Files
TeslaRel410/restoration
CydandClaude Fable 5 6b9811473b BT410 5.3.120: the mech ducks -- the master perf's duck driver landed whole, and the collision cylinder breathes with it
The first block reconstructed from the isolated master performance
(@004a9f61..@004aa155, instruction-level read of the ndisasm listing), and
with it the Mech's authentic message roster straight from the binary's own
handler table: RealMaxSpeed 0x15, BalanceCoolant 0x16, SetBurningState
0x17, ClearBurningState 0x18, EjectPilot 0x19, DuckRequest 0x1A -- the
enum now exists in MECH.HPP with those names.

The system end to end: a DuckRequest message (@0049fa00) latches ONE
evaluation -- the latch is consumed every master frame and cleared by
Reset. The phase machine reads the raw simulation state, the mapper's
duck button cell and the analog demand (deadzone 1e-4): from gait 0/4 it
arms the sqd clip on the LEG channel only (slot 2 -- the slot map, not
the enum's walk names), from the ducked hold it arms squ (slot 3), and a
mech that starts limping while ducked is stood up by force. The
collision-volume alarm (level 1 standing / 0 ducked, guarded by the
authentic "Whoa! Bad Collision Volume State!") swaps the collision
template's maxY -- the box TOP; the ground probe's minY is untouched --
between the ctor-captured height and 0.6x it (the double at @004a2d38).
duckState publishes for the cockpit's crouch selector.

Live-verified end to end: BT_FORCE_DUCK (an authentic press every 4s on
its own clock) cycles press -> sqd -> volume 9.91->5.94 -> ducked hold ->
press -> squ -> standing, continuously, no faults. En route the test
machine-checked three neighbors for free: the squat clips resolve and
play at the idle rate, the clip-finish transitions for slots 2/3 fire,
and the machine correctly REFUSES to duck while walking (legState 5).

Deferred, recorded: the per-arm MarkUpdate masks (8, 1) ride the
still-empty ForceUpdate (the MP update-record feed), and the mapper duck
cell's streamed binding id awaits a BT_MAP_LOG audit.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-06 17:23:24 -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.