Files
TeslaRel410/restoration
CydandClaude Fable 5 896bbbed4d BT410 Phase 5.3.8: weapon fire path -- authentic attribute table + fire state machine
The energy weapons now run a live fire cycle, and the REAL trigger wiring is in
place: the 1995 MechWeapon attribute table (binary @0x511890) is published with
PINNED IDs, so the streamed per-mech fire-button mappings bind TriggerState
(0x13) -> fireImpulse and the controls push writes the trigger into the weapon.

- MECHWEAP: attribute enum + table (PercentDone 0x12, TriggerState 0x13,
  DistanceToTarget 0x14, TargetWithinRange 0x15, WeaponRange 0x16,
  EstimatedReadyTime 0x1A, RearFiring 0x1B, WeaponState 0x1C). Pads bridge the
  chain gap 2..0x11 -- LOAD-BEARING: AttributeIndexSet::Build leaves uncovered
  gap slots as uninitialized garbage, so every ID up to the max must be covered
  (they shrink to the authentic 0x0F..0x11 when the parent attribute waves land;
  SENSOR.HPP pins PoweredSubsystem::NextAttributeID at 0x0F).
- MECHWEAP: fire-machine members (fireImpulse/previousFireImpulse,
  rechargeLevel, rangeToTarget, effectiveRange, estimatedReadyTime, recoil,
  weaponAlarm 0/2/3/4); CheckFireEdge (@004b9608, BIT-PATTERN int compare --
  TriggerState carries raw ControlsButton ints whose release value is a float
  NaN; IEEE compare would latch the detector shut); ComputeOutputVoltage
  (@004b9c9c recharge dial).
- EMITTER: EmitterSimulation (PARTIAL @004baa88) -- Firing/Loaded/Loading FSM
  on the weapon alarm, viewFireEnable gate at Loaded->Firing, recoil-decay
  recharge over the authored RechargeRate seconds; FireWeapon (PARTIAL
  @004bace8) discharge bookkeeping; ChargeLevel re-pinned to the authentic
  0x1D; index re-chained to MechWeapon's. Deferred: electrical charge model
  (TrackSeekVoltage), heat dump, HasActiveTarget gate, beam/damage submission.
- BT_FORCE_FIRE dev hook: trigger pulse whenever Loaded (auto-fire cadence).

VERIFIED headlessly: forward view -- PPC_1/2 + ERMLaser_1 cycle FIRED->LOADED
at the authored 0.6s/1s cadence, rear lasers silent; BT_FORCE_LOOK=3 -- ONLY
the rear lasers (ERMLaser_2/3) fire. The view-fire x fire-FSM interlock holds
both directions. Zero Fail. (SRM6 ballistic FSM = a later increment.)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 23:01:57 -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.