Re-measured the manifest census with a three-way split (RECONSTRUCTED / SURVIVES / MISSING) instead of the old exists-in-source410 test, and audited every zero-function entry: NINE census TUs were never missing. btmssn, btcnsl, btreg, btteam, bttool, gauss, ppc, btl4arnd, btl4mode all have surviving source in CODE/ and have been building since the tree first compiled -- the census's binary file-tags only covered part of each TU's functions, so they looked absent. btmssn is the clean proof: its three "missing" functions are in the surviving file, and the Fail's recorded line 0x45 IS line 69 of BTMSSN.CPP. GNRATOR.TCP is an 18-line TEST FRAGMENT (TestClass + ResetToInitialState), and both methods already live in POWERSUB.CPP -- verified line-for-line, outputVoltage zero included. Which leaves the true remainder at FOUR TUs: mech3 (3 fns -- the authoring-side stream builders), mech4 (17 fns -- large parts already re-hosted at STAGED seams in Simulate), and two zero-function entries. 897 of 917 census functions covered. The honest completion metric stays the Fail() stub count: 22 across 15 files, down from 26/18 at the start of the gait arc. README status block rewritten from its stale 2026-07-19 snapshot to say all of this. 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.