Files
TeslaRel410/restoration
CydandClaude Fable 5 c2b0a371ba BT410 5.3.90: the gait player is real -- SequenceController::Advance was the Fail() stub under the legs
Asked what was next for the rebuild, went to measure it, and found I had told
the operator the wrong thing one turn earlier.

THE CORRECTION.  I said mech2.cpp (the gait state machine) was the next
package.  It sits on top of SequenceController's playback methods, and all
three of those -- SelectSequence, Advance, Reset -- were Fail() stubs.  Advance
is the function that actually walks a clip's keyframes and writes each
animated joint.  mech2 without it would have called straight into a Fail.  So
the dependency runs:

    Mech::AdvanceLegAnimation      mech2.cpp -- the STATE MACHINE, still absent
      -> SequenceController::Advance   THIS -- keyframes -> joint writes
        -> Joint::SetHinge / SetRotation / SetTranslation
          -> the joint DCS flush fixed in 5.3.88

5.3.88 fixed the bottom link, this fixes the middle, the top is still missing.

WHAT THIS DOES NOT DO: make the legs move.  Nothing calls any of it yet -- no
gait state is ever selected because mech2 is unreconstructed -- so a run looks
identical to yesterday's.  This removes a blocker.  Saying otherwise would be
easy and wrong.

RECONSTRUCTED (compile-verified, BT 50/50, links clean):

  SelectSequence @004277a8 -- find + lock the clip, parse its layout.  The
  fetch is FindResourceDescription and NOT SearchList: the ID arriving here is
  already resolved, and SearchList would treat it as a resource LIST and walk
  the clip bytes as IDs.

  Advance @0042790c -- snap through every keyframe the new time has passed
  (writing authored poses), then interpolate the partial frame.  Returns the
  forward distance covered, which is what the gait feeds into mech motion.

  Reset @004283b8 -- return every animated joint to neutral, so an abandoned
  gait doesn't leave the skeleton frozen on a stale frame.

THE PART THAT CANNOT BE SEEKED.  The pose block is packed BY JOINT TYPE -- 8
bytes hinge, 12 ball, 24 ball+translation -- so the root-translation table
behind it is not reachable by arithmetic on any stored count.  SelectSequence
must walk the entire skeleton summing per-joint sizes to find it.  Which also
means the parse depends on the mech's own skeleton agreeing with the clip: an
unresolvable slot returns NULL and contributes 0, keeping the walk honest
rather than drifting keyframeData onto garbage.

TWO CONTRACTS worth recording before mech2 is written against them:

  move_joints == 0 is NOT "do nothing" -- it advances the clock and
  accumulates distance while leaving the skeleton alone.  That is how the body
  channel measures a stride without fighting the leg channel over the same
  joints.

  The finished callback is RE-ENTRANT BY DESIGN.  At end of clip it picks the
  next state, re-arms this controller through SelectSequence (rewinding it to
  frame 0), and advances the carryover itself -- so its return value is the
  distance that carryover covered, folded straight into Advance's own return.
  mech2's BodyClipFinished has to honour that or the gait double-counts.

NOT CARRIED OVER from the donor: its BT_HIP_LOG diagnostic and audio
footstep-broadcast path, neither of which is 1995 code.  footStepThreshold IS
parsed -- the field is real and authored -- but nothing reads it yet.

AND A CAVEAT ON THE 91% I QUOTED: seqctl.cpp is not in the 50-TU BT census at
all (its code sits below the BT address range the census was built from), and
that figure counts a TU as done if the FILE EXISTS -- 18 files still carry 26
Fail() stubs between them.  The census understates what "playable" needs.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 00:36:39 -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.