The combat-effectiveness census (@0049fa1c, the master perf's opening call) runs at the top of every Simulate frame: a mech is combat- INEFFECTIVE when its working weapons fall below the ctor-hardcoded minimum of 2 (+0x448, part_012.c:15749 -- a weapon works when not destroyed and not a dry launcher, fire state 7 == our NoAmmoState exactly), when no generator survives (state != 1 and generator state != GeneratorFailed -- the binary's +0x210 != 4, our enum value matching), when the aggregate bank's coolant fraction drops below 0.05 (@0049fb50), or when limping without the crouch cell held. Census corrections over the first read: 0xBBE is the AGGREGATE HEATSINK BANK (coolant fraction, not generator charge) and 0xBC1 is the GENERATOR (count, not coolant units) -- both re-pinned through our own classID map. EjectPilot (@0049f854, id 0x19) consumes it: only a CRIPPLED mech that is not already dying may eject -- mode 10 (EJECTED, the reason IsMechDestroyed tests >= 9), the mapper's eject latch (+0x258), and a self-dispatched explosive TakeDamage (type 2, zone -1 through the cylinder resolver at the mech's own position). Staged with the decode recorded: the damage amount (the binary reads a bound cell through mapper+0x208 -- no game-side writer exists, the mapper binding-loop decode will name it) and the score notify (@00429078 + app+0x20 vcall, event code 5). Soak (pod_render_eject.conf, BT_FORCE_CRIPPLED + BT_PRESS_EJECT): the census reads the real roster (weapons=6 generators=4 bank=1.0), the press runs the whole chain -- eject, vital kill through the cylinder table, VehicleDead, +5s respawn, HEALED at a fresh drop zone -- crash-sig 0. 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.