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>
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.