THE MODEL RESOURCE NAMED THESE BLOCKS. The ctor loads (part_012.c:15798) tie the master perf's anonymous offsets to field names our Mech__ModelResource already carried, and the names confirm the arithmetic as surely as the arithmetic confirms the names: rec+0x48 -> +0x5bc superStopAcceleration rec+0x80 -> +0x784 maxUnstableAcceleration rec+0x84 -> +0x788 unstableAccelerationEffect rec+0x88 -> +0x78c unstableGunTheEngineEffect rec+0x94 -> +0x798 unstableStopedTurnEffect THE SUPER STOP (@0x4aa353): hauling the throttle negative while the mech still rolls forward is a hard brake, not a reverse. The edge swaps the gait's acceleration rate to the authored superStopAcceleration, marks the update, and throws ONE random-signed lurch through both gyro channels; while it holds above a walk it repeats a pitch kick every 0.4s -- the shudder of a hundred tons standing on its heels. A chassis authoring -1.1 disables the system entirely (the sentinel must survive the model read unguarded). THE INSTABILITY MODEL (tail @0x4aab8e): three weighted terms -- filtered acceleration (squared), gunning the engine, and turning on the spot -- clamped to 1 into unstablePercentage, which was ALREADY a published cockpit attribute holding a staged zero, and republished to the gyro (whose tip/sway machinery @004b275c consumes it; that's the next gyro brick). THE TELEMETRY RINGS (@0x4aafba): the binary's five rings ARE the engine's AverageOf<Scalar>, and our telemetryFilter[5] has been sized 15 and unfed since the layout wave. FUN_0043ae47 is CalculateOlympicAverage -- a judge-style trimmed mean, min and max discarded. Two oddities kept verbatim and flagged: the vel.y ring is never reduced, and the derived acceleration's components come from a mongrel basis (only its length is consumed). CORRECTION to 5.3.122: 'realMaxSpeed' was a duplicate member for mech+0x7a0, which our tree already carried as runSpeedMax; merged. And the +0x7a4 'computed my own cap' flag is set by the ctor's MYOMERS sweep -- a mech with myomers broadcasts its cap, one without adopts the streamed value. Soaks (pod_render_superstop / pod_render_telem, BT_SUPERSTOP_SOAK cycling +0.8 for 6s then -0.5 for 4s): the super stop engages on the correct edge (speed 35.6, demand -28.0) and releases cleanly, repeatedly; the rings fill and the instability sweeps its whole range to the 1.0 clamp; zero faults. The new gauge immediately earned its keep as a diagnostic -- it pins high while walking because the mech demands 35.9 u/s and the reconstructed gait delivers 7.0, which is now a measurable open question rather than an invisible one. 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.