists in a mech cockpit) and heat-driven redraw (a BT_FORCE_FIRE run came back clean). Seven hypotheses killed by measurement so far. It is a heisenbug: dirty on ~3 runs in 25, and every run since instrumenting has been clean. The pattern tracks STARTUP LOG VOLUME -- the three dirty runs all had the lighter conf, and a chatty trace slows init enough to suppress it. The blit trace is therefore narrowed to fire only for pixmaps landing on a non-palette port, which is near-silent when nothing is wrong. That narrowed trace caught real traffic: 17x17 PixelMap8 blits onto Mfd1/2/3 -- 8-bit pixmaps on single-bit planes. They render correctly, so the library thresholds them; not the culprit but the right bug class. Also banked a hunting recipe, because two detector traps cost runs: Eng1 == 0 means the cockpit is not up (not dirty), and an early capture during mission start caught a full 3-D cockpit frame with the gauges at pod positions (Eng1 62927) that did not recur over the next minute. BTDPL.INI is in the mount and DPLRenderer is linked, so the dPL path may emit a frame during launch even with L4VIDEO=OFF -- first evidence the 3-D path produces anything, and explicitly NOT a claim that btl4vid works. 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.