deadlock it exposed The camera gap root-caused and fixed through three layers: LAYER 1 (ours): "chain the engine after the skeleton" was a non-fix. The engine's MakeEntityRenderables only accepts Object/Rubble resources, so chaining it with a Skeleton printed "wrong video resource type" and built NOTHING -- the fifodump proved it: zero vr_flush_dcs_artic records. The real fix mirrors the engine's Mover composition (L4VIDEO.CPP:4795-4860) inside our mech case: a Dynamic RootRenderable (whose ctor seeds its DCS from localToWorld and whose Execute re-flushes on change -- the ONLY source of per-frame wire articulation), the skeleton hung UNDER its DCS via ReadSKLFile's new parent_dcs parameter, and for the inside view a DPLEyeRenderable on that root with the published EyepointRotation. Also explains the mystery monolith in the first frame: the skeleton was parked at the world origin with the camera inside its shins. LAYER 2 (1995 library, read from our own linked symbols): dpl_DrawSceneComplete = velocirender_frameack(0), and frameack's unsolicited-reply path prints "dpl error - unsolicited input during frame ack", adds the 1995 authors' own puzzled "flush artic??" when the stray action is 0x1f, and calls exit(9). Documented before it ever fires. LAYER 3 (emulator, the actual deadlock): with per-frame articulation flowing for the first time, the game stopped drawing at frame 232 -- one 0x1f burst per frame forever, no receives, no error. The VPX device feeds the frame ack only after 6 CONSECUTIVE empty polls and reset that counter on EVERY outputData write; per-frame articulation writes made the count unreachable, so dpl_DrawSceneComplete never went true. Fix: the reset is gated on !frame_outstanding -- once a draw is outstanding the only receive the game will do next is the frame ack. The iserver-drain concern the reset guarded is boot-time only, when no frame is outstanding. Verified: two agreeing runs of ours on the fixed emulator (611 draws / 222 artic batches in run 2 -- the 232 wall is gone), camera travelling with the mech (cam -329.7,0,60.5 -> -362.3,0,54.5 across 8s), anim_abs 0 -> 1 on the bridge, view now INSIDE the cockpit cage. Shipped binary re-run on the fixed emulator: launches and runs, no regression. 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.