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>
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.