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>
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.