Files
TeslaRel410/restoration
CydandClaude Fable 5 b01db52d43 BT410 5.3.117: the pod talks -- the entire NetNub networked layer reconstructed, and the last runtime stub falls
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>
2026-08-04 10:05:13 -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.