Files
TeslaRel410/restoration
CydandClaude Fable 5 bd1070110b BT410 5.3.71: torso button commands wired into the sim; residual fault rate measured
TorsoSimulation now carries the donor's digital command handling (binary
@004b5cf0): elevate up/down, twist left/right with limit clamps, the
centre-button recenter latch slewing home across frames, and the ramp
machinery kept verbatim including the binary's punchline -- the shipped build
unconditionally overwrites the ramp with 1.0f, authored dead weight preserved
as the binary's shape.  recenterActive carved from the dynamicsState reserve.
With 5.3.68's table fix the RIO/TM twist buttons land in these members and
move the torso, and the canopy eye rides the twist chain.

Also corrected in the roadmap: the 5.3.70 TriggerState 'wart' was not a wart
-- CheckFireEdge already compares fireImpulse's bit pattern as a signed int,
sign-correct for button ints and floats alike, and the donor binds and types
the member identically.

Fault rate, measured: riostreak.sh ran four consecutive vRIO-live runs --
CLEAN/CLEAN/FAULT/CLEAN, faults only ever in the load window (ticks 42-53k),
clean runs always past launch.  Post-fix tally 8 runs / 2 faults (~25%; was
3/3 before the Torso fix).  Our load window is ~60s where shipped's is ~15s:
if the residual is a constant-rate hazard during load, shipped's expected
per-run rate is only ~7% -- 'shipped survives' may be exposure luck, and the
residual is most likely an emulator-fork serial/DPMI interaction rather than
a game defect.  Next probe: hook the fork's page-fault path on the fixed cr2
and dump recent serial-IRQ deliveries + guest cs:ip history, plus a
shipped-exe streak for the baseline.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 15:44:12 -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.