Operator report: artifacts bleed from the colour/radar display into the MFDs, present in BT411 too, absent in the original. Almost certainly the same "intermittent plane-write artifact" that survived seven earlier hypotheses. The chain, every link read from the code: 1. The colour head is SIX BITS (L4GAUGE.CFG:4395, sec mask 0x003F), and the MFDs are bits 8-15 of the same 16-bit words -- one plane-packed framebuffer, which is why a colour-head defect surfaces as MFD garbage. 2. BuildSecondaryTranslation (L4VB16.CPP:5419) fills exactly 64 entries of int translationTable[256]; entries 64..255 are never initialised. 3. DrawPixelMap8 (L4VB16.CPP:2708) indexes that table with an 8-BIT source pixel -- no clamp. 4. DrawPoint/Replace (L4VB16.CPP:637) ORs the colour in UNMASKED; the writer assumes the caller already confined it to the port's bits. 5. The sec port's own art supplies out-of-range indices, and they are SENTINELS not colour data: AVACRIT.PCC is 94% <= 63 with 6% at exactly 231; BTSEC1.PCX is 99.8% <= 63 with 0.2% at 254. Transparent they are skipped; OPAQUE they index the uninitialised tail. Why the original is clean: translationTable lives in a heap-allocated port, and on the pod that allocation was almost certainly zeroed -- garbage reads as colour 0, black, invisible. Our heap has different history. That also explains the intermittency that defeated the earlier hypotheses: it depends on heap contents, not on drawing logic. Narrowed to three opaque call sites (BTL4GAU2.CPP:916/1159, BTL4GAUG.CPP:1953). The fix belongs in our tree via the source410-shadows- CODE rule -- zero the table's tail after BuildSecondaryTranslation -- which is worth doing regardless of which site is guilty, since it turns a heap-dependent artifact into a black pixel. 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.