Files
TeslaRel410/restoration
CydandClaude Fable 5 59a0c109c9 BT410 5.3.112: the hot path stops paying for its own diagnostics -- plus the HUD's confident half
PERFORMANCE, measured not guessed (operator report: "vastly slower than the
original").  The audit found and fixed:

  THE [crash] FLOOD: the collision-block log printed EVERY BLOCKED FRAME --
  5,487 lines in one wall-grinding run (~13/s sustained), each a float-heavy
  iostream format pushed through the COM3 serial redirect.  The shipped exe
  prints nothing, ever.  Now logs the CONTACT EDGE only (the same
  collisionState 0->1 gate the audio uses).

  ~100 UNCACHED getenv SCANS PER FRAME: every gated log site walked the DOS
  environment block per call, and the control mapper ran FOUR getenv + atof
  parses per frame in the input path whether logging was on or not.  All
  hot-path gates now cache in function-local statics (the donor's own
  idiom); the force-input overrides parse once.

  Ruled out: the debug macros (DEBUG_LEVEL=0 nulls Check/Verify wholesale,
  DEBUGOFF.HPP) and optimization (-O2, the authentic OPT flags).

  MEASURED RESULT: crash lines 5487 -> 0 on the same mission; the SOS frame
  pacing is 16.67 ticks/frame with drift=0 in BOTH the flooded and fixed
  runs -- the fixed-tick sim never actually lost its clock on the rig, so
  the flood's cost was wall-time in the serial path, not sim drift.

  THE OTHER HALF OF THE ANSWER, for the operator: since 5.3.95 the hull's
  speed is STRIDE-DRIVEN.  The mech steps off at ~7 u/s and winds up
  through the walk band (capped 18.5) to the run only across clip-boundary
  transitions -- seconds, like the real pod -- where the old bring-up model
  hit 26.9 instantly.  Walls also now stop the mech dead.  If "slower"
  means acceleration feel rather than frame rate, that is the AUTHENTIC
  gait arriving, not a defect.

ALSO IN: HUD::HudSimulation's confident half (base tick, heat/voltage page
gating off the 5.3.109 mirrors, the blink -- with >= on the flicker compare
where the decomp shard's literal != would toggle every tick), registered on
the master; the reticle/lock/torso-horizon math stays STAGED, matching the
donor's own unfinished state.  Stub census: 17 across 11 files.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 22:36:14 -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.