Two corrections to the damage model's leg branch, both read straight off the binary's own control flow (part_012.c:6900-6945, the _DAT_0049c99c/9a0 compares), closing a delta the notes had carried as staged: THE KILL GATE WAS WRONG. Our reconstruction felled the mech whenever a leg zone reached 1.0. The binary only does that when the mech is ALREADY LIMPING (mode 3/4): a first leg hit -- even one that takes the zone straight to 1.0 -- produces a LIMP, and the fall needs a second blow to land while the gait is already gimped. Two-stage leg death, exactly the BattleTech flavour, and measurably more forgiving than what we shipped. THE ALARM WAS RIGHT. The limp/kill signal writes AlarmIndicator::SetLevel at mech+0x2c -- the statusAlarm, exactly as our MECHDMG had it (levels 3/4 limp, 9 down). Confirmed rather than changed. AND THE MISSING LINK STAGED: nothing promoted statusAlarm 3/4 into the movement mode the gait keys on. The binary's own damage code READS mode 3/4 to decide "already limping", so the promotion demonstrably exists -- its writer is the master performance (mech4 @004a9b5c, the function Ghidra never decompiled). Until that lands, Simulate promotes status 3/4 -> simulation state 3/4 (guarded so a death mode is never overwritten), marked STAGED with the evidence. The chain is now END TO END: enemy fire -> cylinder table -> leg zone crosses 0.5 -> statusAlarm 3/4 -> movement mode -> the limp advancers replace the normal gait -> the drag leg shows on the wire -> the demand clamp caps the throttle. Live regression: the normal mission's speed sequence is bit-identical a third time (7.31972, 26.6726, ...); the promotion block is inert until real leg damage arrives. 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.