Files
TeslaRel410/restoration
CydandClaude Fable 5 6da282738c BT410 5.3.121: the mode alarm comes home -- the decomp had the master perf all along, and the damage code writes the mode directly
The 'never decompiled' ledger note was wrong: part_013.c:3059 carries the
ENTIRE master performance @004a9b5c as plain C (and @004ab430 is the full
replicant perf; IntegrateMotion sits between them).  Reading it end to end
rewrote the movement-mode model:

- mech+0x2c is the entity MOVEMENT-MODE AlarmIndicator; +0x40 is its LEVEL
  cell -- everything previously read as 'raw simulationState' is this
  alarm.  MECHDMG writes it DIRECTLY: half-gone right leg -> 4 GimpRight
  @0x49c8fb, left -> 3 GimpLeft @0x49c926, leg destroyed while limping ->
  9 @0x49c88f/@0x49c8c5, vital -> 9 @0x49c83c, gated by the real
  InDeathTransition.  The staged statusAlarm->mode 'promotion' was a
  misconstruction -- retired; statusAlarm@0x714 is only the body-graphic
  clip selector.
- The master perf's block 7 is three STREAMED mode-request counters
  (+0x334 DefaultState / +0x338 GimpLeft / +0x33c GimpRight -- authentic
  names, traced as consumed), fed only by creation/update records; landed
  with ctor/Reset zeroes and the Reset mode drop.
- The duck driver moved to its authentic slot (counters -> duck -> limp
  standup -> volume swap -> advance) and its gate is renamed
  mobilityScale: +0x79c is the MAX LEG EFFECTIVENESS over the +0x7ac
  roster (scales throttle, zeroes turn, gates duck), not a crouch analog.
- The advance dispatch is death-guarded (InDeathTransition before the
  gimp/normal pick) -- and with mode 9 finally written on kills,
  InDeathTransition and the camera director's death cut-away are LIVE.

Corrected identities recorded in MECH4.NOTES.md: +0x3f4 = REVERSE/BRAKE
flag (not airborne) with fwd/rev accel pick and gyro lurch kicks; 5-notch
throttle quantizer; RealMaxSpeed(0x15) one-shot send; @0049fa1c =
combat-effectiveness census -> +0x414; @0049fe80 = damage averages ->
+0x354/8/c; block 8 = move/collide with self-dispatched TakeDamage
collision damage + stagger clip 0x20; the instability accumulator and the
five ring buffers.

Soaks: duck cycles green from the new slot (3 full cycles, crash-sig 0).
The lifecycle kill-cycle conf crashes -- PROVEN PRE-EXISTING by a stashed
control build (identical 0xFC fault, EIP moves with the relink); forensics
in MISSILE.NOTES.md, broke unnoticed somewhere in 5.3.26..120.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-06 19:17:03 -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.