The [map] audit named it in one run: subsystem 17 = Torso, attribute ids 12/13 unresolved. The donor's decompiled torso.hpp carries the authentic enum with binary offsets -- ids 3..15, including StickPosition(9), TorsoUp/Down/ Left/Right(10-13), TorsoCenter(14), MotionState(15). Our table stopped at seven entries with MotionState at id 9, on the strength of a comment claiming the rest were messages. The streamed control mappings bind BY ID as direct WRITE destinations, so the truncation produced two different crashes from one cause: in TM mode the button ids 12/13 resolved NULL (the boot write-fault the moment the joystick polled), and in RIO mode the analog id 9 resolved to our motionState StateIndicator -- every analog packet from a live vRIO wrote raw floats over a watcher-socketed object, and the corrupted chains walked into unmapped memory ~30-40s later. That was the 'intermittent' pod fault at the fixed DPMI-host address. vRIO down = no analog = no corruption, which is why the norio conf launched: every observation from the whole hunt drops out of this mechanism. Fix: the full 13-entry donor table; five int command members carved from the dynamicsState reserve (class size unchanged); ctor zeros them. Verified, two agreeing runs each way: TM mode launches with a clean audit and the Thrustmaster joystick driving the torso (stickY=0.907 -> torsoElev 0.349); RIO mode with vRIO STREAMING launches, zero faults, weapons cycling. pod_render_rec is no longer poisoned and the norio workaround is obsolete. The audit-before-the-archive-call pattern (BT_MAP_LOG walks the same streamed table CreateStreamedMappings consumes, naming what will not resolve) turned a two-day intermittent-corruption hunt into a one-run lookup. The streamed RES tables are binding contracts on our attribute enums. 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.