Files
TeslaRel410/restoration
CydandClaude Fable 5 9a74f2aa09 BT410 5.3.94: THE LEGS WALK -- AdvanceLeg/BodyAnimation live, 16 of 22 joints animating in paired strides
The last link is in.  AdvanceLegAnimation (@004a5028) and AdvanceBodyAnimation
(@004a5678) reconstructed and wired into Mech::Simulate, and the first live
run put a walking gait on the wire:

    before   22 handles,  1 animating (the vehicle root)
    after    22 handles, 16 animating, ZERO 2-float records
             root 812 poses; six PAIRS at 650/649, 599/596, 563/563,
             542/540, 531/529, 434/421; three slow joints at 25

Six left/right pose-count pairs is six joints per leg cycling in alternating
strides -- the symmetry is itself evidence that the handed clip alternation
(Right, Left, Right, each clip one stride) is running correctly.  Chain, end
to end, every stage previously verified in isolation and now live together:

  mapper demand -> AdvanceLegAnimation (state machine) -> SelectSequence
  -> SequenceController::Advance (keyframes -> Joint::SetHinge/SetRotation)
  -> BTL4HingeRenderable (5.3.88 matrix transport) -> 12-float flush
  -> render bridge applies.  Mission drove itself clean, no fault.

RECONSTRUCTED FROM THE RAW DECOMP, NOT THE DONOR -- and the sidecar says why:
BT411's versions carry port-era replicant accommodations (its mapper cell
does not replicate; the binary's does) and a turn-in-place dispatcher it
relocated INTO the leg machine from mech4's master performance.  None of that
is 1995 code.  Here the leg version reads the mapper unconditionally, exactly
as decompiled, and state 4's ARMING stays where the binary has it -- in
mech4, not yet reconstructed.

THE TWO CHANNELS DIFFER MORE THAN THEIR ClipFinished TWINS DO, all
binary-verified: the leg version has the wind-down block, the turn-in-place
case and the "Standing Not Supported" guard; the body version has none of
those, its case 4 sits in the plain-advance group, and move_joints reaches
every body Advance AND its reset's Reset -- the caller decides whether the
body channel poses joints or only measures stride.  Wired accordingly: leg
poses, body measures (move_joints 0), body distance dropped at a seam marked
STAGED -- consuming it as the forward step is IntegrateMotion's job (mech4).

Also faithful: case 0 FALLS THROUGH so a freshly armed clip advances the same
frame it was selected; the plain group's Standing guard is unreachable via
that fall-through and catches direct entry only; each cycle plays its clip at
cycle/stride of the authored rate (a slow walk IS the walk clip played slow);
and the reverse cycle's caps are all negative with the advance ratio folded
positive at the end.

UNSOURCED, named in the sidecar rather than invented: idleStrideScale
(+0x5ac, defaults 1) and runSpeedMax (+0x7a0, the run cycle's upward cap --
LoadLocomotionClips does not set it; defaulted huge so it never binds until
its real writer is found).  ForceUpdate(8) is a STAGED no-op pending the
replication emitter.

Still deferred: the airborne Advance* flavours (@004a5bf8/@004a71f4, jump
jets) and the Gimp*ClipFinished limp machines.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 09:25:56 -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.