Full arena1 mission on the pod rig (podrun.sh pod_render_norio, 5.3.83-86 staged), run clean to steady state with no fault. Operator: "the artifact appears to be gone and the bleed from the control mode seems to be gone as well." Both reported symptoms -- the yellow-orange bar on the colour head and the bleed into the MFDs -- from the one uninitialised read, closed by the one zero-fill. WEIGHT OF THE EVIDENCE, stated plainly rather than banked as a win: This is ONE run of an INTERMITTENT, heap-content-dependent artifact. A clean run is exactly what the UNFIXED build also produced on the gauge A/B rig, three boots running, which is the whole reason the fix could not be verified there. So the observation is not logically airtight on its own. What makes it convincing anyway is the shape of the fix rather than the count of runs: after it, no index in 64..255 can return anything but zero, whatever the heap holds. The behaviour is deterministic by construction, where before it was a lottery. Combined with the operator having seen the artifact repeatedly across BOTH this reconstruction and BT411, one clean run on the rig that was showing it is meaningful. Further clean runs strengthen it. A recurrence would mean a SECOND source -- most likely whatever blits the *CRIT/*HEAT silhouettes, still unidentified, still carrying 1500-2500px of index 231 apiece -- and NOT a failed fix. That distinction is worth keeping straight if it ever comes back. Still open and unchanged by this: the 354px runtime-generated cluster, and which widget blits the 231-bearing avatar art. 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.