Twenty-two Fail sites in L4NET.CPP -- the whole console/mesh transport -- replaced with decomp-verified bodies (part_007.c @004501d4..@00452378), every error string extracted byte-for-byte from the shipped exe, every magic number resolved to a macro from the AUTHENTIC 1995 NETNUB.HPP that survives in the archive (NETCOM_VERSION 11; 0x63c == MAX_SEND_DATA_SIZE). The real-mode bridge came free: the 1995 netshare.OBJ has been linking into mungal4.lib all along via the prebuilt fallback -- this file only had to define the six globals it imports and call it. NetNub::SendCommand is the gateway (setRMBuff, DPMI int 31h/0300h on the TSR's vector, getRMBuff); BC4.52's <dos.h> really has int386x -- the binary's own "int386x():ERROR=" text named the RTL call. The topology, decomp-proven: console listens on 1501, the pod mesh on 1502; hosts before ours in the egg get an OPEN, ours becomes the local host by address match, hosts after ours get a LISTEN -- and CheckBuffers heals the ordering race by SWAPPING sockets when a peer lands on the wrong listen. The console's listen is a wildcard that learns its address; the console connection SURVIVES mission teardown (Shutdown zeroes both counters anyway -- reproduced faithfully). Send discipline: direct while the retry buffer is empty, everything queues behind a backlog in per-host FIFO, one round-robin drain per idle slot; only a dumped-to-avoid-blocking send is retried, and RemovePacket is empty in the binary because delivery already compacted the pad buffer. Internal connect/disconnect events ride the GetNetworkClientPointer(0)->ReceiveNetworkPacket self-dispatch (the decomp's FUN_0041d7f0 resolves to the ClientID-0-is-me idiom). Ghidra had dropped register and trailing arguments at half a dozen call sites (GetRemoteHost's HostID among them) -- the surviving HPP signatures arbitrated each. Stubs: 8 across 8 files -- ALL RUNTIME STUBS ARE NOW CLEAR; what remains is the authoring-side CreateStreamedSubsystem family, which missions never call. Single-user regression clean on the rig; the networked path awaits its console + NetNub-TSR live session (two-agreeing-runs). 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.