Three finds from one suffix table, closing the last mech2-family loader:
THE 'i' SET. The 4-char table at .data:0050d94d is the 3-char gait table
with an 'i' appended -- swri, wwri, ... squi, sqdi, trni. These are the
INTERIOR clips: the gait as seen from inside the cockpit, animating the
inside-view skeleton (they never bind the hip -- you cannot see your own
hip from the seat). LoadLocomotionClipsExt (@004a86c8) is byte-identical
to LoadLocomotionClips over that table, and is now its reconstructed twin.
THE VIEW DISPATCH (ctor tail @0x4a1674 region): a REPLICANT loads the
exterior set -- you see it from outside -- while the MASTER loads the
interior set. And the binary carries its own dev override: the L4VIEWEXT
env var forces the exterior set on a master for external-camera work.
Which is exactly what our render-bridge verification rigs need, so
pod_render_joints/limp.conf now set it -- the 1995 authors shipped the
switch our test harness wanted.
THE TAIL THE 5.3.93 LOADER MISSED: two more optional sets past the limp
probes. squ/sqd resolve into slots 3 and 2 with squatCapable -- the DUCK:
state 2 plays the squat-down, holds ducked at state 1, state 3 stands back
up (three state numbers the machines always handled but never had clips
for). And trn resolves into SLOT 4 with turnCapable -- which is WHY state
4 is turn-in-place. The slot map explains the state machine, again.
VERIFIED both paths live: L4VIEWEXT rig run measures the exterior set
bit-identically to 5.3.93 ('mad': standSpeed=5.23428 walkStride=18.5085
revStride=56.0462); the authentic default (master -> interior) measures
THE SAME CONSTANTS from the 'i' clips -- as it must, the mech covers the
same ground from either view, only the joint content differs -- proving
every madXXXi clip resolves. No fault on either run.
turnCapable is now real, which unblocks the turn-in-place dispatcher
(master perf) as the next locomotion piece.
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.